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Made in us
Mutilatin' Mad Dok





Medford Oregon

Two big rules that were disputed at a gamestore I casually play at that I do not think are correct.

Twin Wolf Claws - As long as I have ever used them. All of my Wolf Guard and even one of my Termi Guard has Twin Wolf Claws. Just like any twin weapons they give you an extra attack.
However the ruling on them is NOT the same as Thunder Claws. You can choose at the beginning of the assault phase if you want to re roll hits or wounds. Here is how I see it working.

Thunder Claw X1 - I can reroll hits in combat.....I think its hits anyway.
Thunder Claw X2 - I get an extra attack but my options do not change.

Wolf Claw X1 - I can Re roll to hits OR Wounds...this is the special rule given to me by my weapon.
Wolf Claw X2 - Because of my special rule. I get this Rule...TWICE. There fore because I have two weapons. One Weapon gives me the option of choosing to re roll to hits or wounds and the other weapon
also gives me this same special rule. Therefore my character "should" be given the option of choosing both. The Left hand claw allows me to reroll hits and the claw on the right hand allows me to re roll to wounds. PLUS the additional attack.

They said it does not do this and I call BS on it. So who is correct?


DESTROYING A DREAD
They had said that after I destroy all the weapons on a dread and even immobilize it in close combat. I MUST get a result of a wrecked or explosion before the dread is actually destroyed. No matter how many times it gets a weapon destroyed or Immobilized set. I am stuck in CC with it until I roll a 5 or 6 on the damage table.

I call BS. Because I have always known that any result in weapon destroyed or immobilized after a dread looses all its weapons auto goes to wrecked.

So who is right on this one? Me or them?

   
Made in us
Regular Dakkanaut




first off the wolf claws

straight from pg 4 of the space wolf codex...

Q. Can a model with two Wolf Claws choose to re-roll To
Hit with one and To Wound with the other? (p60)
A. No.


as for destroying a dread by immobilizing and destroying weapons...take a look at pg 61 of the BRB it states that if a dread/vehicle is immobilized and has no weapons left and it suffers another immobilized/weapon destroyed it is to be considered wrecked

This message was edited 2 times. Last update was at 2011/03/07 08:30:32


 
   
Made in se
Powerful Pegasus Knight





The reason for not gaining both re-rolls to hits and to wounds with dual claws is because you only ever gets the benefit of one special CC-weapon, in this case a "Wolf Claw". And due to it being a lightning claw you can only ever get an extra attack with another claw.
So yeah, dual claws = +1 attack and either re-rolls to hits or to wounds.

EDIT: Or you (and I ) can just check the FaQ...

This message was edited 1 time. Last update was at 2011/03/07 08:32:44


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Nearly a quote except the censorship.  
   
Made in gb
Decrepit Dakkanaut




As above - the REASON why you are wrong over number 1 is that, in close combat, you only ever use one weapon when attacking - see Page 42. As you are only using the one weapon, you only get the choice. THe SW FAQ just reiterates the conclusion.

Dreadnoughts are no different to other vehicles when it coems to immobilised and no weapons left - any result of 3 - 6 no the table will now remove it.
   
Made in us
Regular Dakkanaut




Off topic a wg in pa with twin wolf claws is the same points cost as a wg in terminator armor with twin wolf claws
   
Made in gb
Decrepit Dakkanaut




But doesnt take up two spaces, and can still travel in a rhino.
   
Made in us
Regular Dakkanaut




nosferatu1001 wrote:But doesnt take up two spaces, and can still travel in a rhino.
true but you get a 2+5+ save
   
Made in us
Furious Fire Dragon





I think the question is should they be the same cost?

Homer

The only "hobby" GW is interested in is lining their pockets with your money.
 
   
Made in us
[DCM]
Tilter at Windmills






Manchester, NH

There are advantages and disadvantages to each option, as enumerated. "Should" is very subjective.

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Made in gb
Decrepit Dakkanaut




Shadowmarine wrote:
nosferatu1001 wrote:But doesnt take up two spaces, and can still travel in a rhino.
true but you get a 2+5+ save


The point i was making is that they are equivalent in points liokely because you have cheaper transport options, take up less space in drop pods, and so on.
   
Made in us
Heroic Senior Officer





Woodbridge, VA

There's also the sweeping advance issue.............

Don "MONDO"
www.ironfistleague.com
Northern VA/Southern MD 
   
Made in au
Stealthy Space Wolves Scout





Sydney

nosferatu1001 wrote:
Shadowmarine wrote:
nosferatu1001 wrote:But doesnt take up two spaces, and can still travel in a rhino.
true but you get a 2+5+ save


The point i was making is that they are equivalent in points liokely because you have cheaper transport options, take up less space in drop pods, and so on.
by that logic, terminator should always be a 'free' upgrade because of the transport option trade-off (although I guess they could make you pay for the power weapon)

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Made in gb
Decrepit Dakkanaut




Not just the transport options - you also have to think where the WG takes part in the SW codex, which also has a points cost. Being able to put the WG in any squad, and the effects on that squad, makes a big difference in how useful the unit is. If the unit has more utility you will pay more for it.
   
 
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