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Post by lorka on Feb 23, 2011 7:45:31 GMT -5
I don't think the super sniper (SS) is good enough to take out this particular melee monster (MM), remember even with hitting and wounding each hit he will still miss 1/3 because of the 5+ impervious profile. But he wont be hitting when he roll 1, neither be sure to actually wound even with 7+1d6.
SS will need to deal 5 wnds, also I think the MM can actually act one more time even at 0 wnds.
SS can shoot once each turn with crack shot, or ignore crack shot to get more shots in.
While the SS take care of the MM the rest of the SS crew will have to hide and wait and the MM crew have free reign.
I fear the only counter is an equal MM that run toward the other MM and what ever transpire between the two, decides the rest of the battle (only for stand up fights obviously).
Anyway I will get back to this thread latter after testing more with and without a MM on one or both sides.
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Post by mobo on Feb 23, 2011 11:08:38 GMT -5
suppression would help against him.
Med packs or regenerate would really be annoying on a 5 wound MM
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Post by dijit80 on Feb 23, 2011 14:53:05 GMT -5
I don't think the super sniper (SS) is good enough to take out this particular melee monster (MM), remember even with hitting and wounding each hit he will still miss 1/3 because of the 5+ impervious profile. But he wont be hitting when he roll 1, neither be sure to actually wound even with 7+1d6. SS will need to deal 5 wnds, also I think the MM can actually act one more time even at 0 wnds. SS can shoot once each turn with crack shot, or ignore crack shot to get more shots in. While the SS take care of the MM the rest of the SS crew will have to hide and wait and the MM crew have free reign. I fear the only counter is an equal MM that run toward the other MM and what ever transpire between the two, decides the rest of the battle (only for stand up fights obviously). Anyway I will get back to this thread latter after testing more with and without a MM on one or both sides. Crack shot can be used on each action point pg.11; therefore a veteran sniper can make 3 crack shots each turn. Plus if any of the to wound rolls are over 11 they cause 2 wounds (which is 5 or 6 normally or 4, 5 or 6 with hunter 'x') pg.19. That means roughly two turns of shooting and the MM is as dead as the proverbial dodo. Plus a headhunter is only A3 which against S6/7 is pretty much always going to wound. Getting those two turns of shooting is facilitated by the articulated weapon harness, giving the sniper 'move and fire'. But the melee monster is nasty and will take alot of effort to take down. And regenerate or a med pack on him is going to be hard work to deal with. I've not played too much with psykers, but a psychic sniper might also be pretty nasty. Duncan
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Post by abbysdad on Feb 23, 2011 18:37:54 GMT -5
You can't use two hero templates on the same model. Only with superheroes can you do something close to that and you pay a big price for it.
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Post by lorka on Feb 27, 2011 3:56:40 GMT -5
Ok having played some more it seem to me that while it easy to make something that is crazy unbalanced it doesn't matter that much, last game we had a guy 2 shooting smart rockets a turn and the earlier mentioned melee monster and well the melee monster was supressed the whole time, the rocket dude ended up running because of chain reaction drive failures.
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Post by varagon on Feb 27, 2011 12:48:22 GMT -5
Good know your experience is changing, lorka.
That's the whole point of AE...you can make some killer choices, but in the end, there is always something that will help take him out or remove him from the game.
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