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Made in gb
Proud Triarch Praetorian





i just had the idea for a Flyer to be able to stay off the board fopr 2 turns as opposed to one, and have it return to play with one of its weapons repaired.

Anyone else think this is a good idea?

Experience is something you get just after you need it
The Narkos Dynasty - 15k
Iron Hands - 12k
The Shadewatch - 3k
Cadmus Outriders - 4k
Alpha Legion Raiders - 3k  
   
Made in us
Fresh-Faced New User






rules wise, flyers have enough going for them. Fluff wise, a game turn is around 4 seconds of a battle, takes a little more than that to land and replace a weapon~

~xalfej
   
Made in gb
Proud Triarch Praetorian





but it dosent take more than that to circumvent the entire battlefield?

rules =/= fluff

Experience is something you get just after you need it
The Narkos Dynasty - 15k
Iron Hands - 12k
The Shadewatch - 3k
Cadmus Outriders - 4k
Alpha Legion Raiders - 3k  
   
Made in us
Infiltrating Broodlord






I don't think this is really needed. Besides it being another advantage for a flyer over standard vehicles, the only faction that would really benefit at this point would be Dark Eldar. Everyone else with a mechanical flyer at this point also have some sort of mechanic unit* that should be able to conduct repairs unless there is a rule somewhere I am not aware of.

* List of said mechanic units:
Space Marines = Tech Marine/Master of the Forge
Blood Angels = Tech Marine
Grey Knights = Tech Marine
Orks = Mek Boy or Big Mek
Necrons = Tomb Spyder
Imperial Guard = Tech Priest
Chaos Space Marines = Warp Smith


That said, the idea might be interesting for a particular terrain piece or perhaps a senario game where-in one is attacking/defending an entrentched enemy (excusing the quick rearming as being due to the craft having a friendly airfield nearby).

This message was edited 1 time. Last update was at 2012/12/31 14:13:05


 
   
Made in it
Focused Dark Angels Land Raider Pilot





What? No... It's unreasonable fluff-wise, gives another advantage to Flyers and really, is difficult to play ( you come in 2nd turn, you leave in 3rd, you come back in fifth? that's pretty much the only chance to use such a rule)

Sorry Ihatenids but I think this is a bad idea.
   
Made in gb
Proud Triarch Praetorian





 Strat_N8 wrote:

* List of said mechanic units:
Space Marines = Tech Marine/Master of the Forge
Blood Angels = Tech Marine
Grey Knights = Tech Marine
Orks = Mek Boy or Big Mek
Necrons = Tomb Spyder
Imperial Guard = Tech Priest
Chaos Space Marines = Warp Smith


That said, the idea might be interesting for a particular terrain piece or perhaps a senario game where-in one is attacking/defending an entrentched enemy (excusing the quick rearming as being due to the craft having a friendly airfield nearby).
The only problem with that is the fact itll take almost 2 turns to line up a Flyer and the Mechanic for B2B, so It makes more sense to just dissappear. To me at least anyway...

Experience is something you get just after you need it
The Narkos Dynasty - 15k
Iron Hands - 12k
The Shadewatch - 3k
Cadmus Outriders - 4k
Alpha Legion Raiders - 3k  
   
Made in gb
Daemonic Dreadnought





Derby, UK.

i can see it being used in an ongoing campaing using one of the plantery tile boards.

Make one tile a star/airport. If you control that tile then your flyer can leave the game for an extar turn to repair a single weapon destroyed/locked velocity result.

limit it to one flyer per turn to avoid people repairing etire airforces in one go.

Armies:

(Iron Warriors) .......Gallery: Iron Warriors Gallery
.......Gallery: Necron Gallery - Army Sold
.......Gallery: Crimson Fists Gallery - Army Sold

Iron Warriors (8000 points-ish)

 
   
 
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