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Made in ca
Decrepit Dakkanaut





It occurred to me that Ork Dreadnoughts and Kans should be able to have Grabbin' Klaws. So:

Deff Dread
Options (The Deff Dread must take two of the following)
-Grabbin' Klaw....+5 points

Killa Kan
Options (Each Killa Kan must take one of the following)
-Grabbin' Klaw....+5 points
   
Made in au
Squishy Squighound





First of all, is this the grabbin klaw that runtherds carry, or is it a different thing? if it is what the runtherds carry around, this is what goes wrong:

IF you gave either one a grabbin klaw it would not be able to catch the cheeky little groys in time because it is a huge pile of slow-moving, slap-together trash can and steel, not a quick minded runtherd without much armour on so that he is flexable.

Roight ladz, Get stuk in!
All over Ausralia, "KEEPIN IT GREEN"!


 
   
Made in sg
Executing Exarch





Obviously it is the vehicle upgrade.

Wehrkind wrote:Sounds like a lot, but with a little practice I can do ~7-8 girls in 2-3 hours. Probably less if the cat and wife didn't want attention in that time.
 
   
Made in ca
Decrepit Dakkanaut





Choppa_Boy: May I suggest acquainting yourself with Codex: Orks and its contents?
   
Made in au
Squishy Squighound





i have the new ork codex and have been playing with them for quite some time now. your point?

Roight ladz, Get stuk in!
All over Ausralia, "KEEPIN IT GREEN"!


 
   
Made in sg
Executing Exarch





I think his point is that when he suggests that a certain type of vehicle be allowed the option of taking a grabbin' klaw, there should not be any confusion as to what that term means.

Wehrkind wrote:Sounds like a lot, but with a little practice I can do ~7-8 girls in 2-3 hours. Probably less if the cat and wife didn't want attention in that time.
 
   
Made in au
Squishy Squighound





Well, there was confusion because the one the runtherd carrys and the one on the trukk have the same name, and different functions. and why would you have it there anyway? all it does is keep a vehicle within a measly 2" in place, when you could have have it with the 2 dread close combat weapons it has already and tear tanks in half with those, and have another 2 rokkit launchas for busting them at range?

Roight ladz, Get stuk in!
All over Ausralia, "KEEPIN IT GREEN"!


 
   
Made in ca
Decrepit Dakkanaut





So what you're saying is that you were confused because "Grabba Stikk" is the same as "Grabbin' Klaw". Okay, fair enough.

The most obvious use for a Grabbin' Klaw would be preventing a vehicle, and particularly a skimmer vehicle, that survived a beating by a Deff Dread or Killa Kan from escaping during its own turn. Even if it destroyed the Dread or Kan with its shooting, it may not move and would be a sitting duck for any other Orks in the local area. In particular it might give other Orks time to orient on weaker rear armour, prevent a tank-shock, or even prevent passengers from dismounting.

With regard to the skimmers, it would prevent a skimmer from maintaining the advantage of "Skimmers Moving Fast". That would enable the Orks to destroy the skimmer much more easily in the following turn.

Since a Grabbin' Klaw would be relatively inexpensive compared to the other options, its implicit reduction in the Dread's or Kan's firepower or extra attacks would be mitigated in conjunction with its tactical and strategic game effects.

Plus it would be a nice thing for those big grabbin' klaw dreadnought close combat weapons that some Kans and Dreads have.
   
Made in sg
Executing Exarch





Now that we're done with that foolishness, on to the suggestion proper.

Honestly, Nurglitch, it seems like a really useless option. How are you ever going to catch a 12"-24"-moving skimmer with a 6"-moving walker? Maybe if you have a reaaaally dread/kan-heavy army, so much so that wherever a skimmer stops to deploy its cargo will be within grabbin' range of a kan or dread, but otherwise I just don't see it. The ranged options are so much better than this would be.

I would suggest letting it be an add-on rather than a replacement weapon (think of it as a dread CCW that can also grab stuff). This way you can take it just for kicks without shooting yourself in the foot.

Wehrkind wrote:Sounds like a lot, but with a little practice I can do ~7-8 girls in 2-3 hours. Probably less if the cat and wife didn't want attention in that time.
 
   
Made in ca
Decrepit Dakkanaut





Actually, that's a capital suggestion, and more in line with the original motivation (have something fun to differentiate the buzz-saw arms from the snipper arms).

Deff Dread
Options (The Deff Dread must take two of the following)
-Add Grabbin' Klaw to Dreadnought Close Combat Weapon....+5 points

Killa Kan
Options (Each Killa Kan must take one of the following)
-Add Grabbin' Klaw to Dreadnought Close Combat Weapon....+5 points
   
Made in gb
Fixture of Dakka






Sheffield, UK

I know little about the new Ork codex (and refuse to learn) but I think this is a good idea.

Will it allow Ork Dreadnought's to make throw and lock power attacks?

Spain in Flames: Flames of War (Spanish Civil War 1936-39) Flames of War: Czechs and Slovaks (WWI & WWII) Sheffield & Rotherham Wargames Club

"I'm cancelling you, I'm cancelling you out of shame like my subscription to White Dwarf." - Mark Corrigan: Peep Show
 
   
Made in us
Pyromaniac Hellhound Pilot






I actually don't even understand how this rule works. I've been around tanks, small tanks compared to what is used in 40k with measily turbine engines compared to the reactors and high power output death machines that are more commonly used by "civilized" armies. And one thing I learned about tanks is that "nothin' aint' nothin' gonna stop a tank." Of course, there would be exceptions, such as explosives or barriers too high or steep for a tank to navigate, or such, but attaching another vehicle to a tank is not really going to stop it. So I don't get how a hodge-podge slapped together rolling piece of junk that orks call "vehicles" is going to hold a tank in place. But.... this is a game.... I'll say that the GW restricted the dredds and kans from being able to stop another vehicle is because they probably thought it was too much for them to have, but that's just my opinion, I've yet to face the new orks.

Just because anyone agrees with anyone, doesn't mean they are correct. Beware the thin line between what is "Correct" and what is "Popular." 
   
Made in ca
Decrepit Dakkanaut





Only when forced, George, only when forced.
   
Made in us
Sneaky Kommando





It's an interesting suggestion and one that is worthwhile. Probably too worthwhile to actually be included in a game I'm afraid. I like the idea of rewarding a slow moving walker for getting to a much faster tank.

However, I've playtested the rules from the 5th edition packet and if they keep the rule giving all infantry and walkers what is basically fleet of foot, this upgrade becomes a bit much. As of now it's a grand idea and definitely orky in nature.

Epic Fail 
   
Made in au
Squishy Squighound





Yes, yes, it is all well and good that it derives say a tau hammerhead from getting away so as that you can bust it up good, but then what would be the use of skimmers in such an army that relies on them hevily? and if such a rule did exist, the someone who has half a working brain wouldnt even go near them, therefore you just end up wasting points on dreads when you could spend them on, say a warbiker nob and give him a power-klaw that you can scrape in using the 5pts that it costs for the Grabbin Klaw for the dread. Hence, it would be rather unfair to such armys that depend on vehicles to get them to the front line, like say, the new Khorne berzerkers that no longer have blood rage, wich is a shame...

Roight ladz, Get stuk in!
All over Ausralia, "KEEPIN IT GREEN"!


 
   
Made in us
Sneaky Kommando





Choppa_Boy wrote:Hence, it would be rather unfair to such armys that depend on vehicles to get them to the front line, like say, the new Khorne berzerkers that no longer have blood rage, wich is a shame...


That's not a very good example, if the rhino is close enough to be in combat with a walker then the berserkers are more than close enough to do their job. Also, all vehicles are theoretically important to an army (or they wouldn't be in the list to begin with), thus the upgrade would be equally detrimental to any vehicle. As I said before, it looks like a decent enough house rule as long as everyone agrees.

Epic Fail 
   
Made in sg
Executing Exarch





Choppa Boy, you crack me up. Kans/Dreads are going to waddle up to a Hammerhead. . . how exactly? You seem oddly conflicted; on the one hand, you say people will just keep their skimmers far away (and you're right!), on the other hand, you maintain that kan/dread grabbin' klaws will be unfair to skimmer armies. Make up your mind.

Wehrkind wrote:Sounds like a lot, but with a little practice I can do ~7-8 girls in 2-3 hours. Probably less if the cat and wife didn't want attention in that time.
 
   
Made in us
Shas'la with Pulse Carbine





I think it's a great idea. Though I would elect to take it instead of Big Shootas on a Dread.

Gives the single dread a purpose other than "Fire Magnet"

Visit http://www.ironfistleague.com for games, tournaments and more in the DC metro area! 
   
Made in us
Sneaky Kommando





Wait, you mean ork units have purposes other than to take fire off other ork units?

Epic Fail 
   
Made in au
Squishy Squighound





tegeus-Cromis wrote: on the other hand, you maintain that kan/dread grabbin' klaws will be unfair to skimmer armies. Make up your mind.


tegeus-Cromis wrote: Kans/Dreads are going to waddle up to a Hammerhead. . . how exactly?

I stated that it would be better to have rokkit launchas for busting tanks at range. Oh, and the Hammerhead is a transport, so, naturally i would not have to "waddle" all the way up the board, it would come to me.

I did not state that it would be unfair to skimmer armies, i said that it would be unfar to armys that rely on getting troops to the front line like other orks or khorne berzerkers. You are taking what i havn't said and are deciding to use it against me. how about to back your self up next time!!

This message was edited 1 time. Last update was at 2008/04/03 03:12:40


Roight ladz, Get stuk in!
All over Ausralia, "KEEPIN IT GREEN"!


 
   
Made in ca
Decrepit Dakkanaut





Choppa_Boy wrote:I stated that it would be better to have rokkit launchas for busting tanks at range. Oh, and the Hammerhead is a transport, so, naturally i would not have to "waddle" all the way up the board, it would come to me.

The Tau troop transport is called the "Devilfish". The "Hammerhead" is a tank that is usually left back to take advantage of the incredible range of its main armament. Supposing that you are talking about the Devilfish, it's difficult to imagine a scenario where a Devilfish would advance towards an Ork unit. The point of them, usually, is to give Tau a ride away from the enemy.

This message was edited 1 time. Last update was at 2008/04/03 03:47:36


 
   
Made in us
Longtime Dakkanaut




Long Beach, CA

the problem is that ork walkers are too slow. I like the boarding plank. You can nuke a falcon on turn one. Put the warboss with klaw in a vehicle with one, then move trukk 24" and attack the skimmer which can now be penned if you went first.

"Do NOT ask me if you can fire the squad you forgot to shoot once we are in the assault phase, EVER!!!"

 
   
Made in ca
Decrepit Dakkanaut





Nothing wrong with Walkers being too slow. It just means that the Grabbin' Klaw isn't over-powered.
   
Made in us
Lead-Footed Trukkboy Driver





smart_alex wrote:the problem is that ork walkers are too slow. I like the boarding plank. You can nuke a falcon on turn one. Put the warboss with klaw in a vehicle with one, then move trukk 24" and attack the skimmer which can now be penned if you went first.


which sounds find, except you can't use the boarding plank if either vehicle moved more then 12"...

I think allowing walkers an ungrade to the DCCW is a fun idea. Would be hard to pull off. Though if anyone tried to FishofFury you it would work - run your walker near your footsloggers, the fish flies up, drops of the FW to double-tap your boyz, following turn you move then charge into it. If it's still alive you can hold it in place through the tau movement phase.

don't use a KK to do this though - cause the FW will shoot it to death... but it will still have held the fish to no movement for a turn.
   
 
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