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Re: Swivel cannon comments here

PostPosted: Thu May 14, 2009 7:56 am
by Charlie
Maybe they could just be something very simple, designed to get put on the table mostly for visual appeal, but not necessarily effect. How about making Swivel Guns/Bazookas a unit upgrade to a Blunderbuss Slaver unit champion. Otherwise, not really gonna see many Blunderbuss unit champs. Say, 25 pt upgrade to add +1 to the rank bonus of the unit for purposes of determining Blunderbuss firing Strength, not to exceed +3 per standard rank bonus. Shouldn't have a huge effect on the unit overall since you're paying 10 for the champ and 25 for the Gun/Zooka, basically saving yourself the cost of 1-2 dwarves for your high Strength blunderbuss shooting, and ensuring you have S4 even on smaller units of shooters.

Charlie

Re: Swivel cannon comments here

PostPosted: Thu May 14, 2009 4:37 pm
by Matt
Charlie wrote:Maybe they could just be something very simple, designed to get put on the table mostly for visual appeal, but not necessarily effect. How about making Swivel Guns/Bazookas a unit upgrade to a Blunderbuss Slaver unit champion. Otherwise, not really gonna see many Blunderbuss unit champs. Say, 25 pt upgrade to add +1 to the rank bonus of the unit for purposes of determining Blunderbuss firing Strength, not to exceed +3 per standard rank bonus. Shouldn't have a huge effect on the unit overall since you're paying 10 for the champ and 25 for the Gun/Zooka, basically saving yourself the cost of 1-2 dwarves for your high Strength blunderbuss shooting, and ensuring you have S4 even on smaller units of shooters.
Charlie


I like this concept. Using them as unit champs for Blunderbuss dwarves gets them on the table without having yet another unit in a gunline.

-Matt

Re: Swivel cannon comments here

PostPosted: Thu May 14, 2009 4:40 pm
by mattbird
Love the idea of combining weapon teams into units, posted something similar in the Core section.

Re: Swivel cannon comments here

PostPosted: Sat May 16, 2009 1:06 am
by Alric
Maybe these would be better as the original rules (WD issue 108) because...

As some have stated chaos dwarfs are usually charged instead of charging , if you go to the original rules then they could be assoicated with a unit (same as characters) and then could be used to fire when unit is charged too. They can be formed into units consisting of 4 teams , or as part of a unit of chaos dwarfs. Just 2 teams in one unit would be give a lot of fire power to any unit of warriors being charged.

So maybe take a look at swivels cannons as swivel guns , in a unit , 12" range , S4 -2 save , do like grapeshot rules for firing for familiarity.

Look at this as a good way of making chaos dwarfs being better if charged as well as giving regualr units more of a punch.

Re: Eruption Gun comments here

PostPosted: Mon May 18, 2009 4:05 pm
by ryanamandaanna
just fyi, for the pdf, it'll be a good idea to show the stats for the Eruption Gun and crew with the Chaos Dwarf Core choice, as well as the number of crew that go with it. I already had version 1, so I knew, but newcomers might not know. ;)

Re: Eruption Gun comments here

PostPosted: Wed May 20, 2009 12:29 am
by Rexor
could they use the breath weapon template like the siege equipment swivle guns?

Re: Swivel cannon comments here

PostPosted: Wed May 20, 2009 8:01 am
by Alric
Poxous wrote:Ouch! I put this under CD but I'll re post it here:
Also have Bazuka Teams( old models). 24" range S= arty dice /2( or maybe S d6, 1 is a misfire), place template and scatter it( hit hits of course), armor piercing. 3" template.


Using the old Bazukas teams would be easiest for a new Eruption gun.

2 man teams , 2 types of ammo , short (range 12" S4 -2 sv , roll misfire for # targets hit) , and long (range 18" , 1" radius , S5 -2 sv, roll misfire and scatter) use cannon misfire rules.

Can be placed with units or form units of up to 4 teams.

Re: Eruption Gun comments here

PostPosted: Fri May 22, 2009 11:34 am
by mattbird
having used 2 of these last night, I think they are great as is.

Re: Eruption Gun comments here

PostPosted: Sat May 23, 2009 5:22 am
by Zhorn
mattbird wrote:having used 2 of these last night, I think they are great as is.


I second that, i was a bit sceptical at first but in the end they did not create any complaints, being moderatly easy to remove and did some very much needed work for the CDs.

Re: Eruption Gun comments here

PostPosted: Sun Jun 28, 2009 12:51 am
by Maul
Just two things I was thinking would be nice with this unit. If I want to have them dart in and out of my battle line and keep-up with my dwarf warrior, it would be nice if they can move and shoot. I like to move my core blocks forward about half the time.

Can we move and shoot these guns?
If we can, do we take the -1 to hit?