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Made in gb
Secret Inquisitorial Eldar Xenexecutor





Leeds, UK

Evenin dakka

So I've had a game against my buddy's tau today, and was constantly wary of the limitations imposed by my transports.

A) yes I can move fast to a position of opportunity, though I then can't disembark to get away from the inevitable blown up transport
B) I can move on turn 1, and get behind cover whilst waiting for turn 2, though at that point either I forgo my units ability to shoot to cover the longer distance by running, or potentially remain outside of charge range

My proposal is to give assault vehicles the ability to disembark their cargo after moving, that can then assault.

What do you think?

   
Made in gb
Drone without a Controller




Tadcaster

It's a good idear in real life the point of a transport is to move into position then unload its troops but as an opponent I love that you pile your troops in then fly to an advance position so I can then destroy you with my heavy rail rifle or fusion blasters lol
   
Made in gb
Secret Inquisitorial Eldar Xenexecutor





Leeds, UK

Lol I know you do! As many of my guys died as a result of their transport blowing up as they did to your damned guns!

   
Made in gb
Morphing Obliterator






I don't have assault transports in my army (Eldar) so are open topped transports still capped at the 6" limit for disembarking?

If so, I would maybe increase that to 12" to partially offset the fact that the vehicles (and often the guys in them) are more fragile.

Chaos Space Marines - Iron Warriors & Night Lords 7900pts

 
   
Made in gb
Secret Inquisitorial Eldar Xenexecutor





Leeds, UK

I checked with my flgs guy yesterday and yes, capped at 6". And the occupants would have the disembark in the movement phase.

It's odd - it strikes me that an open topped vehicle doesn't need to stand still for it's guys to jump off the hull. At least with Wave Serpents / Rhinos etc, you can see that a hatch needs lowering, so it makes sense. But Venoms and Raiders?

Perhaps a better solution would be give open topped transports a grav chute insertion type rule, with a scatter dice re-roll to represent that they're not having to fall quite so far

   
Made in us
Gore-Soaked Lunatic Witchhunter







6"-disembark seems like an oversight designed to make the Fast Vehicle rules section simpler, but it does kind of nerf Dark Eldar vehicles; it seems like adding a clause that units may disembark from a Fast vehicle that moved up to 12" instead of up to 6" would be feasible.

Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
Made in ie
Sniping Hexa




Dublin

Did you guys ever try to disembark from a slowly (15kp/h) moving vehicle ?
It's already quite a dangerous prospect, now try to disembark from a fast moving (let's say about 40 kp/h) antigrav (higher fall) / ork trukk
Chances are you'll end up moaning on the ground with broken / sprained ankles, at the least

True 6th Ed nerfed assault, but every one was it as hard, try assaulting out of rhinos now, it's even worse than DE in raiders

 
   
Made in gb
Secret Inquisitorial Eldar Xenexecutor





Leeds, UK

How is it worse for rhinos?

You don't get the +1 to pen for being open topped, the guys are wounded only on a 5+ and not a 4+ as the DE are, and THEN you get a 3+ armour save save instead of a 5+.

Where, in any of that, does it look as though SM's have a harder time than DE when trying to assault from their transport?

   
Made in ie
Sniping Hexa




Dublin

Because you have to move 6, disembark 6 and .... get shot at for a full turn, you don't even need to lose your rhino to get shot to pieces

Oh, and if your rhino is destroyed, you still can't assault in your following turn !

 
   
Made in us
Gore-Soaked Lunatic Witchhunter







TanKoL wrote:
Did you guys ever try to disembark from a slowly (15kp/h) moving vehicle ?
It's already quite a dangerous prospect, now try to disembark from a fast moving (let's say about 40 kp/h) antigrav (higher fall) / ork trukk
Chances are you'll end up moaning on the ground with broken / sprained ankles, at the least


...Now try jumping out of a fast-moving vehicle with Eldar agility and cartilaginous (read: flexible) skeletal structure. I have a sneaking suspicion that humans specifically trained for the task and fairly well-armored could probably handle hopping out of a moving vehicle, Eldar with superhuman agility and centuries of practice would likely be even better.

Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
Made in ie
Sniping Hexa




Dublin

But ... but ... they could break a nail !

 
   
Made in gb
Secret Inquisitorial Eldar Xenexecutor





Leeds, UK

Nah, not likely, they've been sharpened to dagger like hardness. All the better for slitting marine throats

Back on track though, would 12" be enough, then disembark? I kinda want to say it needs to be 18", though even then I know that could be OP. Unless you could then give the aethersail upgrade to allow for a little extra movement, though then you can't disembark anyway :-S

Strikes me that if a unit begins embarked on a transport, the transport moves, passengers can disembark at end of movement phase and then choose to either shoot OR assault. I'd be inclined to say that models with fleet get to both shoot and assault, for fluff reasons, don't accuse me of saying that just coz I'm a DE player though!


   
 
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