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Post by zippysguitar on Nov 18, 2006 1:40:36 GMT 1
Can someone explain what the "metal flayer" special ability of the eldar fushion gun is or does?
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Post by tturen on Nov 18, 2006 7:29:48 GMT 1
Metal Flayer if it follows the basic 2nd Ed rules from the Necrons list allows a dice rolled for armor penetration to be added and rerolled again if the intial result was a 6 on a D6.
Welcome to OGC!
I may not use OGC rules but its still the best 2nd Ed board around.
Cheers,
TTuren
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bot
Cbayghan
Posts: 115
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Post by bot on Nov 18, 2006 22:48:41 GMT 1
i think fusion gun is just another name for meltagun so: 6" 12" s8 d6 save-4 pen 2d6+8 may be used in close combat against vehicles, with total pen of 2d6+d20+8 (or 3d6+d20+8 if vehicle's stationary). bitch!
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Simon
Unydun
Fantasy & Magic Champion 2005. Leeds co-ordinator
Spongeman
Posts: 693
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Post by Simon on Nov 18, 2006 23:47:07 GMT 1
I think we decided to ignore the Eldar weapons upgrades listed in there, mainly due to the fact that they're not needed.
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Post by El Capitan on Nov 19, 2006 15:07:40 GMT 1
We have done away with the eldar weapons revisions with the exception of the pulse laser as did actually manifest in 2nd edition. Just lumping for name changes rather than rules changes now as a result of the debate on here. A lot of the rules mods need sorting out, and this is slowly being done.
We have been however using all standard 8 point meltaguns with the metal flayer rule, the reason being, its inferior as a ranged weapon and an infantry killer to the plasma gun and its nowhere near as useful as a flamer in close quarters. Metal flayer is an unobtrusive upgrade t the weapon that enhances its anti-armour capablitilies given the weapon more of a specialism rather than being a crap version of the other two.
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Post by tturen on Nov 19, 2006 16:55:21 GMT 1
This is good news. I didn't care much for the Eldar upgrades. However an upgrade to the meltagun itself in this case the 'flayer' ability makes a great deal of sense as its otherwise a rather poor weapon.
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bot
Cbayghan
Posts: 115
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Post by bot on Nov 20, 2006 10:21:01 GMT 1
not sure if s8 d6 -4 is poor for shooting weapon, but adding metal flayer abilty to it definately pumps up the kill factor. 2d6 have great chances of rolling 6. things get even worse in close combat... i don't mind this upgrade at all.
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Post by El Capitan on Nov 20, 2006 11:10:40 GMT 1
The Melta Gun is good, but it struggles as a tactical chocie agaisnt the other two generic basic weapons
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Post by James 40K Champ *** on Nov 20, 2006 12:23:06 GMT 1
Yup makes sence.
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bot
Cbayghan
Posts: 115
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Post by bot on Nov 20, 2006 15:36:59 GMT 1
the only poor thing in melta is its range, but it's just kind of counterbalance to superb statline. imagine this gun having 12" 24"...
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Post by LukeG on Nov 20, 2006 15:46:14 GMT 1
That would make it insane, at the 12" though a Plasma gun fires more time WITH recharge. I can't actually remember the last time I fired a meltagun and when I take Tactical I usually take a melta. The Metal Flayer addition gives it a point. In theory it's a character killer but in practice a field will stop the shot of faith, you're better off trying to set them on fire with a flamer and removing them from the game that way while retaining the ability to burn clumps of troops out of cover hitting automatically (shots of faith like rolling natural ones).
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Post by James 40K Champ *** on Nov 20, 2006 22:57:53 GMT 1
Meltas still have their uses though. Like against armys who use more lighter vehicles over a few heavier ones. Or espesh against Monesters.
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Post by zippysguitar on Nov 21, 2006 0:04:09 GMT 1
ive always had problems getting the damn fire dragons close enough to vehicles! if only that had wings lol just out of interest how do you set up a signature in this forum? dunno if im missing something or just being stupid
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Post by James 40K Champ *** on Nov 21, 2006 1:12:44 GMT 1
not sure about signature, cant find it myself :s maybe its been taken off. Fire dragons, how about mounting them in the back of a grav tank, say you move the tank no more than 12" to give them a decent chance of disembarking (only strength 2 hits), combined with the 12" range of a melta gun, means youve now doubled the fire dragons range to 24". Or a small squad of them placed in hiding watching an important tank route, on overwatch, may be enough to discourage your opponent using that approach. Or if he does go for it, then youl have clear shots on them Or alternativley, use some of the better anti tank weaponry available to the eldar lol
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Post by El Capitan on Nov 21, 2006 1:21:38 GMT 1
To change signature - go to profile, and then choose the modufy option at the top.
I remember Michael Pang's Fire Dragon's, he'd hit you all game with loads of assaults from all sides and then in the last turn those darn dragons would appear form nowehere and wipe a squad straight out. Massed meltaguns are quite good. Also an excellent counter offensive unit, who'd want to get in range of those...?
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Post by tturen on Nov 21, 2006 2:29:28 GMT 1
I agree that the melta tends to get the short end of the tactical stick. I've used them in my IG against Nid's because you know they will come after you so range is not an issue.
As far as fire Dragons go I've never seen one on the table. The idea of the Falcon as a flying coffin is pretty ingrained into our Eldar players and the limited range of the Dragons makes them difficult to use effectivly.
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Post by James 40K Champ *** on Nov 21, 2006 12:23:07 GMT 1
The Falcon wouldnt be a flying coffin if it was used correctly.
I would have it use its manourverability to hit on the flank, keeping behind as much cover as possible, its got enough weaponry to supress any threats in front of it. And dont forget, if you have it in cover in turn 1, then move it 12" the troops can disembark and fire in your turn one.. so not much risk, unless your very unlucky and lose the vehicle in turn one.
Also, think about using screens. Im pretty sure two Falcons on a flank together could demolish most threats to them, and even if some shots came back, you could lose the 1st, and still have the fire dragons safe in the back.
I used my sisters of battle as a rush army, and everything was in immolators and rhinos, and i didnt have too much of a problem.. in fact I caused huge amounts of damage.
Transports are good, so long as you are tactical and dont leave your troops inside as you approach the enemy DZ.
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Post by James 40K Champ *** on Nov 21, 2006 12:34:18 GMT 1
Something I always try to do, is catch your opponent out.. of sorts.
We all know that in 40k, you need to identify the largest threats and take them out. But knowing that we cant always destroy several armoured targets a turn, you can give your opponent a hard desicion.
The way I opperated with my sisters of battle was to set up an immediate threat, like a Flame Immolator, your opponent knows he has to allocate a few decent heavy weapons to taking it down, or it will seriously hurt. But the reality is, that tank is not the real threat. I would be possitioning my multi melta Immolator, and a rhino with a squad of veterans (Celestians), would be getting dropped off into cover in the centre table. there they become a very hard hitting squad, that is quite hard to remove.
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Post by zippysguitar on Nov 21, 2006 14:48:01 GMT 1
Yeah im always a bit scared of using transport for units. Had a game with my mate the other day, he put a whole sm tactical squad in his beloved rhino and got blown up on the first turn taking out an entire flank and a third of his army lol! We decided to start again after 2nd turn. I still beat him in the next game tho
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Post by LukeG on Nov 21, 2006 14:52:41 GMT 1
We've taken steps to get around the port-a-coffin problem. Models inside get an armour save to avoid death. This isn't as amazing as it sounds, the last couple of times this happened to me I was so out of position the surviving marines couldn't do anything much more then get shot to pieces but it never leaves you in a hopeless situation off one lucky shot.
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