Choco
Junior Strategist
Gorten, best feet in the game.
Posts: 571
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Post by Choco on Mar 19, 2018 20:17:12 GMT
Highshields now have CMA! What more could you possibly want for a ranged unit!? Shhhhhh! That's our super secret tech we weren't talking about because its too good.
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Post by fallenexile on Mar 19, 2018 20:45:36 GMT
POW 10 or 12, RNG 10, arcing fire (powerful shot) gun bunny. Pow 10, Rng 12, Rat 5, Arcing Fire, Powerful Shot. Call it the Lobber.
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psyllus
Junior Strategist
Posts: 119
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Post by psyllus on Mar 19, 2018 22:18:22 GMT
I highly doubt they'll make an arching fire gunbunny with a weapon with similar power and range to the Gunner. A limiting factor of the Gunner is that you can block its los. Removing that weakness probably won't happen as it jus seems unreasonable. I'd rather see the OAC reimagined to fill that role. Dropping CRA for High Explosive would put them into a niche position. I'm thinking something along these lines: Remove:- CRA - CMA Add:- High Explosive to Battlecannon - Battlecannon POW -> 14 - ARM -> 17 - Immune to Blast Damage They'd still be a bit fragile, but that would give us a solid, multi-purpose ranged unit with strong counter-assaulting potential.
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eathotlead
Junior Strategist
PP forumite since 2004
Posts: 259
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Post by eathotlead on Mar 20, 2018 1:02:30 GMT
If we’re making constructive requests I would like epic (Death Jack crushing) Gorten and a character Driller, please. Maybe a third, arcing fire gun bunny? But yeah, some solos/ attachments for Highshields and OAC... hell, maybe even one for Forge Guard would be sweet. (That Khador CID had the gears turning.) "Not read the whole thread..." Lol, of course I did, including the original post (call for fluff, components of themes forces, etc.) ...If that's what was meant; the grammar in the assumption was a bit rough. Granted, character 'jacks aren't typical parts of themes.
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eathotlead
Junior Strategist
PP forumite since 2004
Posts: 259
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Post by eathotlead on Mar 20, 2018 1:03:42 GMT
POW 10 or 12, RNG 10, arcing fire (powerful shot) gun bunny. Pow 10, Rng 12, Rat 5, Arcing Fire, Powerful Shot. Call it the Lobber. Yep, seems like a natural addition.
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Zeykk
Junior Strategist
Posts: 135
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Post by Zeykk on Mar 20, 2018 4:59:38 GMT
I highly doubt they'll make an arching fire gunbunny with a weapon with similar power and range to the Gunner. A limiting factor of the Gunner is that you can block its los. Removing that weakness probably won't happen as it jus seems unreasonable. I'd rather see the OAC reimagined to fill that role. Dropping CRA for High Explosive would put them into a niche position. I don't see anything related to any role in what I previously said. My comment was about significant differentiation between the Gunner and a proposed arching fire gunrunner with similar/identical weapon stats. So I'm not sure what role you'd rather have the OAC fill? So I'm getting the feeling you want the OAC to be more like storm troopers instead of some hybrid unit. That correct? Or a unit with a gun that uses it to assault in to melee?
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psyllus
Junior Strategist
Posts: 119
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Post by psyllus on Mar 20, 2018 22:01:37 GMT
I saw the idea of a lobber-bunny as trying to fill the role of anti-light-infantry via blast templates. As mercs have that option in the basically non-functional OAC, I offered some thoughts on how they could be tailored to fill this role while trying not to completely do away with their hybrid nature.
Upon re-reading, I can see that you were looking at the role of arcing-fire support.
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Choco
Junior Strategist
Gorten, best feet in the game.
Posts: 571
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Post by Choco on Mar 20, 2018 22:24:22 GMT
EDIT: I wish there was a way to delete my posts...
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Choco
Junior Strategist
Gorten, best feet in the game.
Posts: 571
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Post by Choco on Mar 20, 2018 22:25:01 GMT
POW 10 or 12, RNG 10, arcing fire (powerful shot) gun bunny. Pow 10, Rng 12, Rat 5, Arcing Fire, Powerful Shot. Call it the Lobber. I went with the shorter range to try and differentiate it more from the Gunner. With a gun like that, unless it costs more, the gunner will never be taken again. Also, did you mean for it to not be an AOE?
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Post by gobber on Mar 21, 2018 0:10:21 GMT
I'd love to see the Ogrun receive the ammo types they have in the fluff. Right now they just have their explosive rounds. They also have grapeshot sprays, and a slug shot with a momentum/beatback/knockdown type effect. The alternate shots are even in the concept art: www.keiththompsonart.com/images/full/cannon.jpg
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Xintas
Junior Strategist
Posts: 824
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Post by Xintas on Mar 21, 2018 13:11:02 GMT
I'd love to see the Ogrun receive the ammo types they have in the fluff. Right now they just have their explosive rounds. They also have grapeshot sprays, and a slug shot with a momentum/beatback/knockdown type effect. The alternate shots are even in the concept art: www.keiththompsonart.com/images/full/cannon.jpgMaybe a cheap 2 part UA with an ammo carrier instead of a standard bearer that gives them shot types.
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Post by fallenexile on Mar 22, 2018 13:53:50 GMT
Pow 10, Rng 12, Rat 5, Arcing Fire, Powerful Shot. Call it the Lobber. I went with the shorter range to try and differentiate it more from the Gunner. With a gun like that, unless it costs more, the gunner will never be taken again. Also, did you mean for it to not be an AOE? You're right. I thought Gunners had more range, honestly. RNG 10 and AOE 3 I think might keep them just balanced enough to take in certain situations over the Gunner but not outshine it all the time. That's a step down on RAT, POW, and RNG, but providing all sorts of mortar abilities. They also don't outshine the HAC with these stats either. Seems about right, thank you.
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Xintas
Junior Strategist
Posts: 824
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Post by Xintas on Mar 22, 2018 15:58:56 GMT
I went with the shorter range to try and differentiate it more from the Gunner. With a gun like that, unless it costs more, the gunner will never be taken again. Also, did you mean for it to not be an AOE? You're right. I thought Gunners had more range, honestly. RNG 10 and AOE 3 I think might keep them just balanced enough to take in certain situations over the Gunner but not outshine it all the time. That's a step down on RAT, POW, and RNG, but providing all sorts of mortar abilities. They also don't outshine the HAC with these stats either. Seems about right, thank you. I guess I can see the balance between the three units there, but I'm not sure we really need to fit a new release into such a narrow use case. I'd rather see something that answered a question in Hammer Strike or something that made a currently unusable piece acceptable. This jack just seems like a "meh, for when you want to go full gunbunnies and not take the HAC". Not saying that you haven't got a balanced range of stats on it; I just don't think we need it.
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Post by 36cygnar24guy36 on Mar 22, 2018 16:06:47 GMT
Have people found Hammer Strike to suffer from lack of magic weapons? besides from Casters the only things with magical weapons are the Arcanist Corp, who are about as sturdy as a paper hat. Have people found it to be an issue, or do you solve for it in your second list? cheers
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Choco
Junior Strategist
Gorten, best feet in the game.
Posts: 571
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Post by Choco on Mar 22, 2018 16:45:10 GMT
Have people found Hammer Strike to suffer from lack of magic weapons? besides from Casters the only things with magical weapons are the Arcanist Corp, who are about as sturdy as a paper hat. Have people found it to be an issue, or do you solve for it in your second list? cheers Usually have to solve with a second, non-Hammerstrike list. As for a solution, what about a battle cleric solo? The solo would have 3 spells to affect target model/unit and a model/unit can only be affected by one of his abilities a turn because I imagine it being FA:2. The spells would be: - Zephyr - Pathfinder - Magic Weapon The other option I was thinking would be a weapon attachment that is a battle cleric with similar options or effects. You would get up to 3 per unit, but the unit could only be affected by a specific spell once a turn (so no stacking Zephyrs for example).
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