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![[Post New]](/s/i/i.gif) 2014/09/13 23:59:05
Subject: Dwarven Thunderbarge, how many points should this beast cost?
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Regular Dakkanaut
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Well this beast is a 10 wound, bomb dropping gun platform with 5 organ guns mounted (1 per 2 crew).
It can only be charged by flyers, its magic resistant (3) with a 6+ ward save.
So time to grab yourself your rulebooks, flip through to page 425 and help me come up with a sensible idea of what slots this would take up as well as its price cost.
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2000+ points, but I think I know how to use them
Bolt action, 1500 points BANZI
Dwarfs 2500+
Vampires 1000ish |
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![[Post New]](/s/i/i.gif) 2014/09/14 01:51:49
Subject: Dwarven Thunderbarge, how many points should this beast cost?
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Longtime Dakkanaut
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Somewhere between 1000-1250. Mostly to prevent it from fitting in smaller games. The Organ Guns alone cost 600 and protection from charging except by fliers is rather gigantic. If you're sitting on the ground with no fliers, all you have is shooting and spells and dwarfs are good at blocking spells. At 1250 the enemy is almost certainly going to have some stuff that can hurt it...because they ran out of other models to buy.
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![[Post New]](/s/i/i.gif) 2014/09/14 02:33:12
Subject: Dwarven Thunderbarge, how many points should this beast cost?
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The Conquerer
Waiting for my shill money from Spiral Arm Studios
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Definitely somewhere in the 1000-1250 range. Probably 1250 just to be safe. And definitely a Rare choice.
That way its a minimum 5000 point game before it shows up. Everyone has something to deal with that at that level.
I'd also give it the following rule.
"The bag's been hit!": At the end of any phase in which this model suffered one or more wounds, roll 2D6. If you roll under the number of current wounds this model has, all is well. But if you roll above the current wounds, the lift bags have been punctured. the Thunderbarge immediately takes D3 wounds and make not move for the rest of the battle for any reason. If forced to flee for any reason after its been grounded, the barge is immediately destroyed. Assume the vessel is scuttled by the crew or destroyed by enemy forces.
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Self-proclaimed evil Cat-person. Dues Ex Felines
Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.
MURICA!!! IN SPESS!!! |
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![[Post New]](/s/i/i.gif) 2014/09/14 04:33:18
Subject: Dwarven Thunderbarge, how many points should this beast cost?
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Fully-charged Electropriest
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Grey Templar wrote:
"The bag's been hit!": At the end of any phase in which this model suffered one or more wounds, roll 2D6. If you roll under the number of current wounds this model has, all is well. But if you roll above the current wounds, the lift bags have been punctured. the Thunderbarge immediately takes D3 wounds and make not move for the rest of the battle for any reason. If forced to flee for any reason after its been grounded, the barge is immediately destroyed. Assume the vessel is scuttled by the crew or destroyed by enemy forces.
You should add a line that removes the High Flyer rule if this rule is activated as that none flyer would be able to charge the barge if it can't fly.
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![[Post New]](/s/i/i.gif) 2014/09/14 04:46:12
Subject: Dwarven Thunderbarge, how many points should this beast cost?
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Longtime Dakkanaut
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Come to think of it, you have to do something for non-shooties and non-casties. Think of a WoC army or Beastmen army. They're going to have almost nothing at any point level to fight them. Hellcannons if they take them. Not sure what to do.
However, you definitely need to add something where it doesn't trigger anything that is normally based on ground units. Like fanatics. Like Frenzy charge. Like Hellcannon random movement charge. Because you end up with models trying to engage an enemy 1000 feet above them that is impossible for them to fight or charge. And even a lunatic isn't that stupid.
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