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Re: V4 Daemonic Engines feedback HERE!

PostPosted: Sat Aug 08, 2009 10:37 am
by Aves
Eruption gun doesnt have "move or fire" rule, although by reading the book i assumed you wanted it to have this rule, (sentence on construct weapon upgrade).
Also death rocket and eartshaker isnt precise in my oppinion, as it is a monster with ranged profile not a warmashine.

Re: V4 Daemonic Engines feedback HERE!

PostPosted: Sat Aug 08, 2009 4:28 pm
by Renufus
So far I'm just not a big fan of the rule. It's unique and characterful I guess, but it just feels too much like sticking animosity on your war machines. These things are expensive and it's frustrating when you really need them to do something but instead they go chasing off after some skinks in a forest. The meager combat abilities aren't enough to warrant the crippling vulnerability to shooting and the odds that it's going to go rampaging off in some weird direction you really don't want it to go in. Yeah it's only a 1 in 6 chance but if it happens on one of the first few turns it can leave your war machine in a place where it's totally unable to recover from and then it's just wasted points, or if it happens in a later turn it can charge something you really don't want it to which can open up a whole bunch of unexpected enemy pursuit/EitW movements through no fault of your own.

I'd rather do without this rule, I just don't think there's a way to make it balanced when every war machine in the army bar spear chukkas has it. It's not so bad when it's just the Hellcannon because a) It's actually pretty scary in combat and b) it's only one unit, but when you have an army that relies on war machines that can both misfire *and* rampage, it just gets out of hand. The army is already hard enough to keep under control as it is.

Re: V4 Daemonic Engines feedback HERE!

PostPosted: Sat Aug 08, 2009 9:08 pm
by mattbird
have you tried the rules yet? or just thinking about it?

Re: V4 Daemonic Engines feedback HERE!

PostPosted: Sat Aug 08, 2009 9:39 pm
by Renufus
mattbird wrote:have you tried the rules yet? or just thinking about it?


I've played two games with the new rules so far and both times I've had at least one war machine jump out of position and screw me. They're not as easy to control as you might think because if an opponent knows your machines will rampage towards the nearest enemy unit no matter what it's pretty easy for a smart player to position his units accordingly so that if you do fail it puts your machines in places you don't want them to be. It's just really frustrating when compounded with all the other factors that make Chaos Dwarfs so unreliable.

I don't even want to think about the ensuing headaches of having a Daemoneater chase after a bunch of wormy skinks or elves hiding behind a forest and then blowing itself up.

Re: V4 Daemonic Engines feedback HERE!

PostPosted: Sun Aug 09, 2009 9:38 pm
by mattbird
ok, with just 2 weeks left to really test stuff, I think it's ok try try out or suggest solutions that will make the us generally the happiest. Just brainstorming here, A few possible tweaks to try out:


Re: V4 Daemonic Engines feedback HERE!

PostPosted: Sun Aug 09, 2009 11:36 pm
by DarkbloodSkullpulper
Or use exact same rules as the Hellcannon (+x points per machine). Keeps things standardized and should also be the strongest way to run the daemonic engines. I am very curious to know if it is too good.

Re: V4 Daemonic Engines feedback HERE!

PostPosted: Tue Aug 11, 2009 9:45 am
by mattbird
multiple unbreakable units would be very very very good...

Re: V4 Daemonic Engines feedback HERE!

PostPosted: Tue Aug 11, 2009 9:50 am
by mattbird
OK, here is the solution, chaps!


Re: V4 Daemonic Engines feedback HERE!

PostPosted: Tue Aug 11, 2009 10:54 am
by WickerNipple
I like. Keeps the rampaging flavor but without the double jeopardy.

Re: V4 Daemonic Engines feedback HERE!

PostPosted: Tue Aug 11, 2009 11:35 am
by Larro
I like it too. I don't really get this 2nd points-increase though, since this was already factored in to the previous rules.

- Larry