organ gun only gets d6 attacks. to hit is based upon how many crew are left. to wound is still good.. I have this feeling per turn of shooting it would do 3 wounds if i'm lucky.
Flame cannon has 1 attack with range based upon how many crew is left. maximum 24 in range. I think it auto hits the unit and auto wounds based upon d3 (d6 boostable thing. Also roll again for a 50/50 chance to inflict the same damage again.
flame cannon seems more reliable , accurate, and hard hitting compared to the organ gun. I hope I mis-read this though.
1d6 shots per barrel. You can load up to 4 barrels, but that increases risk of missfire. So you can fire 4d6.
Flamecannon auto hits and autowounds with no saves and on a 4+ the fire spreads for more wounds. Great for murdering big bads.
Also My impression and opinion is this age of sigmar is about offence period. I don't see any toughness stats while at the same time I see alot of "rend" (armor piercing) reducing saves. This along with base to hit rolls (which are pretty good on all models ( like 3's and 4's) makes surviving attacks very hard. The best defense now is the best offence. I don't think my ironbreakers are as a secure block as the used to be.....
All stats are relatively similar, what you want to look at is special rules. And especially the ability to stack special rules and buffs ontop of each other. Enough things working together can buff a unit to high heaven. Notice especially that Heros that are not your general can still use their command ability if near longbeards, allowing for some crazy combos.
Ironbreakers have rerollable saves and ignore the majority of rends. Making them one of the toughest units in the game. Stack with runelords and anvil for synergy.
Our leadership is just above most other armies, but we have a ton of different special rules allowing us to ignore the results of battleshock. Use them all in synergy and we basically never flee. And remember battleshock is not 8th panic check, our leadership may seem low but tests are now on a single d6.
Battleshock is 1d6 + casualties. meaning a bravery 7 unit will seldom if ever lose men. If we do our formation says we only fail on a 4+, and our banners halve the number of fleeing models, nearby longbeards return fleeing models on a 5+. And hell if you just don't like running, units within 16" of the BSB ignore all battleshock tests period.
Edited by Grumpgrim, 05 July 2015 - 06:57 AM.