ZP - Wrecks

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Keldane

Ghoul
Mar 1, 2010
133
Zombies
145
As per the previously announced schedule, I am opening a thread for the discussion of a new unit type: Wrecks. Wrecks have been left to the side for some time now, so I thought I'd bring them back to the fore.

To summarize what has been previously discussed: Wrecks are landing craft, and are roughly this list's answer to Corpse Carts. The inclination so far has been to make them responsible for boosting movement values in what would otherwise be quite a plodding army. As it stands, the implication is that we will not have a Van Hels style spell to work with, which is partially why Wrecks have been given this role.

Here are the roles I had personally been considering suggesting for Wrecks:

- The power behind the Ghostly Barrage spell: In this role, the number of Wrecks would directly affect the number of shots resolved when this spell is cast - assuming the spell makes the cut.

- Heave, Ho!: In this role, the wrecks would be hauled along with an infantry unit, always in the rear rank, and provide shielding from rear charges as well as an every-other-turn bonus of +2 movement.

- Independent units: In this role, the wrecks would be capable of moving freely, likely under the rules for monsters. They'd have a small crew, and a bound spell ability like the Miasma but with movement-bolstering effects and narrowed scope of effect.

These are all just suggestions - please put forth your thoughts on how and if Wrecks should be included.
 
I think that the Heave, Ho! rule is more helpful, but the whole Rear rank only for charge protection is a little odd. I think that this should extend to the flanks as well, as those are more often charged.
 
The idea behind Heave, Ho! is that it's just an empty boat being brought along, and those charging the rear have to either destroy it or deal with it as an obstacle in order to fight the rear rank. Just clarifying on my logic. ^_^
 
That makes much more sense.

I think that there should be a penalty for destroying the boat, or possibly some rule that makes Zombies able to leave the boat behind if it is charged, something like this:

Dead Weight
Zombie Pirates, being sailors, know that having a dead weight is a death sentence, and will abandon anything deemed unimportant by the captain
If a Zombie Pirates unit is charged, they may choose to leave their wreck behind. The zombie unit may move up to 6" away, or reform their unit. The wreck must be destroyed before the enemy Unit may break from combat.

What I'm thinking here is that this will allow us to combat Beastmen, in the fact that we could possibly have a unit that is charged from behind move forward, turn around, and counter-charge the enemy unit. The wreck will not count towards the unit's Tide Of Battle rule, as it has not attacks, but a toughness of 5.

Thoughts?
 
Keldane said:
The power behind the Ghostly Barrage spell: In this role, the number of Wrecks would directly affect the number of shots resolved when this spell is cast - assuming the spell makes the cut.
Nice Idea but i cant see how row boats would affect the firing of a ships cannon...

Keldane said:
Heave, Ho!: In this role, the wrecks would be hauled along with an infantry unit, always in the rear rank, and provide shielding from rear charges as well as an every-other-turn bonus of +2 movement.
A movement bonus every turn would be easier to handle than having it every other turn. The use of wrecks in this regard would negate the idea of a navigator zombie champion,(that was mentioned at some point to increase the movement of the zombie unit), if the champions idea is going to go ahead. Also I think the wrecks would have to be more incorporated into the unit ratehr than being dragged behind-thinking of zombies dragging a wreck I'd imagine it would slow them rather than speed them! Maybe the wrecks should hold some sort of magic to improve the movement speed?

Keldane said:
Independent units: In this role, the wrecks would be capable of moving freely, likely under the rules for monsters. They'd have a small crew, and a bound spell ability like the Miasma but with movement-bolstering effects and narrowed scope of effect.
we could make spirit wrecks-some form of chariot? or cavalry? ...although thats getting abit far fetched!
 
I think they would be carried more inside the unit, like a slann's chair. Thats just the modeler in me talking.
Agreed with Uga, I don't get the M bonus at all, how does dragging a big wooden boat make you go faster? (provided as its not painted red obviously) :P
I was thinking more Magic resistance myself, or a bound van hells dance dance revolution type spell.

I don't like the ghostly barrage bit myself at all, just feels out of place tbh

Haha a grounded ship acts as a chariot? One problem, most roe boats don't come with wheels :P
 
Maybe the wreck should be some form of standard instead?
...Maybe instead of wrecks zombie units have the option to carry planks/shards/sections of famous sunken pirate ships; acting similar to a magic standard which give different affects/bonuses.

I've never been too keen on the while ship thing about the Zombie Pirate list-I just cant visualise zombies using boats on land...or boats on land at all-its similar to having the dark elves carry their pirate ships onto land. They just dont do it.

Maybe if some good fluff can inspire me...
 
How about we leave it so that a "Wreck" can be anything from a leaky rowboat shrouded in ghastly energy to a section of a lost ships prow haunted by the souls of lost sailors.
 
To summarize what has already been discussed: The wrecks are Landing Craft, and basically this list reply to Corpse carts. Slope far has been to make them responsible for promoting the values movement in what would otherwise be quite tough army.
 
Love this idea! How about a Wreck as a general unit upgrade for all infantry units in the list?

Wreck

Forward lads!
Used to shuttle these once fearsome pirates between ships during battle, these small craft have since been imbued with a sentience of their own and now drive the pirates forward in response to a bloodlust that is a cruel reminder of the ruthlessness with which these mindless minions of the seas once conducted their affairs.

As such, a unit that chooses the Wreck upgrade will add +1 to their movement profile and benefit from the Swiftstride special rule when resolving a charge.

...Or something like that
 

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