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![[Post New]](/s/i/i.gif) 2010/08/06 01:19:02
Subject: making jump packs slightly better.
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Courageous Questing Knight
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jump packs are beautiful. I like them as is, but this makes sense.
I assume many people say 'why can't normal packs do that' when they look at jet packs.
I love both idea, but I think jump packs should have something else to make them equal to jet packs, rather then have jetpacks be an improovement.
as I see it, I notice many jump packer just use them as assault, not for running long distances.
so, I'd assume they'd run by flying with their packs, just as they move in that phase.
my idea is simple:
Jump packs have fleet. jet packs have relentless.
simple.
It's probably a little OP, but if you think about it, other then assault marines, alot of jump packers are there solely for assault.
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DR:90S+++G++MB+I+Pw40k096D++A+/areWD360R+++T(P)DM+
3000 pt space marine 72% painted!
W/L/D 24/6/22
2500 pt Bretons 10% painted
W/L/D 1/0/0
http://www.dakkadakka.com/dakkaforum/posts/list/337109.page lekkar diorama, aye? |
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![[Post New]](/s/i/i.gif) 2010/08/06 04:23:22
Subject: making jump packs slightly better.
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Stalwart Ultramarine Tactical Marine
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I think it sounds like a nice balance. but thats just me.
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![[Post New]](/s/i/i.gif) 2010/08/06 05:02:22
Subject: making jump packs slightly better.
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Focused Fire Warrior
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Good idea, but maybe a little too OP for blood angels
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1500pt O'Vesa Star W: 27 D: 2 L: 1
The challenge: in a 1500pt game I will play 900pt + D6x100 pts, if I roll a 6 I reroll and -100 to that second number (down to 1000pt minimum)
W:6 D:0 L:1 |
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![[Post New]](/s/i/i.gif) 2010/08/06 05:26:27
Subject: making jump packs slightly better.
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Thinking of Joining a Davinite Loge
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It is too OP especially for BA! I was toying with the idea of jumping into combat. Assault range = 12" Take a dangerous terrain check if you assault more than 6". This represents the unit using their JP's to jump into the assault. After making dangerous terrain checks, the unit assaulted takes S5 hits with normal saving throws equal to the number of models in the assaulting squad (after removing models that failed their dangerous terrain.) The assault phase then proceeds as normal. The failed dangerous terrains would be the guys who got shot or hit right as they were about to land. The S5 hit represents the unit landing on people or kicking them or whatever you want to imagine as they come in. This is of course added on to the fact that JP's can move 12" and deepstrike.
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This message was edited 1 time. Last update was at 2010/08/06 05:27:19
Jidmah wrote:That's why I keep my enemies close and my AOBR rulebook closer.
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![[Post New]](/s/i/i.gif) 2010/08/06 05:51:02
Subject: making jump packs slightly better.
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Courageous Questing Knight
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hang on... your saying my idea is OP, then you try offer an idea thats if you don't mind my saying so, slightly stupid.
attacking a S5? BA would have a field day.
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DR:90S+++G++MB+I+Pw40k096D++A+/areWD360R+++T(P)DM+
3000 pt space marine 72% painted!
W/L/D 24/6/22
2500 pt Bretons 10% painted
W/L/D 1/0/0
http://www.dakkadakka.com/dakkaforum/posts/list/337109.page lekkar diorama, aye? |
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![[Post New]](/s/i/i.gif) 2010/08/06 06:09:40
Subject: making jump packs slightly better.
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Sybarite Swinging an Agonizer
The Ministry of Love: Room 101
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Thats not what he said at all....
Jump Packs are fine, if you want relentless take bikers.
Fleet would give them way too large a threat radius imo
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![[Post New]](/s/i/i.gif) 2010/08/06 06:20:16
Subject: making jump packs slightly better.
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Courageous Questing Knight
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actually, I didn't want relentless on them. they've no use for relentless most places [read the post, silly.]
And what he is saying is
"give them the [same threat radius as I suggest, but more definate,] 12" assault range at the cost of a dangerous terrain test, [2 fails, 2 A- saves.] then hit at S5" Ba would be even better then.
Thats what he said.
I suggested that they're represented by the fact that they'd be running using their jump packs, which would keep them in the air. removing that air of sprinting, not thinking about where they are going.
it's not quite what you seem to think'
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DR:90S+++G++MB+I+Pw40k096D++A+/areWD360R+++T(P)DM+
3000 pt space marine 72% painted!
W/L/D 24/6/22
2500 pt Bretons 10% painted
W/L/D 1/0/0
http://www.dakkadakka.com/dakkaforum/posts/list/337109.page lekkar diorama, aye? |
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![[Post New]](/s/i/i.gif) 2010/08/06 06:28:51
Subject: making jump packs slightly better.
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Thinking of Joining a Davinite Loge
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In my idea there is risk involved if you want to make an assault move past 6". You don't attack at S5, the unit being hit assaulted takes initial S5 hits. In a revision, those who do survive the dangerous terrain test will take initial S4 hits before attacks swing. BTW, you can't take armor saves against failed dangerous terrain checks.
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This message was edited 1 time. Last update was at 2010/08/06 06:30:26
Jidmah wrote:That's why I keep my enemies close and my AOBR rulebook closer.
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![[Post New]](/s/i/i.gif) 2010/08/06 15:41:35
Subject: making jump packs slightly better.
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Stalwart Ultramarine Tactical Marine
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pdawg517 wrote:It is too OP especially for BA! I was toying with the idea of jumping into combat. Assault range = 12" Take a dangerous terrain check if you assault more than 6". This represents the unit using their JP's to jump into the assault. After making dangerous terrain checks, the unit assaulted takes S5 hits with normal saving throws equal to the number of models in the assaulting squad (after removing models that failed their dangerous terrain.) The assault phase then proceeds as normal. The failed dangerous terrains would be the guys who got shot or hit right as they were about to land. The S5 hit represents the unit landing on people or kicking them or whatever you want to imagine as they come in. This is of course added on to the fact that JP's can move 12" and deepstrike.
You wouldn't have happened to 'borrow' that idea from DOWII would you?
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This message was edited 1 time. Last update was at 2010/08/06 19:07:28
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![[Post New]](/s/i/i.gif) 2010/08/06 16:01:24
Subject: Re:making jump packs slightly better.
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Sword-Bearing Inquisitorial Crusader
Northern Virginia
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I made this suggestion a while back. When an model with a jump pack assaults another unit the shock of the attack causes the enemy models to subtract 1 I from their characteristic for that assault phase. this isn't to op but at the same time it makes assault marine very viable as it gives them a great shock attack ability.
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"Paranoia is a very reassuring state of mind. If you think they are after you, you think you matter" |
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![[Post New]](/s/i/i.gif) 2010/08/06 23:58:48
Subject: Re:making jump packs slightly better.
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Thinking of Joining a Davinite Loge
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I may or may not have gotten that idea from a certain game.
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Jidmah wrote:That's why I keep my enemies close and my AOBR rulebook closer.
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