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![[Post New]](/s/i/i.gif) 2008/03/16 09:22:06
Subject: Ork red paint
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Fresh-Faced New User
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I checked the INAT FAQ for this, but got nothing:
How does red paint work with regards to being hit in assault?
That is, it's clear to me that an ork vehicle can move 7" and count as moving 6" for the purposes of weapon fire or difficult terrain (the latter a change from the previous codex)
However, during your opponents turn, does he hit this vehicle on a 4+ or a 6+? Do you use how far the vehicle moved, or how far the vehicle 'counted as moving' last turn?
Resources:
'Ork vehicles with red paint jobs add +1 to their move in the Movement phase but do not incur penalties for this extra inch. For example, a vehicle could move 13" and still count as moving 12".' (ork book)
'Attacking a vehicle that moved more than 6" in its previous turn - 6+'
'When assessing how far a vehicle has moved, only take into account the actual distance covered, moving forward and backwards doesn't help!'
I am undecided on this myself - on one hand, you could say that being hit on a 4+ is a penalty, on the other hand you 'still count as moving [6"]'. I lean towards being hit on a 4+.
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![[Post New]](/s/i/i.gif) 2008/03/16 14:56:29
Subject: Ork red paint
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Ork Boy Hangin' off a Trukk
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my vote would be 6+ it did actualy move 7" therefor it moved over 6". so you would need a 6+ to hit it in an assault.
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Da fastest Orks get to da fight firstest!!! Waaaaagh!!!!!
- Garbash Grimtoof |
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![[Post New]](/s/i/i.gif) 2008/03/16 16:36:37
Subject: Ork red paint
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Pyromaniac Hellhound Pilot
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Krom&krog wrote:my vote would be 6+ it did actualy move 7" therefor it moved over 6". so you would need a 6+ to hit it in an assault.
This can be seen two ways, however. As it does not incur any penalties for moving more then 6", should it also not incur any benefits? At 7" would not be much faster then 7", as it is interpretted for purposes for movement in terrain and shooting. So for assault purposes it shouldn't be too much faster. However, the rules mentioned in the codex do not state that.
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Just because anyone agrees with anyone, doesn't mean they are correct. Beware the thin line between what is "Correct" and what is "Popular." |
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![[Post New]](/s/i/i.gif) 2008/03/17 12:26:10
Subject: Ork red paint
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Grovelin' Grot
Shanghai
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RAW it gets the benifits and not the penelties so I'd say yes, it's a 6+ to hit it. RAI who knows for sure but they probably didn't intend that. Unually when they intend a subtle benifit they spell it out as a reminder like gift of chaos allows no save because there was no wounds.
However until a faq I would play it RAW.
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The Internet Grammer Nazi says: "All of your bases belong to us." |
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![[Post New]](/s/i/i.gif) 2008/03/17 14:40:09
Subject: Re:Ork red paint
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Legendary Dogfighter
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I'd say 6+. benefits vs penalties.
I'd also guess that fluff wise this would be the answer too, the extra speed comes from the orcs' psychic aura rather than red paint or techno stuff, and it's this that lets them still fire weapons as it's not just done on pure brain power.
Sorry if that didn't make sense, it does in my head........
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![[Post New]](/s/i/i.gif) 2008/03/17 18:49:52
Subject: Ork red paint
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Longtime Dakkanaut
Long Beach, CA
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I would rule it you get a free 1" incuring benefits but can still act as though you moved one inch less. Weird way and probably not correct but thats how I would do it.
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"Do NOT ask me if you can fire the squad you forgot to shoot once we are in the assault phase, EVER!!!"
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![[Post New]](/s/i/i.gif) 2008/03/19 01:01:14
Subject: Ork red paint
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Regular Dakkanaut
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The rules state that red paint allows you to move an additional inch without suffering any penalties for it.
I would definently not consider the further movements affect on oponents attacks on the vehicle a penalty.
In short, in the oponents turn how far has the vehicle actually moved?
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Stelek wrote:Dude, you cannot FNP MC CC attacks. I don't care how you "read" the rules. I even don't care if you are correct and GW says you can. lol In short GW rulings are void! |
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