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 New Grenades

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Dysturbed



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Join date: 2010-04-08
Age: 29
Location: Caldwell, Ohio

PostSubject: New Grenades   Sun Jul 25, 2010 3:14 pm

I will be posting a bunch of stuff that I have found which is Anciently fluff based and I think could be fun in the game so keep a eye out. I found almost all the 1st & 2nd ed books so i got alot to sort through.

New grenades that could be fun in the game.

AntiPlant Grenades - destorys woods and plant type terrain removing it from the game board.
Scare Gernades (flashbang maybe) - Causes a unit to have to make a leadership check and if they fail run in a certain direction a defined number in a random direction.
Crack Grenades - Super High Armor Pen grenade must be thrown at half the distance though making it more dangerous for the thrower.
Rad Grenade - Creates a Deadzone on the map which remains for the remainder of the game. Causes damage if you walk thru it.
Stumm Grendae - Causes confusion used by AA.


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Mordheimer



Posts: 3454
Join date: 2009-07-12
Age: 37
Location: Cape Coral, FL (USA)

PostSubject: Re: New Grenades   Sun Jul 25, 2010 6:01 pm

Funny... all those grenades were part of Death Squads at one point (v0.0.2!!!) but where removed because they were 'too complicated' back then. After the next revision, It would be cool to revisit them! THANKS!

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styggisen



Posts: 119
Join date: 2010-05-06
Location: sweden

PostSubject: Re: New Grenades   Wed Jul 28, 2010 2:47 am

Great diggin' dysturbed Smile
More equipment is always welcomed.
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Citizen_Khaine



Posts: 87
Join date: 2010-04-02

PostSubject: Re: New Grenades   Wed Jul 28, 2010 4:33 am

Nice ideas!

But....
my eldar can throw grenades only one inch further than their charge distance.
I think I won't waste money on buying any!

Or are there special rules planned?
I demand extra light weight fairy grenades!!! Laughing
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Skraag



Posts: 166
Join date: 2010-03-22
Age: 31
Location: Goettingen/Germany

PostSubject: Re: New Grenades   Wed Jul 28, 2010 4:48 am

Remember our first game with your eldar on the second floor of a building and half a dozen orcs crowded around the stairs below - a grenade might have been usefull there Wink

On the other hand I cannot see the usefulness of grenades for my orks as they have the same problems. I could throw a grenade 6-8 inches (depending on the strength of my ork) +4 inches movement and almost certainly miss or I could just charge 8 inches with my ork. Charges don't waste credits so I won't buy any grenades for the Orks. Although the stikkbombz look really cool.

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Dysturbed



Posts: 603
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Age: 29
Location: Caldwell, Ohio

PostSubject: Re: New Grenades   Wed Jul 28, 2010 8:22 am

perhaps there needs to be something worked on there to fix that problem.
im sure the eldar could master the use of such a weapon as a grenade launcher.

example:

Quote:
Mini-Grenade Launcher The mini-grenade launcher or creidann (Eldar: "belief- maker") is a piece of special equipment used by Warlock characters. Essentially it is a light grenade launcher worn like a backpack. It projects grenades over the user's shoulders while leaving both hands free to use other weapons. Like other grenade launchers, it can fire indirectly.

In performance, it is used to provide special effects using a mixture of light, sound, and programmed hallucinogen grenades. In battle, it can fire grenades of any type.


The warlock needed a little umph anyhow lol.

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Citizen_Khaine



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PostSubject: Re: New Grenades   Wed Jul 28, 2010 9:11 am

I'd prefer longer throwing ranges for grenades in general, would really like to see more grenade chucking in Death Squads !

Mortars or grenade launchers are not very eldar-like imho (the swooping hawk thingie would be way to powerful) .

Even as human player both weapons would not appeal to me, they seem to be not worth their money.
The launcher for example is as a heavy weapon way too immobile to be useful.
Also, the ammo is too expensive, for 9 creds you get the equivalent of a single lasgun shot with a blast template but without AP.

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Mordheimer



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Age: 37
Location: Cape Coral, FL (USA)

PostSubject: Re: New Grenades   Wed Jul 28, 2010 3:05 pm

Grenades bounce... that is always fun.... hehehe... hallucinogen grenades are great, and as well as smoke grenades... the cloud could move.

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Mordoten



Posts: 81
Join date: 2010-03-07

PostSubject: Re: New Grenades   Wed Jul 28, 2010 3:17 pm

You guys should really think about reworking the grenades IMO.

It's not a good system to have to pay for each one every battle. It would be better to raise their prizes and then make them work like all other gear, when you've paid for it you've got it until you die. But i think it's great that you pay for each one and not for a unlimited supply!

But thats just my opinion.
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Mordheimer



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PostSubject: Re: New Grenades   Wed Jul 28, 2010 7:18 pm

I hear you Mordoten... but play-testing have proved grenades effective, in MANY way. Smoke messes LoS... hallucinogen is brutal... and incendiary is a double package of DOOM!

Grenades are GREAT when used appropriately... I mean, use it to soften multiple targets before the assault, not as a primary weapon. After you guys play several games (4th or 5th) in a campaign, you will see some of the dispensable income re-routed to grenades... and they will make a difference then.

Grenades are also a way to nip at income, so the campaign remains viable for longer. As I discussed several months ago, a typical Mordheim Campaign starts to break-down near game 10. A Death Squads can be perfectly viable by game 20... maybe by game 25. By then, you have so much income, that you need something to spend it on.

Like few things, Grenades could be revised after the next revision of TLRB. Wink

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styggisen



Posts: 119
Join date: 2010-05-06
Location: sweden

PostSubject: Re: New Grenades   Thu Jul 29, 2010 4:13 pm

We ( mordoten and "our" gang) don't think that the grenades rule wise is bad.
They are just not worth it.
In our campaigns (we have not played 10 games with the same squad yet so I'll talk about my other experiences Wink ) we have a quite high killing rate.
Once a unit goes out of action it gets killed 1 in 3 times, and in our games you will at least loose 3 units a game, so 1 dies almost every time taking his equipment with him. So after a while lets say I loose a guardian with Mesh armour a shuriken and perhaps some more equipment it will hurt (almost 100 creds ...) and not to mention if the one who dies is an aspect warrior (my 4 games is "worth" 160 creds)
With a general income of 80-100 creds per game the "something to spend on" argument is not something we have heard of Wink and besides thats what hired guns is for... (why not start a competition to let us design some new ones, just for fun Just Kidding )

So my point: I think the rules about grenades is fine if they would replenish after every battle, like ammo.

/styggisen
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Mordheimer



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PostSubject: Re: New Grenades   Thu Jul 29, 2010 4:29 pm

styggisen wrote:
We ( mordoten and "our" gang) don't think that the grenades rule wise is bad.
They are just not worth it.

Beleive it or not... THAT is my greatest fear. We want every item to force the player to think... is it worth it? If you look at grenades and takes you 5 seconds to say... WHATEVER... then something is not right.


styggisen wrote:
So my point: I think the rules about grenades is fine if they would replenish after every battle, like ammo.

Trust me... WE are listening. We have been discussing about those 'disposable' (one game only) items.

PLEASE, feedback is important. Keep it up!

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