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Post by: SweetLou
melta bombs are S8+2D6 according to my local club friend
he claims they get 2D6 against a lith, i am not so sure...but they arent a melta weapons technically
how would this work
2d6 or 1d6
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Post by: liam0404
It's a bit of a funny one. The Monolith rules say you only ever get S + D6 armour penetration - but technically the meltabomb doesnt have a S, its AP is just 2D6 + 8.
I think its intended that it should be just 8 + D6, but you can definately have it argued from a RAW prespective that meltabombs get 8 + 2D6.
Personally, I play as 8 + D6.
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Post by: Formosa
1d6, the monolith rules state you never get an extra D6 for penetration.
the only exception is ord weapons, but thats 2d6 pick the highest
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Post by: Ascalam
Melta Bombs not being Melta... Hmmm sounds like clutching at straws a tad..
Technically they are melta weapons with a range of 0 inches , if you want to look at it that way. As they're always going to be within 1/2 range (0) they are always getting 2d6, except vs Liths..
Anyone claiming Melta Bombs aren't melta (whether or not they can support it with an 'it doesn't say melta in the weapon statline' ) is definitely not playing fair. Its in the name. Its Melta. Grenades just don't get the normal weapon statline due to the fact that most of it would be wasted space.
Kindof like when Inquisition players (pre the faq) claimed that inferno pistols weren't flamers or meltas (they were special) and so they worked on the Avatar..
Tankbusta bombs (almost identical, but with no melta in the name) are in a similar boat. I would rule more RAI of d6+6, but thats at least in part because the RAW-Lawyers ignoring RAI for advantage bug the crud out of me!
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Post by: DeathReaper
Its True, Melta bomba are not melta weapons by RAW they do not say they are melta so they are not.
All other melta weapons are AP1, except for melta bombs.
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Post by: The Thunder Child
Ascalam wrote:Melta Bombs not being Melta... Hmmm sounds like clutching at straws a tad..
because the RAW-Lawyers ignoring RAI for advantage bug the crud out of me! 
Amen Brother, tell your friend to quit being a little girl and play the game, there should be no reason he is splitting hairs agains Necrons anyway, lol, no offense. If he doesnt like it, just particle whip him.
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Post by: kirsanth
The Thunder Child wrote:Ascalam wrote:Melta Bombs not being Melta... Hmmm sounds like clutching at straws a tad..
because the RAW-Lawyers ignoring RAI for advantage bug the crud out of me! 
Amen Brother, tell your friend to quit being a little girl and play the game, there should be no reason he is splitting hairs agains Necrons anyway, lol, no offense. If he doesnt like it, just particle whip him. 
Yea! Following rules is for little girls. . .
err.
Nice.
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Post by: Ailaros
Ascalam wrote:Melta Bombs not being Melta... Hmmm sounds like clutching at straws a tad..
Technically they are melta weapons with a range of 0 inches
No, they're not. Don't let the name confuse you. The only weapons which are "melta" are the ones with the "melta" special rule.
I generally go toward yes with meltabombs getting the + D6. After all, it's not an "extra" D6 that they're getting. They do 2D6, not 1D6, and an extra 1D6 at half range.
Plus, otherwise the only way to kill monoliths is with DCCW, lascannons and manticores. Monoliths should be tough, but shouldn't be indestructable against almost all weapons.
Really, the monolith is broken in both the good and bad way.
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Post by: The Thunder Child
Regardless of whos rules or to how literal or word bending you are being, the lith rules still says NEVER extra D6. That means any d6 used to add to theoriginal STR+d6 are void. end of story.
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Post by: Ascalam
Yup- Single D6 + str- Its a specific rule under the codex entry (and therefore trumps generic)
Melta is not melta? Spooky.. If you want to argue that melta bombs aren't melta go ahead, but you're being a !@#$. They aren't AP1, true, but not ALL melta effects are, so you're wrong there..
One example is the ork wierdboy power ZZApp- its S 10, AP 2 Melta , not AP 1 (and i would love it to be AP 1)
I'm pretty sure there's a couple of others out there too, just not in the Marine dex..
'Monoliths should be tough, but shouldn't be indestructable against almost all weapons. '
Um, actually that IS pretty much the point of Monoliths.. They haven't the mobility OR the firepower to be effective battletanks. They move a max of 6'' a round, regardless, and all their weapons are woefully short-legged. They're nasty close in, but pretty easy to avoid, unlike, for example, fast vindicators or land raiders with twinlinked everything and sprinkles on top..
If they weren't so damn tough they'd be burning hulks, 6'' from their deployment zone.
Come to that Land Raiders are damn near indestructable to some armies.
'just use melta weapons on them and they go boom real easy...'
Can't tell you how often i've heard this, and it holds pretty true IF you are an army that actually HAS melta weapons (similar argument with plasma vs 2+ armour). Not all armies do. Nids have no melta, orks have one (random roll) psychic power, Necrons have no melta..
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Post by: Ailaros
Ascalam wrote: If you want to argue that melta bombs aren't melta go ahead, but you're being a !@#$.
...?
A weapon is melta if it has the melta special rule just like how a unit has stealth if it has the stealth special rule.
What's so crazy about this?
The Thunder Child wrote:NEVER extra D6.
Indeed, but look at all three of those words.
One of them is "extra".
Any EXTRA D6's are ignored.
What about when you have a weapon which doesn't have an extra D6?
2D6 is NOT 1D6 with an extra 1D6 unless there is a rule that says it's an extra one (such as melta, or an eviscerator).
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Post by: Ascalam
Ok, poor wording on the word extra, i'll admit.
the actual and very clear cut term is 'one d6 and unmodified strength, no matter what' .. i think that pretty much covers it.
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Post by: The Thunder Child
The Thunder Child wrote:That means any d6 used to add to theoriginal STR+d6 are void. end of story.
By that i ment that any d6 added in anyway to the end result of the customary pen check are viod. I will agree that melta bombs are not "melta" though, its true there is no "melta" type in is discription. But the lith still trumps that arguement.
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Post by: somerandomdude
The last line of Living Metal says a weapon will only use its unmodified strength and a single D6.
It's not about whether a meltabomb is 2d6 or 1d6+16, or whether it's Melta or not.
Simply put, when it comes time to roll for penetration, you use a single d6, according to the codex.
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Post by: Ascalam
Nicely put, and correct also. I like the fact the line also says 'no matter what!', presumably to forestal this kind of argument. (of course then they let the powerfist break it, and then everyone else wants another exception..)
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Post by: Spetulhu
The Living Metal rule could need an upgrade... writer never considered what to say when an attack doesn't have a Strength value. Grenades just have straight armor penetration, same as some other rare things.
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Post by: Ascalam
That's what you get when they don't release a necron codex every edition like they do space marine ones.
The codex is 10 years old after all..
If i remember right frag are 4 + d6 (ie S 4), Krak are 6+ d6 ( str 6) In practice very few grenades can hurt a lith (haywire for instance ,or of course the old classic- Vortex  )
There are a couple of odd and annoyingly potent weapons though that bypass living metal, like haywire grenades (no str, they just auto glance or auto pen if they roll right) or wraithcannon- same deal...
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Post by: bloodygreentide
You could argue the same thing with chaos screamers as they are not MC's and their weapon is counts as "melta bombs" cause they roll str plus 2d6 vs vehicles.
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Post by: don_mondo
Doesn't matter if they're melta weapons or not. All the ever get is unaugmented strength plus 1d6 for armor penetration against Monoliths. Period. So there are two camps.
1. they're ST 8 and normally get 2d6 penetration. So that would be ST 8 plus 1d6 vs Monolith.
2. The other camp is that meltabombs don't have a strangth and just get 8+2d6 penetration. Fine, so they get 0 plus 1d6 vs the Monolith.
Either way, they do not get 8 + 2d6..............
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Post by: Noir Eternal
SweetLou wrote:melta bombs are S8+2D6 according to my local club friend
he claims they get 2D6 against a lith, i am not so sure...but they arent a melta weapons technically
how would this work
2d6 or 1d6
don_mondo wrote:Doesn't matter if they're melta weapons or not. All the ever get is unaugmented strength plus 1d6 for armor penetration against Monoliths. Period. So there are two camps.
1. they're ST 8 and normally get 2d6 penetration. So that would be ST 8 plus 1d6 vs Monolith.
2. The other camp is that meltabombs don't have a strength and just get 8+2d6 penetration. Fine, so they get 0 plus 1d6 vs the Monolith.
Either way, they do not get 8 + 2d6..............
+1 Exactly, there are plenty of people that interpret the rules differently and claim that their interpretation is RAW and that yours is RAI.
What I am confused about is why your local club friend is trying to twist this rule to get an advantage on a 3rd edition codex?
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Post by: Kurgash
Check the BRB. Look up Monstrous creatrues and how they do the S+ whatever d6. Now look up chain fist, their S+ whatever D6. Now look up the imperial guard tank buster leman russ *name escapes me atm* and it's s+whatever d6 gun. NOW look at the melta bomb and it's s+ whatever d6.
Notice they are all the same way of S+2D6?
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Post by: Kevin949
Ascalam wrote:*snip*
Can't tell you how often i've heard this, and it holds pretty true IF you are an army that actually HAS melta weapons (similar argument with plasma vs 2+ armour). Not all armies do. Nids have no melta, orks have one (random roll) psychic power, Necrons have no melta..
Necrons have warscythes though which are "kinda" like melta bombs at least.  But really, necrons don't need melta considering EVERYTHING glances anything anyway.
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Post by: somerandomdude
Kurgash wrote:Check the BRB. Look up Monstrous creatrues and how they do the S+ whatever d6. Now look up chain fist, their S+ whatever D6. Now look up the imperial guard tank buster leman russ *name escapes me atm* and it's s+whatever d6 gun. NOW look at the melta bomb and it's s+ whatever d6.
Notice they are all the same way of S+2D6?
Actually, MCs say they have an additional d6 (then state in parentheses that it would total 2d6), and I thought the other two weapons did that as well.
Everyone is right that Melta Bombs does not say "additional d6" but as I and don_mondo pointed out, Living Metal specifically says it only allows S+1d6 penetration
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Post by: Ascalam
'Necrons have warscythes though which are "kinda" like melta bombs at least. But really, necrons don't need melta considering EVERYTHING glances anything anyway. '
Heh, true, as far as it goes  Warsycthes are S + 2d6, but that's more tankbusta bomb- 6+ 2d6 at best on a lord.
Autoglancing everything nearly makes up for the fact that even orks can throw as big and nasty a template as the monolith for cheaper, and have better fire support
My orks have to fist-bump armour 14 to death though, and it takes AAAGEs. Not that it mind... i like the image of a terrified crew of marines in a dented tin can huddling while ork voices promise violence and the hulll rungs to the clang! clang! clang! of the boss's powerklaw...
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Post by: Monster Rain
Why is this so hard to understand?
The rules say a single d6. Why would you then wonder why you can't use 2d6? There are some valid rules disagreements; this is not one of them.
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Post by: Azure
Ascalam wrote:
Heh, true, as far as it goes  Warsycthes are S + 2d6, but that's more tankbusta bomb- 6+ 2d6 at best on a lord.
How did you get the Lord to Str. 6? I cannot find any wargear that bumps him but would Love to run a Str. 6 Lord.
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Post by: Ascalam
ok, 5 then... no caffiene yet this morning..
Sorry to have raised your hopes. My blurry eyes and malfunctioning brain aren't up to speed yet
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Post by: VoxDei
How about it's not a weapon? It doesn't have a weapon stat line so it doesn't fall under 'a weapon will never' part of that rule. It's an attack using a piece of war gear...Just putting it out there.
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Post by: time wizard
Melta bombs are listed in the weapons section of wargear in the Space Marine Codex. (Page 98)
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Post by: Spetulhu
Not weapons in all codex books though...
But worse is the fact they don't have a Strength. They really dont. And the Living Metal only mentions attacks with a Strength value.
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Post by: Ascalam
doesn't matter if its a weapon either, unless you're being a loophole diver.
Its an attempt to penetrate the Monolith wih intent to make it go boom.. sounds like a weapon to me. Grenades are weapons
The text under grenades on page 36 says that any damage done with the grenade is taken into account in the units attacks in close combat, making them a close combat weapon with specific rules.
The logic may be a bit shaky on word-for-word interpretation, but its better than claiming that grenades aren't weapons at all..
I'm really tired of people trying to loophole aroung Living Metal, as the arguments are always a steaming pile of guano. If you are attacking a monolith, you get 1d6 + str.
Grenades have a str. Its figured into their damage.
4+ d6, 6 + d6 etc. Its pretty obvious to any non-lawyer that this is what's intended.
If you want to argue that grenades aren't weapons, or don't have a strength more power to you. I always admire someone willing to stand up for their beliefs, no matter how misguided. Just don't expect your opponent or the TO to convert
edited for decorum
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Post by: Che-Vito
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Post by: Ascalam
It does actually-
He's using a sniper rifle (an augmented as hell one, but still a sniper rifle)
Sniper rifles are s 3 vs vehicles (pg 31). In the case of the uber round (why does he only have 3 bullets ?? used to bug me no end) it would roll 3+1d6, or if you argue it has no strength score due to not being a normal sniper weapon it would have 1d6. That codex is also ancient and dates to before they used the sniper weapon quality as standard, but it's been faq'd as a sniper wepaon before i think..
btw grenades are also listed as weapons on page 42 of the rulebook as close combat weapons.
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Post by: don_mondo
Since they took the Vindicare FAQ giving it all it's dice against the Monolith out of the FAQs, I'd say it gets 3 + d6, or even 0 + 1d6. irrelevant as to which it is since it can't do anything either way.
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Post by: Spetulhu
Even more irrelevant seeing as I've never seen a necron player... Still, the thing only mentions stuff with a Strength value. Should be obvious that things without aren't affected.
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Post by: Ascalam
My apologies for the term then- i'll rephrase:
Any non lawyer (seems to cover it almost as well, and is not derogatory unless you consider lawyers to be intrinsically bad.).
It should be noted that i've been on the recieving end of non-civilness also, and with no mention of them being banned. I'll strive to be more civil if others will do me the courtesy in return.
A curious point also. Monstrous creatures are not 'weapons' but are listed as such under the monolith's entry. This would seem to imply that attacks from any source, not just those classified officially as such by being listed under an entry in the codex with the title- weapons  , are considered weapons.
Edited once for dyslexia
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Post by: DTReaper
Upon checking the third edition rule book in which the necron codex was written for the rules for melta bombs are written as such "Troops armed with melta bombs can treat any hits they score in an assault on a vehicle as close range meltagun hits (Penetration S8+2D6)". So with this in mind I would say it would be totally reasonable that it would only get 1D6 if we take into consideration the codexes age. However by RAW I would say that it does get 8+2D6 as the living metal rule explicitly states additional D6 and the current melta bombs don't have an additional D6 they just have 2D6 standard.
-DTR
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Post by: somerandomdude
DTReaper wrote:as the living metal rule explicitly states additional D6
And then, in the final sentence, it says no weapon will ever have more than its unmodified strength + 1d6.
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Post by: Ascalam
'Upon checking the third edition rule book in which the necron codex was written for the rules for melta bombs are written as such "Troops armed with melta bombs can treat any hits they score in an assault on a vehicle as close range meltagun hits (Penetration S8+ 2D6)". So with this in mind I would say it would be totally reasonable that it would only get 1D6 if we take into consideration the codexes age. However by RAW I would say that it does get 8+ 2D6 as the living metal rule explicitly states additional D6 and the current melta bombs don't have an additional D6 they just have 2D6 standard.
-DTR '
Of which they can only use one- Single D6 + str. If they 'don't have a strength' then its just d6. I'd personally submit that it's strength is 8, but feel free to disagree.
Age of codex does make a difference-
Just checked my old Daemonhunters codex
Meltaguns aren't 'melta' - shocking but true. The Melta tag in the weapon's statline is fairly 'recent' (the eldar codex has it, but the INQ and Necron ones do not). They list what it does, but they don't have the actual term 'melta' . I guess the deamonhunters and witchhunters have some special kind of gun that looks just like a meltagun, acts just like a melta gun and is even called a meltagun, but as its not 'melta' it can't be a meltagun... Does this sound a little silly to you (sarcasm aside), because it sure does to me.
In much the same way the older codecii have G48'' or whatever instead of barrage. THAT at least they addressed...
One reason the meltabombs weren't counted as 'weapons' back when was that you could only take a set number of weapons as wargear (2 one handed and a 2 handed i think).
Another thought- If meltabombs were listed as melta weapons in the statline someone would be sure to say that 2d6 + 8 was it's normal strength, and then add 1d6 for it being within melta-effect range vs the target (half of a range of 0 inches is still o inches after all..and RAW would support it  ) This is probably why they don't give it the melta tag. Most reasonable folks will infer it's melta from the name Melta in it's name. Those that don't will have endless unresolved arguments about it until they clarify the issue. Don't hold your breath on that one, as GW (while fine,noble and good in some areas) has a bad track record for clarity.
*edited once for clarity*
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Post by: DTReaper
somerandomdude wrote:DTReaper wrote:as the living metal rule explicitly states additional D6
And then, in the final sentence, it says no weapon will ever have more than its unmodified strength + 1d6.
Except the 8 isn't the strength of the melta bomb, no where in that section does it even use the word strength it says that's their armor penetration there is no extra anything added it is what it is. With that said I would defiantly say in a game I played I wouldn't get the 2D6 because when the rule was written melta bombs were essentially a meltagun which are explicitly stated in the living metal rule as not getting the additional D6.
-DTR
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Post by: scubasteve04
Meltabombs do not have the "Melta" special rule. They are ant-tank grenades with a flat 8+2D6 armor penetration. They are not AP 1, and anything that is immune to melta (Land Raider Achilles, Stormraven) is NOT immune to melta bombs. Assault Cannons are not assault weapons, Heavy flamers are not Heavy weapons.
RAW has a strong case of Meltabombs getting 8+2D6, though for the sake of possible rules as intended, and to make things go smoothly and not seem like a rules lawyer, I just play that they only are 8+1D6. You can ignore Monoliths anyway. If they are that big of a deal just use Vindicators or Demolishers or Manticores or whatever.
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Post by: Ascalam
As already stated, not all melta is AP1.
As you say, you can (and most do) ignore the monolith most of the time.
Necrons have enough problems without people trying to circumvent their few good rules. If you can't beat necrons fair and square (with your meltabombs at 1d6 +8, which seems to be the consensus at the events and FLGS i've been to) then you're doing something wrong, unless you took a list that was specifically targetted against something else, are using an equally ancient codex or have the same luck-fairy that i do :(
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Post by: Slarg232
Monster Rain wrote:Why is this so hard to understand?
The rules say a single d6. Why would you then wonder why you can't use 2d6? There are some valid rules disagreements; this is not one of them.
Especially since Melta Bombs are universal and the Living Metal is a Codex rule.
Codex rules > Universal rules.
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Post by: Ascalam
And a specific one, at that, before anyone flames it for being a generalization...
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Post by: somerandomdude
scubasteve04 wrote:RAW has a strong case of Meltabombs getting 8+2D6
Again, I don't see that at all. Living Metal makes it very clear that you only get your unmodified S of the weapon + 1d6. It says that. Earlier in the paragraph it does use the word "extra" but at the end it actually spells out what you get for a value.
And if people really want to say that it's not a weapon with S8, then fine. That doesn't mean it's uaffected.
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Post by: DTReaper
I'm pretty sure most people here agree that they would play it as only 8+D6 due to age of the codex and the fact that necrons are already pretty much in the hole from the start anyway and would naturally avoid a monolith. But the relevant text fro living metal "Similarly, weapons that get an additional armor penetration dice (such as chainfists, monstrous creatures, or melta weapons) do not get the extra die against the monolith. Ordinance weapons still roll 2D6 for armor penetration and select the highest score". So for those saying that it states you are limited to a single D6 that is not true and you are probably thinking about the eldar codex which explicitly states never roll more than +1D6 for armor penetration for energy shields. And as melta bombs are not rolling any additional dice than they would normally be allowed they are unaffected as their base armor penetration is 8+2D6.
-DTR
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Post by: somerandomdude
DTReaper wrote:So for those saying that it states you are limited to a single D6 that is not true
If you're going to quote something, quote the entire entry. The very next sentence of Living Metal in my codex says:
In practice, any weapon attacking the Monolith will roll for armour penetration using its unaugmented strength and a single D6 no matter what.
I'm going to assume on your behalf that you have an older edition of the codex, and this was one of the entries that was changed. After checking the inside of my cover, it says "Second Printing" buried in the page with GW's information, author names, etc.
I'm not thinking of the Eldar codex (although you are right about that entry). I'm thinking of the Necron codex, because I'm holding it my hand.
Edited for mistaken word.
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Post by: DTReaper
somerandomdude wrote:DTReaper wrote:So for those saying that it states you are limited to a single D6 that is not true
If you're going to quote something, quote the entire entry. The very next sentence of Living Metal in my codex says:
In practice, any weapon attacking the Monolith will roll for armour penetration using its unaugmented strength and a single D6 no matter what.
I'm going to assume on your behalf that you have an older edition of the codex, and this was one of the entries that was changed. After checking the inside of my cover, it says "Second Printing" buried in the page with GW's information, author names, etc.
I'm not thinking of the Eldar codex (although you are right about that entry). I'm thinking of the Necron codex, because I'm holding it my hand.
Edited for mistaken word.
Indeed I do have the older printing with that sentence I stand corrected curse second printings ruining my arguments. Since the sentence says a single D6 no matter what that is extremely specific and since specific>general I would have to agree now that melta bombs would only get 8+ D6 by RAW. Though as I have said basically every time I posted I would only use 8+ D6 because of the codexes age and the rules at the time even without knowing the last sentence of the rule.
-DTR
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Post by: Ascalam
*deleted*
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Post by: Slarg232
Ascalam wrote:Therefore it is RAW that you chill out. 
ok, if I had room, I would so sig that. Remembering that if I ever run into a rules lawyer.
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Post by: somerandomdude
DTReaper wrote:somerandomdude wrote:DTReaper wrote:So for those saying that it states you are limited to a single D6 that is not true
If you're going to quote something, quote the entire entry. The very next sentence of Living Metal in my codex says:
In practice, any weapon attacking the Monolith will roll for armour penetration using its unaugmented strength and a single D6 no matter what.
I'm going to assume on your behalf that you have an older edition of the codex, and this was one of the entries that was changed. After checking the inside of my cover, it says "Second Printing" buried in the page with GW's information, author names, etc.
I'm not thinking of the Eldar codex (although you are right about that entry). I'm thinking of the Necron codex, because I'm holding it my hand.
Edited for mistaken word.
Indeed I do have the older printing with that sentence I stand corrected curse second printings ruining my arguments. Since the sentence says a single D6 no matter what that is extremely specific and since specific>general I would have to agree now that melta bombs would only get 8+ D6 by RAW. Though as I have said basically every time I posted I would only use 8+ D6 because of the codexes age and the rules at the time even without knowing the last sentence of the rule.
-DTR
After that last post of yours I realized that the problem was probably multiple printings. When I checked the front of my codex, I was about 99% sure that's what happened. But I've dealt with some people in the past that would've done what I had suspected you of doing for a moment - stop reading mid-paragraph because they found what they had wanted and that was enough.
I know you had already said how you would play it, but my point was to make it clear (to everyone) that in this situation it's not about allowing it for an older, underpowered codex - it's about following the rules.
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Post by: DTReaper
somerandomdude wrote:DTReaper wrote:somerandomdude wrote:DTReaper wrote:So for those saying that it states you are limited to a single D6 that is not true
If you're going to quote something, quote the entire entry. The very next sentence of Living Metal in my codex says:
In practice, any weapon attacking the Monolith will roll for armour penetration using its unaugmented strength and a single D6 no matter what.
I'm going to assume on your behalf that you have an older edition of the codex, and this was one of the entries that was changed. After checking the inside of my cover, it says "Second Printing" buried in the page with GW's information, author names, etc.
I'm not thinking of the Eldar codex (although you are right about that entry). I'm thinking of the Necron codex, because I'm holding it my hand.
Edited for mistaken word.
Indeed I do have the older printing with that sentence I stand corrected curse second printings ruining my arguments. Since the sentence says a single D6 no matter what that is extremely specific and since specific>general I would have to agree now that melta bombs would only get 8+ D6 by RAW. Though as I have said basically every time I posted I would only use 8+ D6 because of the codexes age and the rules at the time even without knowing the last sentence of the rule.
-DTR
After that last post of yours I realized that the problem was probably multiple printings. When I checked the front of my codex, I was about 99% sure that's what happened. But I've dealt with some people in the past that would've done what I had suspected you of doing for a moment - stop reading mid-paragraph because they found what they had wanted and that was enough.
I know you had already said how you would play it, but my point was to make it clear (to everyone) that in this situation it's not about allowing it for an older, underpowered codex - it's about following the rules.
Yes I know people like that and sometimes it is an honest mistake but others do it to try to get an advantage which I would never do cause if I am going to win with my little plastic men I will do it without cheating, cause whats the point in winning if you cheat.
Yes for sure its defiantly not about allowing it because its an older underpowered codex but with my out of date codex (which I will now have to get an update for) and me having to make calls like this for the tournaments I TO I would have to take rules that were in the past editions to try to make the most sense of the rules for a new edition. But since the Second printing fixed this in way that makes the most sense it just confirmed my original thoughts about it on how I would play.
-DTR
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Post by: Ulver
Ascalam wrote:Here's a little gem for all those that are waay to fond of RAW:
The Most Important Rule
Page 2, paragraph 4:
Quoted as written:
'The most important rule then is that the rules aren't all that important'
By use of the term 'most important' would definitively indicate that this rule supercedes all others in the book.
Therefore it is RAW that you chill out.
http://www.dakkadakka.com/dakkaforum/posts/list/253892.page
Number 7.
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Post by: Ascalam
My apologies. I'll remove the post.
Nonetheless the point stands
It's just a game folks. No need for an overdose of vitriol.
I include myself in the former statement and apologise for any offense caused.
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Post by: Monster Rain
Didn't you hear? This is serious business.
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Post by: Ascalam
Serious, well yes. To some perhaps a little too much so
Also mentioned on the thread i was directed to was the abandonment of RAI/Common sense answers in the face of the great god RAW.
I assume then that a statement or argument built on a RAI/commonsense perspective is allowable in a rules debate, rather than being shot down instantly as
'you don't know, so don't pretend you do?'
without reference to what the person actually posts?
If not i'll try to keep it strictly RAW, but i would like to know.
Quoted from the thread linked above.
'I think that a more informed discussion would reconize that there are both good and bad RAI arguements, just as thier are both good and bad RAW arguements. And that at times, a RAI arguement will be superior to a RAW arguement.
Moreover, I think alot of headway would be made by acknowledging that RAW arguements only work when the rule are written clearly and concisely. By acknowledging cases where RAW arguements cannot be used we can then focus instead on best intent, which would be much more constructive. '
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Post by: The Dawnflyer
I personally prefer to play RAI, it creates a better gaming environment IMO, therefore if I were playing against a Necron player I wouldn't use the 2d6 that meltabombs grant via pg. 63 smBRB. I would play it as I believe the game was meant to be played and that is that Monoliths are super tough vehicles that are very difficult to destroy due to the t1000esq living metal they are made from.
However that being said, this is a game of rules and we must examine the rules in their context to logically come to a conclusion, this is the essence of RAW
The facts:
Living Metal: Necron Codex pg. 21- "Attacks which count the target's Armour Value as being less than it really is (such as bright lances and blasters) do not do so against the Monolith. Similarly, weapons that get additional Armour Penetration dice (such as CHAINFISTS, monstrous creatures or melta weapons) do not get the EXTRA dice against the Monolith. Ordnance weaopns still roll 2D6 for Armour Penetration and select the highest score."
(This shows that attacks do not get the extra dice against the monolith, not that they only ever just get one. The most compelling evidence is in the chianfist as an example 'see my conclusion, and chainfist section for details'.)
Meltabombs: pg. 63 smBRB- lower right hand corner there is a dialog box and therein the final sentence of the box says "Against vehicles, grenades have the following armour penetration:
Defensive and assault grenades 4+D6
Krak grenades 6+D6
Melta bombs 8+2D6
(this clearly states that melta bombs DO NOT get an additional dice they get 2D6 as a standard.)
Meltabombs: SM Codex pg. 98- See the Vehicles section of the Warhammer 40,000 rulebook for details of using meltabombs.
(this simply refers the reader to the a fore mentioned rule found on pg. 63 smBRB.)
For comparison I'm going to include the: Melta, Monstrous Creature and Chainfist entries.
Melta: pg 32 smBRB, Melta Section- "Melta weapons are lethal, short-ranged 'heat rays'. They roll an EXTRA D6 when rolling to penetrate a vehicle's Armour Value at half range or less. If the weapon is more than half its maximum range away, a single D6 is rolled as normal.
(This shows that melta weapons normally get D6 like every other weapon however they get a bonus at half range. Not the opposite where they would get 2d6 normal, and a single d6 at over half range.)
Monstrous Creatures: pg. 51 smBRB, Assault Section- "In addition, monstrous creatures roll an ADDITIONAL D6 for armour penetration (2D6+ Strength) when attacking a vehicle in close combat.
(This shows that similar to melta weapons, attacks by a monstrous creature grant an additional D6, the text in parenthesis just shows the final arithmetic as an example. The text clearly shows the dice to be additional.)
Chainfists: pg. 64 SM Codex- "A chainfist is treated exactly as a powerfist, but rolls 2D6 for its armor penetration value"
(This is the most compelling evidence to the contrary of all other evidence given thus far. This rule doesn't grant the chainfist an additional D6, it gives it clearly 2D6 as a standard just like meltabombs.)
Conclusion- After looking at all the available data, if it weren't for the chainfist example I would say that YES it would get its standard 2D6 since its not technically an additional D6. However since in the SM Codex the Chainfist clearly states that it rolls 2D6 as a standard and not an extra D6, and the Chainfist is listed as an example weapon in the Necron Codex I would say that my strongest evidence for meltabombs getting the 2D6 is defeated. All other evidence to the contrary IMO is not strong enough to warrant granting the meltabombs the 2D6 in its codex.
Therefore logically the meltabombs DO NOT get the additional D6 against the Monolith.
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Post by: somerandomdude
The Dawnflyer wrote:This shows that attacks do not get the extra dice against the monolith, not that they only ever just get one.
As DTR discovered, there is a second printing of the Necron codex which does state that weapons only get one.
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Post by: The Dawnflyer
somerandomdude wrote:The Dawnflyer wrote:This shows that attacks do not get the extra dice against the monolith, not that they only ever just get one. As DTR discovered, there is a second printing of the Necron codex which does state that weapons only get one. That's what I get for just skimming over most posts, either way it doesn't invalidate my claim, it just solidifies it.
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Post by: bloodaxegit
It clearly states in the ancient tome of the necron codex that you can only use 1D6 to penetrate.
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Post by: Ascalam
Otherwise a nicely argued concise,polite and logical post
Thankyou.
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Post by: The Dawnflyer
Ascalam wrote:Otherwise a nicely argued concise,polite and logical post
Thankyou.
Your welcome
40927
Post by: im2randomghgh
Ascalam wrote:Melta Bombs not being Melta... Hmmm sounds like clutching at straws a tad..
Technically they are melta weapons with a range of 0 inches , if you want to look at it that way. As they're always going to be within 1/2 range (0) they are always getting 2d6, except vs Liths..
Anyone claiming Melta Bombs aren't melta (whether or not they can support it with an 'it doesn't say melta in the weapon statline' ) is definitely not playing fair. Its in the name. Its Melta. Grenades just don't get the normal weapon statline due to the fact that most of it would be wasted space.
Kindof like when Inquisition players (pre the faq) claimed that inferno pistols weren't flamers or meltas (they were special) and so they worked on the Avatar..
Tankbusta bombs (almost identical, but with no melta in the name) are in a similar boat. I would rule more RAI of d6+6, but thats at least in part because the RAW-Lawyers ignoring RAI for advantage bug the crud out of me! 
The RAW can be kinda important, since many things are pseudo versions of other weapons i.e. inferno pistol, pulse rifle (for the new plasma siphon GK thing, since pulse rifle shots are described as turning into plasma before reaching target but after leaving gun) Automatically Appended Next Post: Ascalam wrote:doesn't matter if its a weapon either, unless you're being a loophole diver.
Its an attempt to penetrate the Monolith wih intent to make it go boom.. sounds like a weapon to me. Grenades are weapons
The text under grenades on page 36 says that any damage done with the grenade is taken into account in the units attacks in close combat, making them a close combat weapon with specific rules.
The logic may be a bit shaky on word-for-word interpretation, but its better than claiming that grenades aren't weapons at all..
I'm really tired of people trying to loophole aroung Living Metal, as the arguments are always a steaming pile of guano. If you are attacking a monolith, you get 1d6 + str.
Grenades have a str. Its figured into their damage.
4+ d6, 6 + d6 etc. Its pretty obvious to any non-lawyer that this is what's intended.
If you want to argue that grenades aren't weapons, or don't have a strength more power to you. I always admire someone willing to stand up for their beliefs, no matter how misguided. Just don't expect your opponent or the TO to convert
edited for decorum
Well it is sort of like with modern c4, it is a breach charge, a tool, but what distinguishes it from grenades? This question of grenades as weapons stretches past 40k...
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Post by: Ascalam
I have no issue with RAW when the RAW and the RAI align, or even when the RAW is concise and clear. Its when people wave the RAW standard to say things like 'grenades aren't weapons' in order to loophole a rule it gets to me
Monstrous creatures aren't weapons either, by that definition, but they're also nulled by Living Metal, which should hint at what was actually meant
I'd be the first to agree that the Lith's rules need an update and clarification though
In game the grenades are placed charges (versus vehicles) also. Much though i like the cinematic of someone lobbing the grenade down a vindicator's barrel or into the bed of a trukk full of boyz the rules on using them say that they are strapped or wedged in place on vital or delicate parts (which is why you forgo regualr CC attacks to get one grenade attack) . Technically a breach charge is still a grenade, just not a thrown one
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Post by: im2randomghgh
Ascalam wrote:I have no issue with RAW when the RAW and the RAI align, or even when the RAW is concise and clear. Its when people wave the RAW standard to say things like 'grenades aren't weapons' in order to loophole a rule it gets to me
Monstrous creatures aren't weapons either, by that definition, but they're also nulled by Living Metal, which should hint at what was actually meant
I'd be the first to agree that the Lith's rules need an update and clarification though
In game the grenades are placed charges (versus vehicles) also. Much though i like the cinematic of someone lobbing the grenade down a vindicator's barrel or into the bed of a trukk full of boyz the rules on using them say that they are strapped or wedged in place on vital or delicate parts (which is why you forgo regualr CC attacks to get one grenade attack) . Technically a breach charge is still a grenade, just not a thrown one 
That's definately a pretty picture; a guardsman/Astartes charging up and rolling a G'nade down barrel/exaust pipe.
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Post by: Ascalam
especially if the vindicator crew is just waiting (khorne especially..)
'hold it.... wait ..wait... wait...Now!'
Booooom!
Rain of body parts and smell of cooked meat...
i also like the image of the orks scrambling out of the trukk, but because of their low I doing it about as fast as Master Chief on Halo (way too fricken slow...)
Boom.
40927
Post by: im2randomghgh
Easy solution: use EMP grenades...
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Post by: Ascalam
Them that has them, also wraithcannon, Haywire blasters, anything Gauss etc etc..
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Post by: im2randomghgh
Railgun, nuff said. You get a thirteen with snake-eyes. Pair of twos= penetrate a monolith
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Post by: Ascalam
Yup
Liths aren't that tough.
The main reason people tend to try and bypass the Lith's rules is the Imperium's favourite tricks don't work (melta, meltabombs etc)
It usually seems to be marine and guard players trying to loophole it. Not exclusively, but a lot..
The other race it nerfs (by ignoring lance) rarely complain, but then they have other ways around it Automatically Appended Next Post: It used to ignore powerfists (as it specifies UNMODIFIED strength, but they whined until GW gave in and allowed Powerfists to double the strength even though it's totally against the RAW of the Monolith's rule
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Post by: im2randomghgh
...other ways around it like TL railguns...
I think one of the reasons they try to nerf is that it can...you know... DEEPSTRIKE!!!
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Post by: Ascalam
So can Landraiders, and they can fire after having done so, unlike the Lith
(at least in the Bangles codex they can  )
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Post by: im2randomghgh
Ascalam wrote:So can Landraiders, and they can fire after having done so, unlike the Lith
(at least in the Bangles codex they can  )
That's because Matt Ward did their dex.
He also gave them flying librarian dreadnoughts. And don't liths gets a 12" all direction attack after D-striking?
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Post by: Ascalam
Nope.
They arrive at cruising speed, so no shooty :(
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Post by: AlmightyWalrus
im2randomghgh wrote:Railgun, nuff said. You get a thirteen with snake-eyes. Pair of twos= penetrate a monolith
10+1=11. 11 versus AV 14 isn't gonna do much. Someone needs to reread both the rules for AP1 and the rules for ordnance methinks...
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Post by: nosferatu1001
Yep. im2randomghgh messed that up entirelly.
Firstly railguns are "only" S10, so snake eyes would be 12. However they arent ordnance, so you arent rolling two dice AND they arent adding those dice together even if they WERE ordnance - you pick the highest
Lastly, but not leastly, AP1 does nothing to transform glancing to penetrating any longer....
Ascalam - sorry, but powerfists always worked. The unmodified strength of a powerfist is (2 * wielder)
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Post by: AlmightyWalrus
nosferatu1001 wrote:Yep. im2randomghgh messed that up entirelly.
Firstly railguns are "only" S10, so snake eyes would be 12. However they arent ordnance, so you arent rolling two dice AND they arent adding those dice together even if they WERE ordnance - you pick the highest
Lastly, but not leastly, AP1 does nothing to transform glancing to penetrating any longer....
Ascalam - sorry, but powerfists always worked. The unmodified strength of a powerfist is (2 * wielder)
Oh so they're not even ordnance?
The more you know...
25983
Post by: Jackal
Why must people keep on about "extra" or "additional" dice?
Maybe you should you know, read the living metal rule?
Necron codex: Snip...... In practice, any weapon attacking the Monolith will roll for armour penetration using its unaugmented strength and a single D6 no matter what
Seems pretty clear to me that 2D6 does not = a single D6.
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Post by: AlmightyWalrus
Jackal wrote:Why must people keep on about "extra" or "additional" dice?
Maybe you should you know, read the living metal rule?
Necron codex: Snip...... In practice, any weapon attacking the Monolith will roll for armour penetration using its unaugmented strength and a single D6 no matter what
Seems pretty clear to me that 2D6 does not = a single D6.
Doesn't it specify that ordnance still works though?
25983
Post by: Jackal
Yes, because ord. is not 2D6 for pen.
Its 2D6 then pick the highest.
40927
Post by: im2randomghgh
Rail= Str 10+AP1+D6=strong.
You would AVERAGE a glance/pen hit against a Monolith, the most heavily armoured unit in the game. AND it's TL. And XV88 team has three of the TL railgun. with targeting array they have 89% chance to hit, without, 75%.
They can generate 16.02 hits per game.
8.01 penetrating hits a game
without counting the glancing hits, a single broadside team w/ targeting array will destroy 2.67 monoliths a game.
w/o targeting array, 2.25 monoiliths a game.
and you can have three of these teams. so you could kill the strongest vehicle in the game, 8 times.
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Post by: Kevin949
Still not worried. Played against mech tau once in a doubles game and at the end of the game (my buddy and I ended up losing but it was first time playing the new Nids and I was still pretty new in general) my 1 monolith I took had only suffered a few weapon destroyed results and some shaken/stunned results from all the "scary TL railgun fire" everyone goes on about.
*Edit*
Oh, and just FYI, no that is not the only time I've ever played against tau but my normal opponent doesn't have a large mech tau force so his lists are very different from the randoms I've played against in the store before.
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Post by: im2randomghgh
Kevin949 wrote:Still not worried. Played against mech tau once in a doubles game and at the end of the game (my buddy and I ended up losing but it was first time playing the new Nids and I was still pretty new in general) my 1 monolith I took had only suffered a few weapon destroyed results and some shaken/stunned results from all the "scary TL railgun fire" everyone goes on about.
*Edit*
Oh, and just FYI, no that is not the only time I've ever played against tau but my normal opponent doesn't have a large mech tau force so his lists are very different from the randoms I've played against in the store before.
Then they either didn't have enough RGs, were unlucky, or weren't concentrating on your lith.
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Post by: Jackal
You got off lightly Kevin.
One of the locals by me tends to run 3x3 broads.
With 3 lith's im lucky if i can keep 1 moving.
Railfire seems to be the 2nd worsed thing for lith's.
1st being wyches with haywires.
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Post by: im2randomghgh
Yay! Stickin up for RGs!
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Post by: Kevin949
im2randomghgh wrote:Kevin949 wrote:Still not worried. Played against mech tau once in a doubles game and at the end of the game (my buddy and I ended up losing but it was first time playing the new Nids and I was still pretty new in general) my 1 monolith I took had only suffered a few weapon destroyed results and some shaken/stunned results from all the "scary TL railgun fire" everyone goes on about.
*Edit*
Oh, and just FYI, no that is not the only time I've ever played against tau but my normal opponent doesn't have a large mech tau force so his lists are very different from the randoms I've played against in the store before.
Then they either didn't have enough RGs, were unlucky, or weren't concentrating on your lith.
Nope, possibly, nope. Look, I've played quite a number of games with crons so far since 5th edition (no, I haven't playing for very long but still) and there have been only several times where one of my liths was destroyed.
One time was during planetstrike, I DS'd in and the defense guns got a lucky shot and wrecked one.
Against my buddies nid army he got a lucky shot with a str 9 gun that had -1 to the damage chart (don't know the name of the gun).
Same buddy, BT army, dread in CC (took three rounds of CC to do it though with auto-hits cuz it was immobile already)
And one other time against my other friends SM army, lucky las cannon shot.
That's it, 4 times I've had a lith destroyed. And believe me, it is not through lack of my opponents trying. And just to be on the safe side, go ahead and add two more times to this list just in case I've forgotten one or two times, which is possible.
In all the times I've faced tau, I've never once had their rail guns take down my lith. Not to say it wont happen, but I think dakka needs to lay off the mathhammer because the statistics may be sound from a mathematical standpoint but it still doesn't mean it will be successful. Automatically Appended Next Post: Jackal wrote:You got off lightly Kevin.
One of the locals by me tends to run 3x3 broads.
With 3 lith's im lucky if i can keep 1 moving.
Railfire seems to be the 2nd worsed thing for lith's.
1st being wyches with haywires.
Haven't faced wyches, but I know what haywires do and I concur.
I believe the kid I played against had the same tau setup, using JSJ to keep out of LOS.
Unfortunately at the time I played him I was still a fairly new player and didn't have all the models I needed. Had I known about and taken a wraith wing with d.lord setup, with how the board was arranged he wouldn't have been able to shoot at me for long as I'd have had him in CC pretty quick. Oh well, live and learn.
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Post by: don_mondo
Jackal wrote:Why must people keep on about "extra" or "additional" dice?
Maybe you should you know, read the living metal rule?
Necron codex: Snip...... In practice, any weapon attacking the Monolith will roll for armour penetration using its unaugmented strength and a single D6 no matter what
Seems pretty clear to me that 2D6 does not = a single D6.
Probably because they have the original printing of the codex, which does not include that final line.
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Post by: Jackal
Mondo - I guessed that may be a factor in this one.
However, even when its quoted people tend to ignore it and start on about "extra" dice again.
25208
Post by: AlmightyWalrus
im2randomghgh wrote:Rail= Str 10+AP1+D6=strong.
You would AVERAGE a glance/pen hit against a Monolith, the most heavily armoured unit in the game. AND it's TL. And XV88 team has three of the TL railgun. with targeting array they have 89% chance to hit, without, 75%.
Average of 10+ D6 is 13,5 which means you're averaging a nothing/glance.
35785
Post by: Avatar 720
Hammerhead railgun vs Monolith:
0.667 hits
0.3335 hits that do anything
0.222111 penetrating hits
From a team of 3 broadsides with targetting arrays, you get:
3 TL Shots
2.667333 hits
1.3336665 hits that do anything
0.888221889 hits are penetrating
Still reasonable odds.
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Post by: im2randomghgh
AlmightyWalrus wrote:im2randomghgh wrote:Rail= Str 10+AP1+D6=strong.
You would AVERAGE a glance/pen hit against a Monolith, the most heavily armoured unit in the game. AND it's TL. And XV88 team has three of the TL railgun. with targeting array they have 89% chance to hit, without, 75%.
Average of 10+ D6 is 13,5 which means you're averaging a nothing/glance.
AP1
you. forgot. the. AP1.
35785
Post by: Avatar 720
AP1 means nothing until you have glanced/penetrated, so you're still getting 13.5 average.
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Post by: im2randomghgh
Avatar 720 wrote:AP1 means nothing until you have glanced/penetrated, so you're still getting 13.5 average.
Makes it more killy.
Plus, three railgun hits per round. I mathhammered this to hell, not sure why we're still talking about it.
35785
Post by: Avatar 720
I MHammered it as well on the previous page (and also just looked over your calculations, could you explain how you got 16.02 hits per game (defining what 'game' is, as it can be anywhere from 5 to 7 turns) and 8.01 penetrating hits per game? The calculations below are what I got for each turn of the game), you get:
1 Turn - 0.888221889 Total Penetrating hits
2 Turns - 1.776443778 Total Penetrating hits
3 Turns - 2.664665667 Total Penetrating hits
4 Turns - 3.552887556 Total Penetrating hits
5 Turns - 4.441109445 Total Penetrating hits
6 Turns - 5.329331334 Total Penetrating hits
7 Turns - 6.217553223 Total Penetrating hits
From 3 Broadsides with Targetting Arrays, note that this requires the Monolith to have no cover and all 3 broadsides to be in range, have LoS, be able to shoot every phase and to take no casualties.
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Post by: im2randomghgh
Avatar 720 wrote:I MHammered it as well on the previous page (and also just looked over your calculations, could you explain how you got 16.02 hits per game (defining what 'game' is, as it can be anywhere from 5 to 7 turns) and 8.01 penetrating hits per game? The calculations below are what I got for each turn of the game), you get:
1 Turn - 0.888221889 Total Penetrating hits
2 Turns - 1.776443778 Total Penetrating hits
3 Turns - 2.664665667 Total Penetrating hits
4 Turns - 3.552887556 Total Penetrating hits
5 Turns - 4.441109445 Total Penetrating hits
6 Turns - 5.329331334 Total Penetrating hits
7 Turns - 6.217553223 Total Penetrating hits
From 3 Broadsides with Targetting Arrays, note that this requires the Monolith to have no cover and all 3 broadsides to be in range, have LoS, be able to shoot every phase and to take no casualties.
Range is never a problem with 72" range.
I accidentally added AP1 to the first roll not the damage roll. That's where it went off.
I based on a six round game.
Same diff tho, since with the AP1 added, half then Pens are kills. And a six round game, that's your 5.329, half are kills, ~2.75. That's even better than the 2.67 I got.
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Post by: Avatar 720
5.329/2 = 2.6645, so essentially 2.67, but not quite (unless you rounded).
However, this does mean that your broadsides take no casualties whatsoever, just 1 casualty will knock that right down, as will any cover saves granted to the monolith and any turns where you cannot shoot.
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Post by: im2randomghgh
Avatar 720 wrote:5.329/2 = 2.6645, so essentially 2.67, but not quite (unless you rounded).
However, this does mean that your broadsides take no casualties whatsoever, just 1 casualty will knock that right down, as will any cover saves granted to the monolith and any turns where you cannot shoot.
That's why you take 3 broadside teams. Enormous weight of fire.
35785
Post by: Avatar 720
Also 720pts, 825pts if you give each unit a team leader and 2 shield drones. All it takes is something deep-striking in with plasma to ruin your day, a drop pod carrying a rune priest with Jaws would be equally as bad, and outflanking tie-up troops can be annoying too.
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Post by: somerandomdude
Now I understand the cries of Space Wolves being broken - THEY HAS DA MONOLITHS!
40927
Post by: im2randomghgh
Avatar 720 wrote:Also 720pts, 825pts if you give each unit a team leader and 2 shield drones. All it takes is something deep-striking in with plasma to ruin your day, a drop pod carrying a rune priest with Jaws would be equally as bad, and outflanking tie-up troops can be annoying too.
Yes but nine railguns that re-roll to hit can break just about any vehicle, or most regular squad, since 89% accuracy means ~8 hits per round, and str 10 AP1=instakilla to almost any infantry, w/ only inv. saves to protect them.
38932
Post by: somerandomdude
im2randomghgh wrote:Avatar 720 wrote:Also 720pts, 825pts if you give each unit a team leader and 2 shield drones. All it takes is something deep-striking in with plasma to ruin your day, a drop pod carrying a rune priest with Jaws would be equally as bad, and outflanking tie-up troops can be annoying too.
Yes but nine railguns that re-roll to hit can break just about any vehicle, or most regular squad, since 89% accuracy means ~8 hits per round, and str 10 AP1=instakilla to almost any infantry, w/ only inv. saves to protect them.
5th edition is all about the free-n-easy cover save. Assuming you're shooting them all into the same unit, you just spent 825 pts killing 3-4 models. You shouldn't brag about your anti-tank shots killing infantry unless it is something like a Vindicator/Manticore, as you're not wasting the shot.
Nine railguns SHOULD break just about any vehicle in a game, and often has a good chance, except for smoke launchers, cover saves because of the long distance/likelyhood of intervening terrain, and a damage table that doesn't really make things easy.
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Post by: im2randomghgh
somerandomdude wrote:im2randomghgh wrote:Avatar 720 wrote:Also 720pts, 825pts if you give each unit a team leader and 2 shield drones. All it takes is something deep-striking in with plasma to ruin your day, a drop pod carrying a rune priest with Jaws would be equally as bad, and outflanking tie-up troops can be annoying too.
Yes but nine railguns that re-roll to hit can break just about any vehicle, or most regular squad, since 89% accuracy means ~8 hits per round, and str 10 AP1=instakilla to almost any infantry, w/ only inv. saves to protect them.
5th edition is all about the free-n-easy cover save. Assuming you're shooting them all into the same unit, you just spent 825 pts killing 3-4 models. You shouldn't brag about your anti-tank shots killing infantry unless it is something like a Vindicator/Manticore, as you're not wasting the shot.
Nine railguns SHOULD break just about any vehicle in a game, and often has a good chance, except for smoke launchers, cover saves because of the long distance/likelyhood of intervening terrain, and a damage table that doesn't really make things easy.
Railguns have PERFECT stats, especially with TL. If you fire them all at a vehicle. Don't bother rolling. Remove it.
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Post by: Biotox
Melta bombs are in the "weapons" for SM codex and the Codex says to look them up in the BRB. The BRB says that Melta Bombs have 8+2D6. It doesn't say strength 8, just 8 in the armor penetration. I think it would be a little unfair if it was assumed 0S+1D6 with a Melta bomb vs the Monolith. So, I would say you get 8+1D6 vs the Monolith.
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Post by: im2randomghgh
Biotox wrote:Melta bombs are in the "weapons" for SM codex and the Codex says to look them up in the BRB. The BRB says that Melta Bombs have 8+2D6. It doesn't say strength 8, just 8 in the armor penetration. I think it would be a little unfair if it was assumed 0S+1D6 with a Melta bomb vs the Monolith. So, I would say you get 8+1D6 vs the Monolith.
Yeah, because AP 8 makes less than no sense. If anything, that would be giving an advantage to the target...
EMP grenades. Nuff said.
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Post by: Tomb King
WHY IS THIS THREAD STILL GOING? LOL! I havent even bothered offering my comments as it is a silly argument to think you get the 2d6 on a monolith. I swear there is one argument a month on people trying to find holes in the 1 vehicle the necrons get. Give it up and play! It is Necrons just kill the warriors and make them phase out! Problem solved!
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Post by: im2randomghgh
Tomb King wrote:WHY IS THIS THREAD STILL GOING? LOL! I havent even bothered offering my comments as it is a silly argument to think you get the 2d6 on a monolith. I swear there is one argument a month on people trying to find holes in the 1 vehicle the necrons get. Give it up and play! It is Necrons just kill the warriors and make them phase out! Problem solved!
Or you can just make a fandex with an uber cheap character who's every attack is more powerful that a vortex missile...look up its stats...models are automatically removed...wow...
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