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Made in us
Master of the Hunt





I was reading the topic about the dwarf rulebook needing an overhaul only made it through 2 of the pages so far. (i'm new to the forum so now just read it). I was thinking there should be some rules for using the dwarf death roller (blood bowl) in an army. Gives you the chance to field a rare cav. unit for a movement opption.

I liked the drill opption maybe just making it -1 to rank bonuses for enemy or something.

Mountaineer was pretty cool too.

Not sure what I would do to the thunderers to nerf them maybe something small just losing the -1 for long range or maybe like someone said about the guns shooting every turn while other armies they would be every other turn.

For the most part I don't think the book is that broke compared to some of the others. Why is it that DoC, VC, or DE are the big three at tournements and maybe (Lizardmen)?

Anyway does anyone know where I could find some rules for the deathroller for use in an army?

dwarfs, wood elves, dark elves, bretonnians, WOC,
space wolves, orks, eldar 
   
Made in us
Master of the Hunt





How about this for the death roller?

rare 140pts
M7 S6 T7 W3 A*artillery Dam d3
rider = M3 WS4 BS3 S3 T4 W1 I2 A1 Ld9
light armor and hand weapon

death roller = chariot. it causes d6+1 impact hits
for combat roll the artillery dice that is how many inches the roller moves through the unit, a misfire would have to roll on the misfire chart. Any model caught directly under the death roller's path is an automatic str 6 hit causing d3 wounds. Any model partially hit is hit on a 4+ maybe only taking a str 4 hit for 1 wound.

misfire chart

1. destroyed remove model and place 3" blast marker everyone completely under marker taking a str 4 hit and partially under taking the hit on a 4+

2. broken death roller stalls out and rider is left to fight for himself for the rest of the game

3-4. stutter death roller putts out, but rider manages to keep it running

5-6. chewing death roller takes a second to chew through a particularly hard opponent.


Does this seem somewhat reasonable?





dwarfs, wood elves, dark elves, bretonnians, WOC,
space wolves, orks, eldar 
   
Made in us
[DCM]
Tzeentch's Fan Girl






Southern New Hampshire

boogeyman wrote:
Does this seem somewhat reasonable?


In a word, no.

You want this thing to do impact hits AND potentially lay down a unit-sized template of automatic S6 hits? AND make it far tougher than any other chariot in the game? Clearly you only put about three seconds of thought into that, so let me help you out here:

1) What's pushing/pulling/propelling it? This will affect both movement and combat, and possibly survival rate (see Steam Tank).
2) Clarfiy its combat ability. Obviously, the simplest way to go is to make it a chariot, in which case d6+1 impact hits is sufficient.
2a) But for subsequent rounds, then what? Depending on mode of travel, impact hits will be it. If it's pushed by donkeys, they're not going to be able to attack, and I doubt you're going to be able to back those things up far enough to get momentum to do impact hits in subsequent rounds of combat.
3) Armor save? Something called a 'Death Roller' sounds like a metal monstrosity, and so probably has armor.
4) What role does the Dwarf riding/driving it play? Again, he's not likely to see combat, as he's probably BEHIND the giant wheel o' death.

Think about these things before writing anything. Then you can post a revised (and sane) Proposed Rule for the Death Roller, and the community can work together to help you flesh it out.

She/Her

"There are no problems that cannot be solved with cannons." - Chief Engineer Boris Krauss of Nuln

LatheBiosas wrote:I have such a difficult time hitting my opponents... setting them on fire seems so much simpler.

Kid_Kyoto wrote:"Don't be a dick" and "This is a family wargame" are good rules of thumb.


DR:80S++G++M--B+IPwhfb01#+D+++A+++/fWD258R++T(D)DM+++
 
   
Made in us
Crazed Savage Orc




K.C. Kansas

Think about these things before writing anything. Then you can post a revised (and sane) Proposed Rule for the Death Roller, and the community can work together to help you flesh it out.



Tell him what you really think.

WHFB-



40K-
 
   
Made in gb
Never-Miss Nightwing Pilot





In the Webway.

To complicated. Need to revise look at the points manfred mentioned. if anything you should make it more expensive and have compulsory movement but truthfully id scrap it. Dwarfs are simple no chariots calvary, etc i like them the way they are.

"The stars themselves once lived and died at our command yet you still dare oppose our will. "-Farseer Mirehn Biellann

Armies at 'The Stand-still Point':

Cap'n Waaagggh's warband (Fantasy Orcs) 2250pts. Waaagghhh! in full flow... W-D-L=10-3-3

Hive Fleet Leviathan Strand 1500pts. W-D-L=7-1-2 Nom.

Eldar armies of various sizes W-D-L 26-6-3

 
   
Made in us
Master of the Hunt





Ok so the deathroller was a stupid idea. I still think the bloodbowl model looks fun. What about a mechanical bull for a master engineer? Tell me you wouldn't smile just a little to see stocky, bearded, armored up master engineer with a brace of pistols and a cowboy hat charging into the army.

dwarfs, wood elves, dark elves, bretonnians, WOC,
space wolves, orks, eldar 
   
Made in gb
Confident Marauder Chieftain





well it is a good idea to add to the Dwarf army however you have to think it through about how it would work in the game

granted it is a warmachine that moves and hits like a Chariot and it's main purpose is hitting into enemy lines. I would rather give it a random movement value (ie 2d6 or artillery dice) and rather then it just roll through the unit it grinds them like the steam tank does

thus you muight have something like this

Dwarf Deathroller

rare - 250pts

M * WS4 BS- S8 T8 I1 A* Ld10 Sv3+


special rules: Immune to Psychology, Stubborn, Large Target

the Deathroller movement is done through the artillery dice to represent the steam pressure building through the rear axle. if you roll a misfire roll on the following chart

1-2 Kaboom: remove the model and everything within d6+2 inches takes a strength 4 hit with ap and flaming

3-4 Hiss: the Deathroller does not move this turn as there is a steam leak to be repaired

5-6 the steering wheel is broken: it moves 2d6 in a random location

if it hits an enemy or friendly unit it does d6+1 impact hits to the unit. if it hits a friendly unit it simply moves 1" back after the IH are solved. If it hits an enemy unit then in the close combat phase it grinds the enemy unit doin d3+1 hits

if it is forced to flee it flees 2d6

but then again I don't think even this could be accepted

This message was edited 1 time. Last update was at 2010/01/29 13:55:05


I could Murder a cup of tea  
   
 
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