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![[Post New]](/s/i/i.gif) 2017/08/07 01:03:38
Subject: Making repair characters usable? (spanner boys / meks)
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Longtime Dakkanaut
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Ok so I know that you can't repair vehicles with a model that is embarked on the vehicle anymore, which is a shame. IN previous editions I'm sure you could do this, which made models such as spanner boyz in ork units worth taking, if the unit (such as a burna or loota squad) was embarked on a vehicle.
But now, in order to repair the vehicle, the whole unit would need to disembark at the start of the movement phase, and then repair, which seems to take place at the end of movement. So they can't then re-embark or move, so the vehicle and the whole unit have to remain exposed for a whole turn. I assume they could shoot at least, but it seems like a waste of time?
Am I interpreting this correctly? or is there some method of making repair characters useful?
(I can see how a big mek on a warbike could still be useful, as it is 1-3 wounds and he is already mobile and separate to the vehicle. But what about normal meks and spanner boys?)
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![[Post New]](/s/i/i.gif) 2017/08/07 01:04:42
Subject: Making repair characters usable? (spanner boys / meks)
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Norn Queen
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They already are useful. It's risk/reward.
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![[Post New]](/s/i/i.gif) 2017/08/07 01:11:27
Subject: Re:Making repair characters usable? (spanner boys / meks)
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Bush? No, Eldar Ranger
Vancouver, BC
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They kind of got something in exchange for being unable to fix from inside - they're Characters, which means they can't be targeted if there's something closer to the enemy. Usually, this would be the vehicle itself.
I feel that these kind of characters are best to hang around the bigger vehicles, or ones that stay back and shoot. Like a Baneblade, which the techpriest can also literally hide behind, or walking behind a Knight.
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![[Post New]](/s/i/i.gif) 2017/08/07 01:23:32
Subject: Making repair characters usable? (spanner boys / meks)
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Longtime Dakkanaut
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Yeah, the purpose of less mobile repair units is to sit with a few tanks clustered up to provide long range firepower. For transports, you want the biker variants.
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![[Post New]](/s/i/i.gif) 2017/08/07 01:29:49
Subject: Making repair characters usable? (spanner boys / meks)
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Screaming Shining Spear
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how about adding Bonesingers to the elder! lol
They used to have psychic repairs, protections and the first form of soulburst I guess in the game. circa 1995 or so
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koooaei wrote:We are rolling so many dice to have less time to realise that there is not much else to the game other than rolling so many dice. |
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![[Post New]](/s/i/i.gif) 2017/08/07 02:19:48
Subject: Re:Making repair characters usable? (spanner boys / meks)
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Longtime Dakkanaut
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Terminal wrote:They kind of got something in exchange for being unable to fix from inside - they're Characters, which means they can't be targeted if there's something closer to the enemy. Usually, this would be the vehicle itself.
I feel that these kind of characters are best to hang around the bigger vehicles, or ones that stay back and shoot. Like a Baneblade, which the techpriest can also literally hide behind, or walking behind a Knight.
While this is true for Meks, I dont think it's true for spanner boyz, as they are unit upgrades.
I only really ask because I have a loota squad from ages ago which is 4 lootas and one spannerboy with skorcha. Which I dont think is useful anymore...
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