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![[Post New]](/s/i/i.gif) 2010/08/24 04:59:17
Subject: Ork Dread Transport
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Rogue Grot Kannon Gunna
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Apologies if this isn't new to you lot, but heres a fun one that struck me t'other week...
Pods can carry 10 dudes, 5 termies, or 1 Dread. Mega armour/ tda counts double towards your transport cap, being a giant robot counts as 10 times yadda yadda. The ratios are pretty obv really, and Orks got cunnin'... so hows about we apply them to Da Boyz?
We got no pods though, so the Mek sticks a grabby crane on the back of the truck, and now Da Boys can zoom the Dread right up close and wang it in there as quick as poss.
Mebbe the Dread can't assault the turn it is dropped off? Would seem a fair trade to me Heck, I MAY even start taking Deff Dreads again occasionally.  (And I do mean a very big maybe)
Simples.
Thoughts? How many points for a 'Deff-wanger/lobber/dropper' upgrade?
(Hmm, the thought of two of them being 'deployed' out of a BW is just too good to not try out)
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This message was edited 3 times. Last update was at 2010/08/24 05:01:18
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![[Post New]](/s/i/i.gif) 2010/08/24 06:46:35
Subject: Ork Dread Transport
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Homicidal Veteran Blood Angel Assault Marine
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Pods can carry Terminators?...
Are we saying Space Wolves? (Wolf Guard)
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This message was edited 1 time. Last update was at 2010/08/24 06:46:48
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![[Post New]](/s/i/i.gif) 2010/08/24 07:33:33
Subject: Ork Dread Transport
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Rogue Grot Kannon Gunna
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Yeah, I was just using it as another reference point for how much space stuff takes up.
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![[Post New]](/s/i/i.gif) 2010/08/24 08:38:36
Subject: Ork Dread Transport
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40kenthus
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Oh man, orki.
I think I might steal that.
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[REDCATED]
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![[Post New]](/s/i/i.gif) 2010/08/24 18:32:36
Subject: Re:Ork Dread Transport
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Swift Swooping Hawk
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For trucks i'd say 10 points and as long as the dread is attached you may not move over 12" (13" with RPJ)
For wagons i'd say 20 points per rig and as long as the dread is attacked you may not move over 6" + D6" (7" + D6" with RPJ) [similar to the leman russ rules)
Its not many points but it slows the vehicle down, if the dread is embarked the spare 2 slots on the trukk cannot be used by anyone else. for the wagon, 2 units may embark if at least one unit is a dread. (you can have 20 boys, 10 boys and 1 dread, or 2 dreads)
If the dread deploys after the vehicle has moved this turn, is forced to disembark when the vehicle moved in the previous ork turn, or if the vehicle eplodes then the dread takes an auto-matic glancing hit, coming to immediate effect. (trukk moves, deploys dread, you might get immobilised or stunned) You may assault if able after deploying
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WLD: 221 / 6 / 5
5 Dragons 2011: 2nd Overall
DT:80+S++G++M+B+I+Pw40k96++D++A++/mR+++T(T)DM+
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![[Post New]](/s/i/i.gif) 2010/08/25 15:29:31
Subject: Ork Dread Transport
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Yellin' Yoof
High Security Prison
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I love it! I usually never take deff dreads because they never make it to close combat. But with this I might actually consider taking one.
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2000 pts and growing
+4 trader reputation and counting |
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![[Post New]](/s/i/i.gif) 2010/08/25 15:42:19
Subject: Ork Dread Transport
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Rogue Grot Kannon Gunna
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kamikazeguy wrote:I love it! I usually never take deff dreads because they never make it to close combat. But with this I might actually consider taking one.
Exactly. Other than for defense they're frickin useless. Hardly and Orky way to play them is it? Would be fun!
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![[Post New]](/s/i/i.gif) 2010/08/26 02:10:16
Subject: Ork Dread Transport
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Homicidal Veteran Blood Angel Assault Marine
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An idea I always thought was cool, (although I hardly have enough funds or time) would be to convert an Ork Army to use "Counts As" Blood Angels.
Storm Boys in super strong armor.
Ork Meganobs with KFF.
Deffdreads (Death Company Dreadnoughts) tearing through enemies...
You could legally incorporate a droppod and a much better Dreadnought into that.
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![[Post New]](/s/i/i.gif) 2010/08/30 20:14:27
Subject: Ork Dread Transport
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Yellin' Yoof on a Scooter
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There is nuthin that orks cant do, nuthin.
Cept shoot well... and spell
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joker8911 |
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![[Post New]](/s/i/i.gif) 2010/08/31 21:30:33
Subject: Re:Ork Dread Transport
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Lieutenant Colonel
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Hi all.
Why not let Orks use 'Tellyporta Beems' to deep strike Deff dreads?
They have the similar effects as the SM drop pods , but have no models to represent them.
Deffdread Ugrade ,
Tellyporta Beem....20 pts.
The Tellyporta Beem allows the Deffdread to deep strike.
Unfortunatley the Tellyporta Beems are a bit tempremental, and often need 'a good kickin' to work proper'.
Roll a D6 at the start of the Ork players first turn.
6, Tellyporta Beem works this turn.(Deep strike deployment as normal)
2 to 5 Tellyporta Beem works next turn..(Deep strike deployment as normal.)
1 The Tellyporta Beem works next turn but without the 'gyrostabilisin Gubbins workin'.
The Deffdread counts as shaken when it enters play.
Just an idea...
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![[Post New]](/s/i/i.gif) 2010/08/31 21:40:43
Subject: Re:Ork Dread Transport
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Never-Miss Nightwing Pilot
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Lanrak wrote:Hi all.
Why not let Orks use 'Tellyporta Beems' to deep strike Deff dreads?
They have the similar effects as the SM drop pods , but have no models to represent them.
Deffdread Ugrade ,
Tellyporta Beem....20 pts.
The Tellyporta Beem allows the Deffdread to deep strike.
Unfortunatley the Tellyporta Beems are a bit tempremental, and often need 'a good kickin' to work proper'.
Roll a D6 at the start of the Ork players first turn.
6, Tellyporta Beem works this turn.(Deep strike deployment as normal)
2 to 5 Tellyporta Beem works next turn..(Deep strike deployment as normal.)
1 The Tellyporta Beem works next turn but without the 'gyrostabilisin Gubbins workin'.
The Deffdread counts as shaken when it enters play.
Just an idea...
This is better, really good idea, and the name tellyporta beem (and the way it's spelt) is equally awesome.
I think perhaps it should be an upgrade for a big mek, and perhaps allow other vehicles to deep strike, and probably be more expensive.
I like the idea of the fact that something may go wrong, it's very orky. Though perhaps on a roll of a one, the mek gets the 'coordinutz' wrong and it scatters something like 3D6 (hit rolls on the scatter dice must be re-rolled unit an arrow comes up)
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"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
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![[Post New]](/s/i/i.gif) 2010/08/31 21:40:56
Subject: Re:Ork Dread Transport
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Swift Swooping Hawk
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I wrote rules for tellyportaz but cant find them ATM... I'll look for them...
More or less it was a 0-1 option per big mek for 20 points or something. Any unit can be teleported, just declare they are doing so as normal (and still with the 0-1 limit per big mek).
Essentially it was very inaccurate... with some rather odd effects that i can't really remember well enough to do them justice... they should be here somewhere...
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WLD: 221 / 6 / 5
5 Dragons 2011: 2nd Overall
DT:80+S++G++M+B+I+Pw40k96++D++A++/mR+++T(T)DM+
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