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Made in us
Implacable Black Templar Initiate




Poconos, PA

First off, I'm sorry if any of these questions are already answered. I looked through FAQs and looked through the forums but couldn't get an answer relating to what I'm confused about. I just started playing Warhammer 40k, fresh with 5th edition rulebooks. My friends (who started the same time as me) started WH40k from learning from long time players and reading whatever books they had (4th edition). Now from other games with them and their habits of not really reading rules or only reading the parts they like, I'm a bit paranoid when they say different rules or say I'm doing it wrong even after reading the rulebooks over and over. Now I still am finding lots of stuff I'm missing or doing wrong but these are some questions I'm stuck on.

<< Question 1 >>
Do you get the +1 extra attack in assault every time you assault or just when you first charge into assault?
For example; if my Ork Boyz assault a squad of Khorne Berserkers, my Orks get the +1 extra attack. Now on the Chaos Marine's actual turn, does his Berserkers get that +1 extra attack as well when they fight those Ork Boyz?
(Also, does Furious Charge work exactly the same?)

<< Question 2 >>
What happens to the crew of an Artillery unit after the weapon platform is destroyed? Do they run off or become a small troop? Does taking extra crew members change this at all?
For example; my 3 Zzap Gunz were all destroyed leaving just the 6 gretchin that normally comes with the battery. What happens to those gretchin now?

<< Question 3 >>
What happens when a template or blast weapon hits an Artillery unit? Do I count everything under the template as a hit or do I roll to determine whether the weapon platforms or the crew were hit?
For example; my 3 Zzap Gunz and their 6 gretchin krew were hit perfectly with a large blast weapon, does that mean I take 9 hits (for the 3 gunz and 6 gretchin) or roll to see who was actually hit (the gunz or the krew)?

<< Question 4 >>
Must I disembark right after I move a transport or can I wait til after I move other units?
For example; my Trukk is transporting a Nobz mob. After the Trukk moves, can I move other units first then bring out the Nobz?

<< Question 5 >>
Must Blast and Large Blast templates be initially placed over a model or can it be placed over open ground (between members of the squad for example)?
Also if you must place over a model, can Biovores fire into open ground to setup a field of Spore Mines?
For example; I want to fire my Shokk Attack gun (which uses the large blast) at a brood of Genestealers. Must I pick one of those Genestealers as my initial target or can I aim between them to try to get more hits and/or help correct scattering?

<< Question 6 >>
This isn't much of a rule question as just a general one. I notice theres the Space Marines Codex then a separate Codex for many of the different chapters. After reading over a few I just have to ask, is there any benefit on just playing Space Marines and not using a specific chapter codex of theirs? To me, I see no point in NOT using one of those codexes when they give so many advantages with hardly any drawbacks.

Thanks ahead of time for any help or assistance provided. I hope I didn't annoy too much with some of these silly questions
   
Made in us
[ADMIN]
Decrepit Dakkanaut






Los Angeles, CA


1) Page 37 of the rulebook. Only models that actually assaulted (charged) that turn get a +1 Attack bonus. If a combat lasts more than one round neither side will get the bonus for assaulting in the next round (unless another unit charges into the combat in which case it will get a +1 Attack bonus for doing so).


2 & 3) Read page 55 of the rulebook for the Artillery rules. Artillery follow the rules for infantry except where noted differently in that Artillery rules section. To answer you two questions in brief, if all the artillery models are destroyed the unit is still a unit, just without their artillery guns (they still can't capture objectives though because they are not a troops choice). When an artillery unit is shot at you total up the total number of hits (including those from blasts and templates) and then you roll a D6 for each hit to see which type of model it hits. On a 1-4 it hits a gun and on a 5-6 it hits a crewman.


4) Units embarked on a vehicle are still a separate unit from the vehicle. The only rules about moving units is that once you start moving a unit you have to finish moving it before selecting another unit to move. That means you disembark the models off the vehicle at the point you choose to move that unit, which does indeed mean you can finish moving the transport vehicle, move other units in your army and then when you choose to move the unit inside they disembark.

With that said, I think many people do play that you must disembark at the same time you move the vehicle so I would suggest discussing this with your opponents ahead of time to make sure that you're both playing the same way.


5) Page 30 of the rules. Blasts have to be placed with the center hole of the blast over the base of a model (or hull of a vehicle) in the target unit.


6) Each Codex has positives and negatives, some more than others. If you're asking why would people play with the standard Marine codex over the Blood Angel, Dark Angel, Black Templar or Space Wolf codex, the answer is that the Space Marine codex does indeed have tons of crazy cool rules that these other codexes do not have access to. In many ways, the standard Space Marine codex can be used to make the most powerful Space Marine armies out there.


I play (click on icons to see pics): DQ:70+S++G(FAQ)M++B-I++Pw40k92/f-D+++A+++/areWD104R+T(D)DM+++
yakface's 40K rule #1: Although the rules allow you to use modeling to your advantage, how badly do you need to win your toy soldier games?
yakface's 40K rule #2: Friends don't let friends start a MEQ army.
yakface's 40K rule #3: Codex does not ALWAYS trump the rulebook, so please don't say that!
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Made in us
Longtime Dakkanaut




Just to add:

5) the hole on the blast marker must be over the base (or vehicle), but it does not have to be centered. Doesn't change much for stealers, but for warriors, terminators, bikes, etc. it can make a difference.

6)Not sure if you realize it, but the other codices (Dark Angel, etc.) are stand alone rules. You don't get all the space marine rules *and* the DA rules.
So DA get no sternguard, or vanguard, or....
   
Made in us
Implacable Black Templar Initiate




Poconos, PA

Thanks for the help and page numbers, really does clear up quite a bit and helps me out. My friends and I are still getting a hold of the rules so hopefully I don't have any more silly questions

Can't wait til my next game (this weekend) where my Big Mek (with Shokk Attack Gun) gets to suicide turn 1 for the 4th game in a row >.<

4500 Points
 
   
 
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