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Walking Tanks - Dewback article

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I don’t understand why the flamethrower is the most expensive weapon...once you get that close wouldn’t it be close to as effective to just get into melee and attack the unit? In which case I think the range 4 weapon should be the most expensive because you can fire with relentless while you charge in to get into melee

aside from that, this unit look soo awesome can’t wait

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2 hours ago, mrgandw said:

What has four legs and shocks?

A dewback that threw off its rider and is holding the shock probe in its mouth!

(Technically, a dewback with a rider would have 6 legs... :D )

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Just for fun

 

Lizard Meet

++++++++++  Standard (Galactic Empire) [796 Points] ++++++++++

++++++++++ Commander [60 Points] ++++++++++

Imperial Officer [60 Points]: Improvised Orders [10 Points]

++++++++++ Operative [129 Points] ++++++++++

•Bossk [129 Points]: Emergency Stims [8 Points], Hunter [6 Points]

++++++++++ Corps [204 Points] ++++++++++

Stormtroopers [68 Points]: DLT-19 Stormtrooper [24 Points]

Stormtroopers [68 Points]: DLT-19 Stormtrooper [24 Points]

Stormtroopers [68 Points]: DLT-19 Stormtrooper [24 Points]

++++++++++ Special Forces [88 Points] ++++++++++

Scout Troopers  [44 Points]: DLT-19x Sniper [28 Points]

Scout Troopers  [44 Points]: DLT-19x Sniper [28 Points]

++++++++++ Support [315 Points] ++++++++++

Dewback Rider† [105 Points]: RT-97C Blaster Rifle† [15 Points]

Dewback Rider† [105 Points]: RT-97C Blaster Rifle† [15 Points]

Dewback Rider† [105 Points]: RT-97C Blaster Rifle† [15 Points]

++++++++++ Command Hand ++++++++++

•Ambush, •Merciless Munitions, 

••Pinned Down, ••Reptilian Rampage, 

•••Coordinated Fire, •••Lying in Wait, 

••••Standing Orders

++++++++++ Battle Cards ++++++++++

Condition Cards: 

Clear Conditions, Hostile Environment, Minefield, Rapid Reinforcements

Deployment Cards: 

Advanced Positions, Battle Lines, Major Offensive, The Long March

Objective Cards: 

Breakthrough, Intercept the Transmissions, Key Positions, Sabotage the Moisture Vaporators

 

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57 minutes ago, Freeptop said:

A dewback that threw off its rider and is holding the shock probe in its mouth!

(Technically, a dewback with a rider would have 6 legs... :D )

Good point, I forgot about the riders legs.

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55 minutes ago, GreatMazinkaiser said:

Dunno how you have a "flame rifle" but I guess it isn't really that different from a "blaster rifle"...

Will be interesting to see how difficult it is to magnetize the arms (wish it'd come with spare torsos).

I think there are two torsos.  What's FFG's line on alternative "crew" models, e.g. the regular Stormtrooper gunners for the E-Web? Alternative torsos might be a thing...

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2 minutes ago, Jedirev said:

I think there are two torsos.  What's FFG's line on alternative "crew" models, e.g. the regular Stormtrooper gunners for the E-Web? Alternative torsos might be a thing...

I had enough extra stormtroopers to re-two of mine but I don't have enough of the same style torsos left to cover all four weapon options for two dewbacks. Hopefully magnetizing the arms will work.

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4 hours ago, bllaw said:

I don’t understand why the flamethrower is the most expensive weapon...once you get that close wouldn’t it be close to as effective to just get into melee and attack the unit? In which case I think the range 4 weapon should be the most expensive because you can fire with relentless while you charge in to get into melee

aside from that, this unit look soo awesome can’t wait

I think because it has such a high potential for damage with minimal risk. With spur, unhindered, relentless and reposition, the dewback gives a lot of maneuverability options for using the terrain to take up a defensive spot while still issuing a ton of dice. 

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5 hours ago, bllaw said:

I don’t understand why the flamethrower is the most expensive weapon...once you get that close wouldn’t it be close to as effective to just get into melee and attack the unit? In which case I think the range 4 weapon should be the most expensive because you can fire with relentless while you charge in to get into melee

aside from that, this unit look soo awesome can’t wait

Because as mentioned above the flamer has the highest damage potential (at least against corp units) with up to 16 dice being rolled at an enemy unit ( b1 battle droids have up 8 minis in a full unit.  Two dice per mini in los)

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@bllaw
"I don’t understand why the flamethrower is the most expensive weapon...once you get that close wouldn’t it be close to as effective to just get into melee and attack the unit? In which case I think the range 4 weapon should be the most expensive because you can fire with relentless while you charge in to get into melee"

Here's the weapon breakdowns:

Default - Melee averages 3.75 (2.25 hit, 1.5 crit) (Max hits 6)
T-21 Blaster Rifle - +10 points for: Range 1-3 averages 1.5 (.5 hit, 1 crit) (Max hits 4)
RT-97C - +15 points for: Range 1-4 averages 2 (1.5 hit, .5 crit) (Max hits 4)
CR-24 Flame Rifle - +20 points for : Range 1 averages 1 (.75 hit, .25 crit) / per mini (Max hits 2 / per mini)

The Flame Rifle is more expensive (and better as a weapon) because it gets 2 dice per mini and averages 1 hit per mini...and it ignores cover (worth up to +2 hits).

Cover is likely to foil the two blasters, and the flamethrower outperforms the default melee output on targets with 4+ minis.

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7 hours ago, TauntaunScout said:

I will paint three. 

The right number is twelve. Three with each of the four weapon options.

(I'm hoping I can make magnets work. I like the look of the T-21 best, but think the flamer and RT97 are better.)

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19 hours ago, Derrault said:

Here's the weapon breakdowns:

Default - Melee averages 3.75 (2.25 hit, 1.5 crit) (Max hits 6)
T-21 Blaster Rifle - +10 points for: Range 1-3 averages 1.5 (.5 hit, 1 crit) (Max hits 4)
RT-97C - +15 points for: Range 1-4 averages 2 (1.5 hit, .5 crit) (Max hits 4)
CR-24 Flame Rifle - +20 points for : Range 1 averages 1 (.75 hit, .25 crit) / per mini (Max hits 2 / per mini)

The Flame Rifle is more expensive (and better as a weapon) because it gets 2 dice per mini and averages 1 hit per mini...and it ignores cover (worth up to +2 hits).

Cover is likely to foil the two blasters, and the flamethrower outperforms the default melee output on targets with 4+ minis

I do understand that its the most powerful of the weapons, its just that I think id be trying to get into melee with the dewback so the flamer wouldnt be super effective on the charging up before getting into melee since its only range 1. I dunno maybe its really good on the board it just looks strange to use right now. Guess ill have to try it out once theyre released

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I think he was getting at the flamer does more overall damage to the unit in a turn than a round of melee. The question is, does it enough more to make it worth the points since by that time, it will have a HUGE target on it from every enemy unit. I wonder also, will staying out of melee be worth it as then it would be an open target since it would not be engaged. of course, I have yet to actually play this, but in other games, you are unable to fire into close combat and there would be the possibility of the critter being exposed anyway if it wiped out the enemy in a round of close combat.

I agree.... fiddle with it and figure out what works best before committing for good.

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I think that when you compare the 3 weapons, you should consider one thing:

It is true that the flamer gas a larger damage potential. But by the time you can use the flamer, you could have used the other two weapons at least two more times, maybe even three times if the opponent is not dumb.

So the damage potential of the two long range weapons should be multiplied by some factor in order to compare it properly with the flamer

 

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