Post by lordofskullpass on Oct 9, 2019 12:01:29 GMT
Something I've noticed when playing many of my games is how Chariots are often pretty weak after the initial charge and round of Impact Hits, generally only being able to use the attacks of the crew and the steeds in subsequent rounds of combat, despite driving something that can quite easily run over man-sized creatures and crush them into the dirt. However, being a Skaven player, I have noticed that the closest thing they have to a Chariot (the Doomwheel) was given a special rule called Grinding Down the Foe in their last army book, which allows the Doomwheel to inflict D3 hits at its Strength of 6 upon an enemy unit in base contact, quite rightly representing the giant wheel running people over.
My question is, shouldn't ALL Chariots be given this rule, as they also do additional damage in combats due to running enemies over (if chariots in Rome Total War are anything to go by)? It would make them a good deal more use than simply as one-charge-wonders, and the Doomwheel would still have an edge due to its great Strength of 6 on its profile. In addition, it could be said that most regular chariots would only be able to properly run over creatures with the Infantry, War Beast and Swarm troop types, anything else being too big use its Grind Attacks against, but because the Doomwheel is a massive wheel rather than a conventional chariot, it would most likely to also be able to use its Grind Attacks against enemy Cavalry, Monstrous Infantry and Monstrous Beast models (even though Monstrous Cavalry and Monsters would still be too big).
Anyway, just thought of this house rule that could be given to Chariots to actually make them useful on their own for a change as well as being a support unit for a cavalry charge (and giving Tomb Kings a bit more of a boost, as they were made subpar by GW in their 8th Edition book). Please let me know what you think of the idea below!
My question is, shouldn't ALL Chariots be given this rule, as they also do additional damage in combats due to running enemies over (if chariots in Rome Total War are anything to go by)? It would make them a good deal more use than simply as one-charge-wonders, and the Doomwheel would still have an edge due to its great Strength of 6 on its profile. In addition, it could be said that most regular chariots would only be able to properly run over creatures with the Infantry, War Beast and Swarm troop types, anything else being too big use its Grind Attacks against, but because the Doomwheel is a massive wheel rather than a conventional chariot, it would most likely to also be able to use its Grind Attacks against enemy Cavalry, Monstrous Infantry and Monstrous Beast models (even though Monstrous Cavalry and Monsters would still be too big).
Anyway, just thought of this house rule that could be given to Chariots to actually make them useful on their own for a change as well as being a support unit for a cavalry charge (and giving Tomb Kings a bit more of a boost, as they were made subpar by GW in their 8th Edition book). Please let me know what you think of the idea below!