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Steam Tank Questions; Not sure I was told the whole truth
Topic Started: 17th September 2007 - 08:48 PM (917 Views)
Niz'tizi'ihack
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Mad Harbringer of Mutation
Sebrent
Sep 18 2007, 08:51 AM
Next time you see him, ask him why his very small contingent of troops contains 2 steamtanks when they are high coveted and only, what, 8 of them are in existence?

Really, that can't be right... I'm sure I saw 20 of them on the top 10 tables at the GT heat 1. But saying that I might be going mad, because I saw 5 Karl Franz's too.
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Pavano


Greetings!

2 STanks - not a cheesy one, can be stopped more than one ways...

4x6 Outriders - this is the big, fat cheese!

Nobody can get them anyway... (6 Hochland rifles, 2 mages, fast cavalry)

- Magic: no way
- Charge: no way
- Fly: no way
- Tunnel: kill one of their units, then killed by the others: no way

This is cheeseeee. I am also an Empire general, Outriders are the greatest shooty units in the game. 2x6 can kill any infantry unit, 3x6 can kill a dragon, 4x6 can kill anything on table, except etheral creatures. With good magic defences, these guys are unstoppable.

P.
"As my first act, I will create the Grand Army of the Ratpublic!"
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Vermitt Stain
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Brain: There's only one ride that interests me - the incredible thrill ride of taking over the world! Pinky: Mmm, I think there's a height requirement for that ride.
one question do stength 7 or higher kill the steam tank in one or not .
anyway one way i find you can take out a steam tank is with a warp lightning cannon and hope you roll a good stegth and you do reasnoble damage,.
149707 people died on my birthday ...... it wasnt me

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Lixit
Crazy Canuck
I've been reading about the stanks on the warhammer forum & agree that they're not as scary as I thought. AS LONG AS YOUR OPPONENT USES THE PROPER RULES.

-They can be effected by not strength based weapons (censor bearer gas, globadiers, etc...)
-They don't get to grind in my combat phase
-After they take 3-4 wounds, they're pretty much useless.

I've modified my list to try & counter the outrider list of doom...

As much as I didn't want to have warplock engineers, I feel that I need the twins. I've broken down & added them. When you factor in the 96 shots a turn + 3 heavens wizards, its just too much (even 2 comets in a 6 turn game is horrible...) The wizards should do a good job in taking out the outriders (after his wizards are dead from the tunnellers.) and dispelling the comets...

I also removed my 3 RO's and now have a bigger unit of jezzails and 2 units of tunnellers.

I'm still intrigued about potentially using an assassin with the brass orb. Not sure exactly how the template works & what the odds are to have a sucessful hit (size of the stank would also factor into the calculation as well.)

There's been no rematch yet, but when it happens, I'll see how things go.

BTW, the Stank is not a chariot so 1 S& will not destroy it.

Lixit.
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Fanskaven
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Clanrat
I´m a bit confused...

You are all talking about wounds to the steam tank..... what about the 25 hull points? Have the rules changed? Is my empire general using old fashioned rules?

Cheers :angry:
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Lixit
Crazy Canuck
Wow, yes he is old fashioned.

The new steam tank has 10 wounds, T6 & has a 1+ armour save. I can't remember how the steam points work right now, but basically once the steam tank has taken 3 or so wounds, it becomes a gamble to move it or shoot with it. After 5 or so wounds, it becomes practically useless...

Anybody else on the rules?
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kbonn


i play empire all the time, most of what is said here is accurate.

It has 10 wounds. T6 and 1+ armor save. immune to poison, cause terror. It has Weapon Skill 0 so is hit automatically in combat. Large target. At the start of the empire players turn he nominated how many steam points he is generating (0-5) and then rolls a D6. If the number of steam points + the number on the die is greater than the number of wounds it has, the steam tank will do nothing that turn and take a wound (no save).


So until it takes a wound it can safely generate 4 steam points with no chance of failure (4 + 6 is not greater than 10). however once it has 4 wounds it can only generate 4 50% of the time without failing.


We used to have a lot of ways of dealing with it. The bell and brass orb being the best options. Now we have the fell blade still, and globadiers (who a smart empire general will not let you get close with). and of course don't forget warp lightning.


With the 2d6 level of the spell... thats an average of 7 hits. 2.33333 wounds. of which he should fail 1.

Hardly sexy, but as soon as he takes one he can only do a max of 3 points with no chance of failure. you just need to give him chances to fail, and sooner or later he will.
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