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Disrupt hits.

 Post subject: Disrupt hits.
PostPosted: Tue Dec 20, 2011 10:43 am 
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I had a situation in my last game were my tau firewarriors shot up an ork warband. Four of my hits had disrupt and then I had another 3 or 4 regular hit. As an ork player you usually want the hits to be on the grots.

How do you apply the disrupt hits and the hits without it?

A) Is it up to the player controlling the formation receiving the hits which units get what.

B) Or do you apply one kind of his first. I mean like the closest 4 units get disrupting hits and the the 3 after that gets the ordinary ones (or vice versa).

C) Do yo do like when you get hits from both AP/AT and MW weapons?

The C options seems wrong to me since both the hits with disrupt and the ones without are of the same kind (that is AP hits), and should therefore be applied at the same time. I couldn't find anything on it in the disrupt rules or the FAQ. In the game it wasn't a big issue we just rolled some dice to apply the disrupt hits randomly, but I'd like to know for future games.

Thanks!
/Borka


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 Post subject: Re: Disrupt hits.
PostPosted: Tue Dec 20, 2011 11:06 am 
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A, though it has been debated many a time in the past that it's a bit gamey for the grot's to get all the disrupt hits.


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 Post subject: Re: Disrupt hits.
PostPosted: Tue Dec 20, 2011 11:22 am 
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Unless it's a barrage (where hits are rolled against individual unit types separately) then the general convention is to apply such hits where they would get to use their effect (Disrupt hits against units vulnerable to being disrupted, ignores cover hits against units in cover, etc).

This is only a convention though, and is not a hard and fast rule.

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 Post subject: Re: Disrupt hits.
PostPosted: Tue Dec 20, 2011 2:42 pm 
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Like Meph says, A. The defender allocates hits. The defender is free to minimize damage to the best of their ability (with the caveats about applying to LVs). Lance weapons can be applied to non-RA vehicles, Disrupt to Expendable units, Ignore Cover to units in the open and so on. Same for mixed MW/TK hits, applying for the best advantage.

As E&C says, some groups play with a gentlemen's agreement to apply special ability hits so the effects work, but that's not required by the letter of the rules. I wouldn't expect a tourney or pickup player to agree.


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 Post subject: Re: Disrupt hits.
PostPosted: Wed Dec 21, 2011 10:33 am 
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Ok good to know!

Thanks guys!


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 Post subject: Re: Disrupt hits.
PostPosted: Thu Dec 22, 2011 1:00 am 
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I'm not sure i understand this, maybe i'm thinking of something else. For instance lets say 9 manticores fire at a 12 man IG infantry unit. Does the IG unit get 9 blast markers for 9 disrupt weapons, and 1 for a barage, and one for being shot at? Thats 11 BM's before casualties. Maybe i'm misremembering the disrupt rule i don't have my rulebook at work.


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 Post subject: Re: Disrupt hits.
PostPosted: Thu Dec 22, 2011 1:57 am 
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you've got it a bit wrong, or a lot wrong, depending on reading.

a formation of 9 manticores fires at a 12 man infantry formation. it covers every model in the formation with its 3 templates.
then it rolls to hit 12 times. for each hit it scores, the formation takes an armour save, though being imperial guard, they likely wont get any) at this point, disrupt has a different effect to the normal progression. here, you add blast markers for the number of units that where hit, not the number of units that died. so, if the formation had 12 rolls of 3+, and scores 8 hits, thats 8 blast markers. if the formation had saved 6 of those hits, it would still be 8 blast markers (while without disrupt, it would have been 2)
the additional blast markers are factored in. 1 for being shot at, and 4 more, for being shot at by a great big barrage (of 18 points)
so the formation in queston has just lgot 13 blast markers, which is enough to break it even if it passed all its saves

but the key thing is that disrupt markers happen when you get hit, not when you die. there is no 'extra' blast marker when you die from a disrupt hit, so it doesnt double the number of BMs caused for killing, it just lets you apply the BM on high armour formations without actually causing casualties in the process

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 Post subject: Re: Disrupt hits.
PostPosted: Thu Dec 22, 2011 2:54 pm 
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Blindhorizon wrote:
9 blast markers for 9 disrupt weapons

To put it a bit more briefly than Jagged Tooth, Disrupt takes effect on successful hit, not just by the weapon firing.

Probably the easiest way of thinking of it is that Disrupt changes it from 1BM per casualty to 1BM per hit (and then none for the actual casualties).


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 Post subject: Re: Disrupt hits.
PostPosted: Thu Dec 22, 2011 7:08 pm 
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Oh ok that makes sence. So Disrupt weapons are very effective against, WE, and high armor save units to make them less effective and hopefully break them.

Thx guys,
Blind-


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 Post subject: Re: Disrupt hits.
PostPosted: Thu Dec 22, 2011 7:18 pm 
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My Tank Companies hate Disrupt! Doesn't matter that it pings off the armor, they still run and hide in short order.

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