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Made in us
Painlord Titan Princeps of Slaanesh






Dallas, TX

Like how transports moving at Cruising speed can't have people shoot from inside of them, whether from fire points or even if they're open-topped. Gotta move at combat speed to allow that.

Of course you could always unload, and shoot normally, but still. Interesting. And things like bikes not being able to climb to upper levels of ruins AT ALL unless they're jetbikes, meaning certain infantry units can net themselves a bit of safety by being off the ground.

In fact since the vertical distance is subtracted from the forward movement, a unit putting itself on levels higher than the first floor or ground floor of a ruin can prevent themselves from most assaults hands-down unless the enemy is actually IN the ruin DIRECTLY below the squad and rolls a 6 on its difficult terrain test.

This opens up a lot of possibilities. But I admit I'm surprised at the no-move-and-fire from within bit.

Speaking of which, is there an errata showing that rhinos can have 2 models fire from the top hatch? Otherwise the main rulebook is going to limit them to 1 each, as per fire point rules...

40k Armies I play:


Glory for Slaanesh!

 
   
Made in us
Lieutenant General





Florence, KY

Spellbound wrote:Speaking of which, is there an errata showing that rhinos can have 2 models fire from the top hatch? Otherwise the main rulebook is going to limit them to 1 each, as per fire point rules...

From page 66 of the Warhammer 40,000 5th edition rulebook (emphasis mine):

A fire point is a hatch or gun slit from which one or more passengers inside the vehicle can fire (or use a psychic power).

So why would it limit them to one each? Anyway, each codex should have the rules for the number of fire points each vehicle has and how many models may fire from each.

'It is a source of constant consternation that my opponents
cannot correlate their innate inferiority with their inevitable
defeat. It would seem that stupidity is as eternal as war.'

- Nemesor Zahndrekh of the Sautekh Dynasty
Overlord of the Crownworld of Gidrim
 
   
Made in au
[MOD]
Making Stuff






Under the couch

Ghaz wrote:
A fire point is a hatch or gun slit from which one or more passengers inside the vehicle can fire (or use a psychic power).

So why would it limit them to one each?


To be fair, the next bit goes on to mention that unless specified otherwise in a vehicle's special rules, only 1 model can fire from a fire point...


But yeah, the rhino is covered by its own rules.

 
   
Made in us
Lead-Footed Trukkboy Driver






Saint Paul

I also found this odd, but it seems to be intentional. It seems to be a trade off between:

--Getting out and having full firepower, full mobility, and no transport defense
--Not getting out and keeping the transport defense and mobility but sacrificing firepower.
--Sacrificing mobility to keep the transport defense and firepower.

Which, when you put it this way, is at least kinda elegant from a rules design standpoint.

This affects my Ork trukks, but it also affects the rhino and the chimera pretty equally. (note that the old fire points with poor armour saves = open topped formulation seems to be gone as well)




   
Made in gb
Proud Phantom Titan







I've always wondered about embarking and disembarking ... as RAW you can't embark and disembark a model in the same turn ...

I can understand that but the leap frog method IMO would be far more effective ... ok using SM ... imagine a LR (rinos and razer backs also work but a LR blocks LOS nicely and is less likely to die) and 2 squads of SM one starts in the LR (unit A) and the other starts behind the LR (unit B) ... A gets out if the LR (sticking grouping to the left or right) and moves forward ... B jumps in the sided hatch and the LR moves past A by turning slightly (left or right) making sure the side hatch stays with in 6" ... and repeat ... using this method you can effectively transport 2 units in one transport and move them forward 12" a turn ... this works for most armys that have more then one access point ... It works very well for orks as they can jump off at the front (to one sided) and jump on at the back ... so 3 units can more or less use it with one squad running along sided for a turn (note i say run but i mean move 6" they can still shoot)
   
Made in us
Fixture of Dakka






San Jose, CA

biztheclown wrote:This affects my Ork trukks, but it also affects the rhino and the chimera pretty equally. (note that the old fire points with poor armour saves = open topped formulation seems to be gone as well)


This was always in the transport's rules - e.g., the Chimera's rules specify that it is open-topped if someone fires from the back hatch; the rhino's rules (in the DH codex) specify that it is open-topped if someone with worse than a 3+ save fires from it.

Now, why the delicate electronics are suddenly less vulnerable if a space marine (HURR!) opens the sunroof, I don't know....

Quis Custodiet Ipsos Custodes? 
   
Made in us
RogueSangre





The Cockatrice Malediction

Janthkin wrote:Now, why the delicate electronics are suddenly less vulnerable if a space marine (HURR!) opens the sunroof, I don't know....

Really? Search your feelings... you know...
   
 
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