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Made in us
Longtime Dakkanaut




Is there any reason or rational that people can come up with to justify denying Ork Walkers 12in movement in the movement phase. Maybe force them to only shoot 1 weapon at full BS?

That wouldn't solve ALL of the problems with Ork walkers but between 12in movement and giving them Ere We Go special rules it would definitely help.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in us
Krazed Killa Kan





Denver, Colorado

There's a LOT of problems with walkers in general and ork walkers in particular that 12" movement wouldn't do much to fix on its own.

And even if that were implemented, walkers from all other armies would, reasonably, complain that theirs couldn't.

Kind of when all loyalist (and chaos) walkers got +2 attacks and orks got zilch. But in this example, it would mean that orks got a buff and space marines didn't, and GW wouldn't ever let that happen.

Ramshackle and 'ere we go would help. Not a lot, but a little.

"Hope is the first step on the road to disappointment." Words to live by. 
   
Made in us
Gore-Soaked Lunatic Witchhunter







If Ork walkers got 12" move you'd have a hard time arguing that any other walker in the game shouldn't. And while it might help Chaos melee engines (Defilers, Blood Slaughterers, that sort of thing) you'd also be buffing Dreadnaughts more than they need, and then you'd have a hard time arguing that melee non-flying MCs should stick with 6" move, and then jump MCs/Walkers would start asking why they're paying for jump packs if they don't give them a speed boost...

So basically we need the promised Movement stat in 8th to come along and split 'move speed' off from 'unit type' before this change would help much.

That said your proposal is basically what the Wasp jet pack does, so you could invent a 'Kan/Dread Rokkit Pack' as an upgrade that lets the vehicle go 8"-12" in the Movement phase (as if jump infantry, so move over terrain/models but Dangerous Terrain if it lands in terrain) at the expense of only firing snap shots that turn (call it 10pts for a Kan, 20pts for a Dread on the grounds that it's 10pts for a War Walker, but the Kan/Dread are more melee-oriented, better-armoured (and in the case of the Dread have more HP), and snap shots are generally less punishing for Orks).

This message was edited 2 times. Last update was at 2017/03/28 13:49:36


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