1
40k / Re: 40k Bug/crashes/problemĀ“s report
« on: March 16, 2022, 08:18:56 pm »My bad.
It will be fixed in the next release.
Thanks.
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
My bad.
It will be fixed in the next release.
Well, if you're going the "no kill like overkill" route, I'd say
-10 tanks to soak enemy reaction fire on turn 1 and kill heavy armor
-2 gyrocopters with pre-primed barrel bomb per hanger
-1-2 gyrocpters with 4x pre-primed high explosives for the access lift
-10 veterans to enter sewers as needed for mop up
-20 dogs for mop up scouting so your veterans don't get killed
Tanks are pretty expensive, this costs about 15 tanks and is probably more useful.
Just don't accidentally end turn early xD
Pretty sure there's no limit. Though there is a limit on your sanity to equipping and moving them all.Well then, 100 tanks will roll them all into a pancake. We need to check it out.
A side effect of how protective items work. It was discussed at length before.
The "minimum defence" of protective items is not a cutoff, but an asymptote to which the item's protection approaches.
The actual calculation is:
With skullstrider, sandbags and laser, the calculation would be.
Vulnerability= 1-(1-0.5)*(1-0.5)=1-0.25=0.75
So Laser damage is 0.75% effective against this combination, not 50% effective.
Maybe a dumb question but you've put Sandbags in hand slot, right? Even though putting them somewhere else should be impossible.Sandbags in hand slot.
Another thing, dunno if matters: Skullstrider has 75% vulnerability to concussive and bags lower it further 50%, totaling 25%. But allowed is 30% so maybe the script disables the whole sandbag resistance package?
Other than that I have no idea.
It is possible that an attack from the front arc, even with melee, can still strike side armor and would in this case still do damage on a max roll.
Also depending on rounding you still might take damage frontally as well. half front armor is exactly the same as a max dmg roll after resist. But either vlaue is a whole number so which gets rounded how matters.
And if you can take any damage at all you will lose some armor, and that adds up eventually in the exalts favor. Given how fast the force lance is at 12 TU per swing an exalt can throw up too 12 attacks in a turn.