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Made in nl
Sybarite Swinging an Agonizer







how many attacks can a model with haywire grenades make against a tank?

1250 Eldar
1250 Dark Eldar (still building)
DE Kabal fluff
http://www.dakkadakka.com/dakkaforum/posts/list/338476.page

Human: Why are you so cruel.
DE: Why not. 
   
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Regular Dakkanaut






Just one per model.

Per the DE codex, they're used as normal to attack vehicles. Normal use in the rulebook is that a model using grenades can only ever make a single attack, regardless of their profile or bonuses.
   
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[DCM]
Tilter at Windmills






Manchester, NH

Exactly. Attacking a vehicle with a grenade, as defined in the main rulebook = 1 attack, instead of your regular number.

Adepticon 2015: Team Tourney Best Imperial Team- Team Ironguts, Adepticon 2014: Team Tourney 6th/120, Best Imperial Team- Cold Steel Mercs 2, 40k Championship Qualifier ~25/226
More 2010-2014 GT/Major RTT Record (W/L/D) -- CSM: 78-20-9 // SW: 8-1-2 (Golden Ticket with SW), BA: 29-9-4 6th Ed GT & RTT Record (W/L/D) -- CSM: 36-12-2 // BA: 11-4-1 // SW: 1-1-1
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Made in nl
Sybarite Swinging an Agonizer







thanks, i will now not put them on my archon as it really is a waste if i could remain in a venom.
/thread

1250 Eldar
1250 Dark Eldar (still building)
DE Kabal fluff
http://www.dakkadakka.com/dakkaforum/posts/list/338476.page

Human: Why are you so cruel.
DE: Why not. 
   
Made in us
Sinewy Scourge





Commoragh (closer to the bottom)

Would it be a good idea to use them on walkers? Since most of the time you will need 6's to hit: /

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On a Canoptek Spyder's Waiting List



Willamette Valley Oregon

Only if you wait till there immobilized.

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Slippery Ultramarine Scout Biker





Fort Worth, TX

So, every model in a unit can use a grenade or is it specific to the DE codex? SM have Krak grenades by default. Can each marine use a grenade on a vehicle instead of their normal attack?

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As it is written in the Codex, so shall it be.


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Made in us
Regular Dakkanaut






Wyches (for example) buy grenades at "x points per model." It's not a one per squad upgrade. If marines have krak grenades listed under their wargear alongside bolters and power armor, then it should work the same for them.
   
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[DCM]
Tilter at Windmills






Manchester, NH

SMs come standard with frag and krak nowadays (I think Black Templars are the only SM codex left which has to pay for them as upgrades).

Yes, each model which is equipped with a grenade can choose to use it against a vehicle rather than making their normal attacks.

Adepticon 2015: Team Tourney Best Imperial Team- Team Ironguts, Adepticon 2014: Team Tourney 6th/120, Best Imperial Team- Cold Steel Mercs 2, 40k Championship Qualifier ~25/226
More 2010-2014 GT/Major RTT Record (W/L/D) -- CSM: 78-20-9 // SW: 8-1-2 (Golden Ticket with SW), BA: 29-9-4 6th Ed GT & RTT Record (W/L/D) -- CSM: 36-12-2 // BA: 11-4-1 // SW: 1-1-1
DT:70S++++G(FAQ)M++B++I+Pw40k99#+D+++A+++/sWD105R+++T(T)DM+++++
A better way to score Sportsmanship in tournaments
The 40K Rulebook & Codex FAQs. You should have these bookmarked if you play this game.
The Dakka Dakka Forum Rules You agreed to abide by these when you signed up.

Maelstrom's Edge! 
   
Made in us
Slippery Ultramarine Scout Biker





Fort Worth, TX

Well, ... I've been doing that wrong. LoL! Thanks for the clarification. I'll be using all of them on tanks now.

Blood for the Blood God! wait...

This message was edited 2 times. Last update was at 2011/04/14 21:24:58


We follow in the footsteps of Guilliman.
As it is written in the Codex, so shall it be.


- Marneus Calgar

1000pts

Matches(W/L/T):
5/8/0
 
   
Made in us
Alluring Mounted Daemonette






DaKKaLAnce wrote:Would it be a good idea to use them on walkers? Since most of the time you will need 6's to hit: /


You never need a 6 to hit a walker...because they have a weapon skill...and the highest you need to hit someone with a weapon skill is 5.


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Made in us
Stone Bonkers Fabricator General





Beijing, China

Shenra wrote:
DaKKaLAnce wrote:Would it be a good idea to use them on walkers? Since most of the time you will need 6's to hit: /


You never need a 6 to hit a walker...because they have a weapon skill...and the highest you need to hit someone with a weapon skill is 5.


yes but a walker that is immboilived you can hit its ear armor. Otherwise it goes on the front arc.

Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
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Rough Rider with Boomstick




Champaign, IL

Shenra wrote:
DaKKaLAnce wrote:Would it be a good idea to use them on walkers? Since most of the time you will need 6's to hit: /


You never need a 6 to hit a walker...because they have a weapon skill...and the highest you need to hit someone with a weapon skill is 5.


p73, 3rd paragraph. You need 6s to hit walkers with grenades unless they're immobile or stunned.

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Made in nl
Guard Heavy Weapon Crewman




Shenra wrote:
DaKKaLAnce wrote:Would it be a good idea to use them on walkers? Since most of the time you will need 6's to hit: /


You never need a 6 to hit a walker...because they have a weapon skill...and the highest you need to hit someone with a weapon skill is 5.


When using grenades on non-immobilized walkers you need 6's to hit it instead of using your WS. Once it is immobilized, you can use your WS for grenades(pg.73)
   
Made in us
Rough Rider with Boomstick




Champaign, IL

Exergy wrote:
Shenra wrote:
DaKKaLAnce wrote:Would it be a good idea to use them on walkers? Since most of the time you will need 6's to hit: /


You never need a 6 to hit a walker...because they have a weapon skill...and the highest you need to hit someone with a weapon skill is 5.


yes but a walker that is immboilived you can hit its ear armor. Otherwise it goes on the front arc.


p73, 2nd paragraph, 2nd sentence: You always hit front armor, even if it's immobile.

Look at your comment. Back to mine. Back to yours NOW BACK TO MINE. Sadly, it isn't mine. But if you stopped trolling and started posting legitimate crap it could LOOK like mine. Look down, back up, where are you? You're scrolling through comments, finding the ones that your comment could look like. Back at mine, what is it? It's a highly effective counter-troll. Look again, MY COMMENT IS NOW DIAMONDS.

Anything is possible when you think before you comment or post.

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[DCM]
Tilter at Windmills






Manchester, NH

Back in 3rd ed My Warlock with Witchblade leading a squad of Storm Guardians used to love zooming up in his wave serpent, hopping out, charging a dreadnought and hacking him in the Rear armor. He can still fight them, but not so easily nowadays. :(

Adepticon 2015: Team Tourney Best Imperial Team- Team Ironguts, Adepticon 2014: Team Tourney 6th/120, Best Imperial Team- Cold Steel Mercs 2, 40k Championship Qualifier ~25/226
More 2010-2014 GT/Major RTT Record (W/L/D) -- CSM: 78-20-9 // SW: 8-1-2 (Golden Ticket with SW), BA: 29-9-4 6th Ed GT & RTT Record (W/L/D) -- CSM: 36-12-2 // BA: 11-4-1 // SW: 1-1-1
DT:70S++++G(FAQ)M++B++I+Pw40k99#+D+++A+++/sWD105R+++T(T)DM+++++
A better way to score Sportsmanship in tournaments
The 40K Rulebook & Codex FAQs. You should have these bookmarked if you play this game.
The Dakka Dakka Forum Rules You agreed to abide by these when you signed up.

Maelstrom's Edge! 
   
Made in us
Lord Commander in a Plush Chair






Another good thing to note is that unlike with other vehicles; if a higher I model manages to Stun/Immobilze a Walker the remainder still hit the walker only on 6's with grenades: the walker must begin the assault phase stunned/immobilized in order to hit it w/ WS.

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