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Made in us
Regular Dakkanaut





I was wondering how exactly shields work when you are using a two handed weapon. i know you cant claim the save bonus in close combat cuz he's too busy swinging his big weapon around but what about in shooting? can you claim the +1 for the shield even tho he's armed with a 2h?
   
Made in us
Longtime Dakkanaut






Yes.
You can even choose not to use your greatweapons in HtH, and claim the +1 for shield and the +1 for hand weapon & shield- if your greatweapon unit was charged, for example.

He's got a mind like a steel trap. By which I mean it can only hold one idea at a time;
it latches on to the first idea to come along, good or bad; and it takes strenuous effort with a crowbar to make it let go.
 
   
Made in us
Battlewagon Driver with Charged Engine




Murfreesboro, TN

It's assumed that the guy in question is pulling a Braveheart: holding up the shield while under fire, slinging it back when it's time to use the 2hander.

As a rule of thumb, the designers do not hide "easter eggs" in the rules. If clever reading is required to unlock some sort of hidden option, then it is most likely the result of wishful thinking.

But there's no sense crying over every mistake;
You just keep on trying till you run out of cake.

Member of the "No Retreat for Calgar" Club 
   
Made in us
Regular Dakkanaut





oh alright, makes sense!

thanks a lot for the help guys, i appreciate it
   
Made in au
Lone Wolf Sentinel Pilot






Can you use spears and shields? gaining the +1? Another thing. For example an empire swordsman. In close combat would he have a 5+ or 4+ save? And empire spearmen (using spears) in CC. Would they have a 5+ or 6+ save?

Many started armies including: / , , ....and Bretonnia 
   
Made in us
Regular Dakkanaut




Posted By colonel584 on 10/14/2006 7:42 AM
Can you use spears and shields? gaining the +1?

Yes, you can use spears and shields.  No, the special +1 is for HAND WEAPONS only, no other type of weapon, magical or otherwise.

Shield 6+

Shield,Hand Weapon 5+

Light armor 6+

Light armor, Shield, Spear 5+

Light armor, Shield, Hand Weapon 4+

 

Remember that the HW+S bonus only operates in close combat and only on foot.

edit: and only against models attacking you from the front

   
Made in ca
Fresh-Faced New User





Don't forget you can only use it to defend attacks coming from your front, and not attacks coming from your side or rear
   
Made in au
Lone Wolf Sentinel Pilot






So empire knights would have a 2+ save on charge (they're using lances) and then a 1+ save after that?

Many started armies including: / , , ....and Bretonnia 
   
Made in us
Battlewagon Driver with Charged Engine




Murfreesboro, TN

Posted By colonel584 on 10/14/2006 7:27 PM
So empire knights would have a 2+ save on charge (they're using lances) and then a 1+ save after that?



Quoted from further up the thread:

"Remember that the HW+S bonus only operates in close combat and only on foot."

So no, the knights don't get it.


As a rule of thumb, the designers do not hide "easter eggs" in the rules. If clever reading is required to unlock some sort of hidden option, then it is most likely the result of wishful thinking.

But there's no sense crying over every mistake;
You just keep on trying till you run out of cake.

Member of the "No Retreat for Calgar" Club 
   
Made in au
Lone Wolf Sentinel Pilot






So they'd have a permanent 2+ (FPA, Barded Steed)

Many started armies including: / , , ....and Bretonnia 
   
Made in au
Lone Wolf Sentinel Pilot






What's the point of cavalry having shields then? Also, magic swords as said before, are you sure they don't count as hand weapons for the purpose of shields? Whats the difference though they're just hand weapons which have some historical enchanbtment? WTF is up with that?!

Many started armies including: / , , ....and Bretonnia 
   
Made in us
Battlewagon Driver with Charged Engine




Murfreesboro, TN

The point of cavalry having shields is that they get a +1 improvement to armor (plate is +4, horse is +1, shield is +1, for a 2+).

Magic weapons have enough benefit as it is. As for the justification, you can go for the fluff reason (the magic makes the weapon a full-time job to control) or game balance (it's part of the trade-off for having the benefits of having a magic weapon). Either way, that's the way it is.

As a rule of thumb, the designers do not hide "easter eggs" in the rules. If clever reading is required to unlock some sort of hidden option, then it is most likely the result of wishful thinking.

But there's no sense crying over every mistake;
You just keep on trying till you run out of cake.

Member of the "No Retreat for Calgar" Club 
   
Made in au
Lone Wolf Sentinel Pilot






So everyone but Empire and Chaos knights would have a 3+ (heavy armour, mounted, shield)?

Many started armies including: / , , ....and Bretonnia 
   
Made in us
[DCM]
Tzeentch's Fan Girl






Southern New Hampshire

Empire Knights and Chosen Chaos Knights always have a 1+ save: Full Plate/Chaos Armor (4+), Mounted (+1), Barding (+1), Shield (+1) = 1+ armor save in and out of close combat.

The HW/Shield combo is a +1 bonus in addition to the +1 for having the shield, assuming you meet the requirements (on foot, fighting to the front).

So, with nothing else, a model with a shield and a hand weapon on foot would have a 5+ save in combat: the shield by itself gives a 6+, and then the HW/Shield combo makes it a 5+.


She/Her

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Made in au
Lone Wolf Sentinel Pilot






U know the enchanted shield, does the extra +1 save (+2 in total) count in combat aswell? Would this mean a grand master could become really hard to kill with fpa, enchanted shield, barded warhorse, holy relic. This would give a 0+ armour save and 4+ ward?

Many started armies including: / , , ....and Bretonnia 
   
Made in us
Longtime Dakkanaut




Los Angeles

Yes. But you have to ask yourself if that much magic equipment is worth the pts.

"The last known instance of common sense happened at a GT. A player tried to use the 'common sense' argument vs. Mauleed to justify his turbo-boosted bikes getting a saving throw vs. Psycannons. The player's resulting psychic death scream erased common sense from the minds of 40k players everywhere. " - Ozymandias 
   
Made in au
Lone Wolf Sentinel Pilot






thats 60 pts of wargear. Still enough left (40) so you can buy a decent weapon.

Many started armies including: / , , ....and Bretonnia 
   
Made in au
Lone Wolf Sentinel Pilot






If i had a captain with, Full plate, shield, 2h Would he have a 3+ save? Then if he wanted to use his hand weapon a 2+?

Many started armies including: / , , ....and Bretonnia 
   
Made in us
Longtime Dakkanaut




Los Angeles

Posted By colonel584 on 10/15/2006 2:56 AM
If i had a captain with, Full plate, shield, 2h Would he have a 3+ save? Then if he wanted to use his hand weapon a 2+?

1 - Yes

2 - Yes, assuming the shield and weapon are both mundane (ie, not magical)

"The last known instance of common sense happened at a GT. A player tried to use the 'common sense' argument vs. Mauleed to justify his turbo-boosted bikes getting a saving throw vs. Psycannons. The player's resulting psychic death scream erased common sense from the minds of 40k players everywhere. " - Ozymandias 
   
Made in au
Lone Wolf Sentinel Pilot






So pretty much give everyone able to take one, a shield?
For 3-6 points (lord or hero) a +1 armour save isn't bad.

Many started armies including: / , , ....and Bretonnia 
   
Made in us
Plastictrees



Amongst the Stars, In the Night

Posted By colonel584 on 10/15/2006 6:02 PM
So pretty much give everyone able to take one, a shield?
For 3-6 points (lord or hero) a +1 armour save isn't bad.

Depends. Models/units that are equiped with two-handed weapons or two hand weapons can't use shields in close combat and may or may not have enough armor to make it worthwhile vs. missile fire. Plus, since combat characters are best inside a unit, and therefore are unlikely to be exposed to separate missle fire, it may be an unneeded point sink if he has a weapon precluding the use of the sheild in close combat.

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