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Messages - Waaaghpower

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I think I'm a little against-the-grain in that I actually quite like the 7th edition rules, they're perhaps my favorite ruleset (I've played in 5th and 6th,) so I'm a little hesitant about the update - If they change it, it's definitely not going to be the thing I like, but it MIGHT not be as good as what currently exists.

That being said, movement values and save modifiers both *seem* like good ideas. Making there be an actual reason to take Terminator Armor over Artificer Armor, adding more value to armor saves over invulns, and reducing the number of rerollable saves and the time taken rolling defensive dice could all be good things. I don't want the Psychic Phase to change much, though the method of choosing powers could be tweaked so that there's less of a gap between good and bad powers. I like the way assault currently works. I like the way shooting works.

So... cautious, but optimistic that they fix the problems without breaking the stuff I like.

Online Roleplaying / Re: Dark Heresy Roleplay Thread
« on: April 18, 2017, 03:35:43 AM »
Roll - Randomize lockers. [Spoiler] You don't get to see this![/spoiler]
Roll - Shotgun Stock Attacks
[Spoiler] Weapon Skill Check. Needs 78 or lower.
Roll 1 - 52
   Damage roll - 1
Roll 2 - 31
   Damage roll - 6
Roll 3 - 46
   Damage roll - 9

It takes two heavy blows to smash the first lock, but the second comes off easily, and Salk stops to examine their contents.

The first contains one broken Chrono, one unused prophylactic, one black suit jacket, one pair black suit pants, one hat - black, one pair of sunglasses, and twenty three throne gelt.

The second contains one half bar of chocolate, one bunch of keys on a white metal ring, one packet of lho sticks, two plastic ball-point pens - one black, one red - one pocket tome, one address book - imitation red leather - and one white metal chrono.

The second contains

Online Roleplaying / Re: Dark Heresy Roleplay Thread
« on: April 15, 2017, 06:34:42 PM »
Roll - Randomize lockers. [Spoiler] You don't get to see this![/spoiler]
Roll - Baleful Eye attacks
[Spoiler] Ballistic Skill Check. All but Critical Fail.
Roll 1 - 24
   Damage roll - 6
Roll 2 - 27
   Damage roll - 7
Roll 3 - 49
   Damage roll - 9
In quick succession, Whilhelm blasts three locks into molten slag. His third attempt proves fruitful, and he locates the correct locker on the third try, finding and reclaiming his appropriated gear in half a minute.

I'm legit uncertain what my character could or should be doing right now.

Hobby / Re: Army Showcase: Tau Hunter Cadre
« on: April 14, 2017, 02:38:03 PM »
Spoiler tags are still broken...
That scheme is looking really good, though!

I have not tried it out yet, mostly because I like my 40k games to be as big and dramatic as possible. If I want to play a more focused, small-scale game, I'll play X-wing or Space Hulk. It's really cool in theory, but I already have too many wargaming things going on, and playing 40k Lite just isn't my bag.

The terrain in that box looks hella cool, though!

Online Roleplaying / Re: Dark Heresy Roleplay Thread
« on: April 11, 2017, 11:29:24 PM »
Roll - Scythia checks for cameras.
[Spoiler] Awareness Check. Per 33, needs a 33 or lower.
RESULT: 2.[/spoiler]
Scythia glances around, almost giving the all clear, when the she catches a glimpse of a tiny reflection of light down the hall, opposite from where they had come from. It is almost invisible, veiled in shadow as it is, but the camera watching them is very real and very much watching them.

Roll - Scythia attempts to pick the lock.
[Spoiler] +10 Security Check. Int 33, +5 for Servo-Skull, needs a 48 or lower.
RESULT: 11. 3 degrees of success.[/spoiler]
Taking the time to work on the door, Scythia moves with as much speed as she can without risking failure. After a moment of jostling - Or thirty seconds, to be precise, the door pops open with a 'Click'. "We're in," she says.

Online Roleplaying / Re: Dark Heresy Roleplay Thread
« on: April 11, 2017, 10:49:54 PM »
Roll - Scythia plots out the route to the equipment locker.
[Spoiler] +40 Intelligence Check. Int 31, needs a 61 or lower.
RESULT: 33. 3 degrees of success.[/spoiler]

"It's off to the left," Sythia says, as they exit, scanning the hallway for threats. Without waiting any longer, she departed into the shadows. Salk followed behind, as did Wilhelm - After a brief hesitation, at least - but the rest of the group followed after Tarkus - Most of them wanting the quick escape, but Arlo simply staying with the largest fighting force, his instincts still in control of his actions.

It took only thirty seconds for Scythia's group to get to the impound, but the door - A thin piece with a glasteel window inside - Was locked, and they couldn't enter.

Tarkus's group reached the exit at roughly the same time. The door was not apparently locked, but a large red warning sign was on the door handle reading 'EMERGENCY EXIT - ALARM WILL SOUND'.

Forces and Allies of the Imperium / Space Marine Anti-Air Thoughts
« on: April 06, 2017, 11:13:29 PM »
(I'm trying to have discussions here, but it's not that easy when nobody responds...)

I tried out Hunters and Stalkers for the first time yesterday! It was a game against a CSM player - I had an Iron Hands Rhino Rush with a Command Squad on Bikes, the Hunter/Stalker formation, and Chapter Master Smashfather. He had a Death Guard Rhino Rush with a bike squad, the three-Helldrake formation, and a lord on a bike. Mirror match! (I also had a Librarius Conclave and he had Havocs, but that's not a mirror match.  :-\ )

Anyways, it was a close game - I may post a battle report later, because it was pretty cool how it went. I'm not going to regale you with tales here, though, because that's not what this post is for!
This post is for my thoughts on the anti-air.

And overall? Stalkers are pretty great, Hunters are... Less so.

I had something like 320 points of anti-air, three Stalkers and one Hunter, and he brought 510 points of pure Helldrake. Thanks to the insane volume of fire that my Hunters could put out with Interceptor shots, (9 ignores-cover shots per target,) I was able to incapacitate a Helldrake on turn two (I got a hull point on each, and a Weapon Destroyed result on one,) I put two Hull Points on his third Helldrake when it came in turn three, and finished off the weakened one with the working gun when it came in from ongoing reserves on turn four. Ignoring Cover (the bonus for having three) wasn't as big of a deal as it might have been, since he had that 5+ invuln, but it did get me a Hull Point that I wouldn't have gotten otherwise, and being able to fire at multiple targets with a single unit was invaluable for dealing with target saturation, and when there was only a single target, being able to buff up their damage was similarly invaluable. Having these guys didn't just kill fliers for me, it was able to neutralize potential sources of damage before those sources got to hurt me, so they boosted both my offensive AND defensive capabilities.

Unfortunately, in order to bring those Stalkers are part of a Medusa Strike Force, I had to bring in an Anti-Air Defense Force, which meant bringing a Hunter as well.
The Hunter DID actually get me a kill, which was neat. (On the bottom of turn four, I hit the other Helldrake that had a working gun, got past his invuln, and took out his last Hull Point.) It was the only time it got me anywhere, though - Even with Armorbane, a single BS4 shot that doesn't ignore cover is just too unreliable to cause significant damage, and the formation bonus (+1 BS for the Stalkers if they fire at something that the Hunter hit,) is completely useless - Against any decently sized air force, the Stalkers are going to be firing Interceptor every turn, or at least the first couple of turns, which are the most important ones. The Hunter cannot fire Interceptor, so it's not going to be firing with the Stalkers. This effectively nullifies any formation bonus until you get to turn 4 or 5, by which point most fliers *should* be dead.

So, the Stalkers I'm very impressed with, at least if you know you're going to be facing fliers, or at least skimmers. Bringing three for 240 points (You ARE buying Storm Bolters for all of them to soak up Weapon Destroyed results, right?) provides enough AA for just about any potential threat. The Hunters... Well, their model looks nice, and they're not the worst tax you could pay, right?

(If you expect to face FMCs and not Fliers, by the way, the Hunters are a little better - Punching through armor saves is nice, and they actually get to use their formation bonus. Plus, if you take them in a Medusa Strike Force like I did, you can bring two, use PotMS to fire them at two different targets, and then have the Stalkers fire with BS5 at both targets. It's just not good against actual Fliers, which is ironic considering it has Armorbane.)

Online Roleplaying / Re: Dark Heresy OOC/Discussion Thread
« on: April 06, 2017, 10:50:30 PM »
No problem, as I said before, everyone's posts have been pretty clear and straightforward.

Something worth noting, though: Tarkus has told the group the most clear exit route, but as of yet nobody has tried to remember/gotten an answer to where the impound locker is. Following his advice, you're just going to be leaving.
(And if nobody posts, I'm going to assume you're following his advice.)

Forces and Allies of the Imperium / Re: New Triumvurate Tactica?
« on: April 05, 2017, 08:14:18 AM »
The only way to transport him is to use Psychic powers. Soulswitch and Worldwrithe (I can't remember the loyalist name...) both let you teleport him across the board rather effectively, but that requires you to first bring a Psyker who knows the power, can succesfully manifest, and is well positioned to do so.

Online Roleplaying / Re: Dark Heresy Roleplay Thread
« on: April 04, 2017, 08:32:07 AM »
Roll - Tarkus plots out the easiest escape route.
[Spoiler] +30 Intelligence Check. Int 31, needs a 61 or lower.
RESULT: 33. 3 degrees of success.[/spoiler]
"I know the way out," Tarkus added. "Through this door, we'll take the first right, then follow that hallway to an emergency exit. It will trigger an alarm when we leave, but it's the easiest way out of here, and should keep us clear of the guards."

I'm not certain what I'm supposed to be doing here. I guess Noah should get to the engine room? But... Does he need to, like, turn on the FTL with a big red button or something? Do I need to make a Tech-use Test to coax out a machine spirit?

Online Roleplaying / Re: Dark Heresy OOC/Discussion Thread
« on: April 03, 2017, 07:45:06 AM »
And the first story post is up!
Everyone seems to have a slightly different format for their posts, which is not a big deal, but to make things more formal and consistent, I'm going to make up some rules.

Regular actions should be in text, like this. If you're walking or talking, just use regular text.
"Talking should be in quotes!" he said, "As though you were writing dialogue in a novel!
Italics are for when you are intentionally doing something that requires an action.
(Parenthesis are for small OOC comments if something is unclear or otherwise needs to be clarified. Larger OOC comments should be in this thread, or in the group chat.)

Online Roleplaying / Re: Dark Heresy Roleplay Thread
« on: April 03, 2017, 07:42:13 AM »
Roll - Tarkus infers where the guards have gone.
[spoiler]+10 Intelligence Check. Int 31, needs a 41 or lower.
RESULT: 57. 1 degree of failure.[/spoiler]
"I'm not sure where they went," Tarkus says. "I think the guard station is in that direction, but I was paying closer attention to the escape routes when I looked at the map."

Roll - Scythia hacks the security system to control lights and security
[spoiler] Security Check. Int 33, Servo Skull +10, fancy text bar, needs 44.
RESULT: 80. 4 degrees of failure.[/spoiler]
Scythia fed the wires and plugs of her servo-skull into the Dataslate port and began accessing the system, but a security protocol quickly overrode the attempt, and the screen displayed an error message signaling: UNAUTHORIZED USER DETECTED. PLEASE CONTACT SYSADMIN.

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