As long as there's a realistic bump as you go over them. What if you happened to be cooking a grenade as you got run over? Might make for an interesting mechanic. It might also lead to suicide attacks. Although if infantry can get close enough to stick a grenade on a tank the tank is probably a goner anyway.
Seeing as in many of the books Chaos uses suicide attacks / zerg rushes pretty often that is a neat idea, and fits really well.
Not just Chaos, Imperial Guard and Orkz have anti-tank units that literally dive under the fronts of tanks between the tracks to stick Melta bombs on the under carriage of vehicles.
Now that's an interesting idea. If I had to decide, I think it would be best as a secondary skill tree that's available to all classes, purely for EC game design purposes. It should cost less to invest in this skill tree in comparison to progressing up the classes, so a player would basically be sacrificing part of his effectiveness in his infantry class role, to become more effective in a vehicle. In terms of adhering to the background material, I don't see a problem with prohibiting infantry with jump packs or Terminator/Mega-Armor from crewing vehicles. In WH40k, those units would have the "Bulky" rule, so this is a pre-existing hard definition what units are too big to fit into a normal vehicle. To compensate, any classes that cannot crew vehicles can simply have a additional skill progression options instead of the having vehicle operator abilities. Also, I'm very much in agreement of needing a separate gunner to operate a tank's main weapon. As has already been pointed out, it serves several excellent benefits for game design: - Promotes, requires, and rewards cooperation and teamwork - Reduces the number of deployed vehicles without using any artificial caps, because more people are needed per vehicle - Allows vehicles to generally be given greater battlefield effectiveness (firepower, durability, etc) because of the two factors mentioned above However, the abundance of WH40k vehicles that don't have turreted primary weapons pose a minor quandary. How would you suggest handling the crewing for vehicles like Land Raiders and Vindicators?
For a bit of background discussion not related directly to EC.. Interesting, there are anti-tank units that do this? What are they called? I'm guessing it's from an earlier edition (I'm only familiar with 4th onward), do you have a source I can read up on? At present, there's option called "Death or Glory" has been around since 5th ed (and remains in 6th ed), which is the closest thing to what you're describing, but it's a response a squad can make if the enemy tried to Tank Shock them (if a tank tries to run them over, basically). Basically if a tank tries to run a squad over, it's quite easy for them to get out of the way (although they'll be disorganized and stunned afterward). However there's the choice for one man to make a stand against the oncoming tank. He gets one shot/blow to attempt to immobilize or destroy it, and if he fails, he's crushed (no wound roll, no saves.. just death). Aside from suicidal last stands, in the more normal event that infantry manage to get close enough to charge a tank, sticking krak grenades or meltabombs on it should suffice without any suicidal heroics. All close combat attacks on vehicles are counted as working against the rear armor value already (representing troops at such close range being able to focus on the weak spots). Attacking the weak rear armor value with all your close combat abilities is great, it doesn't really get any better than that. In any of those cases, just like in real life, frag grenades (Strength 3) don't do jack against even the weakest spots on tanks. The tiny explosive charge is insufficient to ding armor plating, and shrapnel is designed to pierce flesh, not thick metal plates. But don't fret, that's what krak grenades are for (an anti-armor shaped charge that magnetically clamps onto tanks).
Um, There IS going to be a cash shop because the game IS going to be F2P for Ork boyz and they already stated they want to have a ton of cosmetics and option in a Cash Shop. There will also be unlockables through achievements. For instance the guy that uses a bolter for a year straight is going to eventually have a relic bolter with more options to change the utility of the bolter.
In the 1st and 2nd editions the melta bombs were throwable, multi-wound grenade with a smaller blast radius than the frag. In the 3rd edition the melta stik bomb became a melee weapon vs vehicles, if you won a melee against a walker you could hit it with a melta bomb, against a tank you could use a melta bomb instead of your multiple melee attacks, from the front you had to roll a dodge roll when the tank moved (if it hadn't blown up) to avoid getting run down.
Their primary customers will be buyers, the f2p orks will function more as a demo as stated by the devs. Adding a cash shop after players have payed for their game is just a stab in the back.
That was my understanding as well, the F2P Orks are more like your "1st 20 levels free" or "1 months free trial".