The grenade timer should start counting down as soon as the grenade is thrown into the air.
This would mean that a max range grenade throw would explode as soon as it hits the ground. A point blank grenade throw would explode after a short delay.
This would allow grenades to actually be used the way grenades should be used, instead of a dumb retreat gibber / melee deterrent (though they could still be used as such)
I think any time you let the AI do anything for you, i.e, charge mechanics because you targeted a grenadier unit from a distance with your melee squads, you deserve whatever you get. Up to and including a grenade to the face.
The funny thing about leaping hormaguants is sometimes they seem to get these weird resistances to damage, ESP on the jump.
Sometimes I nade them right as they jump into melee but they barely take any damage, and more times I'll nearly wipe the squad, even tho I'm hitting nearly the same number of models each time.....
You're over simplifying this. The squad with the nade holds the cards and deals the damage.
You're right, it's more like 1) if you're not right on top of them, then change course when you see the grenade thrower wind up for the toss and they'll miss unless your opponent is prescient/incredibly lucky, or 2) if you're right on top of them, immediately click past them. You'll probably lose some models at the back but you will be positioned to do horrible damage to them in return.
I get what you're saying, though. If you look away for a second and that's when he throws the grenade, you can take terrible losses. But neither can the grenade thrower afford to just sit there and wait until your attention is diverted, because he'll get meleed to death. I like these moments; it's like playing chicken with little army men's lives at stake.
QUOTE
No it wouldn't.
I guess it would depend on how big of a minimum range we're talking about, but yeah you're right it probably wouldn't solve the problem.
Models assaulting against units equipped with defensive grenades gain no Assault Bonus attacks
Defensive grenades are in the 40k tabletop, and are thrown at a charging unit. Personally this alone is enough to make me feel like throwing a nade defensively right in front of your squad is a valid tactic. It makes sense, and has its own dangers associate with it, bad pathing/knockbacks can lead to a wipe of your own squad as well.
Not horma also asm, storms. and the trick with throwing nade under yourself and pressing x always works. no need to aim or anything, the opponent cant dodge either.
nades wont be useless: they will be still used well with knockdown/stun/supress abilities in combos. they would just require more thought. plus squad wipes on retreart and antigarrisson. theyu are awfully useful, they just dont need those extra cheaty exploits.
Anyway, nade spiking has been around since the original beta. It isn't going anywhere.
Posts: 14,269
Clan: The Rally Point
Game: