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Made in us
Guarding Guardian



La Crosse

Okay some more questions about 40k.

1. Can allied tech priests\marines\whatever repair someone Else's vehicles?

2. what is the highest initiative in 40k, the highest i have seen are the Edar with ini of 7.

3. With the SM HQ unit Calgar, if you have a detachment of Black Templar and a detachment of Ultra Marines, does his choose to pass leadership\Morale tests go over for the entire army? Sorry about this question i have read it a few times but i am really unsure about it.
   
Made in us
Sneaky Kommando





Southern Ohio, USA

For 1 & 3 you will have to discuss it with your opponents before you start playing. There are no rules in the BRB about how to handle "allied" armies.

For what its worth, I would say yes for #1 and no for #3. Purely from a fluff perspective though. Since tech priests/marines are all members of the imperium, I'd imagine all of their vehicles are similar. However, Calgar is the leader of the Ultramarines, I don't think the Templars would be too keen on listening to his strategies.

As for #2, in the eldar codex, there's a unit that can get Init 10, but other than that, I don't know what the highest static init is.

MeanGreenStompa wrote:The idea of Land Raider rarity is a lie, there are millions of them, they reproduce like tribbles. Ask the Blood Angels, they have so many they even throw them out of thunderhawks moving at high speed to try and reduce the numbers.


DR:80+SGM-B+I--Pw40k09#+D++A+/hWD350R++T(M)DM+

My Army
Orks 2500+ pts 
   
Made in us
Guarding Guardian



La Crosse

hmmm initiative ten on eldar, what is that, i looked all over lol, my friend keeps stealing the initiative from me, and he is space marines.... he has ini 5 i have ini 7. I know a unit that can get initiative 10 wont help with the stealing the initiative but im just curious now.

Thanks for the answers.
   
Made in au
Longtime Dakkanaut






zatchmo wrote:
As for #2, in the eldar codex, there's a unit that can get Init 10, but other than that, I don't know what the highest static init is.


Keeper of Secrets - I10


Automatically Appended Next Post:
Honorable mention: Wych Archite - I8

This message was edited 1 time. Last update was at 2010/07/21 06:54:38


"I already told you son, that milk isn't for developing bones. It's for developing character." - C&H 
   
Made in us
Guarding Guardian



La Crosse

Ok lol, where do i find all these conversions, cause the KoS is just the Avatar right?


*Edit*

woops lol, that isnt right... i googled it and it said something about avatar i thought it was a conversion of some sort.

This message was edited 1 time. Last update was at 2010/07/21 07:05:00


 
   
Made in gb
Decrepit Dakkanaut




The Keeper of Secrets is a Greater Daemon of Slaanesh - so definitely NOT something the eldar want to get near....

Wyches are Dark eldar - again, not something you want to meet!
   
Made in au
Frenzied Berserker Terminator




In your squads, doing the chainsword tango

Akbar wrote:Okay some more questions about 40k.

1. Can allied tech priests\marines\whatever repair someone Else's vehicles?


I've had this pop up in friendly games. The way we figured it was that Imperials, so Guard, Marines, Inquisitors/SOB etc... Basically used the same technology that has been around for so long, that a tech marine would know how to repair a SOB Rhino, or at least have some clue towards fixing a immobolized chimera, and so can attempt to do so. Other aliens do not share tech with each other- xeno's races cannot help each other/be helped in repairs, as they all have far to unique designs and constructions to be repaired by someone unfamiliar to them in the middle of a battle!
   
Made in nl
Cog in the Machine





Netherlands, Delft or Breda

Akbar wrote:hmmm initiative ten on eldar, what is that, i looked all over lol, my friend keeps stealing the initiative from me, and he is space marines.... he has ini 5 i have ini 7. I know a unit that can get initiative 10 wont help with the stealing the initiative but im just curious now.

Thanks for the answers.


It kinda reads that you mean he steals the initiative pre-battle? If that's the case, you might want to reread those rules.

To answer your curiosity: Howling Banshees gain Initiative 10 when charging.
   
Made in us
Junior Officer with Laspistol





University of St. Andrews

Jihallah wrote:
Akbar wrote:Okay some more questions about 40k.

1. Can allied tech priests\marines\whatever repair someone Else's vehicles?


I've had this pop up in friendly games. The way we figured it was that Imperials, so Guard, Marines, Inquisitors/SOB etc... Basically used the same technology that has been around for so long, that a tech marine would know how to repair a SOB Rhino, or at least have some clue towards fixing a immobolized chimera, and so can attempt to do so. Other aliens do not share tech with each other- xeno's races cannot help each other/be helped in repairs, as they all have far to unique designs and constructions to be repaired by someone unfamiliar to them in the middle of a battle!


I actually like that house rule alot...it makes tons of in fluff sense, and I always like making my games fluffy. =D

But yeah....I'm confused OP....are you talking about initiative in close combat, or iniative before the game? If you're talking about cc initiative, you may want to call your friend out on it, as outside of special rules, I don't think there's a way to 'steal initiative'. You go from the highest initiative model to the lowest....Now, before the battle having specific units has no effect on him 'stealing initiative, and you can't really do much about that.....So what are you talking about?
   
Made in us
Guarding Guardian



La Crosse

Well when you steal the initiative in the beginning of the game, not in cc cause you cant do that at least not that i know of, you roll to see who goes first then add your highest initiative to it. So if you have initiative seven and the other has initiative 5 he has to beat you by 3 or more, because the one with higher base initiative wins ties. Correct? Or do you just roll and not even add initiative?
   
Made in au
[MOD]
Making Stuff






Under the couch

Akbar wrote:Well when you steal the initiative in the beginning of the game, not in cc cause you cant do that at least not that i know of, you roll to see who goes first then add your highest initiative to it. So if you have initiative seven and the other has initiative 5 he has to beat you by 3 or more, because the one with higher base initiative wins ties. Correct? Or do you just roll and not even add initiative?


Rulebook, page 92. There is no compared roll or adding of initiative. It's just a straight roll by the player wanting to seize the initiative.
   
Made in us
Ship's Officer






Akbar wrote:Well when you steal the initiative in the beginning of the game, not in cc cause you cant do that at least not that i know of, you roll to see who goes first then add your highest initiative to it. So if you have initiative seven and the other has initiative 5 he has to beat you by 3 or more, because the one with higher base initiative wins ties. Correct? Or do you just roll and not even add initiative?


Did you read the rules? It says the player going second can try and steal the initiative. He rolls a die, and on a 6, he gets to go first.

That's the rule, plain and simple.

EDIT: Ninja'd!

This message was edited 2 times. Last update was at 2010/07/22 02:34:16


Ask Not, Fear Not - (Gallery), ,

 H.B.M.C. wrote:

Yeah! Who needs balanced rules when everyone can take giant stompy robots! Balanced rules are just for TFG WAAC players, and everyone hates them.

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Made in us
Guarding Guardian



La Crosse

Well the guy that i play with doesn't know how to read, we are constantly having to look up stuff after a game, and then we find out that he read it wrong, or that he didn't even read it at all.
   
Made in gb
Ultramarine Land Raider Pilot on Cruise Control




Bristol, UK

Akbar wrote:Well the guy that i play with doesn't know how to read, we are constantly having to look up stuff after a game, and then we find out that he read it wrong, or that he didn't even read it at all.


The way he told you it worked was sort-of how it worked in 4th.
   
Made in au
[MOD]
Making Stuff






Under the couch

Akbar wrote:Well the guy that i play with doesn't know how to read, we are constantly having to look up stuff after a game, and then we find out that he read it wrong, or that he didn't even read it at all.


If neither of you know how the rule works, that's not just the other guy's fault...
   
Made in us
Guarding Guardian



La Crosse

Why would i look if he knew how it works? As of now im going to check all the rules lol, but before i just took it for what he said it was. He also had the infiltrate rule messed up, plus he there is a mistype in the SM rulebook saying the Vindicator's main weapon, the destroyer i believe, is barrage.
   
Made in gb
Possessed Khorne Marine Covered in Spikes






Yeah its not barrage says in the FAQ. Although i can imagine a demolisher cannon fireing up like some kind of mortar.

Did you know? Every sunday from 12 to 5 pm you can get a carvery for £6.95 at the pudding and pye.

 
   
Made in au
[MOD]
Making Stuff






Under the couch

Akbar wrote:Why would i look if he knew how it works?


The point is that it is both player's responsibility to know the rules. If you don't know how a given rule works, your opponent says he does, and you take his word for it, it's as much your fault as his if you wind up playing it incorrectly.

There's no point getting grumpy at him for not knowing the rule when you didn't know it either.


Particularly since, ultimately, it's not really a big deal. If getting every single rule 100% correct is important to you, then by all means check every rule you're not sure of. But if you're just playing a friendly game, getting the odd rule wrong shouldn't really matter that much.

This message was edited 1 time. Last update was at 2010/07/22 21:22:29


 
   
 
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