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2014/10/02 17:24:44
Subject: Huge Infernal ruling on how CMD checks work
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Drakhun
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http://privateerpressforums.com/showthread.php?33246-When-does-a-rally-actually-take-place&p=2846474&viewfull=1#post2846474
Basically we have all been playing it wrong. You get to take another CMD check at the end of your activation (so no more wasting another turn).
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2014/10/02 17:56:29
Subject: Huge Infernal ruling on how CMD checks work
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Shadowy Grot Kommittee Memba
The Great State of New Jersey
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This change upsets me, terror/abom became significantly less useful
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2014/10/02 17:57:36
Subject: Huge Infernal ruling on how CMD checks work
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Dakka Veteran
Illinois
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Yea that is a pretty big change. I have lost a game due a high CMD unit failing a command check when they had all charged in. Two strait turns of lost attacks is really ball busting. I honestly like the change.
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2014/10/02 18:20:59
Subject: Huge Infernal ruling on how CMD checks work
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Deacon
Southern California
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CMD checks have always been bad in the game. This (IMO) helps to remedy that. Good change.
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"The man in black fled across the desert, and the gunslinger followed." -The Dark Tower Series - The Gunslinger
Legion of Everblight: 351 pts
Minions 128 pts
Mercs: 4 pts |
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2014/10/02 19:04:06
Subject: Huge Infernal ruling on how CMD checks work
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Longtime Dakkanaut
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I unintentionally only use fearless models anyways so...
*shrugs*
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6+ = 6/36 | Reroll 1s = 7/36 | Reroll Misses = 11/36 ||||||| 5+ = 12/36 | Reroll 1s 14/36 | Reroll Misses = 20/36 ||||||| 4+ = 18/36 | Reroll 1s 21/36 | Reroll Misses = 27/36
3+ = 24/36 | Reroll 1s 28/36 | Reroll Misses = 32/36 ||||||| 2+ = 30/36 | Reroll 1s 35/36 ||||||| Highest of 2d6 = 4.47 |
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2014/10/02 19:05:01
Subject: Huge Infernal ruling on how CMD checks work
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Decrepit Dakkanaut
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Huh, makes me more likely to use Abom units again in armies that aren't entirely Fearless.
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2014/10/03 00:14:13
Subject: Huge Infernal ruling on how CMD checks work
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Wraith
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Meh. It means you can still cause a model to fail to attack you. It just doesn't cripple you for an entire turn.
Which seems much more logical.
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2014/10/03 08:43:05
Subject: Re:Huge Infernal ruling on how CMD checks work
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Tea-Kettle of Blood
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I think I like this change, makes terror just that little bit less crippling.
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2014/10/03 22:33:38
Subject: Huge Infernal ruling on how CMD checks work
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The Conquerer
Waiting for my shill money from Spiral Arm Studios
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gunslingerpro wrote:
Meh. It means you can still cause a model to fail to attack you. It just doesn't cripple you for an entire turn.
Which seems much more logical.
Two turns you mean.
Before, if a unit failed the CMD check it meant they had 2 full activations where they couldn't do anything.
With this, its just the current activation which disappears(unless they fail the second command check too)
So yeah, its definitely more logical.
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Self-proclaimed evil Cat-person. Dues Ex Felines
Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.
MURICA!!! IN SPESS!!! |
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2014/10/04 01:38:27
Subject: Huge Infernal ruling on how CMD checks work
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Wraith
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Grey Templar wrote: gunslingerpro wrote:
Meh. It means you can still cause a model to fail to attack you. It just doesn't cripple you for an entire turn.
Which seems much more logical.
Two turns you mean.
Before, if a unit failed the CMD check it meant they had 2 full activations where they couldn't do anything.
With this, its just the current activation which disappears(unless they fail the second command check too)
So yeah, its definitely more logical.
YYeah, that's what I meant. I'm used to failed command checks after killing 50% of a unit, so it normally only affects for one turn.
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