Transport vehicles issues

Warhammer Open Beta

Moderators: Slitherine Core, BA Moderators, WH40K Armageddon moderators

Post Reply
Galdred
Master Sergeant - U-boat
Master Sergeant - U-boat
Posts: 504
Joined: Tue Nov 15, 2011 5:43 am

Transport vehicles issues

Post by Galdred »

Transport vehicles are currently suffering from a lot of issues :
- UI : The ui for transports is very unclear :it is hard to see which unit has which transport
- consistency : several issues break the game consistency : transports act more like "transformers" than like transport (ie they cannot support the unit, you either have the transport OR the unit):
- you cannot benefit from transport weapons if the infantry is dismounted
- The unit is considered to have as many models of transports as it had of infantry. So 20 guards in gorgons will result in the opponent having to destroy 20 gorgons to kill them all. and the unit will hit as if it had 20 times the weapons of a gorgon (which makes them broken as they can easily one shot a fresh band of orks).
- Units cannot deploy on buildings with transports attached, but can walk after the battle begins
- Land Raiders cannot transport troops
I think it is mainly du to the fact that the abstractions that made this system work very well in PanzerCorps cannot be used at this scale.
The minimum would be to have an easy way to identify the transport, and to be able to chose between transport and infantry attack when dismounted (for Gorgon transporting flamer infantry for instance, it would be much better to use the transport weapon when attacking at any range greater than 1).
The way the number of attack is counted needs to be changed too obviously (to avoid giving 40 heavy bolter and mortar attacks to any unit in Gorgon transports).

But I think it would work even better if it were possible to go further :
- Either have a separate unit count for infantry and transports( it would be even better if both could coexist on the same space), and make half the attack hit the transport and the other half the unit
- Or have transports as separate units(so that the Land Raider and Leviathan can be used as transports).
vadersson
Administrative Corporal - SdKfz 232 8Rad
Administrative Corporal - SdKfz 232 8Rad
Posts: 155
Joined: Fri Feb 14, 2014 12:34 pm
Location: Toledo, Ohio

Re: Transport vehicles issues

Post by vadersson »

I tend to agree that for Warhammer, it may make more sense to modify the game to have the transport vehicles as separate units. Unfortunately that is not how PanzerCorps is, so that might take too much to change. The problem is that some "transport" vehicles in Warhammer are very much full fighting vehicles; the Land Raider being an excellent example. A Chimera or a Razorback is also a decent example where the vehicle is designed to play an important support role to the infantry. I don't know how that would change the game, but I think it should be considered. (More like John Tiller's Campaign series that Panzercorp.)

Thanks,
Duncan
The Warhammer 40K games all need more T'au Empire units.
bech1303
Private First Class - Wehrmacht Inf
Private First Class - Wehrmacht Inf
Posts: 8
Joined: Fri Aug 08, 2014 10:59 pm

Re: Transport vehicles issues

Post by bech1303 »

i have seen a lot of transports where it miss calculate the strength. A unit with 2 in strength gives a transport with 0 strength
Kerensky
Content Designer
Content Designer
Posts: 8624
Joined: Wed Jan 12, 2011 2:12 am

Re: Transport vehicles issues

Post by Kerensky »

bech1303 wrote:i have seen a lot of transports where it miss calculate the strength. A unit with 2 in strength gives a transport with 0 strength
Interesting, while other vehicle issues should be solved by now, I believe this is new.
Post Reply

Return to “Warhammer Open Beta”