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Power weapons VS drednaughts??? How to use Krak grenades?  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in au
Fresh-Faced New User




1. Ok so is it right to say that in an assault phase a captian's power sword or a chaplains power weapon cannot defeat a drednaught as they have to rely on the characters strength plus D6 which is at best
S4+6 = 10 which cannot pierce front or side armour???

If so, even a mighty captain or chaplain have to (like normal marines) roll a 6 with a krak grenade to breach the drednaught armour in assault phase?

Am I right?

2. When using a krak grenade against a drednaught in the assault phase, I know you have to roll a 6 + 6(krak grenade strength) and that you only get one attack.
However what is the sequence? Does the marine still have to go WS vs WS with the drednaught first then roll the 6 for the krak grenade for the wound?

OR do you just roll 6 for the grenade straight up and that's it, you miss or hit and attack done?

   
Made in gb
Elite Tyranid Warrior





funkyhazzard wrote:1. Ok so is it right to say that in an assault phase a captian's power sword or a chaplains power weapon cannot defeat a drednaught as they have to rely on the characters strength plus D6 which is at best S4+6 = 10 which cannot pierce front or side armour???


Correct. Power weapons will have no effect on walkers.

funkyhazzard wrote:2. When using a krak grenade against a drednaught in the assault phase, I know you have to roll a 6 + 6(krak grenade strength) and that you only get one attack.
However what is the sequence? Does the marine still have to go WS vs WS with the drednaught first then roll the 6 for the krak grenade for the wound?

OR do you just roll 6 for the grenade straight up and that's it, you miss or hit and attack done?


You roll to hit with a single attack, hitting on a 6. Then you roll armour penetration as usual, 6 + d6.

Dealing with walkers in assaults is on p73.
   
Made in au
Fresh-Faced New User




thanks, ok.

Wow that makes it hard! So roll a 6 to hit then you have to roll another 6 to make 12 (when added to krak grenade strength) to btreach armour.
two 6's in a row is hard!
   
Made in us
Longtime Dakkanaut





New Jersey, USA

Two 6's in a row and the best you can do against a regular walker is imobilize it.

Bear in mind that based on fluff, the Space Marine in that dreadnought is probably older and more heroic then your captian or chapter master....He is just more dead.


 
   
Made in us
Angry Blood Angel Assault marine




Tampa Bay area, FL

Which is why many characters carry around higher strength weaponry, such as a power fist, thunder hammer or relic blade.
   
Made in gb
Ancient Ultramarine Venerable Dreadnought





UK

Im on my phone at work so ive no books handy, but isnt a krak strength 8? If so, you only need a 4 to pen mate.

We are arming Syrian rebels who support ISIS, who is fighting Iran, who is fighting Iraq who we also support against ISIS, while fighting Kurds who we support while they are fighting Syrian rebels.  
   
Made in us
Angry Blood Angel Assault marine




Tampa Bay area, FL

mattyrm wrote:Im on my phone at work so ive no books handy, but isnt a krak strength 8? If so, you only need a 4 to pen mate.


Missile is, grenades however are not.
   
Made in us
Painlord Titan Princeps of Slaanesh





Syracuse, NY

Also, you get to roll against the WS in certain specific instances (when the walker is Stunned for example) to plant rather than neededing a 6.

Daemons Blog - The Mandulian Chapel 
   
Made in gb
Decrepit Dakkanaut




You may be thinking of meltabombs, which are S8 (but also gain extra penetration dice)
   
Made in au
Anti-Armour Swiss Guard






Newcastle, OZ

6 to hit with it.

6+d6 needed to glance it (you can't pen with a krak against a dread).
Immobilised result is needed.
After this, all grenades (still only one attacjk each) get to hit based on WS.

Melta bombs work better v walkers (still need a 6 to hit, but you roll 8+2d6 for pen. Better chance to hurt it IF you hit).

Take thunderhammers or power fists on vet sgts/characters that can take them.

I'm OVER 50 (and so far over everyone's BS, too).
Old enough to know better, young enough to not give a ****.

That is not dead which can eternal lie ...

... and yet, with strange aeons, even death may die.
 
   
Made in us
Regular Dakkanaut





6 + 6 is a better chance than ... just wait to die and fail a ld check and hope you dont get sweeping advanced and destroyed. :-)

   
Made in us
Thinking of Joining a Davinite Loge







SM do not get sweeping advanced. They take no retreat wounds if they are caught.

Take PF's or TH's to deal with dreads.

Jidmah wrote:That's why I keep my enemies close and my AOBR rulebook closer.


 
   
Made in us
Longtime Dakkanaut





...Or you could just take a wound, voluntarily flee, and then do something else on your turn.







There's just an acre of you fellas, isn't there? 
   
Made in us
Thinking of Joining a Davinite Loge







You don't voluntarily flee, you choose to fail, but a sweeping advance roll is still made to see if you will stay locked up or get away.

Jidmah wrote:That's why I keep my enemies close and my AOBR rulebook closer.


 
   
Made in us
Been Around the Block




melta bomb, melta bomb, melta bomb

   
Made in us
Ork Boy Hangin' off a Trukk



California, USA

How about shoot it before it even gets into assault?

1500 points Speed Freeks
WarOne wrote:orks practically live forever...until something like a boot to the head kills you.
 
   
Made in gb
Lord of the Fleet






And remember, if you aren't using a special character with chapter tactics you can choose to fail your morale test when the dread beats you in combat.
   
 
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