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Post by Rowdy Dragon on Jun 22, 2017 14:57:11 GMT
1) pow 14 shooting will do respectable damage. Do not compare grenades to high pow melee weapons but to other ranged weapons. Not many guns are actually hit harder then pow 14. Very few pow 15 and 16 ranged weapons can be found in the game. Expecting bombadiers to do very high damage output is too much. The are also very expensive, not very survivable, inaccurate, short ranged and only get 5 shots. Nit saying it's the damage that has to be bumped up, my point simply is that they actually have pretty bleh ranged output for the unit they are. Anything that unreliable is not a valid strategy.
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Post by 3xhume on Jun 22, 2017 15:09:43 GMT
@rowdy Dragon: please dont take my comment as offensive.
1) im commenting about pow 14 in general. Not bombadiers. Some players is having overexpectation to what shooting damage can do. Except there is some way to debuff the enemy like cryx, pow 14 is pow 14. And khador dont have much to begin with except signs and portents and hand of fate.
2) then we just have to agree that we disagree.
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Post by Rowdy Dragon on Jun 22, 2017 15:27:37 GMT
2) then we just have to agree that we disagree. I didn't take anything you said as offensive. Pow 14 is seriously not bad in my book. It's the short range and inaccuracy that really makes it suffer. And Im not saying that Scatters can't help. I just mean its generally not a very reliable strategy. And as possible of killing your own dudez as well as the enemies.
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Post by Blargaliscious on Jun 22, 2017 16:51:02 GMT
Have you ever looked at the Man-O-War and thought: "Wow, without the Shocktrooper Officer, these guys are a mess!" I have. I hope I'm not the only one. I might sign up for the CID just for the Man-O-War.
I think one of the biggest problems with Man-O-War (any type) is that Privateer Press laid out their mission profile, just assumed that their mission profile would be *obvious* from their design and that we would all use them that way - and we are not.
The Shocktroopers are fantastic on the defensive side of things and can take an absolute beating, but they have a very low offensive output. The Shocktrooper Officer doubled their offensive output by granting Assault, which is great! If you can charge. So what do your Shocktroopers do if they get jammed? (And before you say "Shocktroopers never get jammed!" it has happened to me before, long before Bombardiers came out. Filthy pirates!)
Looking at the design of the Man-O-War, I think the mission profile PP had in mind for the Man-O-War was that the Shocktroopers are the front line, acting as a moving protective wall for whatever is behind them. If there is a cluster of warjacks that need to be taken care of the second line will be a squad of Demolition Corp. Otherwise you have Bombardiers running around in the second rank arcing fire their Grenade Cannons over the heads of the Shocktroopers. The arcing fire of AOE3 attacks is important, I think, because if there is a mass of infantry jamming the Shocktroopers this is what allows the Bombardiers to target the enemy 2nd row, not suffer the target in melee penalty, and catch the front row in the AOE.
Give MOW Bombardiers ROF 2? I would love that! All of us Khadorans would love that. Who wouldn't like 2x POW 19 RAT 10 AOE 3 shots out of a 16 point unit? Probably everyone else who we would be turning to paste with these FA:3 units. I think Trump would even start tweeting about it.
I think a more realistic (and thematic?) improvement to the Bomardiers would be to give them the "High Explosive" (blast damage is POW 10) special rule and to give them bigger AOE with bigger CRA - 4" with 2 or 3 guys and 5" with 4 or 5 guys.
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Post by Rowdy Dragon on Jun 22, 2017 17:07:23 GMT
The Shocktroopers are fantastic on the defensive side of things and can take an absolute beating, but they have a very low offensive output. The Shocktrooper Officer doubled their offensive output by granting Assault, which is great! If you can charge. So what do your Shocktroopers do if they get jammed? (And before you say "Shocktroopers never get jammed!" it has happened to me before, long before Bombardiers came out. Filthy pirates!) Actually, I think Shocktrooper output is really good. Solid Buff material and ALSO like Bombardiers really benefit from HOF. Man I had an EPIC time when they, a Drahkun took down a Prime Axoim Over a period of 3 turns until only 1 Shocktrooper remained. Who was then killed by Iron Mother, and then Vlad Vengaced him and killed her. They are good targets for damage buff spells and their output whilst not amazing is actually pretty good COMBINED with their aggressive levels of defense. They can be jammed, but worry about Jacks with heavy offensive way more. Otherwise since after charge damage, nothing can really kill them. The Demo Core will be needing to REALLY do more damage (Like a Weaponmaster bonus BEFORE a UA), or have some super utility (Like Freeze) before they can compete with shocktroopers for anything. Boosting Demo Core speed is a fools errand as then they would compete with Uhlans.
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Post by khador247 on Jun 22, 2017 20:30:16 GMT
Bombadiers are nice with Vlad2. His feat helps their SPD and RAT and Hand of Fate helps them hit and do more damage. People don't fear the Bombadiers so you can sometimes get the element of surprise when they are effective.
I really wish we'd get our MOW theme. The wait is keeeeeeeeeling me.
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Post by Rowdy Dragon on Jun 22, 2017 20:32:49 GMT
Bombadiers are nice with Vlad2. Well, what isn't? I kinda always find that a hollow goal because he runs just about everything well. Everything wants +2 Damage to everything and +2 Attack to everything. The question is if they are worth taking over something else.
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Post by tesoe on Jun 22, 2017 20:53:44 GMT
Personal I'd like to see them get sustained attack and maybe replace critical shred with Rapid Strike.
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Post by Netherby on Jun 23, 2017 6:41:15 GMT
I just don't think that improving their melee is important when there are already two melee focused variants.
I don't really think we are likely to get usable Bombardiers outside a theme and they will only be usable in theme due to lack of other options. Yes, power 14 is good. AoE3 PoW 7 is meh.
WGI can do the exact same power and volume of attacks for 6 points less: CRA in pairs for 5 PoW 14 shots (at Rat 7) threatening 14". No AoE, but like I said, 3" PoW 7 is meh. Okay they are more survivable, but I don't think they are 6 points more survivable.
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Post by steamwitch on Jun 23, 2017 10:11:00 GMT
I use them with scorcha 1 as a bunker. She dances around the models getting a standard line to block LOS. And KD via tempest means even the bombers can hit. They are nasty on the feat turn also. Any one who can KD really helps them shine. But they are still a bit slow unless you have a kovnik. I find that helps them get to where they need to for the feat round undamaged. Kodiack and marauders help w/o takeing away from their MO. I like to think of it as 3/5 bombard spread out. The one thing to consider is this squad is supposed to imitate light jacks. Sure they cant preform those roles 100% but a light jack w/o a Warcaster is as effective as MOW w/o support. People consider light Jack's a picture of efficiency. But the thing is if they're imitating a light Jack for us we need to keep in mind even a light Jack needs support to be great. Sure we pay more points than a light in that reguard so the 3man and a kovnik makes a nice unit as the Kovnik has a slam.
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Post by khador247 on Jun 23, 2017 13:47:34 GMT
Bombadiers are nice with Vlad2. Well, what isn't? I kinda always find that a hollow goal because he runs just about everything well. Everything wants +2 Damage to everything and +2 Attack to everything. The question is if they are worth taking over something else. Arcing fire has its uses. They also go to ARM 19 for a turn. They work pretty well behind a unit of Shocktroopers. It's an option. Right now it isn't the best option without a theme force available but it's an option. The original question was "Any chance they can be useful?" and the answer is yes. I would have to think they are almost a lock to go through CID.
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Post by Rowdy Dragon on Jun 23, 2017 13:50:47 GMT
Arcing fire has its uses. They also go to ARM 19 for a turn. They work pretty well behind a unit of Shocktroopers. It's an option. Right now it isn't the best option without a theme force available but it's an option. The original question was "Any chance they can be useful?" and the answer is yes. I would have to think they are almost a lock to go through CID. It's not a theme force thing. I play without theme forces sometimes. The question is why not Target MOW Shocktroopers? They benefit from Vlad way more. On feat turn a even higher arm is a good thing. HOF means they can do more damage on the assault. Arcing fire does have its uses but their so close ranged and inaccurate I find it pretty hard.
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Post by khador247 on Jun 23, 2017 14:08:51 GMT
They are expensive and currently we don't get any free solos or UAs by taking them nor do we get any other benefits. I think they'll probably become a much more attractive option after we get our MOW theme force.
SPD 7 (on feat turn) with 10 inch shot and arcing fire is pretty decent.
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Post by steamwitch on Jun 23, 2017 21:45:09 GMT
They are expensive and currently we don't get any free solos or UAs by taking them nor do we get any other benefits. I think they'll probably become a much more attractive option after we get our MOW theme force. SPD 7 (on feat turn) with 10 inch shot and arcing fire is pretty decent. Well keep in mind that Vlad2 adds +3 to RAT and SPD. Giving a threat of 17inches with arching fire at RAT 7. Hand of fate may be over kill but it's a multi angle threat with at least 4 models. V2 feat is for assassinating or clearing out large swaths of your opponents models IMO. Not too shabby considering that they will be jacked up for a turn as well. But cost effectiveness tilts out of your favor running 5 instead of 3 IMO. I like the Darkun too much as a V2 feat target.
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Post by Cryptix on Jun 24, 2017 10:25:29 GMT
RANGE 12" RAT 6 AOE 4 High Explosive. Done. Maybe make a MOW Bombadier Kovnik with Mini-feat Extended Fire (Snipe) and Granted Reposition (3")
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