Revlid:
I think the prices for these War Machines doesn't properly cover what they do.
If you have 4 attacks on a S5 T7 W3-5 model that can charge 2d6" then you have to pay for a monster with those stats on top of whatever you may for the cool weapon.
Hobgoblyn
There are 4 Warmachines in the list, one of which takes up a Rare and a Special choice.
So excluding the Hellcannon, there is one Warmachine with 3 S5 attacks (equivalent to say, a Treekin) and two with 2 S4 attacks (equivalent to a Dryad).
Frankly, I think you're hyping them up a bit.
And they don't charge 2D6". You roll the dice, whether you want to or not, and charge if there is an within this extremely random range, whether you like it or not.
The stats for War Machines are statted with the assumption that they work as neigh-impenetrable shields for the crew, but once the crew is dead the War Machine ceases to be a meaningful presence on the battlefield.
Hobgoblyn
Quite right. Once the crew are dead the Warmachine ceases to be a detriment to you or the enemy. Done, finished.
Once the crew are dead on these warmachines, however, they rampage into anything nearby, including other warmachines (with the potential for a
delightful domino effect), or your own troops (rear charge, hurray!).
Here you are creating a machine that sans its crew still functions perfectly fine as both a giant gun AND a giant monster until its neigh impenetrable stats.
Hobgoblyn
I must ask if you've actually read the rules for Rampage.
Once all the crew are dead the Warmachine moves, every turn, directly toward the closest unit, friend or foe. This means that it moves, and as a warmachine, cannot fire.
Besides, how could it fire? It follows the rules for Stonethrowers/generic warmachines. It needs crew to fire.
The standard point cost for WarMachines no longer and the T7 W3 on most WarMachines should not be considered as part of the cost of that original WarMachine. Those are stats for something that dies instantly when the crew is killed.
Hobgoblyn
As opposed to stats of something that becomes an instant detriment to your army the moment the crew are killed, and essentially makes a gunline ridiculously unfeasible?
Now, as ICFTM has pointed out, your WarMachines are actually basically unbeatable in hand to hand against most units in the game. It scores wounds, cannot be hurt and even if it is beaten by CR it doesn't break...
Hobgoblyn
3 Terradons (to use the earlier example) will very easily kill the crew of the machine. But what if, for some bizzare reason, you wanted to destroy the Daemonic Engine itself?
With entirely average rolls, the Terradons destroy the warmachine in three Combat Phases. Any ranked unit with S3 would do the same, and ranked units with S4 (depressingly common these days) could do it even quicker. Ogres will beat them, as will combat skirmishers.
What exactly is supposed to fail against them? Units of 10 Archers? Skinks?
Also, I have to wonder if it is really necessary to turn ALL Chaos Dwarf WarMachines into effectively giant 200+ point creatures. Hell Cannon should more or less keep the same stats it has now (it JUST came out afterall) and Hell Blaster could work too since it is new, but is it really necessary to add these things to Death Rockets and Earthshakers?
Hobgoblyn
Hellblaster? That's an Empire warmachine.
In any case, there is
one warmachine of 200 points or over, and that's the Hellcannon.
It's not necessary to add it to them, but I have. Because I want to, because I think it fits, and because a big chunk of rules for two warmachines would be a waste of space.
Also, they are in Grudgebearer, and that was a kick-ass battlescene.
Doomblaster comments will follow soon (I promise) but I'm coming to a decision.