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Made in us
Grovelin' Grot




Northern NJ

I think we can all agree, the Armiger models are cool.

They are fun to put together and they are fun to paint. I personally already have 2 and have 2 more on the way from a trade with a friend.

The only problem is, for the points, they are not terribly great. I've only fielded them twice but they don't seem to have a well defined role yet. The are not that great at tank-hunting alone to be honest. That gun is only doing an average of about 2-3 wounds on a T8 model, assuming no invulnerable save. I have a proposal for a rule I'd like to call, "Armiger Advance Targeting Systems" (working title). I think it would work better if the Armiger had a way to fire while in combat. Please take a look at these three rules, tell me which you think is fair and which would be broken (assuming no changes to the Armiger price)

1. "Armiger Warglaives may fire all weapons while they are within 1" of an enemy unit as long as this enemy unit is not within 1" of another friendly unit other than the Armiger"

2. "Armiger Warglaives may fire 1 weapon while they are within 1" of an enemy unit as long as this enemy unit is not within 1" of another friendly unit other than the Armiger"

3. A Strategem: 1 CP "Armiger Warglaives may fire all weapons while they are within 1" of an enemy unit as long as this enemy unit is not within 1" of another friendly unit other than the Armiger"

It gives them a little bit more versatility and a little bit more punch. Thoughts?
   
Made in us
Battleship Captain






The Armigers role is to be a fast response dread. Coming in at near the cost of a contemptor, and similar defensive stats. While the full out melta version is 240pts its pretty fairly priced at 227pts with the heavy stubber.

Adding this rule takes the Armiger from decent to stupidly good. Even for a command point. The reason is you don't bring the armiger for its gun, but really its saw. There is a reason it is incredibly fast.

That said if you were going to add something to it rules wise you could give the weapon the melta rule at half range for 2d6 pick highest on wounds. (if it doesn't already have it, i forget all the stats atm)

In summary, I find this suggestion to be in line with "yes it makes the model better", but its too much better. You could let it take more dakka (a second melta gun, or other weapons to find its good use - and there is more versions coming.)

This message was edited 1 time. Last update was at 2018/03/28 04:14:11


 
   
Made in us
Inspiring SDF-1 Bridge Officer





Mississippi

We’ll probably see some Strategms for them in the upcoming Imperial Knights codex. Though it would be nice if more of the AdMech strategies worked with them.

I think like many other things, these units will be stronger when they are supported with other units - an infantry screen or a enginseer or techmarine who can repair more than 1 damage on them (or somehow let them use their top line for attacks when damaged) would be good.

It never ends well 
   
Made in us
Grovelin' Grot




Northern NJ

 cormadepanda wrote:
The Armigers role is to be a fast response dread. Coming in at near the cost of a contemptor, and similar defensive stats. While the full out melta version is 240pts its pretty fairly priced at 227pts with the heavy stubber.

Adding this rule takes the Armiger from decent to stupidly good. Even for a command point. The reason is you don't bring the armiger for its gun, but really its saw. There is a reason it is incredibly fast.

That said if you were going to add something to it rules wise you could give the weapon the melta rule at half range for 2d6 pick highest on wounds. (if it doesn't already have it, i forget all the stats atm)

In summary, I find this suggestion to be in line with "yes it makes the model better", but its too much better. You could let it take more dakka (a second melta gun, or other weapons to find its good use - and there is more versions coming.)


The only problem is anybody with a lick of sense is going to bubble wrap anything the Armiger could actually damage with it's killsaw. My goal is to run them side by side with Taurox Primes to try to deal with this, results still pending. I agree it needs to get into assault but even so most people will likely pull back whatever tank it's hitting and tarpit it with cheap infantry. This was an attempt to overcome this while making it, IMHO, not too overpowered.

Also yes, that gun is a melta but still it only does 2-3 wounds on average per turn which is not great. I like the idea of having a dual-melta one for around the same cost, perhaps that's what the rumored "hellenger" is..
   
 
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