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Made in se
Glorious Lord of Chaos






The burning pits of Hades, also known as Sweden in summer

DCCWs grant optional Blast attacks. SImply put, you target a model in base contact and roll to hit as normal, and if you hit you can place a blast marker on that model. All models hit generate a hit on their unit. If the walker has multiple attacks, the blasts can overlap but more than one can't be put on the same model (Unless the walker has more attacks than there are models in reach.) The blast does not hit the walker itself.

I imagine walkers such as Dreadnoughts make arcing swings that should be represented well by the half-circle created by a blast marker over a model in base contact. This should help make them serious CC threats despite their low number of attacks. It may necessitate shifting some price points and attack/WS numbers here and there, but I think it's a good principle.

This message was edited 1 time. Last update was at 2015/12/25 03:07:23


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Made in us
Fixture of Dakka





That's a neat thought. I'm picturing a dreadnaught doing an anime-style ground pound and sending a bunch of mooks flying. What's your goal for this homebrew though? Or rather, why specifically do you want to improve the melee ability of walkers?

With the recent boost to dreadnaught attacks, I've found that mine perform quite well in melee, especially in squads. While the mental image of your proposed rule is cool, I also worry that it might run into some of the same problems/dislike associated with the stomp rules. If your intention is to pump up walkers to make them resemble their superheavy cousins, I'd urge you to consider that (from what I've seen) stomps are a rather unpopular rule.

I feel pretty confident that my dreadnaught could hit at least 3 ork boys with each blast template he gets to place, so his four attacks after being charged turn into about 6 hits (easily more with the right bunching), which turns into about 5 dead orks after *they* charge *him*.

A few questions regarding your proposed rules:
*What AP would these attacks be made at?
* Why make them optional? I'm having trouble picturing a scenario where I'd rather have my dreadnaught only hit one ork boy instead of three or four with each attack.
* Would this rule apply to all walkers? War Walkers and Sentinels, for instance, don't strike me as the types to devastate enemy lines with sweeping kicks.
* Can the blasts hurt your own walker? What about other friendly units? If you're putting blast over a guy in base to base with you, you're probably going to touch your own base too.


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!!Goffik Rocker!!






Low? 5 attacks on the cahrge with s10 ap2 for 100 pts is by no means low.

Let my hordes at least tarpit walkers without hit and run more or less effectively.

This message was edited 1 time. Last update was at 2015/12/29 04:51:15


 
   
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Locked in the Tower of Amareo




 koooaei wrote:
Low? 5 attacks on the cahrge with s10 ap2 for 100 pts is by no means low.

Let my hordes at least tarpit walkers without hit and run more or less effectively.


The WS chart hoses up those attacks. After all the rolling is done, you'll kill 2-3 models tops. If those models are Orks, the dreadnought will never gain back its points and is effectively dead.
   
Made in us
Longtime Dakkanaut




Dreads are not meant to be fighting hordes in melee. By the Same logic a thundershield terminator is a terrible unit. What hurts walkers the most is they are generally fragile and slow.
   
Made in se
Glorious Lord of Chaos






The burning pits of Hades, also known as Sweden in summer

Dreadnoughts are not the only walkers in the game. Helbrutes and Chaos Contemptors are stuck with low attack numbers. Let's not even talk about Defilers. I am sure Orks would appreciate some extra oomph for kans and dreads, as well.


Automatically Appended Next Post:
Wyldhunt wrote:

*What AP would these attacks be made at?


Same as the regular attack.

* Why make them optional? I'm having trouble picturing a scenario where I'd rather have my dreadnaught only hit one ork boy instead of three or four with each attack.


Mainly, to avoid hitting friends.


* Would this rule apply to all walkers? War Walkers and Sentinels, for instance, don't strike me as the types to devastate enemy lines with sweeping kicks.


See the first word in my initial post; it requires a DCCW.

* Can the blasts hurt your own walker? What about other friendly units? If you're putting blast over a guy in base to base with you, you're probably going to touch your own base too.


As said in the last sentence of the first paragraph, it does not hit the using walker. In fact, since you must place the blast over a model in base contact, you would otherwise always hit your own walker as well.


Automatically Appended Next Post:
HoundsofDemos wrote:
Dreads are not meant to be fighting hordes in melee. By the Same logic a thundershield terminator is a terrible unit. What hurts walkers the most is they are generally fragile and slow.


I don't know, I imagine Dreadnoughts would be very good at it. They are strong and can just wade through infantry with sweeping strikes.

This message was edited 2 times. Last update was at 2015/12/30 19:00:54


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