What's different for SCE?On another note: Looks like the Stormcast are getting a different coherency rule as part of their new allegiance abilities:
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it's a single shot weapon that does about 6 damage on average shure it can spike higher or not 5+ has never been a good metric. it also can't benefit from the factions MW rule as it has no damage characteristic. also it's going to be a sharp drop off if you have any -s to hit or woundWell this is slightly silly:
View attachment 97076
Even if the likelyhood of it succeeding is smally, this is going to be increadibly frustrating whenever a lucky shot just annihilates an important target cuz it does stupid amounts of damage.
Hell, even ignoring the lucky high-damaging shots which will oneshot nearly anything; even the average damage output against a behemoth is high, with its average damage it'l kill plenty of behemoths in two hits. Seems high, what is going to be the weakness that's supposed to be the balancing factor here?
Well this is slightly silly:
View attachment 97076
Even if the likelyhood of it succeeding is smally, this is going to be increadibly frustrating whenever a lucky shot just annihilates an important target cuz it does stupid amounts of damage.
Hell, even ignoring the lucky high-damaging shots which will oneshot nearly anything; even the average damage output against a behemoth is high, with its average damage it'l kill plenty of behemoths in two hits. Seems high, what is going to be the weakness that's supposed to be the balancing factor here?
This is incredibly finicky but will be frustrating if it spikesWell this is slightly silly:
View attachment 97076
Even if the likelyhood of it succeeding is smally, this is going to be increadibly frustrating whenever a lucky shot just annihilates an important target cuz it does stupid amounts of damage.
Hell, even ignoring the lucky high-damaging shots which will oneshot nearly anything; even the average damage output against a behemoth is high, with its average damage it'l kill plenty of behemoths in two hits. Seems high, what is going to be the weakness that's supposed to be the balancing factor here?
it also has to hit in the first place. this isn't a ability that just goes off it's a attack with a wonk damage valueThis is incredibly finicky but will be frustrating if it spikes
How come it would ignore the MW rule? The wording says that the damage characteristic is equal to 2 +1 for every 5+.it's a single shot weapon that does about 5 damage on average shure it can spike higher or not 5+ has never been a good metric. it also can't benefit from the factions MW rule as it has no damage characteristic. also it's going to be a sharp drop off if you have any -s to hit or wound
because according to the original article the ability doesn't effect attacks with variable damageHow come it would ignore the MW rule? The wording says that the damage characteristic is equal to 2 +1 for every 5+.
a bit of math. if this thing has a 2/2/-3/ attack profile(very generous it's probably going to be more 3/2/-2) it will have a 31% chance to do nothing against a 4+save a 42% chance with a 3+ and a 54% chance against a 2+. this things not going to be all that dangerous.
it does 1/3rd of the opponents Health every shot. i would be very surprised if it got more then 1.Unless it gets multiple shots, which makes it more reliable, and makes the potential damage spikes higher.
it does 1/3rd of the opponents Health every shot. i would be very surprised if it got more then 1.
The issue isn't how much damage it puts out on average. The issue is that it's a wonky rule that's bound to be frustrating cuz whenever it does hit it can oneshot (or at least severly maim) literally anything. And needs at most 3 hits to kill any target even with "average" damage (even SoB will be suffering 1/3th of their health/shot, and anything with 12 wounds or less will suffer 1/2 against an average attack, and 3 or less will be oneshot by "average" attacks). Given that it's a ranged unit, this all comes with very little risk. On top of that, they'l probably have decent range given that the regular crossbows already have 24" as well.a bit of math. if this thing has a 2/2/-3/ attack profile(very generous it's probably going to be more 3/2/-2) it will have a 31% chance to do nothing against a 4+save a 42% chance with a 3+ and a 54% chance against a 2+. this things not going to be all that dangerous.
no it can't. the likelihood of this one shoting anything big is incredibly small. 1/59,049 for a 12 wound monster 1/4,782,969 for 16 and 1/387,420,489 for 20 . this is basicaly a horde killer that works on big monsters.The issue isn't how much damage it puts out on average. The issue is that it's a wonky rule that's bound to be frustrating cuz whenever it does hit it can oneshot (or at least severly maim) literally anything.
provided it hits yes. but as showed above and as i will go into latter hitting is the problem.literally anything. And needs at most 3 hits to kill any target even with "average" damage (even SoB will be suffering 1/3th of their health/shot, and anything with 12 wounds or less will suffer 1/2 against an average attack, and 3 or less will be oneshot by "average" attacks). Given that it's a ranged unit, this all comes with very little risk. On top of that, they'l probably have decent range given that the regular crossbows already have 24" as well.
well it has several draw backs. first it does next to nothing againsed anything that isn't eleat or a hero. 1 or 2 wound models will laugh at this thing seconded lets take 3 units at 1/3/2/-2 like you pointed out put them at 150 points (the same range as most arti). and see how they do againsed a 3+ save 12 wound monster that costs 300.So it makes me really curious what exactly the drawback is going to be here. Cuz simply limiting the volume of attacks and giving it say 1/3/2/-2 for its attacks does not seem anywhere near enough. Especially since you can simply bring 2-3 of them and have them focus fire.
The only thing I can can really think of is making them so expensive they're not worthwhile, but that'd require quite and excessive price due to their potential and if nothing else due to how reliably they can oneshot important support heroes like skink priests and starpriests. And given how important those are as force multipliers that can be worthwhile even at a high pointcost.
no it can't. the likelihood of this one shoting anything big is incredibly small. 1/59,049 for a 12 wound monster
yes but that requires a successful attack. and we have seen that is in no way a done deal. even when we give them some of the best attack stats in the game. this thing will not be as good as the stats im using.Well, on average a successful attack inflicts 6 dam to a 12 wounds monster, which is far from bad in a meta that is growing around monsters.
That's a total of 163%, that can't be right.so if he is hit flat footed by all three and has no defensive buffs up(not at all likely) then the 3 of them have a 25% chance of doing 0 damage 44% chance of 1 shot hitting leaving him about half health a 26% chance of 2 hitting and having a 68% chance of killing him
It basicly has none of the drawbacks the hordebreakers actually have though.his thing looks dangerous but isn't. it works like a horde breaker and we don't mind them.