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![[Post New]](/s/i/i.gif) 2020/11/26 13:44:46
Subject: Vehicle mobility/base sizes in 9th
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Regular Dakkanaut
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Having now had the opportunity to get games of 9th under the belt, I am struggling to find ways to deploy terrain properly.
The main issue is that the wonderful new terrain rules beg for intricate and immersive boards.
However our group has found this practically means many vehicles have very few options for movement around the board.
Anyone else found their armoured lists are shockingly less mobile in 9th?
It is of course needlessly exacerbated by GWs penchant for excessive model designs, which make them terrible “game pieces”. That’s another story all together
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![[Post New]](/s/i/i.gif) 2020/11/26 13:48:42
Subject: Vehicle mobility/base sizes in 9th
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Gore-Soaked Lunatic Witchhunter
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Between this problem, the fact that vehicles don't get any benefit from cover, and the increased damage inflation we're seeing I'm left thinking maybe GW doesn't want people playing vehicles in 9th.
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![[Post New]](/s/i/i.gif) 2020/11/26 14:33:08
Subject: Vehicle mobility/base sizes in 9th
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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Outside of troops, I'm running almost nothing but vehicles :confused:
It probably depends on which army you are running.
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7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. |
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![[Post New]](/s/i/i.gif) 2020/11/26 14:41:29
Subject: Vehicle mobility/base sizes in 9th
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Waaagh! Ork Warboss
Italy
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Yeah, not everyone plays SM.
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![[Post New]](/s/i/i.gif) 2020/11/26 14:57:29
Subject: Re:Vehicle mobility/base sizes in 9th
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Arch Magos w/ 4 Meg of RAM
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Good, terrain should force you to make decisions on where to move your vehicles, just like it does in real life.
Being able to simply move your tanks into range with no further thought to it is boring.
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![[Post New]](/s/i/i.gif) 2020/11/26 15:05:01
Subject: Vehicle mobility/base sizes in 9th
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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I want rules for ramps that can be used by light vehicles and bikes though.
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7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. |
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![[Post New]](/s/i/i.gif) 2020/11/26 15:13:15
Subject: Vehicle mobility/base sizes in 9th
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Arch Magos w/ 4 Meg of RAM
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Jidmah wrote:I want rules for ramps that can be used by light vehicles and bikes though.
And walkers to not be penalized by low walls/pipes/barricades.
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![[Post New]](/s/i/i.gif) 2020/11/26 15:21:14
Subject: Vehicle mobility/base sizes in 9th
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Terrifying Doombull
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VladimirHerzog wrote: Jidmah wrote:I want rules for ramps that can be used by light vehicles and bikes though.
And walkers to not be penalized by low walls/pipes/barricades.
I don't really agree with that. Most GW walkers obviously can't deal with pipes and barricades other than by destroying them.
Almost nothing looks like it can climb any distance at all, the legs simply aren't articulated in any meaningful fashion (also they tends towards aggressively short and stumpy in the leg).
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This message was edited 1 time. Last update was at 2020/11/26 15:22:02
Efficiency is the highest virtue. |
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![[Post New]](/s/i/i.gif) 2020/11/26 15:43:56
Subject: Vehicle mobility/base sizes in 9th
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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Agree with Voss on this. None of the ork or DG walkers look like they could easily cross a pipe or barricade.
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7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. |
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![[Post New]](/s/i/i.gif) 2020/11/27 03:23:07
Subject: Vehicle mobility/base sizes in 9th
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Arch Magos w/ 4 Meg of RAM
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Voss wrote: VladimirHerzog wrote: Jidmah wrote:I want rules for ramps that can be used by light vehicles and bikes though.
And walkers to not be penalized by low walls/pipes/barricades.
I don't really agree with that. Most GW walkers obviously can't deal with pipes and barricades other than by destroying them.
Almost nothing looks like it can climb any distance at all, the legs simply aren't articulated in any meaningful fashion (also they tends towards aggressively short and stumpy in the leg).
I had a contemptor, wraithlord and knight on my desk as i commented this. I agree that it would make less sense for boxnaught and deffdreads to be able to pass over pipes. I'd still like for walkers/grounded/hover vehicles to be differentiated somehow. Adding a "clearance" stat could provide that.
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![[Post New]](/s/i/i.gif) 2020/11/27 04:27:42
Subject: Vehicle mobility/base sizes in 9th
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Longtime Dakkanaut
Annandale, VA
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In my first game of 9th Ed, I set up scattered jungles across the board.
After deploying my Carnifex, I realized that the terrain rules meant that my monstrous creatures couldn't enter any jungle, because they need to be able to physically fit within the terrain, and the tree bases (removable for situations like this...) were too thickly packed for a monstrous creature to fit.
Remember in the Jurassic Park movies where they escape the T-Rex by sauntering into a small grove of trees, completely impenetrable to the apex predator? Yeah, me neither.
It gets even worse when you take things like Knights into account. There's just not many places they can go on a properly dense battlefield.
I don't see why terrain needs to lock out vehicles entirely- have them limit line of sight, maybe incorporate a difficult terrain mechanic (halve their movement?), and then if someone really wants to send their expensive tanks into forests where they move 5" and can't see anti-tank troops gathering 12" away, let them. Better for them to be heavily disadvantaged than completely incapable of even entering.
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This message was edited 1 time. Last update was at 2020/11/27 04:29:10
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![[Post New]](/s/i/i.gif) 2020/11/27 08:03:01
Subject: Vehicle mobility/base sizes in 9th
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Grim Dark Angels Interrogator-Chaplain
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Gregor Samsa wrote:Having now had the opportunity to get games of 9th under the belt, I am struggling to find ways to deploy terrain properly.
The main issue is that the wonderful new terrain rules beg for intricate and immersive boards.
However our group has found this practically means many vehicles have very few options for movement around the board.
Anyone else found their armoured lists are shockingly less mobile in 9th?
It is of course needlessly exacerbated by GWs penchant for excessive model designs, which make them terrible “game pieces”. That’s another story all together
I mean, it’s entirely possible to set up a board and have room for vehicles to move and infantry get cover and have tactical challenges. Vehicles shouldn’t be able to go everywhere, or get cover from a smol shrub, but should have ways to get around. May need better terrain options or better collaboration setting up a cool board.
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Stormonu wrote:For me, the joy is in putting some good-looking models on the board and playing out a fantasy battle - not arguing over the poorly-made rules of some 3rd party who neither has any power over my play nor will be visiting me (and my opponent) to ensure we are "playing by the rules" |
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