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Made in au
Flashy Flashgitz




Canberra, Down Under

 Ailaros wrote:

My only hope is that given that walkers have been getting no cheaper or more expensive (cf. CSM defiler), while non-walker (and non-flier) vehicles are getting much cheaper (cf. russes), that the idea is that 7th is going to come by and do something to make walkers a lot better.


That seems a tad farsighted for the monkeys at GW.


Do not hold to hope, Ailaros... It has forsaken these lands.
(Watched Lord of the Rings last night. Apologies.)


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Made in ca
Dour Wolf Priest with Iron Wolf Amulet






Canada

 Sparkadia wrote:
 Ailaros wrote:

My only hope is that given that walkers have been getting no cheaper or more expensive (cf. CSM defiler), while non-walker (and non-flier) vehicles are getting much cheaper (cf. russes), that the idea is that 7th is going to come by and do something to make walkers a lot better.


That seems a tad farsighted for the monkeys at GW.


Do not hold to hope, Ailaros... It has forsaken these lands.
(Watched Lord of the Rings last night. Apologies.)


Holy crap, I was watching The Two Towers as well last night.

But uhhh... yeah. In 5th, walkers were insanely durable simply because they could tarpit entire units with ease (less-so for their ability to actually kill said unit though). An edition change could do them wonders.

   
Made in au
Flashy Flashgitz




Canberra, Down Under

 Andilus Greatsword wrote:
 Sparkadia wrote:
 Ailaros wrote:

My only hope is that given that walkers have been getting no cheaper or more expensive (cf. CSM defiler), while non-walker (and non-flier) vehicles are getting much cheaper (cf. russes), that the idea is that 7th is going to come by and do something to make walkers a lot better.


That seems a tad farsighted for the monkeys at GW.


Do not hold to hope, Ailaros... It has forsaken these lands.
(Watched Lord of the Rings last night. Apologies.)


Holy crap, I was watching The Two Towers as well last night.

But uhhh... yeah. In 5th, walkers were insanely durable simply because they could tarpit entire units with ease (less-so for their ability to actually kill said unit though). An edition change could do them wonders.


LotR buddies!

A revamp could work, but it would have to mean a major change in the general application of HPs. Orrr maybe not, I suppose Grenades going back to hitting on 6's would be a big deal for the melee-oriented Walkers, and perhaps a general AV13 for the 'tough' Walkers and AV 12 for the 'light' ones (Deff Dread vs Killa Kanz) so they can at least only be glanced by the vast horde of S7 guns.

I'd still much rather see a rework of the Walker rules into a sort of MC-like state. Not an MC, but something kind of close. There have been a ton of good suggestions on Dakkas Proposed Rules forum alone in this sort of direction.



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Made in us
Decrepit Dakkanaut






New Orleans, LA

Give Helbrutes Daemon rule! 5++ invulnerable!

Not great, but would help.

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Calm Celestian




Florida, USA

 StarTrotter wrote:
I wouldn't quite say fire-support due to the iconic Dreadnought being built to have a CCW and a gun rather than being a gun platform along with the maulerfiend being pure CC. I'm trying to remember all the walkers though... There's the Forgefiend which is plasma shots which can kill elite units, Maulerfiends which are pure CC, Helbrutes which are built to requrie you to have a gun and ccw although have slightly more options for CC than usual, Dreadnoughts which are fluffwise expected to have a gun and CCW (with a few extra gun choices), Defiler which is a schizo monster that is built to fire ordinance at long range and fire lascannons at vehicles close before charging with power fists or flamer before charging (so overall relatively middling), the eldar walker which is a fragile gun of doom, and the IG which is a fragile walker that shoots. So it seems more often than not walkers are somewhat balanced between the roles with more leaning to being shooty support. There's about 3 being fire support, 3 being middling, and 1 being for CC entirely.
Why does nearly everyone forget about Penitent Engines? Anyway, with only 2 DCCW with 2 built in Heavy Flamers, the Penitent Engine is definitely in the CC entirely group. Yet it isn't worth the cost in points nor the wasted HS slot, even for a squadron of three. I'd love to field the 9 of them I have more regularly, feth, I'd even probably pickup the additional 9 I could run @ 2000 points, but they are just such a terrible choice.

There is a fine line between genius and insanity and I colored it in with crayon. 
   
Made in us
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The darkness between the stars

 Evil Lamp 6 wrote:
 StarTrotter wrote:
I wouldn't quite say fire-support due to the iconic Dreadnought being built to have a CCW and a gun rather than being a gun platform along with the maulerfiend being pure CC. I'm trying to remember all the walkers though... There's the Forgefiend which is plasma shots which can kill elite units, Maulerfiends which are pure CC, Helbrutes which are built to requrie you to have a gun and ccw although have slightly more options for CC than usual, Dreadnoughts which are fluffwise expected to have a gun and CCW (with a few extra gun choices), Defiler which is a schizo monster that is built to fire ordinance at long range and fire lascannons at vehicles close before charging with power fists or flamer before charging (so overall relatively middling), the eldar walker which is a fragile gun of doom, and the IG which is a fragile walker that shoots. So it seems more often than not walkers are somewhat balanced between the roles with more leaning to being shooty support. There's about 3 being fire support, 3 being middling, and 1 being for CC entirely.
Why does nearly everyone forget about Penitent Engines? Anyway, with only 2 DCCW with 2 built in Heavy Flamers, the Penitent Engine is definitely in the CC entirely group. Yet it isn't worth the cost in points nor the wasted HS slot, even for a squadron of three. I'd love to field the 9 of them I have more regularly, feth, I'd even probably pickup the additional 9 I could run @ 2000 points, but they are just such a terrible choice.


Bah! I defend myself with claims that the Penitent Engine is so overpriced for what it does that it's hard to remember (doesn't help that it's underplayed and I largely only build lists with Sisters themself because Sisters are glorious). Which reminds me, I also forgot the Soulgrinder which kinda can go both ways although I don't think he starts with a ranged weapon so he's either neutral or slightly leaning to CC

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Made in us
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On moon miranda.

 Ailaros wrote:

My only hope is that given that walkers have been getting no cheaper or more expensive (cf. CSM defiler), while non-walker (and non-flier) vehicles are getting much cheaper (cf. russes), that the idea is that 7th is going to come by and do something to make walkers a lot better.

The only tanks that have gotten meaningful price drops have been some Russ variants, the Whirlwind, and Lascannon upgrades I think. Others have gotten more expensive or less capable (Hydra, Chimera, Dakkapred, etc) or stayed largely the same.

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Made in hr
Screaming Shining Spear






The problem is that with the change from 5th to 6th, vehicles got hit because they obviously wanted to do away with the prevalence of all mech armies. In the transition, which, in my opinion, was actually a good idea, the walkers, especially Dreadnoughts, were left greatly weakened. It's not inconceivable that they'll do something specifically for walkers in the next edition. Adding a few special rules and giving them an inv save would go a long way toward fixing them.
   
Made in au
Flashy Flashgitz




Canberra, Down Under

 Araenion wrote:
The problem is that with the change from 5th to 6th, vehicles got hit because they obviously wanted to do away with the prevalence of all mech armies. In the transition, which, in my opinion, was actually a good idea, the walkers, especially Dreadnoughts, were left greatly weakened. It's not inconceivable that they'll do something specifically for walkers in the next edition. Adding a few special rules and giving them an inv save would go a long way toward fixing them.


I think keeping HP is still a big mistake. I agree that they could plausibly use the existing rules with some changes (as you mentioned, stuff like adding an Invul and supercharged Run moves or something) but I think they would still be sub-par. Some rather big changes need to happen to make them worthwhile, unfortunately, IMO.


Current Proposed Rules Project: Orkish AC-130 Spekta Gunship!

WAAAGH Sparky!
1400 (ish) - On the rebound!
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- Men, you're lucky men. Soon, you'll all be fighting for your planet. Many of you will be dying for your planet. A few of you will be put through a fine mesh screen for your planet. They will be the luckiest of all.  
   
Made in us
Regular Dakkanaut




The only real benefit of a walker is that they can't be hurt by bolters and pulse fire and lascannons need 3s to wound.

In one sense AV12 is T9, but anti tank guns are psuedo s10.

Maybe that is the trick?

AV10 - T7
AV11 - T8
..
AV14 - T11

Leave weapon strengths the way they are, and add the USR High Yield for +1S vs "vehicles"
   
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The darkness between the stars

Andy06r wrote:
The only real benefit of a walker is that they can't be hurt by bolters and pulse fire and lascannons need 3s to wound.

In one sense AV12 is T9, but anti tank guns are psuedo s10.

Maybe that is the trick?

AV10 - T7
AV11 - T8
..
AV14 - T11

Leave weapon strengths the way they are, and add the USR High Yield for +1S vs "vehicles"


I've always thought maybe having vehicles become high toughness low wounds whilst MC became lower toughness high wounds might work out. It'd require some rules to be changed and some other exceptions but in the long run I think it might help to avod av and toughness fighting eachother for dominance like how we went from an edition where AV was god to now where you swear by MC.

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Fixture of Dakka




Temple Prime

Doing away with HP would cripple units that rely on Haywire to kill vehicles, like Tyranid Crones.

It'd also make Gauss weapons largely superfluous once again.

Hence why I'm more in favor of giving vehicles saves.

 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in us
Tzeentch Aspiring Sorcerer Riding a Disc




The darkness between the stars

Alright that would make sense... Although doesn't haywire just basically lead to auto-glances and gauss weaposn would basically just get to wound things that would normally be resistant to guns already?

I'll agree at least they need saves.

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Temple Prime

 StarTrotter wrote:
Alright that would make sense... Although doesn't haywire just basically lead to auto-glances and gauss weaposn would basically just get to wound things that would normally be resistant to guns already?

I'll agree at least they need saves.

A lot of "nerf MC" or "buff vehicles" fixes punish Tyranids for the excesses of other armies, which rustles my jimmies when we've already been punished enough.

But yes, be more liberal in giving saves to vehicles.

This message was edited 1 time. Last update was at 2014/04/30 04:42:32


 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in us
Tzeentch Aspiring Sorcerer Riding a Disc




The darkness between the stars

honestly my problem comes more from being removed from the game due to college. I can hardly remember what haywire does anymore.

And I agree to nerf mc being too general. Whilst I think Walkers need a buff all around, I don't think vehicles need it as much. Tyranids in general just need a huge buff (especially to their CC)

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Decrepit Dakkanaut





Vallejo, CA

The switch from vehicles as vehicles to vehicles as strange MCs would be easy.

For those fringe cases like meltaguns and gauss weapons, you just rewrite their special rules. They're only special because of said special rules in the first place. You could easily rewrite gauss weapons to cause 2 wounds instead of 1 against vehicular targets, and give meltaguns a modified form of instant death.


Your one-stop website for batreps, articles, and assorted goodies about the men of Folera: Foleran First Imperial Archives. Read Dakka's favorite narrative battle report series The Hand of the King. Also, check out my commission work, and my terrain.

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Southern California, USA

I think flying Monstrous Creatures should get a slight nerf so that they aren't the auto take they are right now. Maybe have them be jump infantry with jink saves?


Thought for the day: Hope is the first step on the road to disappointment.
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Made in us
Decrepit Dakkanaut





Vallejo, CA

To fix FMCs, you need to fix the rules for fliers in general, which are in desperate need of fixing. That's a discussion for the 7th ed wishlist I guess, though.



Your one-stop website for batreps, articles, and assorted goodies about the men of Folera: Foleran First Imperial Archives. Read Dakka's favorite narrative battle report series The Hand of the King. Also, check out my commission work, and my terrain.

Abstract Principles of 40k: Why game imbalance and list tailoring is good, and why tournaments are an absurd farce.

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The darkness between the stars

 TheCustomLime wrote:
I think flying Monstrous Creatures should get a slight nerf so that they aren't the auto take they are right now. Maybe have them be jump infantry with jink saves?



I can't tell if it's because FMC are good or if it's more due to normal MC being way too bad. Lots of ground MCs are just too slow and vulnerable to be taken.

The only real solution is to fix fliers in general as well as assault.

This message was edited 1 time. Last update was at 2014/04/30 04:49:54


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Southern California, USA

Yup. Okay, how about this. Walkers gain the Fast USR so that they aren't foot slogging as much.

Thought for the day: Hope is the first step on the road to disappointment.
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The Empire : ~60-70 models.
1500 pts
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Made in za
Fixture of Dakka




Temple Prime

 TheCustomLime wrote:
Yup. Okay, how about this. Walkers gain the Fast USR so that they aren't foot slogging as much.

As I said, Walkers should have hammer of wrath and smash if Monstrous Creatures can have it for free.

 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in us
Tzeentch Aspiring Sorcerer Riding a Disc




The darkness between the stars

 Kain wrote:
 TheCustomLime wrote:
Yup. Okay, how about this. Walkers gain the Fast USR so that they aren't foot slogging as much.

As I said, Walkers should have hammer of wrath and smash if Monstrous Creatures can have it for free.


I agree with hammer of wrath but the problem with smash is that many MC basically automatically come with Smash always on. (which is why Daemon Princes sadden me when they get one hit killed. Although not as painful as a riptide doing it)

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Grizzled Space Wolves Great Wolf





 TheCustomLime wrote:
I think flying Monstrous Creatures should get a slight nerf so that they aren't the auto take they are right now. Maybe have them be jump infantry with jink saves?

I don't think FMC's are that bad, they're only really good when you spam them making them hard to deal with. A couple of FMC's isn't bad at all. If you don't use the Tyranid FMC-spam dataslate and just stick to a regular FOC, the FMC's aren't all that bad.

The reason the Flyrant is an auto-take is more because the walking Tyrant sucks, making the 35pt upgrade a no-brainer. You lose nothing but gain a lot of survivability and a lot of mobility.

This message was edited 2 times. Last update was at 2014/04/30 05:40:48


 
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

Yeah, it's kind of always bothered me as well that walkers are slower than regular vehicles as well. 6+D6" only works when the unit is either embarked in a faster unit, or when you have a LOT of them to soak up field position. Walkers do neither.

I mean, at least MCs get MTC, and are more survivable.


Your one-stop website for batreps, articles, and assorted goodies about the men of Folera: Foleran First Imperial Archives. Read Dakka's favorite narrative battle report series The Hand of the King. Also, check out my commission work, and my terrain.

Abstract Principles of 40k: Why game imbalance and list tailoring is good, and why tournaments are an absurd farce.

Read "The Geomides Affair", now on sale! No bolter porn. Not another inquisitor story. A book written by a dakkanought for dakkanoughts!
 
   
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The darkness between the stars

Wait what exactly is MTC?

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Vallejo, CA

move through cover

Your one-stop website for batreps, articles, and assorted goodies about the men of Folera: Foleran First Imperial Archives. Read Dakka's favorite narrative battle report series The Hand of the King. Also, check out my commission work, and my terrain.

Abstract Principles of 40k: Why game imbalance and list tailoring is good, and why tournaments are an absurd farce.

Read "The Geomides Affair", now on sale! No bolter porn. Not another inquisitor story. A book written by a dakkanought for dakkanoughts!
 
   
Made in us
Ultramarine Librarian with Freaky Familiar





Southern California, USA

 Kain wrote:
 TheCustomLime wrote:
Yup. Okay, how about this. Walkers gain the Fast USR so that they aren't foot slogging as much.

As I said, Walkers should have hammer of wrath and smash if Monstrous Creatures can have it for free.


Hammer of Wrath I can agree with but not Smash. Smash should only be for really big walkers like the Imperial Knight or what the Riptide should be. I think having them be fast would at least have them be better suited towards their intended battlefield role as close quarter battle units.

Walkers should also have MTC.

This message was edited 1 time. Last update was at 2014/04/30 05:55:14


Thought for the day: Hope is the first step on the road to disappointment.
30k Ultramarines: 2000 pts
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The Empire : ~60-70 models.
1500 pts
: My Salamanders painting blog 16 Infantry and 2 Vehicles done so far!  
   
Made in us
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The darkness between the stars

 TheCustomLime wrote:
 Kain wrote:
 TheCustomLime wrote:
Yup. Okay, how about this. Walkers gain the Fast USR so that they aren't foot slogging as much.

As I said, Walkers should have hammer of wrath and smash if Monstrous Creatures can have it for free.


Hammer of Wrath I can agree with but not Smash. Smash should only be for really big walkers like the Imperial Knight or what the Riptide should be. I think having them be fast would at least have them be better suited towards their intended battlefield role as close quarter battle units.

Walkers should also have MTC.


Gonna agree on MTC. It seems silly for them not to have it.

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Tea-Kettle of Blood




Adelaide, South Australia

Walkers aren't bad in their entirety, it's just that many of the most common Walkers are overpriced.

I doubt many people will say War Walkers or Imperial Knights are bad just because they're Walkers.

 Ailaros wrote:
You know what really bugs me? When my opponent, before they show up at the FLGS smears themselves in peanut butter and then makes blood sacrifices to Ashterai by slitting the throat of three male chickens and then smears the spatter pattern into the peanut butter to engrave sacred symbols into their chest and upper arms.
I have a peanut allergy. It's really inconsiderate.

"Long ago in a distant land, I, M'kar, the shape-shifting Master of Chaos, unleashed an unspeakable evil! But a foolish Grey Knight warrior wielding a magic sword stepped forth to oppose me. Before the final blow was struck, I tore open a portal in space and flung him into the Warp, where my evil is law! Now the fool seeks to return to real-space, and undo the evil that is Chaos!" 
   
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On moon miranda.

 TheCustomLime wrote:
 Kain wrote:
 TheCustomLime wrote:
Yup. Okay, how about this. Walkers gain the Fast USR so that they aren't foot slogging as much.

As I said, Walkers should have hammer of wrath and smash if Monstrous Creatures can have it for free.


Hammer of Wrath I can agree with but not Smash. Smash should only be for really big walkers like the Imperial Knight or what the Riptide should be. I think having them be fast would at least have them be better suited towards their intended battlefield role as close quarter battle units.

Walkers should also have MTC.
Given that the Imperial Knight sports a D strength melee weapon, and the Riptide is a Monstrous Creature, that would seem to be take it out of the picture completely then wouldn't it?

If a T5 Daemon Prince can smash, I'd say a Forgefiend that's half again as tall, with half again as many limbs, and is probably 4x the mass should probably be able to Smash (though if we're really looking at it, they really should be MC's in the first place, moreso than something like a Riptide which has an actual cockpit and pilot).

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