Switch Theme:

Transports!  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in ca
Regular Dakkanaut




Canada

https://www.warhammer-community.com/2017/05/21/new-warhammer-40000-transports-may21gw-homepage-post-4/

I'm loving the new update! The idea of your transport assaulting first to absorb overwatch to be followed by your squad seems great!
   
Made in au
Lady of the Lake






I'm seeing
For example, a unit disembarking from a Transport is no longer prevented from charging that turn.


But what I'm reading is
KILL MAIM BURN KILL MAIM BURN KILL MAIM BURN KILL MAIM BURN

   
Made in us
Battlewagon Driver with Charged Engine




Between Alpha and Omega, and a little to the left

In fifth, it was the Parking Lot

In eighth, it will be Rush Hour

Want to help support my plastic addiction? I sell stories about humans fighting to survive in a space age frontier.
Lord Harrab wrote:"Gimme back my leg-bone! *wack* Ow, don't hit me with it!" commonly uttered by Guardsman when in close combat with Orks.

Bonespitta's Badmoons 1441 pts.  
   
Made in ca
Regular Dakkanaut




Canada

I'm picturing an Ork trukk rolling up and the boys tuck and rolling, while the trukk keeps plowing into the enemy as the boys try to catch up.
   
Made in us
Regular Dakkanaut




Atlanta

I'll put my landraider into the grimdark demolition derby
   
Made in us
Regular Dakkanaut






Crazy Jay wrote:
I'll put my landraider into the grimdark demolition derby


MAKE THIS SPECIALIST GAME STAT! And I don't mean Gorkamorka

-three orange whips 
   
Made in fi
Fresh-Faced New User




Does nobody think of the gaunts!?!
   
Made in gb
Swift Swooping Hawk





I love that Starweaver stat-line. Gimme gimme gimme.

   
Made in us
Regular Dakkanaut






This seems like a fair compromise that avoids the dreaded Rhino Rush but give assault armies a fighting chance.

The only thing I'm not clear on is if assault vehicles are still a thing, and if you can charge out of an open-top vehicle post-move.

Based on their wording, the answer seems to be no--you deploy at the beginning of movement, which appears to answer those points, but maybe there is a special rule for former assault vehicles.

-three orange whips 
   
Made in us
Rough Rider with Boomstick





Interesting, though only being able to disembark at the start of the movement phase means that transports can't actually be used to facilitate a turn-1 charge (because you'd either be dropping your passengers off in the deployment zone, or waiting for the start of the next movement phase).

Of course, the transport itself could easily do the charging. I don't know if you can disembark in combat though, so you might be betting on either the opponent withdrawing so you can disembark, or the transport winning its first combat on its own.

Alternatively, you could use it as a tackler instead of a transport: empty it out, charge it in, its job is to just tie things up while the real assault units walk across the board.
   
Made in au
Lady of the Lake






 3orangewhips wrote:
Crazy Jay wrote:
I'll put my landraider into the grimdark demolition derby


MAKE THIS SPECIALIST GAME STAT! And I don't mean Gorkamorka


I want to see it become the top meta until they fix it. Vehicles rushing across the table to get into combat with each other as fast as possible while the infantry basically just act as token objective holders watching on.

   
Made in us
Lesser Daemon of Chaos




Phoenix, Arizona

 ross-128 wrote:
Interesting, though only being able to disembark at the start of the movement phase means that transports can't actually be used to facilitate a turn-1 charge (because you'd either be dropping your passengers off in the deployment zone, or waiting for the start of the next movement phase).

Of course, the transport itself could easily do the charging. I don't know if you can disembark in combat though, so you might be betting on either the opponent withdrawing so you can disembark, or the transport winning its first combat on its own.

Alternatively, you could use it as a tackler instead of a transport: empty it out, charge it in, its job is to just tie things up while the real assault units walk across the board.


I'm seeing this as a viable, and likely oft-used tactic for this edition. Will work extremely well for the tougher vehicles too, providing you pick appropriate targets.


Sometimes, the only truth people understand, comes from the barrel of a gun.
 
   
Made in lu
Rampaging Khorne Dreadnought






Was there anything on how far a vehicle could "run" yet? What did they call it...advance? With the starweaver I would expect it to be twice the movement. In 7th that could move 12 and then another 18 I imagine? So doubling the move would be about right no?
   
Made in be
Courageous Beastmaster





M16 , faster indeed.




 
   
Made in us
Longtime Dakkanaut




Ute nation

It's still turn two charges but at least they get to stay in the vehicle until it's time to go.

Constantly being negative doesn't make you seem erudite, it just makes you look like a curmudgeon.  
   
Made in lu
Rampaging Khorne Dreadnought






Better than before though, as the the rhino will likely move 24 in the first turn and then the unit gets out for another 6+ before charging 2d6, that's pretty brutal.
Assuming advancing is double move across the board.

This message was edited 1 time. Last update was at 2017/05/21 15:39:51


 
   
Made in gb
Mighty Vampire Count






UK

 Roknar wrote:
Was there anything on how far a vehicle could "run" yet? What did they call it...advance? With the starweaver I would expect it to be twice the movement. In 7th that could move 12 and then another 18 I imagine? So doubling the move would be about right no?


Same as all other units I think - extra D6"

Running has been rolled into the Movement phase now, too. You can “Advance” when you move by rolling a dice and adding the result to your Movement to go a bit faster at the expense of shooting.This applies to all models – infantry, vehicles, bikes – everyone. By including this roll as part of your move, the game speeds up, as you no longer have to move models in both the Movement and Shooting phases.

This message was edited 1 time. Last update was at 2017/05/21 15:45:07


I AM A MARINE PLAYER

"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos

"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001

www.dakkadakka.com/dakkaforum/posts/list/528517.page

A Bloody Road - my Warhammer Fantasy Fiction 
   
Made in us
Death-Dealing Devastator




 Roknar wrote:
Better than before though, as the the rhino will likely move 24 in the first turn and then the unit gets out for another 6+ before charging 2d6, that's pretty brutal.
Assuming advancing is double move across the board.


No such luck Roknar, advancing was covering in the movement post - it's a flat +D6 for everyone (unless some units get extra rules) and means no shooting or charging.
https://www.warhammer-community.com/2017/04/27/new-warhammer-40000-movement/ - two paragraphs up from the Harlequins pic.

I'd expect Rhinos to be a bit slower then the Starweaver, maybe 12-14 inch moves and things as heavy as Land Raiders and Battle wagons being capped at 12 inches

   
Made in us
Tough-as-Nails Ork Boy





Illinois

I'm a little bummed that Tank Shock is now an Assault Charge followed by Combat Phase. I really enjoyed smashing Truks and Rhinos into units and subsequently routing them off the table. Plus Death or Glory was a very fluffy, punching a rolling fortress apart with a powerfist was a huge acomplishment. I guess ramming is the norm now, I will say that basic combat is more streamlined, but damn...

“Rumours are naught but lies given shape by the foolish tongues of the ignorant. Ignorance begets heresy. Heresy begets retribution.” -Regimental Standard
 
   
Made in nl
Longtime Dakkanaut






Av 10 = T5 confirmed.

Not sure what to think about that, as an ork player.

Inactive, user. New profile might pop up in a while 
   
Made in be
Courageous Beastmaster





They might still manage some off that. Orks are metnioned as being able to upgrade their vehicles to be more melee killy.




 
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

I have mixed feelings on this.
Pros:
-great movement and the vehicle itself can charge
-more balanced as everything is essentially an assault vehicle

Cons:
-having to "get into position" on turn 1 means it is too easy for the enemy to just move away.

As a side note, the Stareweaver being M:16" lends a lot of support to the speculation the Eldar jetbikes are going to be bonkers fast. I highly doubt any jetbike will be slower than that. Although not having the turbo boost anymore should mean their overall movement per turn is less, being able to move 16+ inches and still shoot is awesome.

 oldzoggy wrote:
Av 10 = T5 confirmed.

Not sure what to think about that, as an ork player.

I don't think it's that simple. Starweavers were AV10 with only 2HPs. So either Ork Trukks are getting 8+ wounds each, or they may have T6. Or T6 with only a 5+ armour, who knows?
Something to also keep in mind is that T5 can only be wounded on 2+ by weapons that are S10 or higher, which we haven't seen any of yet.
Likewise, Str4 wounds T5 &T6 both on 5+. So being T6 isn't all that different.

-

This message was edited 1 time. Last update was at 2017/05/21 16:04:44


   
Made in nl
Longtime Dakkanaut






Yup I reall like the idea of ork vehicles assaulting in cmbat its just that the AV to T conversion is something to get used to.

Is this correct ?
Vs S4
Av10 =>T5 wounds on 5+
Av11 =>T6? wounds on 5+
Av12 =>T6? / T&? wounds on 5+
Av13 =>T7? T8? wounds on 5+ /6+
AV14 =>T8 wounds on 6+

Not sure if I just should only take AV10 vehicles or if it is worth it to take only heavy aV vehicles since there seems to be little difference between 4 < T < 8

This message was edited 3 times. Last update was at 2017/05/21 16:03:13


Inactive, user. New profile might pop up in a while 
   
Made in us
Longtime Dakkanaut





Transports... TRANSPORTS EVERYWHERE

Who needs armies when you can have TRANSPORTS


6+ = 6/36 | Reroll 1s = 7/36 | Reroll Misses = 11/36 ||||||| 5+ = 12/36 | Reroll 1s 14/36 | Reroll Misses = 20/36 ||||||| 4+ = 18/36 | Reroll 1s 21/36 | Reroll Misses = 27/36
3+ = 24/36 | Reroll 1s 28/36 | Reroll Misses = 32/36 ||||||| 2+ = 30/36 | Reroll 1s 35/36 ||||||| Highest of 2d6 = 4.47
 
   
Made in gb
Mighty Vampire Count






UK

Earth127 wrote:
They might still manage some off that. Orks are metnioned as being able to upgrade their vehicles to be more melee killy.


Yeah you would hope that Chaos, (some) Dark Eldar and Ork Vehicles want to be in combat - literally in the first case.

I AM A MARINE PLAYER

"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos

"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001

www.dakkadakka.com/dakkaforum/posts/list/528517.page

A Bloody Road - my Warhammer Fantasy Fiction 
   
Made in nl
Longtime Dakkanaut






 Talamare wrote:
Transports... TRANSPORTS EVERYWHERE

Who needs armies when you can have TRANSPORTS


To be honest I like painting ork transports more than I like painting orks

Inactive, user. New profile might pop up in a while 
   
Made in us
Mutilatin' Mad Dok





Georgia

 oldzoggy wrote:
Av 10 = T5 confirmed.

Not sure what to think about that, as an ork player.


I did some quick and dirty math, might be wrong because I'm sleepy, but I think this is actually better for us. If AV 10 = T5 and we also get a 4+, here are the stats.

S4 used to wounded .1666 times
S4 now wounds .3333 times, with a 4+ it goes to .1666 times


S5 wounded .333 times
S5 now wounds .5 times, 4+ goes to .25 times

S6 wounded .5 times
S6 now wounds .333 times after save.

So the save really makes up for it, and we'll probably end up with more than 3 wounds. Someone double-check my math, though.

"The undead ogre believes the sack of pies is your parrot, and proceeds to eat them. The pies explode, and so does his head. The way is clear." - Me, DMing what was supposed to be a serious Pathfinder campaign.

6000 - Death Skulls, Painted
2000 - Admech/Skitarii, Painted 
   
Made in nl
Longtime Dakkanaut






 Mr Morden wrote:
Earth127 wrote:
They might still manage some off that. Orks are metnioned as being able to upgrade their vehicles to be more melee killy.


Yeah you would hope that Chaos, (some) Dark Eldar and Ork Vehicles want to be in combat - literally in the first case.


I have high hopes for the grabbing claw, after seeing the dark eldar teaser : )

Inactive, user. New profile might pop up in a while 
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

We also do not know what Jink will do, or even if it still exists.
There is a rumor out there that it adds +2 armour at the cost of you hitting on -1, but that would be bananas good.
Starweavers would be flying Terminators

-

   
Made in us
Longtime Dakkanaut




Ute nation

My guess is (If jink is still around) that it just gives you an invul, like a 5++, So dark eldar vehicles are essentially jinking all the time, but at no penalty to their shooting.

Constantly being negative doesn't make you seem erudite, it just makes you look like a curmudgeon.  
   
 
Forum Index » 40K General Discussion
Go to: