Switch Theme:

Flamers + CC, Grenades  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Fresh-Faced New User




MI

Alright a "trick" my friend likes to do is flamer a group of units and the flamer just "happens" to also hit many units which are in melee so my question is can you place a flame template on melee units (as long as they hit something not in melee) or next time i can tell him to move that sucker over. Next question is in CC while using grenades (like haywire grenades) do i only get 1 grenade per unit or a grenade per base attack (which would be awesome), finally confirm that hitting a dreadnought with Grenade i first need a 6 then whatever the grenade does and on a vehicle that moves or a immobilized dreadnought a 4 and a stationary vehicle auto hits.
   
Made in au
[MOD]
Making Stuff






Under the couch

Kabalyero wrote:Alright a "trick" my friend likes to do is flamer a group of units and the flamer just "happens" to also hit many units which are in melee so my question is can you place a flame template on melee units (as long as they hit something not in melee) or next time i can tell him to move that sucker over.

No, the template can not be placed over models in close combat. You'll find the rule in the Assault section... there's a section dealing with shooting into and out of close combat (IIRC, it's entitled 'Shooting into and out of close combat').


Next question is in CC while using grenades (like haywire grenades) do i only get 1 grenade per unit or a grenade per base attack

Each model using a grenade gets one attack.

 
   
Made in ca
Lord of the Fleet






Halifornia, Nova Scotia

For your first question, the template *MUST* cover as many models as possible in the targeted unit. Furthermore, it is explicitly stated you may not shoot into close combat. Period.

Ninja'd!

This message was edited 1 time. Last update was at 2011/10/10 01:55:54


Mordian Iron Guard - Major Overhaul in Progress

+Spaceship Gaming Enthusiast+

Live near Halifax, NS? Ask me about our group, the Ordo Haligonias! 
   
Made in us
Blood-Raging Khorne Berserker





Riverside, Cali

1) no shooting at units into close combat, unless its artillery that deveates onto such units on accident. No placing templates over units in close combat.

2) Grenade rules are simple, stop 1 inch from unit your charging, shot pistols/toss grenades, then close combat. Some grenades have special effects so read on those rules in the rule book. units with with grenades all models have them, special grenades like Melta Bomb or Haywire only 1 per unit or as grenade effect.

3) Grenades have a 6 inch throw range on most grenades, unless stated in special rules and grenades are treated before close combat and I believe its depends on how fast the vehicle moves to hit normal on 6 inches or less and -1 or -2 if faster so the 6 rule can come into play.

Chaos rules you all drool! Blood for the Blood God!
10,000 pts Black Legion
2,000 pts Traitor Catchian Guard (1067th).
8,000 point Sam Hain Eldar.
2,000 pts Squat Biker Force.
1,500 Orc Hoard (painting for a friend).
 
   
Made in au
[MOD]
Making Stuff






Under the couch

LordWynne wrote:2) Grenade rules are simple, stop 1 inch from unit your charging, shot pistols/toss grenades, then close combat. Some grenades have special effects so read on those rules in the rule book. units with with grenades all models have them, special grenades like Melta Bomb or Haywire only 1 per unit or as grenade effect.

3) Grenades have a 6 inch throw range on most grenades, unless stated in special rules and grenades are treated before close combat and I believe its depends on how fast the vehicle moves to hit normal on 6 inches or less and -1 or -2 if faster so the 6 rule can come into play.

Er... almost none of that has any basis in actual rules.

Grenades haven't been thrown since 2nd edition.

 
   
Made in ca
Lord of the Fleet






Halifornia, Nova Scotia

LordWynne wrote:

2) Grenade rules are simple, stop 1 inch from unit your charging, shot pistols/toss grenades, then close combat. Some grenades have special effects so read on those rules in the rule book. units with with grenades all models have them, special grenades like Melta Bomb or Haywire only 1 per unit or as grenade effect.

3) Grenades have a 6 inch throw range on most grenades, unless stated in special rules and grenades are treated before close combat and I believe its depends on how fast the vehicle moves to hit normal on 6 inches or less and -1 or -2 if faster so the 6 rule can come into play.


Errr...what? That's not how it works at all...not even close.

Mordian Iron Guard - Major Overhaul in Progress

+Spaceship Gaming Enthusiast+

Live near Halifax, NS? Ask me about our group, the Ordo Haligonias! 
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Pooler, GA

So, grenades are 'thrown' in CC after the assault is made and on the Initiative level of the attacker? Against Walkers, do you use the 6+4+Autohit rule for vehicles or WS vs WS for CC? I would imagine WS, but I have been wrong about a great many things before.

I don't write the rules. My ego just lives and dies by them one model at a time. 
   
Made in ca
Lord of the Fleet






Halifornia, Nova Scotia

Grenades are not thrown. They simply have an ingame effect that is stated in their rules.

When using grenades against walkers, they hit on a 6+ against front armour. Normal attacks (from say a powerfist) use the walker's WS and the wielder's WS.

Mordian Iron Guard - Major Overhaul in Progress

+Spaceship Gaming Enthusiast+

Live near Halifax, NS? Ask me about our group, the Ordo Haligonias! 
   
Made in us
Road-Raging Blood Angel Biker




United States of America

OP to answer your last question: A grenade used in close combat, that is assaulting through cover, allows you to strike at Initiative order.

Against vehicles it depends on how far the vehicle has moved or if it is immobilized, like in the case of a Dreadnaught. If a vehicle is immobilized or hasn't moved at all you hit it automatically, always using the rear armor value no matter where you are assaulting the vehicle, If it moves .5-11.5 inches you hit it on a 4+, and if it moves 12+ inches you hit it on 6's.

For a Dreadnaught you are correct in that you always hit it on 6's unless it is immobilized in which case you use the WS.

This message was edited 1 time. Last update was at 2011/10/10 02:19:46


The God Emperor Guides my blade! 
   
Made in au
[MOD]
Making Stuff






Under the couch

Ghenghis Jon wrote:So, grenades are 'thrown' in CC after the assault is made and on the Initiative level of the attacker?

No. In regular combat, grenades have very limited effects. Against vehicles, certain specific grenades can be used instead of your regular close combat attacks.

This is covered in the grenades rules in the Assault section and the Vehicles and Assaults section of the rulebook.

 
   
Made in ca
Lord of the Fleet






Halifornia, Nova Scotia

Grenades, P.36.

Mordian Iron Guard - Major Overhaul in Progress

+Spaceship Gaming Enthusiast+

Live near Halifax, NS? Ask me about our group, the Ordo Haligonias! 
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Pooler, GA

Pg 63 lists Grenades in three different strength categories, Assault and Defensive being separate from Krak. Just to make sure, Krak Grenades are not Assault Grenades?

I don't write the rules. My ego just lives and dies by them one model at a time. 
   
Made in ca
Lord of the Fleet






Halifornia, Nova Scotia

Your codex should list what each grenade type is, and the rulebook explains further. In short, no, Krak grenades are not assault grenades. Krak grenades are krak grenades. They have their own category with their own rules as per the rulebook.

Mordian Iron Guard - Major Overhaul in Progress

+Spaceship Gaming Enthusiast+

Live near Halifax, NS? Ask me about our group, the Ordo Haligonias! 
   
Made in us
Fresh-Faced New User




MI

The grenades i am talking about are haywire grenades which on a roll 1 nothing 2-5 glance 6 penetrate (think using them like a melta bomb) and mostly i want to know against walkers since those kill me

This message was edited 2 times. Last update was at 2011/10/10 03:21:31


 
   
Made in us
Longtime Dakkanaut





Kabalyero wrote:Alright a "trick" my friend likes to do is flamer a group of units and the flamer just "happens" to also hit many units which are in melee so my question is can you place a flame template on melee units (as long as they hit something not in melee)


Nope. You must nominate the target unit and cover as many models as possible. If you hit a unit that is also engaged in melee while doing this you have to move the template so the it covers as many models as possible in the target unit and doesn't cover any model engaged in assault and doesn't cover any friendly models.

If you can't pull that off (too close to the target unit and/or can't get the angle) you're SOL and can't use the flamer at all.

Next question is in CC while using grenades (like haywire grenades) do i only get 1 grenade per unit or a grenade per base attack (which would be awesome)


You get one Grenade per model (that has them equipped) against vehicles.

finally confirm that hitting a dreadnought with Grenade i first need a 6 then whatever the grenade does and on a vehicle that moves or a immobilized dreadnought a 4 and a stationary vehicle auto hits.


Correct me if I'm wrong here people!

Walker: Hit on 6s (AP roll against front armor)
Immobilized Walker: Hit based on WS comparison as usual (AP roll against front armor) - not sure on this
Vehicle that didn't move or is immobilized: Auto Hit (AP roll against rear armor)
Vehicle that moved combat speed: Hit on 4+ (AP roll against rear armor)
Vehicle that moved cruising speed or faster: Hit on 6s (AP roll against rear armor)


This message was edited 1 time. Last update was at 2011/10/10 03:44:08


 
   
Made in us
Captain of the Forlorn Hope





Chicago, IL

Nungunz wrote:
Walker: Hit on 6s (AP roll against front armor)
Immobilized Walker: Hit based on WS comparison as usual (AP roll against front armor) - not sure on this
Non-Walker Vehicle that didn't move or is immobilized: Auto Hit (AP roll against rear armor)
Non-Walker Vehicle that moved combat speed: Hit on 4+ (AP roll against rear armor)
Non-Walker Vehicle that moved cruising speed or faster: Hit on 6s (AP roll against rear armor)


That is correct, added the orange for completeness.

"Did you notice a sign out in front of my chapel that said "Land Raider Storage"?" -High Chaplain Astorath the Grim Redeemer of the Lost.

I sold my soul to the devil and now the bastard is demanding a refund!

We do not have an attorney-client relationship. I am not your lawyer. The statements I make do not constitute legal advice. Any statements made by me are based upon the limited facts you have presented, and under the premise that you will consult with a local attorney. This is not an attempt to solicit business. This disclaimer is in addition to any disclaimers that this website has made.
 
   
Made in au
Anti-Armour Swiss Guard






Newcastle, OZ

Kabalyero wrote:The grenades i am talking about are haywire grenades which on a roll 1 nothing 2-5 glance 6 penetrate (think using them like a melta bomb) and mostly i want to know against walkers since those kill me


You roll to hit with them (1 attack per model using them) - depending on which unit is using them, you may need 6's against non-immobilised or stunned walkers (Eldar Swooping hawks can take them and an exarch ability that makes the 6 a 4+).
If you hit, then you bypass the entire S+d6v AV issue.

Roll d6 again.
on a 1, nothing happens, 2-5 roll the effect of the glancing hit (table -2), 6 penetrating hit (roll on table, apply result).

It's all done in initiative order, too. So it is entirely possible that you could wreck it before it strikes back.

I'm OVER 50 (and so far over everyone's BS, too).
Old enough to know better, young enough to not give a ****.

That is not dead which can eternal lie ...

... and yet, with strange aeons, even death may die.
 
   
Made in gb
Decrepit Dakkanaut




I think Lord Wynne is playing 2nd ed. Nothing the poster said is really based in current rules, so i would just ignore them for now.
   
Made in us
Heroic Senior Officer





Woodbridge, VA

DeathReaper wrote:
Nungunz wrote:
Walker: Hit on 6s (AP roll against front armor)
Immobilized or stunned at the start of the assault phase Walker: Hit based on WS comparison as usual (AP roll against front armor) - not sure on this
Non-Walker Vehicle that didn't move or is immobilized: Auto Hit (AP roll against rear armor)
Non-Walker Vehicle that moved combat speed: Hit on 4+ (AP roll against rear armor)
Non-Walker Vehicle that moved cruising speed or faster: Hit on 6s (AP roll against rear armor)


That is correct, added the orange for completeness.


And one more addition to further complete it, how about green............

This message was edited 1 time. Last update was at 2011/10/10 10:37:20


Don "MONDO"
www.ironfistleague.com
Northern VA/Southern MD 
   
Made in au
[MOD]
Making Stuff






Under the couch

nosferatu1001 wrote:I think Lord Wynne is playing 2nd ed. Nothing the poster said is really based in current rules, so i would just ignore them for now.

It wasn't right for 2nd edition, either...

 
   
Made in us
Novice Knight Errant Pilot





Baltimore

We're not sure what game he's playing, we just know he's playing it wrong.

 
   
Made in us
Longtime Dakkanaut





don_mondo wrote:
And one more addition to further complete it, how about green............


Yay colors!
   
 
Forum Index » 40K You Make Da Call
Go to: