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I've only played a couple of proxy games with GK against my mates, and half the time we forget to roll for the Shrouding, but it seems to me that it really wouldn't be enough to protect them all that well. I did a bit of figuring and worked out the following:
Percentage of the time that your opponent will fail a Shrounding roll for a given distance:
18" - 4.6%
24" - 16.2%
30" - 37.5%
36" - 62.5%
48" - 95.4%
Okay, so we're happy that at ranges in excess of 36" the Shrouding is highly effective. They're probably not going to get picked off by lascannons at the back of the table, and that psycannon squad at standoff range can only be shot less than half the time. Great!
But then we look at 24". The important bit, the range inside which the GK can actually start doing some damage with their Stormbolters. At this range the enemy squads will only be failing the roll one time in 6. Their plasma gunners make their points back off the first volley, and after that it's all profit for them. Sure, the GK are firing their stormbolters, but it seems to me that against dedicated shooty armies like Tau or Necrons they're really going to be laying down the hurt, while the GK take 3 turns to hit combat (3 x 6" moves and a 6" charge). On the flipside, dedicated CC armies like Nids, Orks or even some Loyalist/Chaos Marines don't really care about not being able to shoot you, they're busy hurrying in to clash horns with you in assault.
In conclusion, it seems to me that for most of your squads, the Shrouding actually helps very little unless they're well out of the range that they can actually achieve anything at. Am I right? Or have I not considered something?
You're right, in general, but you're assuming that Shrouding is intended to protect GK at close range. It isn't. Don't consider it something reliable to fall back on, just think of it as a nice little perk to keep your footsloggers safe a turn longer than they usually would be.
I also think the shrouding is way underpowered. GKs generate this awesome psychic protective field that does, in most practical cases, nothing at all. Yet another case for the DH where fluff and rules simply do not match. (
Eldar get much better protective powers. Tau stealth is sickeningly effective. IMHO, Shrouding should have had to roll one less die or had the range multiplier cut down a notch. I'd rather my GK models were 2-3 pts cheaper and not had shrouding at all.
That said, you can still use the shrouding somewhat effectively. As you noted, at extreme range, it's actually fairly decent protection. You can use that to your psychological advantage. Use the shrouding as a way to prevent speculative firing on your GKs. What I mean is that, if you're doing a good job of hugging cover with your units, an opponent will oftentimes just fire upon whatever s/he can ... just 'cause. Not because it's a particularly wise shot. Rather than move their predator from cover to get a better shot at your juicier targets, many opponents will prefer to wait it out a turn or two until a better opportunity comes by rather than risk exposing their armour. That's when they'll take shots at your approaching GKs. Helpfully remind them that they'll have to roll for The Shrouding! Now they have a choice to make.
a) Sit tight and do nothing.
b) Take a chance on the shrouding and take potshots at your GKs
c) Bite the bullet and move out of cover in order to attack "better" targets.
Once your GKs are within 24" of anything anyway, they should be firing their stormbolters, and therefore a part of the battle. Use the shrouding as a way to deflect attention away from your GKs until you're 24" away, at which point you really don't need the shrouding anyway.
ninjabackhand: point and click, again, really? even after i give you an military term "shock tactic" you still call it point and click.
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ok but wait, what is shroud? i would really like to know
thanks in advance
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As for the original topic: Sometimes, but often enough IMHO to be worthwhile. I've had a decent number of games where I've avoided several potentially devastating bursts of gunfire even after my GK's reached firing range. I've also managed to have Shrouding combined with ordinance scatter work so well that my GK's managed to close to assault range with an IG Armoured Company losing only 3 men to their total firing.
It's all a case of luck, really. The odds of Shrouding saving your butt at 10" is microscopic at best, but it still might happen. At medium range, the chance isn't really all that bad. Looking at it a different way, a 6+ invulnerable save wouldn't save you very often, but it's still better than nothing, right??
imho, im a moron. lol.... i almost always forget to use the shrouding. i will tell myself 'ok use that rule this time' and then like, 4 turns into the game i will remember and smack myself in the head. because by the time i remember to use it, it never helps me anymore. lol
stupid rule. but that is just because i forget to use it a lot of the time.
i agree though that it should have one die or a multiplier taken away. as to make it a little better. But hey, its good the way it is now as well.
As stated by Wraith since GK's are really a medium range to CC army they would be at a severe disadvantage if Tau or IG kept them at long range the whole game and pounded them to dust, especially with our low numbers. To fix this problem they give us an ability that manages to almost always defend us from those horrible long rangers like railguns and earthshakers and give the army time to get into a position were it might actually return damage.
I beleive the sole reason for shrouding is to not make the game unfair for GK against super shooty armies, i dont really even notice it that much once i get inside stormbolter range and rarely if ever does an army shoot me to peices before i get within 24".
Again, as said before, Shrouding doesnt really work at close range because it is not supposed to, it is just supposed to allow you to get into close range. It is not underpowered, because it is not meant to do what everyone seems to think its meant to do, either you never actually make shrouding, making it a useless rule, or its overpowered and basically nulls range against GK, i beleive they have found a good balance like with most of the other rules in WH.
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With the games I have played over all the Shrouding does not come in handy. In my last five games the Shrouding has worked seven times. With ranges from 12 inchs to 36 inchs. Shrouding never works when you would like it to and works when you dont really care. The shrouding works from 9 to 54 inchs. Which is ok but who would be shooting you at 54 inchs?I myself think that it should be cut down to 3d6X2.
Why use science and education when ignorance and superstition will work just as well.
Hmmm, my take on the shrouding is that they threw it in to compensate for our lack of transports. Our GK's are basically footsloggers, so rather than have us picked apart by horrible long-range weaponry, they gave us the shrouding. Like Kale De Veinsten said, it's supposed to be our means of getting into a range where our GK's are effective. And really, as I look at the numbers, it does an even better job of it than I realized -- 40%+ for most everything outside of the minimum range of most of our weapons. And since a unit that can't shoot a squad of GK's due to the shrouding can't shoot at anything else that turn, I think if it were any more effective, we'd start hearing the cries for the ol' nerf bat =P.
Anyways, there's my 2Â¢
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