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Warengines and Blast Markers.

 Post subject: Warengines and Blast Markers.
PostPosted: Thu Aug 12, 2010 9:56 pm 
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Location: Cologne, Germany
We have an issue with blast markers and war engines.
With certain war engines just a few blast markers (1-2) are enough, to completely negate the firepower of the war engine.
And some war engines have long ranged weapons and short ranged weapons(ex. shadowsword). If only the long ranged weapon is in range, then that is the firepower of the engine and 1 blast marker is enough to negate the firepower. If units move closer, then the short ranged weapons are in range and suddenly you need 3 blast markers to negate the fire power.

How do your groups handle these situations ?


Last edited by Athistaur on Fri Aug 13, 2010 8:30 am, edited 1 time in total.

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 Post subject: Re: Warengines and Blast Markers.
PostPosted: Thu Aug 12, 2010 10:11 pm 
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From the WE rules
Quote:
It requires a number of Blast markers equal to a war engine’s
starting damage capacity to suppress or break a war engine.


So single war engines never get suppressed, and in formations of war engines you suppress one entire war engine once the formation has as many blast markers as the starting DC of one of the war engines.

You never suppress individual weapons, only units.


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 Post subject: Re: Warengines and Blast Markers.
PostPosted: Fri Aug 13, 2010 12:39 am 
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A common house rule back in old mailing list days was to require 4 blast markers to take out a super-heavy weapon. It almost makes sense that units are more affected when firing at long ranges since they will be hunkering down.

I have a couple Shadowswords in my army so I feel your pain.


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 Post subject: Re: Warengines and Blast Markers.
PostPosted: Fri Aug 13, 2010 8:41 am 
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Sorry, didn't spot this was in the Epic40K section. Ignore my remarks as they are for EpicA


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 Post subject: Re: Warengines and Blast Markers.
PostPosted: Fri Aug 13, 2010 10:21 am 
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Joined: Wed Jul 07, 2010 11:34 am
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No, i certainly will not ignore them.
We play a mix of the rules of E:A and Epic 40.000 anyway, so your comment ist welcome. It is after all a solution.


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