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Made in us
Regular Dakkanaut





It seems odd that an Eldar construct with 10ft tall legs walks slower than a footman. They're suppose to be scouts too.

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The Ultimate, Strongest, Most Invincible Man in the Milky Way 
   
Made in us
Sslimey Sslyth




That's why they have the "Scout" special rule.

Question: Why would you want to be able to fleet them, anyway? Their best (in my opinion) weapons configuration gives them a pair of 36" range weapons. Using decent deployment and making use of the Scout move should make sure that you start off the game with plenty of firing options. They're not a CC unit, so you don't really want to get any closer to your opponent than you have to, and their decent range means it should be a rarity that you don't have a valid target for shooting.

Sal.
   
Made in us
Fresh-Faced New User




In the ring! Oh Yeah!

That does sound like a pretty decent rule to the Macho Man. I like it! Would be verra Macho if when the Walker did Fleet, it woud count as a skimmer only for purposes of moving fast - that means Glancing Hits only, Oh Yeah!
   
Made in us
Regular Dakkanaut





Posted By Saldiven on 11/15/2006 12:42 PM
That's why they have the "Scout" special rule.

Question: Why would you want to be able to fleet them, anyway? Their best (in my opinion) weapons configuration gives them a pair of 36" range weapons. Using decent deployment and making use of the Scout move should make sure that you start off the game with plenty of firing options. They're not a CC unit, so you don't really want to get any closer to your opponent than you have to, and their decent range means it should be a rarity that you don't have a valid target for shooting.

Sal.
I thought about that too, I guess fleeting would just be making them fluffier. Or perhaps giving wee more support to shuriken cannons.

Though if I could decide, most walkers would get 9"/9" movement. But I think in 4th trotting was taken out for just fleeting.

I just think there ought to be a middle ground between 6" footslogger and 12" vehicles.

Like... 6" footslogging 9" large striding, but not up to wheeled/flying speed 12" vehicle combat speed 18" fast agile  24" superfast

For Eldar that's...
6" infantry
9" walker
12" hawk wings
18" jetbike
24" skimmers

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The Ultimate, Strongest, Most Invincible Man in the Milky Way 
   
Made in us
[ADMIN]
Decrepit Dakkanaut






Los Angeles, CA


I've thought for a long time that both the Eldar Wraithlord and War Walkers should have the ability to fleet.

Personally I think dropping the Wraithlord's Toughness back down to 7 but giving him a points break and the Fleet ability would have made him feel much more Eldar-ey to me (quick but fragile).



I play (click on icons to see pics): DQ:70+S++G(FAQ)M++B-I++Pw40k92/f-D+++A+++/areWD104R+T(D)DM+++
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Made in us
Regular Dakkanaut





in 2nd ed, didn't they move faster than infantry? I think the Avatar too.

Would it be gamebreaking to have a fleet Avatar?

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The Ultimate, Strongest, Most Invincible Man in the Milky Way 
   
Made in us
[ADMIN]
Decrepit Dakkanaut






Los Angeles, CA

Posted By Kikkoman on 11/15/2006 11:41 PM
in 2nd ed, didn't they move faster than infantry? I think the Avatar too.

Would it be gamebreaking to have a fleet Avatar?



Of course not, they'd just have to adjust the points and/or the abilities of the Avatar to match. Hell, Fleet isn't even nearly as good as Wings and the Bloodthirster has that!

Warwalkers did move faster than infantry, but that was back when everything had its own movement rates.

For me, the problem with Warwalkers is that they keep giving them two heavy weapons and then want to call them "scouts".

Well, because they have heavy weapons they have to put them in Heavy Support and you have to make them cost an arm and a leg.

They should have just given Warwalkers a single Heavy Weapon this go-around (perhaps maybe a secondary Shiruken Cataplut or something) and then they could have really made them rules-wise into Scouts:

Give 'em the Scout ability (which they did), keep 'em cheap (which they couldn't with two heavy weapons), keep 'em in the Troops or Fast Attack section (which they couldn't with two heavy weapons) and let 'em fleet.

But with the new models coming out, I don't think we'll see a concept change for the unit anytime soon. Which means they'll likely stay as heavy weapon platforms (instead of true scouts) for the forseeable future.

 

 


I play (click on icons to see pics): DQ:70+S++G(FAQ)M++B-I++Pw40k92/f-D+++A+++/areWD104R+T(D)DM+++
yakface's 40K rule #1: Although the rules allow you to use modeling to your advantage, how badly do you need to win your toy soldier games?
yakface's 40K rule #2: Friends don't let friends start a MEQ army.
yakface's 40K rule #3: Codex does not ALWAYS trump the rulebook, so please don't say that!
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Made in us
Foul Dwimmerlaik






Minneapolis, MN

To me the warwalkers should indeed be fast (as in quicker than they are now, not 24" fast . 9" sounds reasonable), but to be honest they screwed it up a little bit.

They should have remained open topped and given them the holofield upgrade. Not that the forcefield in 3rd was any good at all (I mean really now, what the hell was thorpe thinking anyways?) but it was the start of something potentially useful. I would have paid a decent sum of points to make the warwalkers a tad bit more useful.I would have even accepted the weapons being twinlinked for a slight boost to survivability or manueverability.

I think we all agree that the warwalker rules just arent truly quite right for that unit yet. Which is a shame, because they exuded coolness even before the new models. Eldar warwalkers should be the epitome of what a walker is, now its just a shadow of what other armies get for walkers.

I also think adding fleet to the warwalkers isnt a bad thing. I mean, who wants to fleet when youre wasting a round of expensive firing doing so? The option would be nice.

   
Made in us
Fresh-Faced New User





Fleeting walkers would be nice if they were half decent in combat, maybe 2 attacks each, and count as monstrous creature, so no armour saves, and a strength of 4. Although why charge into a unit when you can just blast them with your guns? The only real reason to use fleet on them would be on the last turn of the game when capturing a table quarter or objective marker is a better choice than shooting down a unit.
   
 
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