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Rules Questions for new player

 Post subject: Rules Questions for new player
PostPosted: Wed Feb 20, 2008 8:27 pm 
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It hasn't popped up in our games DS, not that I remember anyway, but again it is sort of a limiting factor on MWs.

You can choose to shoot a weapon as AP or as AT (if it has the ability to shoot both) and skip over the infantry or armor in a formation in order to hit the other.  But you're not allowed to do that with Macro-weapons.  They hit the closest unit no matter what.

Another reason to ditch MW in the firepower section and move it to the notes section...





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 Post subject: Rules Questions for new player
PostPosted: Wed Feb 20, 2008 8:29 pm 
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(Dwarf Supreme @ Feb. 20 2008,19:23)
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IMO, there's something wrong with the system when a Leman Russ can target vehicles with its Battle Cannon, but a Shadowsword can't with its Volcano Cannon.

One of the proposed rules changes address just that: making MW and TK a "notes" item for weapons and giving them specific AP/AT values.

For example, the Land Speeder would have this:

Multi-Melta, 15cm, AP5+/AT5+, Macro-Weapon

Allows a greater diversity of weapons.

To address the Volcano Cannon, it's *not* designed as an anti-tank weapon, it's an anti-war engine weapon, a target type it *can* select from a mixed formation.

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 Post subject: Rules Questions for new player
PostPosted: Wed Feb 20, 2008 8:32 pm 
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(Dave @ Feb. 20 2008,14:27)
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It hasn't popped up in our games DS, not that I remember anyway, but again it is sort of a limiting factor on MWs.

Yeah, I know it hasn't popped up in any of our games. That's why I didn't think of it sooner!  :laugh:

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 Post subject: Rules Questions for new player
PostPosted: Wed Feb 20, 2008 8:44 pm 
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(Chroma @ Feb. 20 2008,14:29)
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(Dwarf Supreme @ Feb. 20 2008,19:23)
QUOTE
IMO, there's something wrong with the system when a Leman Russ can target vehicles with its Battle Cannon, but a Shadowsword can't with its Volcano Cannon.

One of the proposed rules changes address just that: making MW and TK a "notes" item for weapons and giving them specific AP/AT values.

For example, the Land Speeder would have this:

Multi-Melta, 15cm, AP5+/AT5+, Macro-Weapon

Allows a greater diversity of weapons.

To address the Volcano Cannon, it's *not* designed as an anti-tank weapon, it's an anti-war engine weapon, a target type it *can* select from a mixed formation.

Okay, the Volcano Cannon was a bad example, but obviously you get my point. I'm all for giving MW separate AP/AT values.

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 Post subject: Rules Questions for new player
PostPosted: Wed Feb 20, 2008 9:31 pm 
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Ah thank you again hena. You are most helpful!  :)
I am going to try and work out how to do the metal on my russes tonight, if i can do that then i may start a log for my impg on the weekend.

DS, i just got a mental image of a shadowsword lining up a shot against a russ, then impg stands bouncing up in the air to block the shot lemming like. Kinda like clay pigeon shooting.

Dave, how about if you had MW's being able to fire as AT, using their normal to hit roll but get an extra +1? Would be easy to use and wouldn't need to change any of the unit descriptions either.


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 Post subject: Rules Questions for new player
PostPosted: Wed Feb 20, 2008 9:40 pm 
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An extra +1 to what?  To hit?  I think extracting the MW out of the firepower sections is a lot cleaner, despite the work involved.

That way you could specify different AP and AT values, and even AA macro-weapon attacks finally!

Once more, you could also specify only one form as a macro-weapon, say with something like Macro-weapon (AT), in the notes to denote that only the weapons AT attack is a macro-weapon.

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 Post subject: Rules Questions for new player
PostPosted: Thu Feb 21, 2008 10:42 pm 
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Actually, now you mention it that probably would be better  :)


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 Post subject: Rules Questions for new player
PostPosted: Sat Feb 23, 2008 9:01 pm 
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More questions,  :laugh:
( Using handbook )

1) We had a test game with a Warlord today, imperial titans
repair a shield per turn + remove half the blast markers, all in the end phase yes? In addtion, they can also choose to Marshall / ( Regroup ) in the action phase which means you roll 2D6 ( pick highest ) and remove that number of blast markers or repair that many shields instead ( or a combination of the two )
Is that right?

2) Can war engines in an assault, choose to ignore models in base contact and firefight instead?

3) If you engage a marine tactical formation when all the infantry are in contact with an armoured vehicle, do you get -1 to hit with both CC and FF as they would count as in cover?

Once again, thanks in advance  :)


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 Post subject: Rules Questions for new player
PostPosted: Sun Feb 24, 2008 12:50 pm 
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1 - Yes

2 - Yes

3 - Cover does not change the FF/CC value. However the defending formation can take cover saves if the cover they are in gives them one. In your example the marines gain no benefit from being next to their transport.


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 Post subject: Rules Questions for new player
PostPosted: Mon Feb 25, 2008 4:34 pm 
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1)  Just to be clear, void shields always regenerate but rallying titans is done by die roll as normal.  I suspect you know this, but your post could be read as if they automatically rally.

2)  Yes.  This is frequently advantageous.  CC/FF is based on the particular unit, so if there are multiple WEs they can use FF and allocate hits to units  that are not in base contact with themselves, even if the target is in base contact with someone else.

3)  There are no to-hit mods in assaults, including cover.

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 Post subject: Rules Questions for new player
PostPosted: Wed Jun 18, 2008 7:39 pm 
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Thanks very much for everyones help, got another game this weekend!
I know its been long time but its another similar question and some forums prefer using old threads to starting new ones:

Can units which aren't on overwatch fire at a skimmer popping up? e.g.
If a hammerhead is behind a hill and chooses to pop-up and fire, ( using either advance or double orders ) can it be shot at by units that aren't on overwatch who are the other side of the hill?

From how i've read it they can't right as the unit pops back down at the end of the activation which would mean it would be out of LoF when the next one activates?


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 Post subject: Rules Questions for new player
PostPosted: Wed Jun 18, 2008 7:53 pm 
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A skimmer pops down at the end of its pop-up attack, so if there was no LOS to them they could not be shot at.

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 Post subject: Rules Questions for new player
PostPosted: Wed Jun 18, 2008 8:31 pm 
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If dropping down takes the skimmer out of LoS, then no fire is allowed.

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 Post subject: Rules Questions for new player
PostPosted: Fri Jun 20, 2008 2:07 pm 
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Good good. Yet more question: ( from game today, sorry about this! )
All Tau stuff is using the forgeworld list.  :)

1) If I declared an engage on a Crisis group and they move 10cm away due to their jetpacks. Now, when i try and move my units they are out of firefight range, does this also mean that i lose the ability to fight an assault and also to shoot as you can't on  engage orders?

2) In the drones rules, it says that they can be allocated any type of hit. ( AP / AT ) Does this mean that pure FW infantry units with drones can now be hit by AT weapons but only take hits on the drones?

3) Markerlights. In the FW book it says the unit using the markerlight "Can illuminate any number of target units" so does that mean if a tetra detachment of 4, is within 30cm and fires on a steel legion tank company, all of the steel legion vehicles are marked? Is there a limit to the number of missiles that could be fired from being lit up once?
Also, it says aside for a few things, the normal shooting rules apply. So given that a hammerhead group can't split fire, if they use their guided missiles at a target out of LoF, they can't fire at another unit? The rules seem fairly clear but in 40k, the unit carrying the missile doesn't count as firing when it is used.

4) Can units rally on the same turn that they are broken. So can a unit of leman russes get broken and withdraw, then rally in the same end phase so it can come out fighting the turn after it was broken?

5) And last but not least, if a mechanised unit loses some of its transports, is it restricted to the slowest speed for the rest of the game? Seems a bit easy to gimp marines this way given they are likely to survive a transport being killed. Can you sacrifice the spare units ( maybe taking blast markers for doing so ) so that the unit can move in the transports as normal?

Sorry for so many questions . . . no-one around where i live to ask in person  :(
Going to show the game to a person who used to do epic tomrrow so that should be fun.






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