Chariot Tactic - Warhammer 40K Fantasy
 

Welcome to Librarium Online!

Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!

Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!


Register Now!

User Tag List

+ Reply to Thread
Page 1 of 2 12 LastLast
Results 1 to 10 of 11

Thread: Chariot Tactic

  1. #1
    Senior Member
    Join Date
    Jan 2004
    Posts
    722
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Reputation
    1 (x2)

    Ok, here is my idea...

    Put a goblin big boss in a chariot with a great weapon, and guzzla's backbone brew.

    Then charge him into a unit, chop up as many of the first rank as you can, (He can probably kill 3-5) Then since he will probably break and run, (Standard, and ranks.) Let him run, then the next turn activate guzzla's and then turn him around and charge again. The one probablem with this is he will have gone 6D6 by then, but if you're lucky then he won 't run off the table. Also by then your boyz with be in combat.

    Battle record.
    W/D/L
    Ultramarines:6/0/1
    Orks: 4/0/1
    World eaters:1/0/2
    O & G: 5/0/1

  2. Remove Advertisements
    Librarium-Online.com
    Advertisements
     

  3. #2
    Son of LO MouseC112's Avatar
    Join Date
    Dec 2003
    Location
    New Jersey
    Posts
    2,059
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputationReputationReputation
    106 (x6)

    Not a wonderful idea, here's why.
    Total cost of character and item is more than another chariot. And, actually also the chariot will break 3D6, and at the beginning of the next turn activating the brew should rally him (unless you roll really bad but hey, it can happen)

    Better idea is 2 chariots for less than 1 chariot and 1 hero.
    The 2 chariots will do 2D6 +2 str 5 impact hits, plus 4 attacks from the wolves, and 6 normal gobo's. Even on Chaos warriors, you should kill around 5 on the impact hits at least, and probably another 2. Figure champion attacks back, does 2 wounds you win combat resolution. Unit breaks, you catch.

    Sound better??
    40K-Beakies(9-14-4),Guard(4-7-2),Orks(34-12-11). FANTASY-Dwarves(15-6-7),Beasts (14-14-1), Skaven (17-17-10) DoC (6-1-2). CYGNAR (28-15-1)

  4. #3
    Senior Member
    Join Date
    Jan 2004
    Posts
    722
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Reputation
    1 (x2)

    No, 6d6.

    Break=3d6
    Run BEFORE you rally=3d6

    so 3=3 is 6

    I'm not sure if 2 chariots is better.....

    1d6+1, +2 wolves, +2 Goblins, +3 Great weapon attacks.

    =9+

    Or....

    2d6+2, +4, +6,

    =14+

    But the thing is, the 3 great weapon attacks are going to be able 2 hit about twice as often.....
    Battle record.
    W/D/L
    Ultramarines:6/0/1
    Orks: 4/0/1
    World eaters:1/0/2
    O & G: 5/0/1

  5. #4
    Son of LO MouseC112's Avatar
    Join Date
    Dec 2003
    Location
    New Jersey
    Posts
    2,059
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputationReputationReputation
    106 (x6)

    its a matter of preference really. with chariots attacks you roll 2D6+2 then make 1 dice roll for wounding, then you get +4 wolves, and +6 crew, give the crew spears that makes 6 str 4 attacks. You have the potential to do 4-14 impact hits.

    If you really want to use the character, give him the porko's pigstikka, +1 str, then the extra attack per rank. with an extra crew and extra wolf should be able to do a good knock.

    Example:
    My 1 chariot today hit a unit of corsairs, it did 5 impact hit wounds, 1 wolf kill, and 2 gobo kills. That's 8 kills. personally I would have prefered the other chariot to hit, but it got blow apart by a reaper bolt thrower the turn before.
    40K-Beakies(9-14-4),Guard(4-7-2),Orks(34-12-11). FANTASY-Dwarves(15-6-7),Beasts (14-14-1), Skaven (17-17-10) DoC (6-1-2). CYGNAR (28-15-1)

  6. #5
    Son of LO Wolf_Pack's Avatar
    Join Date
    Sep 2004
    Location
    Montreal, Canada
    Age
    29
    Posts
    4,630
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputationReputationReputationReputation
    150 (x8)

    First your caracter will not be able to charge on the turn he rallies, and that leaves a 3 turn combo that will probably fail, WS4 needs 4s to hit as more impact hits autohit at S5.
    Best Regards,
    Wolf_Pack

  7. #6
    Senior Member Colonel_Kraken's Avatar
    Join Date
    Feb 2004
    Location
    City among the seven mountains, Norway
    Age
    30
    Posts
    814
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Reputation
    2 (x2)

    And you should know the rules say that you test for rallying BEFORE you flee.
    I kill two dwarves in the morning, I kill two dwarves at night. I kill two dwarves in the afternoon, and then I feel allright. I kill two dwarves in time of peace, and two in time of war. I kill two dwarves before I kill two dwarves, and then I kill two more.

    Goblin kroozade of revengyness: win:19 draw:10 loss:9

  8. #7
    Senior Member
    Join Date
    Jan 2004
    Posts
    722
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Reputation
    1 (x2)

    Are you sure kraken? Because if you rally before you flee shouldn't you be able to move that turn? :huh:
    Battle record.
    W/D/L
    Ultramarines:6/0/1
    Orks: 4/0/1
    World eaters:1/0/2
    O & G: 5/0/1

  9. #8
    LO Zealot
    Join Date
    Jan 2004
    Location
    GOBBOLAND!
    Posts
    1,391
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Reputation
    13 (x3)

    Nope, you can't move the turn that you rally. Fast cavalry can do that though.

  10. #9
    LO Zealot Grimbog Elf Ater's Avatar
    Join Date
    Oct 2004
    Location
    Melbourne, Australia
    Age
    42
    Posts
    1,645
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputation
    31 (x4)

    From memory the only thing you can do as a character is cast spells after you rally. So no moving and no shooting for you!

    A character like that is handy for flank attacks and negating rank bonuses (character in chariot counts as US5), so charge in with the chariot at the same tuime as your big blocks of infantry and you will pretty much auto-break units every time.
    The iron crowned is getting closer,
    Swings his hammer down on him,
    Like a thunderstorm he's crushing,
    Down the Noldor's proudest king.

    Under my foot, so hopeless it seems.
    You've troubled my day, now feel the pain.
    - Blind Guardian

  11. #10
    Senior Member Colonel_Kraken's Avatar
    Join Date
    Feb 2004
    Location
    City among the seven mountains, Norway
    Age
    30
    Posts
    814
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Reputation
    2 (x2)

    Wrong wicked....
    Fast cavalry units can only move on the turn they rallied if they rallied from a flee charge reaction.
    Silly little rock :-P
    I kill two dwarves in the morning, I kill two dwarves at night. I kill two dwarves in the afternoon, and then I feel allright. I kill two dwarves in time of peace, and two in time of war. I kill two dwarves before I kill two dwarves, and then I kill two more.

    Goblin kroozade of revengyness: win:19 draw:10 loss:9

+ Reply to Thread
Page 1 of 2 12 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts