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Author Topic: Grenade launching blunderbuss  (Read 13881 times)

Offline HidaSeku

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Grenade launching blunderbuss
« on: May 14, 2009, 05:41:01 PM »
As it stands, the grenade launching blunderbuss is not a competitively viable choice, and only for one reason - move-or-fire.

My thought is that if move-or-fire is removed, the weapon immediately becomes viable.

Any other suggestions?

Offline warhammerlord_soth

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Re: Grenade launching blunderbuss
« Reply #1 on: May 14, 2009, 06:27:34 PM »
A blast template ?
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Offline Uryens de Crux

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Re: Grenade launching blunderbuss
« Reply #2 on: May 14, 2009, 06:28:36 PM »
A blast template ?

Is th emost obvious choice, rather than move and fire.
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Offline wissenlander

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Re: Grenade launching blunderbuss
« Reply #3 on: May 14, 2009, 08:56:12 PM »
Move and fire is standard on blackpowder weaponry, so that's not that big of a deal.  I would agree with a blast template (probably the smaller of the two).  It's probably more clean cut that way than a D6/D3 hit option, though that would also work.
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Offline Rodman49

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Re: Grenade launching blunderbuss
« Reply #4 on: May 14, 2009, 09:53:59 PM »
Move and fire is standard on blackpowder weaponry, so that's not that big of a deal.  I would agree with a blast template (probably the smaller of the two).  It's probably more clean cut that way than a D6/D3 hit option, though that would also work.

Giving a blast template slows down gameflow though.  How about either giving it D3 wounds per hit or increasing its strength to 7?

Offline Uryens de Crux

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Re: Grenade launching blunderbuss
« Reply #5 on: May 14, 2009, 09:54:25 PM »
Small blast template is simply the most obvious choice

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Offline Warlord

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Re: Grenade launching blunderbuss
« Reply #6 on: May 15, 2009, 02:13:02 AM »
1 Artillery dice worth of hits. Misfire is one hit against the user.
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Offline der Hurenwiebel

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Re: Grenade launching blunderbuss
« Reply #7 on: May 15, 2009, 06:08:19 AM »
I might increase the range a bit too, to 24 inches.

The other thing I would add re: grenades at all would be grenadoes for troopers these would be bought on the condition that an engineer is with the army have a short range usable vs charges and a d X number of hits each perhaps half an artillery dice plus one (2-6) with a maximum of three usable per turn.
Naturally these would have to be purchased just as special equipment for the unit like a banner, musician, etc.
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Offline Fandir Nightshade

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Re: Grenade launching blunderbuss
« Reply #8 on: May 15, 2009, 06:45:00 AM »
I might increase the range a bit too, to 24 inches.

The other thing I would add re: grenades at all would be grenadoes for troopers these would be bought on the condition that an engineer is with the army have a short range usable vs charges and a d X number of hits each perhaps half an artillery dice plus one (2-6) with a maximum of three usable per turn.
Naturally these would have to be purchased just as special equipment for the unit like a banner, musician, etc.

But only if GW also realeses cool minis with grenadier hats!

Offline Uryens de Crux

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Re: Grenade launching blunderbuss
« Reply #9 on: May 15, 2009, 07:28:55 AM »
I might increase the range a bit too, to 24 inches.

The other thing I would add re: grenades at all would be grenadoes for troopers these would be bought on the condition that an engineer is with the army have a short range usable vs charges and a d X number of hits each perhaps half an artillery dice plus one (2-6) with a maximum of three usable per turn.
Naturally these would have to be purchased just as special equipment for the unit like a banner, musician, etc.

An engineer allowes the upgrading of militia (to represent sappers) with grenades - +30 points, stand and fire, d6 Str6 hits - one use.

Works exactly like dwarf miners blasting charges.
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Offline MiB

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Re: Grenade launching blunderbuss
« Reply #10 on: May 15, 2009, 10:18:25 AM »
I've had some succeses with the blunderbuss, its useful against high toughness and armour targets. It could be improved by giving a template though

Offline Uryens de Crux

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Re: Grenade launching blunderbuss
« Reply #11 on: May 15, 2009, 10:31:10 AM »
Id rather take the 'nade launcher than the pidgeon bombs, but its still behing the HLR and RHG.

Blast template would make it a tough choice.
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Offline Nicholas Bies

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Re: Grenade launching blunderbuss
« Reply #12 on: May 15, 2009, 12:22:25 PM »
1 Artillery dice worth of hits. Misfire is one hit against the user.

I like that or misfire = 1d6 hits distributed as per normal shooting (so if in a unit with 5 R'n'F wouldn't hit the engineer)
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Offline Uryens de Crux

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Re: Grenade launching blunderbuss
« Reply #13 on: May 15, 2009, 01:53:39 PM »
Arty dice kinda works yeah, but I think the engineer should be auto hit

Using the small template allows you to just place the template over the engineer, nice and easy.

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Offline MagicJuggler

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Re: Grenade launching blunderbuss
« Reply #14 on: May 15, 2009, 04:35:48 PM »
Just to keep things fair, we reduce the strength of the Grenade Launching Buss. Either S3 or S4...I honestly would like to see the S6 shooting option filled by the Swivel Cannon, as a champion upgrade for handgunners and handgunners alone (well...maybe Outriders may have a more compact techno version...).

S6, Armor Piercing, Range 36, Move or Fire. It would be perfect for those of us wanting to do pirate-themed armies as well..."Load the swivel cannon matey"

Offline Uryens de Crux

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Re: Grenade launching blunderbuss
« Reply #15 on: May 15, 2009, 07:33:39 PM »
No point in taking it if the str is reduced, might as well take the RHG

Nah, keep the Str and make it an arty dice
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Offline MagicJuggler

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Re: Grenade launching blunderbuss
« Reply #16 on: May 15, 2009, 10:00:17 PM »
Blasts would be more accurate against skirmishers for one, and have a higher potential model count, especially against ranked units. A repeater does 3 shots, while a well-placed grenade does one and 8 partials...seems balanced to me.

Offline Uryens de Crux

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Re: Grenade launching blunderbuss
« Reply #17 on: May 15, 2009, 10:02:03 PM »
True, and a motar only has Str3.
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Offline MagicJuggler

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Re: Grenade launching blunderbuss
« Reply #18 on: May 15, 2009, 10:12:03 PM »
Honestly, I would like to see the Mortar be S4, not AP, and the Hellstorm have some other variant; personally, I'm a fan of the hellstorm being a battery of smaller blast templates, rather than one big template. But that's just me...

Offline Uryens de Crux

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Re: Grenade launching blunderbuss
« Reply #19 on: May 16, 2009, 12:11:22 AM »
Honestly, I would like to see the Mortar be S4, not AP, and the Hellstorm have some other variant; personally, I'm a fan of the hellstorm being a battery of smaller blast templates, rather than one big template. But that's just me...

Motar should be stronger I agree, and yes not AP.

The helstrom having several small templates is a great idea.
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Offline patsy02

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Re: Grenade launching blunderbuss
« Reply #20 on: May 16, 2009, 03:29:24 PM »
An artillery dice of hits would be overpowered IMO. I mean, even 2 s6 hits rolled would be fairly devastating compared to other shooting elements we have.
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Offline MiB

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Re: Grenade launching blunderbuss
« Reply #21 on: May 17, 2009, 12:26:39 AM »
How about this, the Blunderbus fires a single shot at an enemy, roll to hit as normal. If the enemy model is hit by the blunderbuss roll to wound, if the target is killed any models in base to base contact suffer a single S4 hit on a 4+ as they are showered with bone and gore

Offline t12161991

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Re: Grenade launching blunderbuss
« Reply #22 on: May 17, 2009, 03:26:18 AM »
Blast is faster and easier.
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Offline patsy02

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Re: Grenade launching blunderbuss
« Reply #23 on: May 17, 2009, 02:47:44 PM »
So S6 centre, S3 within blast radius and AP, like a mini-mortar?
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Offline Uryens de Crux

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Re: Grenade launching blunderbuss
« Reply #24 on: May 17, 2009, 06:57:08 PM »
I like it

Either way though it makes the 'nade launcher more worth taking.
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