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Made in de
Implacable Skitarii




Somewhere...

After seeing the Kleinpazer Wanze, it got me thinking, maybe it would be a good idea if the Guard has something equivalent, seeing that the Kleinpanzer Wanze is based on the Borgward IV chassis (an explosive carrier - basically a larger, drivable version of the Goliath), and the AM already has the Cyclop demolition tank. So...I present to you the Ogre Tank Hunter (basically a Cyclop with multiple rocket launcher)

Here is the stats of the unit (yes, using the Infantry profile for the Ogre seems strange, but the Cyclop has it, and the Ogre is based on the Cyclop, so it is logical that they have the same profile):

Ogre Tank Hunter Detachment - Fast Attack
Composition: 1-3 Ogre Tank Hunter Team. Each Ogre Tank Hunter Detachment counts as a single Fast Attack slot on the force organisation chart.

Based on the Cyclop Demolition Vehicle, the Ogre Tank Hunter is the result of a STC that dates back to the Age of Terra, when Mankind were still grounded firmly on their homeworld. Instead of carrying a demolition charge, the Ogre is equipped with a set of modified missile launchers and autoloader to engage enemy vehicles and monstrous creatures at close range, when it is simply too hazardous for Guardsmen to operate. The Ogre is designed for treet fighting, where they could quickly move from cover to fire their rockets, before slipping back behind cover to reload. Just like its cousin, the Cyclop, the Ogre is well-liked by Guardsmen, as it relieves them of otherwise suicidal tasks.

Ogre Tank Hunter Team - 55 pts

Ogre Tank Hunter WS- BS* S- T6 W2 I- A- Ld- Sv4+
Guardsman Operator WS3 BS3 S3 T3 W1 I3 A1 Ld7 Sv5+

Unit Type: Infantry

Unit Composition: 1 Ogre Tank Hunter, 1 Guardsman Operator

Wargear: Ogre Tank Hunter: Hex launcher.
Guardsman: Flak armour, Lasgun, Frag grenade.

Hex launcher:
A set of six modified missile launchers, shrunk to make them suitable on the small platform, the Hex launcher fires swarm of missiles at enemy targets. These missiles, while small, still retain the punch of their larger cousins, though their range is limited, and the number of barrels means that reloading is a lengthy process even for the autoloader.
R12" S8 AP3 Assault 3, Twin-linked, Slow to Reload
Slow to Reload: After an Ogre Tank Hunter has fired, place a marker next to it. An Ogre Tank Hunter cannot fire again if it has the marker. In the beginning of any subsequent Shooting Phase, roll a D6. On a roll of 4+, remove the marker, add +1 to the roll if it is within 6" of its Guardsman Operator.

Special Rules: Extremely Bulky (Ogre only), Fearless (Ogre only), Remote Control
Remote Control: An Ogre Tank Hunter Team are deployed together but as soon as the game begins, the Ogre Tank Hunter may immediately be individually detached from the unit and act separately, moves and shoots on its own. The Ogre cannot function more than 48" from the Guardsman Operator. If they become separate by a greater distance than this, the Ogre simply stops and can do nothing until the Operator is back within 48". If the Operator is killed, the Ogre can do nothing but is left in play and can still be destroyed by shooting and/or melee attacks, and the unit counts as being destroyed at the end of the game.
The Ogre uses the BS of its Guardsman Operator when making a shooting attack. The Ogre cannot fight in assault but can itself be targeted normally, and is automatically hit in assaults. Ogre Tank Hunter and any unit contains it cannot make Sweeping Advance. In addition, an Ogre Tank Hunter cannot be affected by Orders

This message was edited 7 times. Last update was at 2015/07/22 18:20:03


   
Made in us
Fixture of Dakka





I"m having a little trouble picturing exactly how this works. It's basically a single guardsman with some sort of weapons platform, right? It seems like it might be interesting in a game of Zone Mortalis, but I'm not sure I like it for regular games of 40k. You don't really have a delivery system for that 12" range. Plenty of armies can toss a shot casually your way (even at majority toughness 6) to take you out before you get within 12". The obvious solution to this is to drop pod them in via allies, but then they're almost too good as twinlinked, BS3, Strength 8 shots are actually potentially rather nasty as a throw-away attack.

I don't know. This unit straddles a very fine line between being too fragile to work and too potentially powerful for its points. Slow to Reload is an interesting rule that would be fun to see on a more standard artillery type unit (I realize this one isn't artillery). I'm not sure what circumstances would allow the guardsman operator to *not* be within 6" of it though. Except, y'know, being removed as a casualty.


ATTENTION
. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
 
   
Made in gb
Hallowed Canoness





Between

The guardsman stays in one place while the Ogre drives away from him.

The reason Cyclopses are at all useful is because they come packaged with a Valkyrie transport. The operator stays in the valk, while the demo vehicle deep strikes out of it.

Slow to Reload - I admit, I don't like it. An autoloader is way too much technology to put into a tiny robot - the cyclops chassis is smaller than the cockpit of a sentinel, for reference.

That said, I really like this idea, so here's what I suggest.

Ogre Tank-hunter Team - 35 points [Elites]

Guard Operator: WS3 BS3 S3 T3 W1 I3 A1 Ld7 Sv5+
Ogre: WS- BS3 S3 T4 W2 I1 A- Ld5 Sv4+

Composition: The unit contains 1 Guard Operator and 1 Ogre.
Composition:

Wargear:
Flak Armour (Guardsman only)
Lasgun (Guardsman only)
Frag Grenades (Guardsman only)
6 Ogre Hunter-Killer Missiles (Ogre only)

Special Rules:
Remote Operation
Hidden Set-up
Move Through Cover (Ogre only)
Hammer of Wrath (Ogre only)

Options:
May include up to 2 additional Operators.... 5 points/model
- May include up to 1 additional Ogre per operator.... 30 points/model
The Operators may take Krak Grenades.... 1 point/model
The Operators may take Camo Cloaks... 2 points/model
The unit may take a Chimera or Valkyrie Dedicated Transport.

Special Rules
Remote Operation:
The Operators and their Ogres are deployed as a single unit. Once the game begins, however, the Ogres are not subject to Unit Coherency rules and may move independently as long as they remain within 48" of a Guard Operator. An Ogre that is not within 48" of a Guard Operator may not move, shoot or assault. An Ogre cannot attack in close combat (other than its Hammer of Wrath attack), and close combat attacks hit it automatically. It may fire Overwatch only if it is within 48" of a Guard Operator.

Hidden Set-up: If the controlling player deploys first, they may declare that their Ogres are deploying using this rule. Deploy the Guard Operators normally, then deploy the Ogres using the rules for Infiltrators. The infiltrating Ogres do not need to be within 48" of the Guard Operators, but if they are not, they follow the normal rules for Remote Operation until a Guard Operator moves within range.

Weapons
Ogre Hunter-Killer:
A variant on the common Hunter-Killer missiles found on Space Marine vehicles, the Ogre Hunter-Killer is a compact rocket that trades range for killing power.

Range: 12" S8 AP1 Assault 1, One Use Only.



"That time I only loaded the cannon with powder. Next time, I will fill it with jewels and diamonds and they will cut you to shrebbons!" - Nogbad the Bad. 
   
 
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