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![[Post New]](/s/i/i.gif) 2011/02/21 12:09:20
Subject: Killa Kans and armour plates and the vehicle squadron rules????
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Yellin' Yoof on a Scooter
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Ok so Ork Killa Kans can take armour plates.....
Armour Plates..... a vehicle with armour plates treats crew stunned as crew shaken.... (p93 ork codex)
Damage results against squadrons...... To represent this.. treat all stunned results as shaken.... (p64 rulebook 5th edition)
Sooooo...... thoughts? It would seem you would not get the benefit from the armor plates until the killa kan squadron was down to one Kan.
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![[Post New]](/s/i/i.gif) 2011/02/21 12:34:20
Subject: Killa Kans and armour plates and the vehicle squadron rules????
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Decrepit Dakkanaut
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You have it exactly right. Some of the upgrades in the Ork codex as less useful in 5th than 4th
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![[Post New]](/s/i/i.gif) 2011/02/21 13:01:48
Subject: Killa Kans and armour plates and the vehicle squadron rules????
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Krazed Killa Kan
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Yep, and the same for grot riggers,
same pages(ish) in codex/rulebook
grot riggers allow you to repair an immobilised result on a 4+
in a squadron any vehicle which is immobilised is automatically wrecked.
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DR:80S---G+MB---I+Pw40k08#+D+A+/fWD???R+T(M)DM+
My P&M Log: http://www.dakkadakka.com/dakkaforum/posts/list/433120.page
Atma01 wrote:
And that is why you hear people yelling FOR THE EMPEROR rather than FOR LOGICAL AND QUANTIFIABLE BASED DECISIONS FOR THE BETTERMENT OF THE MAJORITY!
Phototoxin wrote:Kids go in , they waste tonnes of money on marnus calgar and his landraider, the slaneshi-like GW revel at this lust and short term profit margin pleasure. Meanwhile father time and cunning lord tzeentch whisper 'our games are better AND cheaper' and then players leave for mantic and warmahordes.
daveNYC wrote:The Craftworld guys, who are such stick-in-the-muds that they manage to make the Ultramarines look like an Ibiza nightclub that spiked its Red Bull with LSD. |
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![[Post New]](/s/i/i.gif) 2011/02/21 13:03:37
Subject: Killa Kans and armour plates and the vehicle squadron rules????
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Lord of the Fleet
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Useful for dreads and single kans.
Better to have the option than to have it removed.
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![[Post New]](/s/i/i.gif) 2011/03/05 02:50:08
Subject: Killa Kans and armour plates and the vehicle squadron rules????
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Yellin' Yoof on a Scooter
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It would be kinda cool if grot riggers could fix an immobilised killa kan if you didn't move the squadron but alas I feel that thought line is in the Nay catagory
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![[Post New]](/s/i/i.gif) 2011/03/05 02:59:32
Subject: Re:Killa Kans and armour plates and the vehicle squadron rules????
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Smokin' Skorcha Driver
Tucson, Arizona
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I agree with Scott i'd rather have the option to take it rather than not having it at all.
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-5000 Pts. of Orks
-1750 Pts. of Ravenwing |
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![[Post New]](/s/i/i.gif) 2011/03/05 17:54:08
Subject: Killa Kans and armour plates and the vehicle squadron rules????
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Insect-Infested Nurgle Chaos Lord
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Plates are wasted on Kan units, but well worth it on singletons
'It would be kinda cool if grot riggers could fix an immobilised killa kan if you didn't move the squadron but alas I feel that thought line is in the Nay catagory '
Nay, i'm afraid, as the vehicle is immediately destroyed. It would be fun if it was otherwise, though you'd likely have the squadron sitting there for several turns, especially if it's under enemy fire and you get more immobilized results..
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The Viletide: Daemons of Nurgle/Deathguard: 7400 pts
Disclples of the Dragon - Ad Mech - about 2000 pts
GSC - about 2000 Pts
Rhulic Mercs - um...many...
Circle Oroboros - 300 Pts or so
Menoth - 300+ pts
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