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Now:
Are Krak Grenades bad?
Yes. On Space Marines. As you pointed out : Bolters are just as good!
Sure they have 1 less AP, but we can all agree that's irrelevant.
On Tabletop, krak grenades are (were?) free. You get a tactical squad, you get a krak grenade to throw. Even if it's only useful on very specific circumstances, it's ok you don't pay anything for it.
But in Gladius you spend precious research points on it. So it's bad.
Now, how can krak grenades be improved?
They can't. *gasp*.
Krak grenades are not only used by Space Marines/CSM. They're also used by the Astra Militarum.
And on Astra Militarum, oh boy are krak grenades great. Not only for themselves (because you know lasgun sucks) but also because a commissar can basically turn them into melta bombs.
Any buff you give to SM krak grenades is reported on AM krak grenades. And we don't want that. Like really not.
Furthermore, Space Marines have Melta Bombs. Buffing krak grenades (assuming you buff only SM krak grenades) make them directly compete with Melta Bombs (why would I take the melta bombs research (T4/T5) if the krak grenades (T2) are as efficient? It's unlikely I could use both, because the enemy usually will not let grenade throwers live for long. And if I get two rounds of Melta-bomb like... Then it begs the question "What is the point of dedicated anti-tanks like Devastators?". Might as well get cheap grenades thrower that are basically just as efficient. No infantry unit survives more than 3 turns anyway so it's all cool.
Technically, since scouts appeared, SM (but not CSM) have a use for krak grenades because scouts use heavy weapons so krak grenades allow them to "shoot with bolters" for one turn. Not an amazing use, but hey, it's better than nothing (like CSM).
In short : You can't buff krak grenades, the only good fix is to entirely remove them on SM and CSM.
For your own games you can mod the game as you want.
Personally I changed them from <rangedArmorPenetration add="2"/> to <rangedArmorPenetration add="3"/>
It works ok for space marines. Not great but there are more specific situations where it becomes interesting to use. if the weapon is also used by other factions you have to test the changes there too. If you like it there you are done. If not, well then there is more work to do.
You could fork the weapon, remove it from specific models, change the cooldown, make it available in specific situations.
I'm making the grenade change of <rangedArmorPenetration add="3"/> specific to Space Marines. I personally try to build a balanced army and that's hard to do with SM who only have one build queue for each infantry, vehicles, ect. So my goal is to try and make Tactical and Assault squads worth considering more late game. As you noted most of the time many of the squads don't last more than a few turns at most anyway.
I first played 40K when Rogue Trader first edition came out and it was a role-playing game when there were no army lists yet and you built characters with anything you wanted. The plastic kit with 2 Land Raiders wasn't available in Canada. So my friends and I used to imagine a Sucrets throat lozenge box with the lid removed was a Land Raider and we had Zoats running around the tabletop on a death world that we were fighting against. That period of creativity and imagination is where I'm coming from so I occasionally customise Gladius in that spirit and appreciate constructive feedback from the forum.
Tabletop does not have this issue since it has close combat rules for the grenades and the unit/weapon stat system is also different, so lore has nothing to do with this.
This game uses a different system which otherwise works fine but creates this particular kraken bolts>krak grenade issue.
The only balanced option seems to be to tone down the kraken bolts a bit so that the krak grenades gain back their function. The buff was a mistake.
Kraken bolts got no buff. They got a nerf.
They were set to the same level as the krak grenades either way, hence the issue.
That's what I'm getting at too. I think everything in the research tree should have a purpose so I'm experimenting with options for a solution to this. It can be taken out of course but I'd rather have the option of some extra versatility with tactical and assault squads and for the captain.
Anti-infantry is already taken care of by frag grenades, anti-vehicules is taken care of by melta.
Krak grenades have no role left. They will necessarily conflict with one of the two.
How is it efficient against single character, without also being efficient against tanks i.e competing with Melta Bombs?