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Author Topic: Dwarf Zeppelin and Dwarf Airship  (Read 5781 times)

Offline Meraklis

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Dwarf Zeppelin and Dwarf Airship
« on: September 24, 2014, 12:46:59 PM »
Recently I acquired a dwarf army from a friend. Among the various blisters I came across an unopened Dwarf zeppelin (the big one). My question is; where can I get rules for that?

Offline kyussinchains

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Re: Dwarf Zeppelin and Dwarf Airship
« Reply #1 on: September 24, 2014, 01:59:29 PM »
don't think there are any....

the smaller one works well as a gyrocopter
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Offline Meraklis

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Re: Dwarf Zeppelin and Dwarf Airship
« Reply #2 on: September 24, 2014, 02:05:59 PM »
I had the impression that a Warmaster magazine had experimental rules...

Offline jchaos79

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Re: Dwarf Zeppelin and Dwarf Airship
« Reply #3 on: September 24, 2014, 02:12:46 PM »
I saw trial rules for Zeppelins in the Dwarf Engineering Guild Army List I guess. They were not a combat unit, rather a special, what I thought It was a good idea.

Anyway I need to check it, but there is a tiral rule in that direction.

Offline marell le fou

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Re: Dwarf Zeppelin and Dwarf Airship
« Reply #4 on: September 25, 2014, 03:42:35 AM »
I thought there was rules for the airship but not for the zeppelin.

Offline jchaos79

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Re: Dwarf Zeppelin and Dwarf Airship
« Reply #5 on: September 25, 2014, 04:22:24 PM »
Yep could be about airship... not sure.

Lex? getlord? or other guru of dwarf lists?

Offline empireaddict

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Re: Dwarf Zeppelin and Dwarf Airship
« Reply #6 on: September 25, 2014, 09:45:04 PM »
Had a recollection of reading some rules, so searched on the Yahoo! WM site.  Following from a decade ago (1 May 2004).  Not saying I endorse them, just that this question has been addressed before.

Quote
These are just starting off as everyone I have spoken to about this can't give me any more information other than its a flying boat so use the boat rules for warmaster.... so my mate and I came up with these rules... You might notice with the wind a Man-o-war feel to it...let me know what you all think we are going to play test these rules next weekend. let you know how it goes.

Dwarf Zeppelin 500pts

Atk Hits Armr Com Size Points Min/Max Special
8/13 12 6+ 8 1 500 1 Zeppelin

Fielding Zeppelin:

You may take a Dwarf Zeppelin in your army only if you have two Gyrocopters. The Gyrocopters can form a brigade with the Zeppelin if so must stay with in 10cm of the Zeppelin. This means that you must be playing 2000 points or more. When the Zeppelin gets down to 6 hit points its attack, stats are to be halved. (Just as if it was a monster)

Flying:

The Zeppelin is classed as a flyer, yet it cannot use the "Homing" rule as other flyers can. Due to the height it travels at it can only be attacked by other flyers. I.e. Harpies, Gyrocopters, Dragons, etc etc

Large Machine:

Due to the size of the Zeppelin, enemy flyers can ignore ground troops in favour of attacking the Zeppelin. However, if other flyers or machines that can fly (eg. Gyrocopters) are closer then the enemy flyers must attack/shoot them first.

Weapons:

Two cannons fire arc left side 90 degrees
Two cannons fire arc right side 90 degrees
One cannon fire arc front 90 degrees
Crew fire arc 360 degrees

Transport:

Zeppelin cannot transport anything due to the amount of ammo and men needed to crew it.

Movement:

Head winds 20cm
No Wind 30cm
Tail Winds 40cm

NB: To get the wind advantages the Zeppelin must have the tailwind the whole move. Eg. Can't move 10cm into a head wind and then turn to get a tailwind and move 30cm

Weather:

At the beginning of the game, the opponent must roll a d6 and compare that to the following chart:

1-2 Calm day no wind
3-4 Blustery day wind changes
direction each turn
5-6 Gradual wind change
2nd turn 6+
3rd turn 5+
4th turn 4+
5th turn 3+
6th turn 2+
7th turn 6+

Wind Direction:
To determine the wind directions at the beginning of the first turn roll on the following chart:

Re-roll 1
North 2
East 3
South 4
West 5
Re-roll 6

Rules designed by: Alan "Greywolf" & Lewis "Z-Bong"
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Offline Big Red

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Re: Dwarf Zeppelin and Dwarf Airship
« Reply #7 on: September 26, 2014, 12:31:30 PM »
Ignore all the above comments....



The big airship has the same validity as Squats in the 40K universe - they are defunct, just like the big airship!




However, I am happy to take the airship off your hands seeing how it's pretty useless!!   ;) ;) ;)
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Offline Geep

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Re: Dwarf Zeppelin and Dwarf Airship
« Reply #8 on: September 26, 2014, 02:27:34 PM »
With the Space Hulk re-release and that odd Squat connection from Big Red (and their 40k fate) I now want to play a game where Dwarfs are attempting to clear their airship of lurking genestealers (they must succeed before it reaches the world's edge mountains!).

I think the rules Empireaddict found are pretty bad, but it should be easy enough to come up with something yourself. The boat idea isn't bad.

Offline Slann

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Re: Dwarf Zeppelin and Dwarf Airship
« Reply #9 on: September 27, 2014, 10:06:47 PM »

Offline Draccan

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Re: Dwarf Zeppelin and Dwarf Airship
« Reply #10 on: September 27, 2014, 10:12:59 PM »

Thanks for the share.

Can you tell us where the rules come from. Warmaster Magazine? What number?
I really would love to buy some Warmaster Kislev, Araby, Bretonnia, Vampire Counts, Chaos demons ...

Offline Meraklis

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Re: Dwarf Zeppelin and Dwarf Airship
« Reply #11 on: October 04, 2014, 11:48:38 AM »
Thank you!!

Offline Geep

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Re: Dwarf Zeppelin and Dwarf Airship
« Reply #12 on: October 04, 2014, 04:48:23 PM »
I don't know where that's from, but I can tell you it's not from any of the Warmaster or Fanatic magazines.

I really question the fairness of that in Warmaster as well- 13 shots plus cannons? Can only be attacked by flyers? It may only have a 6+ save, but it has 12 hits, no wounding rules, a crazy number of stand-and-shoot shots followed by a zeppelin load of attacks.
It's pretty much an untouchable, mobile bunch of cannons able to focus fire like nothing else in the game. On top of that it's a hero (command 8)- though there's no explanation of the command radius or if it needs to order itself. 500pts may be enough, but if the opponent has no way at all to threaten it then it becomes a thing of frustration rather than fun.
As presented here, this is very much special-scenario only IMO.