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![[Post New]](/s/i/i.gif) 2009/05/06 10:53:40
Subject: Smoke launchers and vehicle squadrons.
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Junior Officer with Laspistol
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Here's another fun "bonus" in the Guard codex:
If you have a squadron of two vehicles, and one of them fires smoke, both gain a cover save, but the one that did not fire smoke still gets to fire its weaponry. This can also be used to give a vehicle squadron two turns of smoke while maneuvering.
Smoke makes the vehicle "obscured."
As per vehicle squadron rules, if 50% of the unit is obscured, the unit gets cover saves.
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Why did the berzerker cross the road?
Gwar! wrote:Willydstyle has it correct
Gwar! wrote:Yup you're absolutely right
New to the game and can't win? Read this.
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![[Post New]](/s/i/i.gif) 2009/05/06 11:15:21
Subject: Re:Smoke launchers and vehicle squadrons.
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Rough Rider with Boomstick
Finland
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( Blinks ) What? Where? Who?  Are you serious? Doctor, can I please have a second opinion since I don“t have access to my own rulebook at the moment. ( Starts rethinking the idea for a Leman Russ- squadron )
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This message was edited 1 time. Last update was at 2009/05/06 11:16:03
12001st Valusian Airborne
Chrome Warriors
Death Guard
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![[Post New]](/s/i/i.gif) 2009/05/06 11:29:40
Subject: Smoke launchers and vehicle squadrons.
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Junior Officer with Laspistol
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Yep, just another "easter egg" where the rules of the game interact with the Guard codex in a way that was probably not intended.
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Why did the berzerker cross the road?
Gwar! wrote:Willydstyle has it correct
Gwar! wrote:Yup you're absolutely right
New to the game and can't win? Read this.
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![[Post New]](/s/i/i.gif) 2009/05/06 11:43:10
Subject: Smoke launchers and vehicle squadrons.
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Stubborn Dark Angels Veteran Sergeant
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I guess that means that the forces of the Emperor now have THREE different varieties of smoke launcher, with different rules (Dark Angels, Space Marines, Guard). D'oh!
Perhaps we can petition GW to give us a 3rd set of stats for Storm Shields in the upcoming Space Wolves codex. I don't feel confused enough, yet.
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![[Post New]](/s/i/i.gif) 2009/05/06 11:43:58
Subject: Smoke launchers and vehicle squadrons.
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Hanging Out with Russ until Wolftime
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Well, perhaps this is intentional, you are sacrificing half the units firepower for the turn, and you still are able to be Destroyed on a Glance, so it all balances out tbh.
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This message was edited 1 time. Last update was at 2009/05/06 11:44:09
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Download The Unofficial FAQs by Gwar! here! (Dark Eldar Draft FAQ v1.0 released 04/Nov/2010! Download it before the Pandas eat it all!) |
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![[Post New]](/s/i/i.gif) 2009/05/06 11:55:32
Subject: Smoke launchers and vehicle squadrons.
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Junior Officer with Laspistol
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Gwar! wrote:Well, perhaps this is intentional, you are sacrificing half the units firepower for the turn, and you still are able to be Destroyed on a Glance, so it all balances out tbh.
I think the major thing that was not forseen is that it gives the vehicle squadron two turns of smoke. There are lots of situations where this is useful, say if the unit has one tank shaken, the shaken tank can fire smoke, does not reduce the units firepower at all, and still grants the entire unit a 4+ cover save.
Say it's a unit of two hell-hounds (or variants) moving flat out. One fires smoke, they both gain the save, then repeat next turn (or on another turn they're threatened by enemy fire.
Note that in a Valkyrie squadron you can't move one Valk flat out to gain a cover save for the squadron of two as vehicle squadrons must move at the same speed.
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Why did the berzerker cross the road?
Gwar! wrote:Willydstyle has it correct
Gwar! wrote:Yup you're absolutely right
New to the game and can't win? Read this.
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![[Post New]](/s/i/i.gif) 2009/05/06 13:34:49
Subject: Re:Smoke launchers and vehicle squadrons.
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Towering Hierophant Bio-Titan
UK
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Aha..
If one vehicle pops smoke in a vehicle squadren of two vehicles.. then that squadren is only 25% obscured. If you cover 1/2 of one model in a two model unit, it doesnt get a cover save.
But OTOH I do understand the wording in some respects make it seem quite clear that you can do the what the OP surmounted to.
But think about it.. one vehicle pops smoke. That now counts as 50% obscured (in a closed system of one) but regards to a unit, a unit of multiple vehicle, it now counts as part of that unit but it is still only singularily obscured.
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H.B.M.C. wrote:Friend of mine just sent me this:
"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. ." Too be fair.. it's all worked out quite well!
Heh. |
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![[Post New]](/s/i/i.gif) 2009/05/06 13:47:39
Subject: Re:Smoke launchers and vehicle squadrons.
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Junior Officer with Laspistol
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Razerous wrote:Aha..
If one vehicle pops smoke in a vehicle squadren of two vehicles.. then that squadren is only 25% obscured. If you cover 1/2 of one model in a two model unit, it doesnt get a cover save.
But OTOH I do understand the wording in some respects make it seem quite clear that you can do the what the OP surmounted to.
But think about it.. one vehicle pops smoke. That now counts as 50% obscured (in a closed system of one) but regards to a unit, a unit of multiple vehicle, it now counts as part of that unit but it is still only singularily obscured.
According to the rules on page 64 you determine if each vehicle in the squadron is in cover by using the rules for vehicles (obscurement rules), then you use the rules for units to see if the entire unit of vehicles gains a cover save.
Page 22 says that if "half or more" of the unit is in cover then the entire unit gains the cover save.
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Why did the berzerker cross the road?
Gwar! wrote:Willydstyle has it correct
Gwar! wrote:Yup you're absolutely right
New to the game and can't win? Read this.
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![[Post New]](/s/i/i.gif) 2009/05/06 14:43:34
Subject: Re:Smoke launchers and vehicle squadrons.
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Regular Dakkanaut
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Makes sense to me , orks have been able to do this for a while now with killa kans and KFF.
This might actually make a tank squadrons of hellhounds ( and other varients) suck a little less, .... not stop sucking just suck less. I mean it might actually let you get that chemical cannon close enought to actually think about shooting it. Or not.
Honestly the only place I see this being used is on Hellhounds, maybe some sents, everything else in the army needs to stay still to make max use of its weapons load out. Not like your gonna move hydras that much , or russes even, and Chimeras don't come in squadrons, and the valk and vendettas can't take smoke.
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fellblade wrote:Always buy ugly dice. Pretty dice think it's enough that they look good; ugly dice put out. |
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![[Post New]](/s/i/i.gif) 2009/05/06 14:51:03
Subject: Smoke launchers and vehicle squadrons.
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[ADMIN]
Decrepit Dakkanaut
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And you kinda need to keep it to squadrons of two vehicles to really take advantage of this.
With three vehicles you have to either burn 2 smoke launchers to get the protection (and then you're only firing with one) or you have to find someplace to hide at least 50% of one of the vehicles in the squadron (as they can't get cover from themselves).
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![[Post New]](/s/i/i.gif) 2009/05/06 14:58:33
Subject: Smoke launchers and vehicle squadrons.
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Junior Officer with Laspistol
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I think that if you're going to take squadrons of vehicles, two are more efficient than three anyways. I think the best use of this is if one of the vehicles becomes shaken, they can get a "free" cover save on the next turn to help the survivability of the unit.
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Why did the berzerker cross the road?
Gwar! wrote:Willydstyle has it correct
Gwar! wrote:Yup you're absolutely right
New to the game and can't win? Read this.
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![[Post New]](/s/i/i.gif) 2009/05/07 05:34:00
Subject: Re:Smoke launchers and vehicle squadrons.
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Sword-Bearing Inquisitorial Crusader
Northern Virginia
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yeah seems viable to me. Also may want to point out you can also take camo netting on those vehicles so not only do you get 2 uses of smoke you also get a 3+ cover save provided the model did not move that turn!
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"Paranoia is a very reassuring state of mind. If you think they are after you, you think you matter" |
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