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Rules fix, multiple wounded models/differing weapons  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in gb
Growlin' Guntrukk Driver with Killacannon





UK


Multiple wounded models in this rule book (and in previous ones) has caused alot of confusion. Once the concept has been grasped however it is easy to apply. Basically you have a number of groups of differing warriors within a squad and within these groups, if you allocate a wound to any of them, then full models must be taken, wounds cannot be 'spread around'. Simple so far.

However what gets me about the current way of doing things is how the groups are defined. The rules states that any group consists of 'identical models'. This suggests that wargear should be taken into account when grouping models for multiple wounds. This to me makes little sense and that groups of models should be based on the names (aka types) of the models in that unit only.

For example a Nob mob splits down as follows is given.

2 basic nobs
1 nob with bosspole and power klaw
1 nob with power klaw and eavy armour
1 nob with power klaw
2 nobs with uge choppas
1 nob with power klaw, waaaagh banner and eavy armour
1 nob upgrade to painboy

Now under the current rules this mob can take 7 wounds (for 7 different groups) befor it would even have to take a model.

Now a change to the rules to allow grouping by name IMO makes much more sense, and in this example would mean that the squad could only take 2 wounds (painboy and one nob) befor it had to take a model.

Does anyone know of a reason why we group by 'identical models' and not by model name?

This message was edited 3 times. Last update was at 2010/07/04 12:03:49


   
Made in gb
Lord of the Fleet






It may potentially take 7 wounds before loosing a model. In practice it will take less than that because the wounds must be allocated before saves.

This is a workable suggestion. However, it will lead to special and heavy weapons being removed last as per last edition - this is the whole point of this version of the rules.

It only becomes a problem on tough multi-wound squads.

My suggestion would be to change wound allocation such that all ID causing wounds must be allocated first, to un-wounded models where possible, and all other FNP negating wounds are allocated second. Then normal wounds get allocated.

That way those powerful wounds don't get stacked and minimized.
   
 
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