Eruption Gun comments here

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Re: Eruption Gun comments here

Postby Matt » Mon Jun 29, 2009 12:13 am

Moving at Firing doesn't seem that bad. With a 3" movement, and a -1 to hit while moving, it's hardly overpowered.
If it encourages more chaos dwarves on the table, I'm for it.

-Matt
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Re: Eruption Gun comments here

Postby Bleyden » Mon Jun 29, 2009 8:44 pm

I really like the idea of these guys as an attachment.

I think they should be able to move and shoot, otherwise you just make a gunline. I think they shouldnt be done for long range as that means if youre shooting at something over 12" having moved (which you prob would do) you hit on 6s which aint good. You could just say they always hit on 4+ to make them better. Means on average you get a max of 5 hits which isnt gamebreaking.

Maybe give them the razordon ability of 2 Artillery dice as a stand and shoot, THAT would stop people charging them. That might be a bit too much.

P.S.
How big a base do they go on? How many crew? When reading it I thought of them like ratling guns so was thinking a cavalry base and 2 crew.
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Re: Eruption Gun comments here

Postby allanmcnab » Mon Jun 29, 2009 10:03 pm

I think that these are sort of intended to use the old bazookas or swivel guns, don't know about the base though
"I like Weakland because he cries when I fuck him" Pete, at the conflict.
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Re: Eruption Gun comments here

Postby mattbird » Tue Jun 30, 2009 9:31 am

the 2 ideas on base sizes were:

either 40mm gun with 2 additional crew models (as is currently implied in the book)

or

rewrite the stat line to be a single 40mm base with 2 crew and the gun mounted on it. perhaps something like:

Mv 3/ WS 4/ BS 3/ STR 3 / T5 / 2 wounds / 3+ save / 45 pts ?

I lean towards wanting to mount the whole thing on a single 40mm base, on account of the old bazooka / swivel gun/ mortar models' size. But I'm curious as to others' thoughts...
jer732 wrote:Birdoff makes me want to rage quit life
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Re: Eruption Gun comments here

Postby Border Reiver » Tue Jun 30, 2009 12:11 pm

I've got my swivel guns mounted on a 40mm base - makes the ranking up when they are charged easy as the base is the frontage of the two crewmen. As the old petard and the bazooka both had two crewmen as well this would work easily.

It also worked with the substitute I used until I rebased the swivel gun - an old 40K Heavy Bolter and two warriors.
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Re: Eruption Gun comments here

Postby method » Tue Jun 30, 2009 1:35 pm

whats to say that the "eruption gun" isnt the old bazooka?

if you want to make it a weapon team, simply use the bazooka team base size... it fits and is the right size, ....shoot it could even fit on a 40mm..

Matt, i like the way you're leaning with the 2nd option, 3+ is a bit much with T 5, maybe 4+ Save or something....

but if you guys make it so you can use your old swivel guns and bombards minis, make the rules compatiable with the old bazooka too.. so we all can use all our minis.. :)
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Re: Eruption Gun comments here

Postby method » Tue Jun 30, 2009 1:41 pm

also, not to veer off topic here, but if we are trying to avoid the gunline mentality,

why not range 18, no hit modifiers, str 5? may move and fire, artillery dice number of shots, on a misfire it explodes?
THATS crazy experimental weaponry chaos dwarf stuff there, high risk, reward factor..
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Re: Eruption Gun comments here

Postby Poxous » Tue Jun 30, 2009 2:01 pm

I think 40mm base with 2 crew. Treat it like any other warmachine( moves as skirmishers, ect). I am not a fan of 24" range, but I have not play tested with it. I think 15-18" is better to discourage gunlines.
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Re: Eruption Gun comments here

Postby Matt » Wed Jul 01, 2009 2:44 am

Bleyden wrote:I really like the idea of these guys as an attachment.

I think they should be able to move and shoot, otherwise you just make a gunline. I think they shouldnt be done for long range as that means if youre shooting at something over 12" having moved (which you prob would do) you hit on 6s which aint good. You could just say they always hit on 4+ to make them better. Means on average you get a max of 5 hits which isnt gamebreaking.


If you can move and fire, and always hit on a 4+ here's what's going to happen.
You're going to back away firing.

If you can move and shoot (with normal penalties), you can and advance and fire when otherwise you would have no shot. Sure, you'll need 6's, but 6's is better than nothing.
If you back away firing, you may pick up a range penalty along with the movement, making avoidance less effective than advancing.

The only thing worse than a static gunline is a retreating gunline.

-Matt
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