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Alternate critical hit table

 Post subject: Alternate critical hit table
PostPosted: Wed Jun 10, 2009 5:39 am 
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Reavers have a Carapace mount too.

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 Post subject: Alternate critical hit table
PostPosted: Wed Jun 10, 2009 3:03 pm 
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Quote: (zap123 @ 10 Jun. 2009, 00:39 )

Reavers have a Carapace mount too.

Yes, they have a carapace weapon hard point, but there is no "Carapace" location on the hit template.

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 Post subject: Alternate critical hit table
PostPosted: Thu Jun 11, 2009 2:22 am 
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Quote: (Dwarf Supreme @ 09 Jun. 2009, 21:20 )

Unfortunately I lost my original Word documents and have to retype everything.  :sad: I just finished typing all of the tables for the Warlord. All of the tables for the Reaver and Warhound are exactly the same, except for the Weapon table, because neither of them can have the Carapace location. I'm not sure how to post a look to the documents, so any help would be appreciated.

Hi!

What do you mean? Do you need to know on what facing the carapace can be seen?

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 Post subject: Alternate critical hit table
PostPosted: Fri Jun 12, 2009 3:04 pm 
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What I mean is that there is no "Carapace" hit location on any of the hit templates for either the Reaver or Warhound.

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 Post subject: Alternate critical hit table
PostPosted: Fri Jun 12, 2009 5:53 pm 
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Tis true, it's something I've noted but never got around to grumbling about. I think the real question is, should there be a carapace location for these models? Would this benefit the model or just make them easier to hit. Perhaps an armour save or damage table modification would be better.

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 Post subject: Alternate critical hit table
PostPosted: Fri Jun 12, 2009 6:20 pm 
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Quote: (Warhead @ 12 Jun. 2009, 12:53 )

I think the real question is, should there be a carapace location for these models? Would this benefit the model or just make them easier to hit.

I've thought about that, too. However, if you look at the Warhound, there really isn't a way to hit the carapace. From the front the head covers up most of the carapace, from behind the reactor does the same thing and from the side the weapon covers up the carapace. The Reaver might be a different story. From the front the head and weapon cover up most of the carapace and from the back the weapon and reactor. From the side, you could argue that the carapace could be hit, specifically behind the weapon.

One other thing to consider is: what happens when a weapon has been blown off? For both the Warhound and Reaver, you could argue that without a weapon there, the carapace could be hit from the side or back and thus the MIU can be damaged. That might be something to consider as an optional rule.

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 Post subject: Alternate critical hit table
PostPosted: Fri Jun 12, 2009 10:16 pm 
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Very true, and all points I noted at the time also.

One other thing to consider is: what happens when a weapon has been blown off? For both the Warhound and Reaver, you could argue that without a weapon there, the carapace could be hit from the side or back and thus the MIU can be damaged. That might be something to consider as an optional rule.


This would then bring in the dimension of depth to the tables. Where does the line get drawn. Side shot misses one leg, do I then see if I hit the other. I tried this (mostly accidentally) when trying out the Nid Bio-Titans when they first came out. You cut one leg off you must be able to target the leg behind with the next shot. Therefore if that is true the same applies for side on shots... so then that should also be true for regular Titans. It gets messy fast after that. Any ideas?

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 Post subject: Alternate critical hit table
PostPosted: Sat Jun 13, 2009 3:19 pm 
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Quote: (Warhead @ 12 Jun. 2009, 17:16 )

Any ideas?

Yes, leave it as is. Trying to account for parts that have been shot off adds a level of complexity that I don't particularly want. Although, it might make for some interesting optional/experimental rules.

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 Post subject: Alternate critical hit table
PostPosted: Sat Jun 13, 2009 4:19 pm 
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It might be fun as house rules but as mentioned it would get very complicated very quickly. Especially for large complex models like an Imperator Titan or Mega Gargant.

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 Post subject: Re: Alternate critical hit table
PostPosted: Sat Apr 17, 2010 4:43 pm 
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I found my old thread for convenience. notice how there was already a discussion about the lack of a carapace hit location.

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 Post subject: Re: Alternate critical hit table
PostPosted: Mon Apr 26, 2010 8:13 pm 
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I have been thinking about the d10 and what it does to titans.

If you take the warhound for example.

As I see it you get a unit for 200-300 that it alot better than the different superheavys the guards can choose from. How much firepower will it take to bring down the warhound compared to 4 tanks or a superheavy if you do a point comparison

Now with this d10 you make them and the other titans even better.
You will probably see more titans. Not a bad thing. Titans are loads of fun.
Should a titan cost more if you use the d10?

In the end it is just an optional rule but I am both abit terrified that it will do to the balance and also feel like I would like to try it. ::)

/P

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