60966
Post by: jifel
Wasn't sure where to put this, so decided on here. What are the most common rules mistakes you see, and/or make yourself?
What I always see:
Monsterous Creatures need 25% coverage to get a save while in area terrain(they don't)
Ordinance weapons allocate wounds from the central hole (nope, that's barrage)
My mistakes:
Biovores are BS 4 (thought they were BS 4 for a decent few months... horrible mistake. They're BS 3)
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Post by: Jimsolo
Most common mistakes I see:
People believing that if one model in a unit has cover from the firing unit, then the whole target unit has cover. (Instead of, if one model in the firing unit grants a cover save, then the whole unit will grant a cover save.) This is pretty widespread.
And it isn't actually a rules mistake, but I see people forgetting their grenades all the time. Sometimes I think I'm the only marines player who throws them.
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Post by: varl
you aren't the only one, jim. it surprises the crap out of everyone I throw them at, though
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Post by: Desubot
The majority of assault phase rules.
players at my store completely forget about the entire assault process such as moving 20 inches to get everyone into BTB after initial charger, skirting around terrain or moving through friendly models without enough base space.
Oh and my favorite being people removing there characters during a challenge and putting them way off to the side.
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Post by: insaniak
jifel wrote:Ordinance weapons allocate wounds from the central hole (nope, that's barrage)
People referring to Ordnance as Ordinance, which is something altogether different... ?
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Post by: reiner
varl wrote:you aren't the only one, jim. it surprises the crap out of everyone I throw them at, though 
I enjoy chucking 'nades at planes. It makes me giggle,
I see a lot of people forgetting their grenades as well. I know I've sworn a couple of times I've forgotten about having mine.
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Post by: Sir Arun
Forgetting the plethora of standardized equipment your infantry and vehicles come with in a new codex that they didnt used to in the old codex, and which you havent taken as an extra upgrade.
E.g. for me as a BT player, frags and krak nades on all squads now.
Doing a Deny the Witch roll when getting targeted by psychic powers.
Using your guns to target enemy buildings to bring it down.
As a Tau player, photon grenades.
As an Eldar player, plasma grenades and the ability for most of my squads (including Guardians) to be able to chuck them at an enemy (S4 AP4 small blast is nothing to laugh at)
Counter-attack on my Dire Avengers
Searchlights on my Space Marine vehicles
Smokelaunchers on my Dreadnought
ATSKNF not allowing Space Marines to get Sweeping Advanced by enemies.
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Post by: Desubot
"ATSKNF not allowing Space Marines to get Sweeping Advanced by enemies." People forget this?! Actually i also tend to forget the chose to fail part of ATSKNF Edit: VVV You are correct it seems.
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Post by: bogalubov
I frequently forget to cast psychic powers before moving and then have to ask opponent if I can do it out of sequence. The 25% cover for MCs is a holderover from last edition. Although I'm not sure how a tervigon can hide his footsies in a grass patch and claim a cover save while a tank of similar size needs an actual wall to hide. Automatically Appended Next Post: Desubot wrote:" ATSKNF not allowing Space Marines to get Sweeping Advanced by enemies."
People forget this?!
Actually i also tend to forget the chose to fail part of ATSKNF
Isn't that tactics from the last SM codex that allowed you to fail? I don't think you can universally do it anymore.
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Post by: chelsea_hollywood
Cover saves in Ruins
almost 1.5 yrs into 6th and i can't find 2 people who play it the same way.
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Post by: madric
chelsea_hollywood wrote:Cover saves in Ruins
almost 1.5 yrs into 6th and i can't find 2 people who play it the same way.
That one is pretty simple luckily. Most ruins also come on a base, which counts as area terrain. When determining cover, only the best available cover is used. So if one has not gone to ground, then the choice is between 5+ area terrain or 4+ ruins, thus the 4+ is the better cover. When a unit goes to ground, the options are 3+ area terrain (5+ with +2 cover bonus for going to ground in area terrain), or 3+ ruins (4+ with +1 cover bonus for going to ground), thus the best cover save is 3+ (same for area terrain or ruins).
The most common mistake is for people to apply the +2 cover bonus from area terrain on top of the 4+ ruins cover save and they claim a 2+ cover save. I have no idea why this misconception is so frequent, but I do know that people will do the mental equivalent of what a contortionist does when they think they can gain an advantage.
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Post by: chelsea_hollywood
The local misconception is about two models shooting at each on the 2nd floor of a ruin w/ no intervening terrain. do they get a cover save? ;-)
hold over from 5th says they do, the book says they don't. most people have been giving them a 5+ on the "understanding" that each level is area terrain...
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Post by: Ferrum_Sanguinis
People forgetting that all characters, not just ICs, have Precision shots and strikes. At least three times people have called foul on my when my Sgt sniped out a power fist or whatever.
Another one is people forgetting that MCs no longer need to be 50% for a cover save.
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Post by: Jimsolo
Desubot wrote:" ATSKNF not allowing Space Marines to get Sweeping Advanced by enemies."
People forget this?!
All the time. Usually players who are either brand new to the game, or have only ever played xenos armies before.
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Post by: spartiatis
Ferrum_Sanguinis wrote:People forgetting that all characters, not just ICs, have Precision shots and strikes. At least three times people have called foul on my when my Sgt sniped out a power fist or whatever.
Another one is people forgetting that MCs no longer need to be 50% for a cover save.
This is the one that i have never remembered!
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Post by: Sir Arun
I also forget that Melta bombs can be used against Monstrous Creatures
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Post by: Mahtamori
Cover from certain objects don't give standard 5+. Hills and shrines give 4+ for instance. So do wreckage and tank traps.
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Post by: Maelstrom808
People thinking that just being behind an ADL overrides the "25% concealment" requirement for cover.
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Post by: davou
Desubot wrote:" ATSKNF not allowing Space Marines to get Sweeping Advanced by enemies."
People forget this?!
Actually i also tend to forget the chose to fail part of ATSKNF
Edit: VVV You are correct it seems.
What choose to fail part?
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Post by: Desubot
davou wrote: Desubot wrote:" ATSKNF not allowing Space Marines to get Sweeping Advanced by enemies."
People forget this?!
Actually i also tend to forget the chose to fail part of ATSKNF
Edit: VVV You are correct it seems.
What choose to fail part?
Sorry that's my 5th showing as well as the wrong rule from 5th (which i also forgot a lot in before 6th C: SM)
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Post by: sing your life
"units can charge after running" seems a common mistake.
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Post by: gossipmeng
My first few games of 6th I forgot Tau drones are initiative 4 - I'm so used to I2 that I thought they were the same.
Also my shas'vre get an extra CC atk (3) - I use it primarily for the +1 leadership
Also my Tau commander has 4 attacks not 3.
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Post by: Sir Arun
Desubot wrote:Sorry that's my 5th showing as well as the wrong rule from 5th (which i also forgot a lot in before 6th C: SM)
I believe that's Marneus leading his boys in blue who can voluntarily fail a passed LD check now.
ATSKNF now gives immunity from Fear.
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Post by: Desubot
Sir Arun wrote: Desubot wrote:Sorry that's my 5th showing as well as the wrong rule from 5th (which i also forgot a lot in before 6th C: SM)
I believe that's Marneus leading his boys in blue who can voluntarily fail a passed LD check now.
Ultra pimp let you auto pass LD.
Its from the generic Combat tactic. "a non-fearless spess merine unit with this special rule can chose to automatically fail any morale check it is called upon to take" pg 51 5th c:sm.
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Post by: DarthOvious
The things common down at my store.
1) Grenades, either throwing them or using them in combat
2) Assault Phase pile in 3" moves, they tend to be more like 6" instead half the time. To be fair I think the guys just don't care really. They just want to have some fun.
3) I've seen people move characters when in a challenge and move them to the side. Doesn't bother me. I just go along with what everyone else is playing. As long as its not something illegal that puts me at a massive disadvantage.
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Post by: Guitarquero
I game i forgot that my Nurgle Sorcerer was in Fact Typhus and i got him into close combat where we couldnt kill each other than at about turn 4 im like wait... Thats supposed to be typhus wtf am i doing (Because i took zombies, than realized wait shouldnt i have this guy) Anyways i was already winning the game before realizing it and than wrecked the sqaud of units i was in cc with, my Opponet wasn't too impressed haha.
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Post by: zilka86
People think that cover save are 5+ for everthing. and when you go to ground ur cover save is a2+. I play it as it adds +2 to ur cover
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Post by: Happyjew
zilka86 wrote:People think that cover save are 5+ for everthing. and when you go to ground ur cover save is a2+. I play it as it adds +2 to ur cover
Which is also wrong.
GtG gives a +1 to cover. And will you please use proper English? I know you've been asked before.
One rule I keep seeing come up is that "1 automatically fails". No such rule exists yet people think its true.
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Post by: conker249
There are a few references to a "one always fails". Here is a few I found
pg 13 under roll to hit, "roll of 1 always misses"
pg 14 roll to wound says "a roll of one always fails"
pg 19, under maximum save "a roll of one always fail"
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Post by: Happyjew
conker249 wrote:There are a few references to a "one always fails". Here is a few I found
pg 13 under roll to hit, "roll of 1 always misses"
pg 14 roll to wound says "a roll of one always fails"
pg 19, under maximum save "a roll of one always fail"
Which are specifics. I've had people claim (and this also came up recently in YMDC), Servo-harness + 3 Servitors (+4 bonus to BotO) still needed a 2+ as a 1 always fails.
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Post by: Christopher300
Placing of fortifications while deploying your army.
There are separate rolls to decided who has which side and who goes/deploys first. I think this can make a difference I reckon at times.
I often forget about my grenades.
I always forget about precision shots from my sergeants both from shooting and in combat.
I always find that Look out sir rolls are f=often done the wrong way around i.e. after an armour save rather than before armour saves. And its always the thing that people realise they have done wrong straight away and then there is like an awkward, ah well go on ha
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Post by: conker249
Happyjew wrote: conker249 wrote:There are a few references to a "one always fails". Here is a few I found
pg 13 under roll to hit, "roll of 1 always misses"
pg 14 roll to wound says "a roll of one always fails"
pg 19, under maximum save "a roll of one always fail"
Which are specifics. I've had people claim (and this also came up recently in YMDC), Servo-harness + 3 Servitors (+4 bonus to BotO) still needed a 2+ as a 1 always fails.
Main reason I labeled those as references. I can't find anything to prove the servo harness/3servitor theory wrong, as there is nothing saying that they would fail on a 1. Since the only references are to hits, to wound, and saves.
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Post by: Happyjew
conker249 wrote: Happyjew wrote: conker249 wrote:There are a few references to a "one always fails". Here is a few I found
pg 13 under roll to hit, "roll of 1 always misses"
pg 14 roll to wound says "a roll of one always fails"
pg 19, under maximum save "a roll of one always fail"
Which are specifics. I've had people claim (and this also came up recently in YMDC), Servo-harness + 3 Servitors (+4 bonus to BotO) still needed a 2+ as a 1 always fails.
Main reason I labeled those as references. I can't find anything to prove the servo harness/3servitor theory wrong, as there is nothing saying that they would fail on a 1. Since the only references are to hits, to wound, and saves.
Right, I've had people argue that no matter what you are rolling for a "1" always fails.
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Post by: ThunderFury 2575
Assaulting after firing rapid fire weapons at close range :L Not particularly proud of some of those moments, because its kind of a bad example when i'm showing people how to play the game
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Post by: Kangodo
I had a period where I always forgot Red Thirst.
Likewise my opponent always forgets his Waagh!.
I think the rules for buildings and ruins are common mistakes, but that's because I get a mental breakdown when trying to decipher them
Happyjew wrote:Right, I've had people argue that no matter what you are rolling for a "1" always fails.
Which is 'funny' since characteristic-tests always fail on a 6 and are always a success on a 1.
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Post by: Happyjew
Kangodo wrote:I think the rules for buildings and ruins are common mistakes, but that's because I get a mental breakdown when trying to decipher them  .
I don't think even GW knows how the rules for buildings are suppose to work.
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Post by: namiel
I keep forgetting my ravenwing bikes are no longer fearless
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Post by: Sir Arun
Let's not forget that Skyfire weapons arent just meant for flyers, but also for FMCs and skimmers of all sorts.
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Post by: PrinceRaven
madric wrote:That one is pretty simple luckily. Most ruins also come on a base, which counts as area terrain. When determining cover, only the best available cover is used. So if one has not gone to ground, then the choice is between 5+ area terrain or 4+ ruins, thus the 4+ is the better cover. When a unit goes to ground, the options are 3+ area terrain (5+ with +2 cover bonus for going to ground in area terrain), or 3+ ruins (4+ with +1 cover bonus for going to ground), thus the best cover save is 3+ (same for area terrain or ruins).
The most common mistake is for people to apply the +2 cover bonus from area terrain on top of the 4+ ruins cover save and they claim a 2+ cover save. I have no idea why this misconception is so frequent, but I do know that people will do the mental equivalent of what a contortionist does when they think they can gain an advantage.
People thinking the going to ground bonus in area terrain only applies when you take your cover save from the area terrain, run into that one a lot
Also, people seem to think that getting cover saves works differently for Flyers and FMCs, and that Flyers aren't subject to the same vertical firing arc restrictions as other vehicles.
Apart from those 2, it's mostly rules that changed from 5th to 6th, lots of people are still in the 5th ed mindset for some rules.
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Post by: MrFlutterPie
I wish women would forget this rule as well...
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Post by: Experiment 626
Vs. my friend's Dark Angels are we were still grappling with the new rules; forgetting that Slow & Purposeful don't get to fire Overwatch...
I felt bad since my lone Oblit nailed Azreal in the face with a meltagun. But then that was the only thing he managed to even hit all game with his shooting, so it was actually rather funny at that point!
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Post by: Phanixis
The worst problems I have encountered involve the 50% rule for vehicles and MC in 5e and the 25% rule for vehicles in 6e. Not only will people try to claim cover for vehicles because they are in area terrain or behind some infantry or low lying area terrain, but often they will stubbornly insist they are right when I try to correct them. I have even had to call in tournament organizers over disputes caused by these rules.
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Post by: techsoldaten
Artefacts. I personally take a bunch on my CL and just have this bad feeling I should only be taking one.
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Post by: Sikamikanic0
MY SKULLBEARERS chapter follows the imperial fists chapter tactics... the problem is that half of my games i forget them... so my chapter has no tactics at all!!!
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Post by: PredaKhaine
Warlord traits. You can't beat remembering them and rolling on turn 3
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Post by: sierra 1247
I always forget my grenades, the red thirst and now i always forget the extra d6 for armour pens with meltas...
Not just that but i can sometimes forget the additional order that can be issued when you roll a double 1..
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Post by: mrwhoop
I keep having to reread the USRs as to which changed or stayed the same. Like Furious Charge on disordered charges  Poor orks
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Post by: Valkyrie
When I first started 40k I first thought that a shot that would inflict Instant Death would also ignore armour saves. My Terminators would get no save against a S8 Ap3 Battle Cannon, until the mistake was quickly pointed out.
Stealth and Shrouded often get mixed up, which one provides the +2 bonus, etc.
I also sometimes forget to roll for Chaos Boons whenerver my Champions kill another Character.
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Post by: rigeld2
FMCs getting cover while "flying" over terrain (ie - the model is in area terrain). At least every other game someone calls me out on that.
"Lemme roll my cover save."
"Oh yeah - diving. Good call."
"Nah, that'd be dumb. I'm in a forest."
"YOU CAN'T DO THAT." (always emphatic)
"No, actually - here's the rules for area terrain saying that models inside get a 5+, here's the rules for MCs that don't change that, here's the rules for FMCs that don't change that. So I can." <roll, get a 3, FMC dies anyway>
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Post by: General Annoyance
Valkyrie wrote:When I first started 40k I first thought that a shot that would inflict Instant Death would also ignore armour saves. My Terminators would get no save against a S8 Ap3 Battle Cannon, until the mistake was quickly pointed out.
Stealth and Shrouded often get mixed up, which one provides the +2 bonus, etc.
I also sometimes forget to roll for Chaos Boons whenerver my Champions kill another Character.
I had a similar thing with Instant Death, except I used to believe that if you hit with an ID weapon, you had to instantly remove the model  .
Not having had many 6ed games, I often forget to do (or bother with) warlord traits, and sometimes forget rules like precision shots/strikes and the ability to challenge.
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Post by: Kaptain Skullstompa
If you are in area terrain gtg is +2, also when a vehicle is wrecked it can be a crater (5+) or battlefield debris (4+) at my LHS you can only count is as debris if you actually build a seperate "wrecked vehicle" template, like a few vehicle bits on a base the size of the vehicle
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Post by: rigeld2
Kaptain Skullstompa wrote:If you are in area terrain gtg is +2, also when a vehicle is wrecked it can be a crater (5+) or battlefield debris (4+) at my LHS you can only count is as debris if you actually build a seperate "wrecked vehicle" template, like a few vehicle bits on a base the size of the vehicle
You're only allowed to treat it as a 4+ if you ignore the rules.
Wrecked vehicles are left on the table and effectively become a piece of terrain (conferring a 5+cover save), counting as both difficult and dangerous terrain.
You're trying to use the Wreckage/Rubble Battlefield Terrain with no permission to do so - that'd be against the rules.
Please don't confuse house rules with "most common rules mistakes"
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Post by: Dantioch
Haing played tau for a couple of months now and I still can't remember that my commander has the neuroweb system jammer, out of a score of games I've only remembered to use once.
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Post by: MadmanMSU
BRB page 99. Can units move through walls and/or closed doors and/or windows etc.?
Irony of this rule being that there is no hard and fast "rule", page 99 simply says work it out before the game starts with your opponent.
Try doing that at a tournament for loads more fun.
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Post by: rigeld2
It does say that the default assumption is that you can. Meaning if you don't discuss it at the beginning, there's no reason to say "you can't do that" in the middle of the game.
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Post by: reiner
I always forget to invoke Fear checks. With all of the models that I field with Fear, you would think i would remember, but noooo
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Post by: rigeld2
That and Hammer of Wrath.
... although thanks for reminding me that I forgot Fear this past weekend.
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Post by: Wilytank
For the longest while, everyone in my meta was using the old reserve rules. Until I pointed it out just a month ago. Automatically Appended Next Post: There's also a couple of people who think that lack of line of sight can buff cover saves. "You can only see his head. 2+ cover."
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Post by: SBG
Wilytank wrote:
There's also a couple of people who think that lack of line of sight can buff cover saves. "You can only see his head. 2+ cover."
If I'm not mistaken, you get a flat cover save of 5+, followed by only being able to remove models that are actually visible, correct? Just making sure we're playing it right.
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Post by: Happyjew
SBG wrote: Wilytank wrote:
There's also a couple of people who think that lack of line of sight can buff cover saves. "You can only see his head. 2+ cover."
If I'm not mistaken, you get a flat cover save of 5+,
Not quite. It usually is 5+ but some things can provide a static cover save that is better (such as Ruins).
followed by only being able to remove models that are actually visible, correct? Just making sure we're playing it right.
This part is also correct, however blast and barrage can get around this.
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Post by: Bobthehero
Artillery aren't vehicles, they're not limited to a 45 degree firing angle.
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Post by: Desubot
You get a cover saved depending on what your model is behind.
(25% covered or 80% covered, by a ruin/wall you get your 4+
i don't know where people are getting the 5+ flat. (this wasn't the first time)
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Post by: Wilytank
I forgot to mention the main reason they call this is because they're not only behind some wall, but the gun also is shooting through a forest, over a small building, and around a rock. If it's just a wall, they'll usually stick with the 5+.
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Post by: Looky Likey
How should it work if say you have two units, both say 12" away from a ruin, clear line of sight to the other unit through windows in the ruin? Should the target unit get a cover save?
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Post by: elaps
Looky Likey wrote:How should it work if say you have two units, both say 12" away from a ruin, clear line of sight to the other unit through windows in the ruin? Should the target unit get a cover save?
I'm pretty sure they get an obscured cover save, not sure how much tho but i would guess it's a 5+. Someone correct me please if I'm wrong!
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Post by: PrinceRaven
Looky Likey wrote:How should it work if say you have two units, both say 12" away from a ruin, clear line of sight to the other unit through windows in the ruin? Should the target unit get a cover save?
No, a model needs to be obscured to get a cover save from ruins.
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Post by: Quanar
Looky Likey wrote:How should it work if say you have two units, both say 12" away from a ruin, clear line of sight to the other unit through windows in the ruin? Should the target unit get a cover save?
Draw LoS from each model in the firing unit. If a model in the unit being shot at is >25% obscured from any of the firing models then it gets a cover save. Not all models in the target unit will necessarily get the save. The value of the save depends on the object doing the obscuring (There's a brief example list on page 18 of the BRB, Ruins is 4+).
If you can see them clearly enough with your entire unit to not allow them a save, you either have a small (1-3 models) unit or your ruins are made of perspex (I'm exaggerating for effect, I'm sure there is a middle ground).
---
On Topic: Initiative tests for Sweeping Advance (and the equivalent Pursuit rule in WHFB), I can never remember whether the pursuers need to equal or beat the fleeing score. Given the sheer number of times it comes up, and that I look it up every time (can't even remember the page number), my friends just roll their eyes whenever it comes up. (It's Equal, in case anyone was wondering. And yes, I did just look it up again!)
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Post by: Farseer Faenyin
Unfortunately for some of my group, the concepts of true LoS.
Yes, those two Lootas can see my tank around the terrain...that doesn't mean they ALL get to shoot. UGH!
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Post by: Looky Likey
Quanar wrote:Looky Likey wrote:How should it work if say you have two units, both say 12" away from a ruin, clear line of sight to the other unit through windows in the ruin? Should the target unit get a cover save?
Draw LoS from each model in the firing unit. If a model in the unit being shot at is >25% obscured from any of the firing models then it gets a cover save. Not all models in the target unit will necessarily get the save. The value of the save depends on the object doing the obscuring (There's a brief example list on page 18 of the BRB, Ruins is 4+).
If you can see them clearly enough with your entire unit to not allow them a save, you either have a small (1-3 models) unit or your ruins are made of perspex (I'm exaggerating for effect, I'm sure there is a middle ground).
---
On Topic: Initiative tests for Sweeping Advance (and the equivalent Pursuit rule in WHFB), I can never remember whether the pursuers need to equal or beat the fleeing score. Given the sheer number of times it comes up, and that I look it up every time (can't even remember the page number), my friends just roll their eyes whenever it comes up. (It's Equal, in case anyone was wondering. And yes, I did just look it up again!)
That makes sense. Particular piece of scenery has multiple ground floor windows and its possible to position a small unit (5 models) so that they can all see through the windows, the guy who owns this piece of scenery states that as they are shooting through the windows at some distance that he gets a cover save, doesn't seem to fit with your description of the rules that also matches what I think.
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Post by: Farseer Faenyin
Looky Likey wrote: Quanar wrote:Looky Likey wrote:How should it work if say you have two units, both say 12" away from a ruin, clear line of sight to the other unit through windows in the ruin? Should the target unit get a cover save?
Draw LoS from each model in the firing unit. If a model in the unit being shot at is >25% obscured from any of the firing models then it gets a cover save. Not all models in the target unit will necessarily get the save. The value of the save depends on the object doing the obscuring (There's a brief example list on page 18 of the BRB, Ruins is 4+).
If you can see them clearly enough with your entire unit to not allow them a save, you either have a small (1-3 models) unit or your ruins are made of perspex (I'm exaggerating for effect, I'm sure there is a middle ground).
That makes sense. Particular piece of scenery has multiple ground floor windows and its possible to position a small unit (5 models) so that they can all see through the windows, the guy who owns this piece of scenery states that as they are shooting through the windows at some distance that he gets a cover save, doesn't seem to fit with your description of the rules that also matches what I think.
I don't have my book with me at work. But out of clarification, can you choose to not shoot a model to maintain that the unit doesn't get cover(if that one model not firing is the only one that would grant cover for the entire unit's shooting)?
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Post by: Looky Likey
Farseer Faenyin wrote:Looky Likey wrote: Quanar wrote:Looky Likey wrote:How should it work if say you have two units, both say 12" away from a ruin, clear line of sight to the other unit through windows in the ruin? Should the target unit get a cover save?
Draw LoS from each model in the firing unit. If a model in the unit being shot at is >25% obscured from any of the firing models then it gets a cover save. Not all models in the target unit will necessarily get the save. The value of the save depends on the object doing the obscuring (There's a brief example list on page 18 of the BRB, Ruins is 4+).
If you can see them clearly enough with your entire unit to not allow them a save, you either have a small (1-3 models) unit or your ruins are made of perspex (I'm exaggerating for effect, I'm sure there is a middle ground).
That makes sense. Particular piece of scenery has multiple ground floor windows and its possible to position a small unit (5 models) so that they can all see through the windows, the guy who owns this piece of scenery states that as they are shooting through the windows at some distance that he gets a cover save, doesn't seem to fit with your description of the rules that also matches what I think.
I don't have my book with me at work. But out of clarification, can you choose to not shoot a model to maintain that the unit doesn't get cover(if that one model not firing is the only one that would grant cover for the entire unit's shooting)?
That's focused fire, you can either shoot the entire unit and they get cover, or just shoot the ones not in cover (thus limit the number of models you can wound). Both units are either side of the scenery, its a large L shaped wall with windows in.
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Post by: rigeld2
You can opt to not fire certain models for any reason. If it's only a single model in the firing unit that is causing the target unit to get cover, just don't shoot that one model.
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Post by: PrinceRaven
Yes, you can always choose how many units shoot, this is quite useful to avoid granting cover saves because one of your squad didn't quite make into the correct firing arc, or to stop something firing a non-assault weapon to allow you to charge in the assault phase.
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Post by: rigeld2
PrinceRaven wrote:Yes, you can always choose how many units models shoot, this is quite useful to avoid granting cover saves because one of your squad didn't quite make into the correct firing arc, or to stop something firing a non-assault weapon to allow you to charge in the assault phase.
Fixed that for you - always a good idea to use the right terminology
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Post by: PrinceRaven
meant to write "models in a unit", I should probably get some sleep...
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Post by: SBG
Happyjew wrote:SBG wrote: Wilytank wrote:
There's also a couple of people who think that lack of line of sight can buff cover saves. "You can only see his head. 2+ cover."
If I'm not mistaken, you get a flat cover save of 5+,
Not quite. It usually is 5+ but some things can provide a static cover save that is better (such as Ruins).
followed by only being able to remove models that are actually visible, correct? Just making sure we're playing it right.
This part is also correct, however blast and barrage can get around this.
Thanks for the clarification, I appreciate it.
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Post by: hiveof_chimera
Forgot enemy had krak grenades assaulted with wraithknight thinking they can't wound him and remove his last wound
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Post by: Sir Arun
You can use krak grenades on a monstrous creature? I thought that was only reserved for melta bombs.
EDIT: p.62 damn you're right. That means a unit of 10 marines can put out 10 S6 attacks against a monstrous creature at I4. Not bad. Are there any MCs with 4+ armor saves?
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Post by: PrinceRaven
Harpies, Mycetic Spores, most Daemons.
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Post by: Happyjew
But why would you want to charge into a Mycetic Spore? A singe Krak Missile will insta-gib it.
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Post by: PrinceRaven
I didn't say it was a good idea, just that it has a 4+ or worse armour save.
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Post by: nosferatu1001
Happyjew wrote:But why would you want to charge into a Mycetic Spore? A singe Krak Missile will insta-gib it.
To get extra distance to mvoe towards / away from an objective
Because you needed to kill it, and your last krak missile missed. Charging was the only option
As theyre not vehicles they can deny, so can be a real pain....
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Post by: HerbaciousT
It still surprises me when people do not correctly use TLoS.
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Post by: Wilytank
It's a two-edged sword with Daemons all things considered. Bloodthirster - has 3+ armor so Ap4 is laughed off, moreover you do not want your tacticals to be charged by this monster. Great Unclean One - Will most likely have Iron Arm going and is Toughness 7 without it, still don't want your tacticals in combat with this thing. Keeper of Secrets - hits before you do assuming open terrain charge, do not want in combat with. Lord of Change - can stay out of combat easily though isn't terrible at combat, probably have best chance against this thing.
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Post by: Caederes
Everyone I know always seems to forget Skyfire also affects Skimmers. It makes the Hunter, Stalker and Hydra a lot better than they seem in a Tau/Eldar dominated meta....
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Post by: wildboar
I still find myself moving all models I intend to assault with to an inch away from their target and hoping I don't roll snake eyes for charge range..
Still sometimes find myself requesting opponents take 'all on your own tests' and realise I'm being daft mid-sentence.
Myself and my gaming buds often forget to declare a focus fire.
Drop-Pods having to snapfire when landing.
My memory sucks balls!
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Post by: varl
well, crap. count me in that camp as well, but I go the opposite direction... forgetting that they *can* snapfire on the turn they arrive, if I'm not rocking the deathwind launcher. just realized I forgot that in tuesday night's game. oops!
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Post by: Desubot
wildboar wrote:I still find myself moving all models I intend to assault with to an inch away from their target and hoping I don't roll snake eyes for charge range..
Don't roll double 1s charging those pathfinders with a grav drone, that are sitting next to a grav wave generator objective
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Post by: Vineheart01
Biggest rule i forget is hammer of wrath. I always have either bikernobz or a MC in my lists, so its always there and i always forget about it lol.
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Post by: Guardsmen Bob
I keep making the mistake of firing all my chimera weapons after moving 6"s.
Sometimes I move, shoot my Multi-laser, then my heavy flamer, or shoot my flamer, then don't make Multi-laser snapshots.
So annoying, but perhaps it's because I'm use to my tanks firing everything after moving.
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Post by: Vineheart01
My other blunder isnt a rule but a stats fail.
I play orks and tau. Orks i never have any stats problems since theyre pretty much identical to each other save the named ones. Tau on the other hand i ALWAYS forget that my damn Ionheads or Skyrays are BS4 not 3 lol.
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Post by: erick99
I played ~12 games with my 'nids using 3W Carnifex. When I finally realized they have 4 wounds instead of 3, they got way better!
_e
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Post by: EmilCrane
People who fire the same weapons with obliterators twice in a row, or think they have missile launchers, or think they can snap fire.
Another one is removing models that the firing unit cannot see, both in the case of the firer wiping out a unit he can only see one model from, or the other guy removing models without any special equipment that are behind a wall.
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Post by: Krellnus
Oblits can snap fire, they merely cannot overwatch.
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Post by: Happyjew
Oh, another one I see a lot - Flyers must Hover in order to score in BGNT/Scouring.
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Post by: Sir Arun
Until today I kept thinking that in 6th edition, Jump pack units move upto 12" during movement phase AND re-roll charge distance and gain a HoW attack upon charge during the assault phase. Now it turns out only Raven Guard can pull this off.
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Post by: Vineheart01
Sir Arun wrote:Until today I kept thinking that in 6th edition, Jump pack units move upto 12" during movement phase AND re-roll charge distance and gain a HoW attack upon charge during the assault phase. Now it turns out only Raven Guard can pull this off.
Technically jump units can do both, just not in the same turn lol. Its either or.
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Post by: hotsauceman1
This is a pet peeve of mine, I never correct people on it.
But Psychic powers like Guide do not equal twin linked. They are different things.
You re-roll to hit with guide. Twin linked is a different rule that affects Flamers Re-rolling to wound.
It is just a pet peeve of mine, I never correct anyone but it just annoys me
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Post by: ninjafiredragon
there was a player at my gaming store a WEEK ago who though vehcles could overwatch. and i had seen him lots of times before. i went up to him and ended that right there.
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Post by: Shas'O Dorian
Flee does not work on Difficult terrain tests. Can't tell you how many people I see mess this p, myself included.
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Post by: Dantioch
I routinely see people use the old rules for tank hunters, that you get +1 to your armour penetration rolls and not the new rules which allow you to re-roll any ap rolls. I'm surprised how often I see the rule missunderstood here.
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Post by: davou
I keep bumping into people who think you can move around an obstacle to avoid a 3d6 assault. Or trying to move the first fig beyond closes to closest because they rolled higher than that on the charge distance
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Post by: Ravenous D
Yup, I see that one all the time. I had a guy argue that its only the first model that needs to go in a straight line.
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Post by: Alexi
I admit, I screwed up the +1 to building damage and tank hunter rule for IF marines 2 weeks ago. Got the 2 mixed up. I have no excuse since I started really in 6th :(
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Post by: Sir Arun
I keep forgetting that my devastator squad has one heavy weapon guy with BS 5 due to the sarge's Signum.
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Post by: SarisKhan
I used to think that my Chaos Lord's Aura of Dark Glory extends to his unit. For some reason (probably DoW), I thought that CSM Champions don't have bolters. Also, I keep forgetting about using the bloody 'nades, but it's got better recently.
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