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Putzfrau
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The best way of explaining I can think of is to look at historical armour. A knight in full plate can basicly walk through a storm of arrows and not really care (unless he gets really unlucky). That same storm of arrows can kill hundreds of unarmoured peasants. It isn't until you bring out the extremely heavy warbows with specialised armour piecing arrows that the knight has to start worrying. Point being, anything capable of slaying that knight can slay hundreds of peasants.
And that's something you basicly don't see in AoS, something capable of slaying a heavily armoured chaos champion, or some giant behemoth can struggle to kill a unit of clanrats.
A knight in armor (something a 3+ save) can handle a storm of arrows (a bunch of no rend attacks) unless he gets "unlucky" (fails his relatively good save). The armor piecing comes out (rend) and kills the knights better (because now their save sucks) but kills peasants the same as the other arrows because the increase rend doesnt matter as much on no armor peasants.
3 types of attacks
Low Rend Low Damage -> good against peasants (low armor low wound), bad against knights (high armor low wound) and monsters (high/average armor high wound)
High Rend Low Damage -> good against peasants and knights, better against monsters
High Rend High Damage -> good against everything
That feels pretty right to me. Why doesnt it feel right to you?
I believe it'd significantly improve balance of weapons by allowing you increase defenses without needing to increase their saves wounds or giving another ward save. A great example of this are the gargants. They need their 35 wounds otherwise they're simply going to be mowed down. But 35 wounds is so high that it ends up invalidating a lot of magic spells because the damage spells deal against single-entity units simply isn't very significant if that single entity has 35 wounds. A str/thoughness mechanic could've allowed the gargants to be fine with say 15-20 wounds, at which point magic starts doing reasonable damage again.
Didn't work for knights, dunno why it wouuld work for gargants.
A MSU of clanrats shouldn't be comparable in terms of effective wounds to a magmadroth.
You can't just say "x points gives me x effective wounds so its the same" without taking into context those that those points also pay for all of the other magmadroth rules. Wounds are only half the equation.
Behemoths do not have a survival issue in age of sigmar anymore than anything else does. They have an objective issue. You can make behemoths more "realistic" with changes that work within aos's existing systems. You can make them better by letting them count for more models on objectives.
Regardless, just my opinion. I'd suggest playing 40k if you want a strength and toughness system. I don't, so I play a system without it. You clearly have a problem with age of sigmar's basic systems. Seems like you should be playing a game that aligns with your desires.
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