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New Marine units.

 Post subject: New Marine units.
PostPosted: Thu Aug 14, 2008 8:21 pm 
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No more gamey than how MW are dealt with, just do them after regular attacks and before MW attacks.

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 Post subject: New Marine units.
PostPosted: Thu Aug 14, 2008 9:21 pm 
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Quote: (Dave @ 14 Aug. 2008, 20:21 )

No more gamey than how MW are dealt with, just do them after regular attacks and before MW attacks.

As a completely seperate allocation phase?

That's certainly not part of the rules...

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 Post subject: New Marine units.
PostPosted: Thu Aug 14, 2008 9:23 pm 
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MW as part of the base FF value isn't part either but a unit specific rule.
And according to the rule you don't "speed-dice" either. You roll unit for unit and not all to-hit rolls for all attacks of the same type.
"Speed-dicing" is an optional rule.

Rolling unit for unit makes a IC FF-attack unproblematic.

Other solution would be to use different colored dice to represent the IC-attacks.




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 Post subject: New Marine units.
PostPosted: Thu Aug 14, 2008 10:38 pm 
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You could call it an unintended consequence of what is really a fairly poor rule in any case.

Though RAW you roll to hit with each individual weapon so you know which Ignore Cover weapons hit the target.

How is it any different than when Ignore Cover shooting attacks are with non IC ones? Like every time a Leman Russ Demolisher shoots, for instance.

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 Post subject: New Marine units.
PostPosted: Thu Aug 14, 2008 10:40 pm 
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Quote: (scarik @ 14 Aug. 2008, 22:38 )

You could call it an unintended consequence of what is really a fairly poor rule in any case.

Though RAW you roll to hit with each individual weapon so you know which Ignore Cover weapons hit the target.

How is it any different than when Ignore Cover shooting attacks are with non IC ones? Like every time a Leman Russ Demolisher shoots, for instance.

In practice, I've found it easier to assign non-FF Ignore Cover hits, simply because a typical shooting round from a mixed formation will apply less total hits than you'd expect to see in a Firefight situation.

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 Post subject: New Marine units.
PostPosted: Fri Aug 15, 2008 12:41 am 
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We to date have had no problems with it. If a unit has a cover save and gets IC FF'ed hit assigned it loses it. Yes you can be gamey by having troops in the open take the hits, just as you can with troops in and out of cover when firing (you assign the hits to the ones at the front anyway whether thay have a cover save or not, nothing says your useless vindicators won't hit the troops out of cover first). If fact it even makes a little more sense as such FF units would have to wade through the guys panicing in the open before roasting any chestnuts in cover. As a result its not that powerful but so what?




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 Post subject: New Marine units.
PostPosted: Fri Aug 15, 2008 12:49 am 
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Quote: (Evil and Chaos | Posted on 14 Aug. 2008 @ 22:40)


In practice, I've found it easier to assign non-FF Ignore Cover hits, simply because a typical shooting round from a mixed formation will apply less total hits than you'd expect to see in a Firefight situation.


Well my Demolisher example is the one I see most often and Demolishers have 1 IC weapon and 3 non-IC weapons, they tend to score more hits in Shooting than in FF since their AP value is the same as their FF and they have extra guns in shooting.

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 Post subject: New Marine units.
PostPosted: Fri Aug 15, 2008 2:17 pm 
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The rules say the defender allocates the hits in the very first sentence under allocation.

1.9.6 Allocate Hits & Make Saving Throws
You must allocate hits inflicted on your formation...

and there is comparable parallel language in 1.12.5:
Each player allocates the hits inflicted on their formation...

I agree that it can be gamey and it might be desirable to change that but it's pretty clear as to how it works presently.  The defender chooses and if they have the capacity to allocate IC hits to units not in cover, then there is nothing stopping them from doing so.




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 Post subject: New Marine units.
PostPosted: Sun Sep 14, 2008 8:20 pm 
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 Post subject: New Marine units.
PostPosted: Sun Sep 28, 2008 6:51 pm 
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I've not seen the new Marine Codex, but I've been putting together an Epic Marine force to sell, so I've been in a Marine frame of mind... which has lead me to think of some stats for some of the new units.  But you've already beaten me to it!  :smile:

Land Raider Redeemer
AV move25cm Armor 4+ FF3+ CC6+
Twin Assault Cannons 30cm AP4+/AT4+
2x Flamestorm Cannons  15cm AP3+, Ignore Cover

Notes: Reinforced Armor, Thick Rear Armor, Transport (may carry one Terminator unit OR two of the followingunits: Space Marine Tactical, Devastator & Scout units)

I'm with Black Legion et al on this, exactly what I was thinking!   :))  Should be simple to convert, too...

As for Vanguard and Sternguard, I'm thinking these should be upgrades for Assault/Tactical formations respectively, with the option to upgrade 1 (maybe 2?  :rock: )units to this status for 25 points, which gives them the following abilities:

- Vanguard: Power Weapons (Base Contact, MW); First Strike
- Sternguard: increase FF by one (as stated), Plasmagun (as IG Storm Trooper); plus maybe infiltrators?

I'd appreciate constructive feedback on these latter suggestions, as I'd very much like to include them in the next Epic Marine army I do...

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 Post subject: New Marine units.
PostPosted: Sun Sep 28, 2008 7:28 pm 
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Your Vanguard upgrade is easily worth 50 points, maybe even 75.

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 Post subject: New Marine units.
PostPosted: Sun Sep 28, 2008 7:38 pm 
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A typical Hena-reply :D

Dunno about Stern- and Vanguards. Have to see the Codex to make final judgement if they are really that different to current Veterans.

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