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Fast tanks


Coverfire

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I really like the fast tanks that Blood Angels have, but I have no intention on leaving my Wolves, whom I

have commanded since 2nd edition.

 

I thought I would float the idea of a Lost Company that has tinkered with there APC's to make them fast - with a drawback of course - would it be too powerful? or what sort of drawback would help balance it out?

 

I had some ideas but I thought I would listen to some feedback first.

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I want all my Space Marines to shoot laser beams from their eyes.

 

Impressive 4chan response...

 

Anyways...

 

To the OP: I have to say man, it'd be a stretch. The closest thing I think you'd get would to just use the BA dex with your Wolves, tho it will probably get a fairly negative response from people at your LGS. The fast rhino chasis is fairly strictly BA territory, and honestly fairly un-puppy. I have to say, whereas it would be great to have fast rhinos and the like, just be happy with the wolves dex as is. It's the most solid Meq dex out right now.

 

Of course, you could always do what I do, collect both.

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My thoughts along drawbacks were perhaps tests verses immbolisation when going over 12" maybe failing on 1's & 2's

 

Higher points cost in line with BA dex.

 

might need something else I think, the main advantage of the fast vehicle is being able to move 12" and still fire a single weapon.

 

any ideas on how to elaborate on these drawbacks?

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Wow, such strong feelings towards this.

 

It's your army, do what you will. However, your opponent has to be cool with it of course but nothing wrong with some home grown rules.

 

Drawbacks eh? Maybe the vehicles turbo charged engines cannot be turned off and they are always moving so they cannot hide behind cover, therefore forfeiting their cover saves.

 

I like the idea of the immobilized roll when moving that high of speed. If you go with this, maybe they cannot disembark when they move such speeds because of the focus it takes to keep the vehicle steady.

 

Or... what if the wolves become to drunk and become careless moving as fast as possible in any direction and you roll a scatter die for which direction they move, haha jk.

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Custom rules can be fun, and they're even pointed out as a a legtimate way to play in the main rulebook. So go nuts, just find an opponent who also likes custom rules.

 

IMO Fast is probably worth something like 10-15 points on a Rhino. Maybe 5-10 Points or even free if it comes with a drawback, or is limited in the numbers you can take.

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I'm not a big fun of modifying the basic/codex rules but if your opponents agrees just go for it.

 

The easy way would be to use the BA rules. Other options would be rolling inmob. every turn even if not going through terrain to reflect pushing the engine too far, considering the destroyed results as exploded (dangerous fuel) and so on.

 

Will have to try them in 2-3 games to decide if they are balanced or not, just tweak them as needed.

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Drawbacks eh? Maybe the vehicles turbo charged engines cannot be turned off and they are always moving so they cannot hide behind cover, therefore forfeiting their cover saves.

 

I like the idea of the immobilized roll when moving that high of speed. If you go with this, maybe they cannot disembark when they move such speeds because of the focus it takes to keep the vehicle steady.

 

Or... what if the wolves become to drunk and become careless moving as fast as possible in any direction and you roll a scatter die for which direction they move, haha jk.

 

Thank for your input, it is all mostly hypothetical as I may not even use the tanks as fast, just looking for ideas.

 

I like the idea of not being able to disembark after moving and the intoxicated driver brings up some nice imagery and a few possibilities.

How about something like:

 

Fast Tanks of the Lost Company can be very unpredictable. They may choose to move their normal speed or attempt to driver at a faster speed. When the player elects to driver 'fast' they must successful complete a immbolisation test, the result of '1' means that the engines have stalled and they be started up again on subsequent turns on the roll of a '5+'. If successful the tank moves 6"+2D6" in the movement phase, the tank must move the full distance. If the result is less than 12" then they may choice to shoot during the shooting phase.

 

To show the unpredictable nature of the driving, unless the vehicle is stationary during the movement phase embarked troops may not disembark. When forced to disembark (due to the vehicle being destroyed) any embarked unit takes wounds at str 4.

 

too much?

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That is much more concise then what I came up with, so I guess the question is do you believe the drawback to be large enough?

 

That is to say would paying the same points cost as per the Blood Angels codex with the penalty of rolling a D6 during each movement

phase 1= Stall, 2-3= Normal Movement, 4=6= Fast movement enough of a drawback to balance the advantage of using APC type tanks

as fast tanks with Space Wolves as a Lost Company...

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