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![[Post New]](/s/i/i.gif) 2011/10/10 05:08:51
Subject: The Aegis and Ork Weirdboyz
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Growlin' Guntrukk Driver with Killacannon
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1) Since a Weirdboy has to make his Psychic Test before determining which power he will even use, can the Aegis even affect him? The test will be made before the Weirdboy can target a model with the Aegis, so I doubt there is some retroactive affect. But if it does affect the Weirdboy's Leadership:
2) How does the -1 interact with the Mob Rule? A Mob with more than 10 Orks in it counts as having a Leadership equal to the number of Boyz UP TO 10. If the Aegis does cause a -1 Modifier to a Mob of 11 or more, is it applied to the 11 or the 10? I would think it would change the 10 to a 9. Thoughts?
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![[Post New]](/s/i/i.gif) 2011/10/10 05:58:42
Subject: The Aegis and Ork Weirdboyz
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Growlin' Guntrukk Driver with Killacannon
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1)It does not affect the weirdboy because he cannot target the Aegis until after he has rolled the psychic test. You cannot retroactively change die rolls.
2)You cannot have a stat higher than 10. Run the modifier off of 10.
-cgmckenzie
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1500 pts
3000 pts
4-5k+pts
======Begin Dakka Geek Code======
DS:80-S+G++M+++B+IPw40k10#++D++A+++/hWD387R+++T(D)DM+
======End Dakka Geek Code====== |
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![[Post New]](/s/i/i.gif) 2011/10/10 06:02:42
Subject: The Aegis and Ork Weirdboyz
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Longtime Dakkanaut
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Ghenghis Jon wrote:1) Since a Weirdboy has to make his Psychic Test before determining which power he will even use, can the Aegis even affect him? The test will be made before the Weirdboy can target a model with the Aegis, so I doubt there is some retroactive affect. But if it does affect the Weirdboy's Leadership:
Well Aegis only works when you attempt to target a model/unit with the Aegis rule you get the penalty on the psychic test. But the weird boy has specific rules that he rolls before any target is made.
Since there is no initial target, you have no penalty.
2) How does the -1 interact with the Mob Rule? A Mob with more than 10 Orks in it counts as having a Leadership equal to the number of Boyz UP TO 10. If the Aegis does cause a -1 Modifier to a Mob of 11 or more, is it applied to the 11 or the 10? I would think it would change the 10 to a 9. Thoughts?
You mean for a weird boy joined to a mob of orcs? Well, it'd be leadership 10 (mob rule and maximum characteristic value) - 1 (modifier) = 9. Fearless doesn't mean you auto-pass, though as Fearless only applies to Morale and Pinning tests, not Psychic and Leadership tests.
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This message was edited 1 time. Last update was at 2011/10/10 06:02:59
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![[Post New]](/s/i/i.gif) 2011/10/10 06:12:16
Subject: The Aegis and Ork Weirdboyz
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Insect-Infested Nurgle Chaos Lord
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You have LD 10, as you are using the mobs numbers in place of your usual LD.
The Aegis Imposes a -1.
You then again choose to use the number of models in the squad in place of your now-altered LD of 9, as it says you may ALWAYS substitute your ld for the number of Boyz in the squad.
I'd say you still get the 10, but it's always possible that i'm wrong
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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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![[Post New]](/s/i/i.gif) 2011/10/10 07:02:45
Subject: The Aegis and Ork Weirdboyz
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Growlin' Guntrukk Driver with Killacannon
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If the Aegis doesn't affect the Weirdboy Psychic test in the first place, then the modified Ld value is a moot point and purely academic. Other than Psychic Hood, are there any other ways that Gray Knights can fiddle with a Weirdboy?
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I don't write the rules. My ego just lives and dies by them one model at a time. |
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![[Post New]](/s/i/i.gif) 2011/10/10 11:46:08
Subject: The Aegis and Ork Weirdboyz
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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LD can not be any higher than 10 after all calculation has been done, not somewhere in between. So in a mob of 30 orks + weird boy, it's leadership would be 31-3 = 28 -> 10.
Ascalam, it does not work that way. For example there is no way to get around PBS ability, as all modifiers would apply to either value, makeing it ld2 again after you switched numbers. Automatically Appended Next Post: Ghenghis Jon wrote:If the Aegis doesn't affect the Weirdboy Psychic test in the first place, then the modified Ld value is a moot point and purely academic. Other than Psychic Hood, are there any other ways that Gray Knights can fiddle with a Weirdboy?
Well, he's a psyker. What doesn't fiddle with psykers in the GK codex?
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This message was edited 1 time. Last update was at 2011/10/10 11:47:05
7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. |
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![[Post New]](/s/i/i.gif) 2011/10/10 16:48:09
Subject: The Aegis and Ork Weirdboyz
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Powerful Phoenix Lord
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Personally, I think his Ld would be 10 and then reduced. This is due to a question in the FAQ:
Can a Weirdboy's Leadership be increased to more than 10 by the Mob Rule?
No, it can be increased, but only up to a maximum of 10.
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Greebo had spent an irritating two minutes in that box. Technically, a cat locked in a box may be alive or it may be dead. You never know until you look. In fact, the mere act of opening the box will determine the state of the cat, although in this case there were three determinate states the cat could be in: these being Alive, Dead, and Bloody Furious.
Orks always ride in single file to hide their strength and numbers.
Gozer the Gozerian, Gozer the Destructor, Volguus Zildrohar, Gozer the Traveler, and Lord of the Sebouillia |
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![[Post New]](/s/i/i.gif) 2011/10/10 16:54:21
Subject: The Aegis and Ork Weirdboyz
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Fully-charged Electropriest
Richmond, VA (We are legion)
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Happyjew wrote:Personally, I think his Ld would be 10 and then reduced. This is due to a question in the FAQ:
Can a Weirdboy's Leadership be increased to more than 10 by the Mob Rule?
No, it can be increased, but only up to a maximum of 10.
True, but it never says that you have to call Fearless BEFORE the Aegis comes down. So, so long as you call Mob Rule after Aegis, you get 10.
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DQ:90S--G-M----B--I+Pw40k94+ID+++A/sWD380R+T(I)DM
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![[Post New]](/s/i/i.gif) 2011/10/10 18:54:26
Subject: Re:The Aegis and Ork Weirdboyz
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Parachuting Bashi Bazouk
Southeast Michigan
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Is this really turning into a MTG style timing discussion? Haven't seen that happen since third edition personally. (If only I had an interupt I could stop the ork rule from coming into play at all)
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![[Post New]](/s/i/i.gif) 2011/10/11 02:00:41
Subject: Re:The Aegis and Ork Weirdboyz
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Bounding Dark Angels Assault Marine
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Forbino wrote:Is this really turning into a MTG style timing discussion? Haven't seen that happen since third edition personally. (If only I had an interupt I could stop the ork rule from coming into play at all)
Yeah basically. I asked more or less the same question a while ago, and theres no clear view. I really hope someone at GW reads this forum and FAQs this one!
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![[Post New]](/s/i/i.gif) 2011/10/13 05:22:55
Subject: The Aegis and Ork Weirdboyz
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Bounding Assault Marine
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shouldn't modifiers be added at same time? If there's timing issues, then there's issues with modifiers in vehicle damage table.
for example: melta shoots a glancing hit on a rhino. Rolls a 6, +1 for ap1.. can't go over 6, -2 comes out as 4.
or rolls 1, -2 for glance, still 1 then +1 for ap1 = 2
makes absolutely no sense.
And even tho it's pointless to argue aegis vs weirdboys ld, it still should be 10 if there's 11+ models in the mob and you only reduce 1.
no FAQ needed
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Space Marines 6700pts Tyranids 5000pts Tau 2350pts Blood Angels 2850pts Orcs & Goblins 1350pts
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![[Post New]](/s/i/i.gif) 2011/10/13 05:56:13
Subject: Re:The Aegis and Ork Weirdboyz
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Annoyed Blood Angel Devastator
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Thunder, you got me thinking here, yes all Modifiers should be applied at once, to take from your example Glancing + AP1 + D6 (roll of 6) would be -2 + 1 + 6 = 5. Now I will say this in regards to Aegis the Weird Boy wouldn't be affected but in theory lets say he is, there is but 1 modifier to LD value in this equation the -1 from Aegis, Mob Rule simply states that a unit may choose to replace it's LD value with the size of the unit which no characteristic can be higher then 10 therefore 10< = 10 from there you apply modifiers to the LD value which in this case is -1
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![[Post New]](/s/i/i.gif) 2011/10/13 06:02:18
Subject: The Aegis and Ork Weirdboyz
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Bounding Assault Marine
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Or that 15 models in a mob give ld of 15 -1 = 14. And that cannot be higher than 10.. so it's 10?
There's lots of ways to mess around with the timing. Which is why my recommendation is to do all the modifiers in any situation first, then see what the total is and reduce it(or increase it if negative) to match the BRB.
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Space Marines 6700pts Tyranids 5000pts Tau 2350pts Blood Angels 2850pts Orcs & Goblins 1350pts
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![[Post New]](/s/i/i.gif) 2011/10/13 06:07:47
Subject: The Aegis and Ork Weirdboyz
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Annoyed Blood Angel Devastator
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I see no way of meshing this up even with thoughts of timing issues, here is why.
Ork Weirdboy is called upon to make a LD and must choose, Standard LD or Mob Rule? He chooses Mob Rule, count models in unit and determine that unit is 10+ models LD is 10. Receive modifiers in this case a -1.
The rules are quite clear on the fact that with very few exceptions (Attacks and vehicle armour) no stat may ever be more then 10, this means that when counting for Mob Rule or Ramming Strength once you hit 10 you can still count if you want but the stats will not change to be higher then 10.
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![[Post New]](/s/i/i.gif) 2011/10/13 14:01:44
Subject: The Aegis and Ork Weirdboyz
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Fixture of Dakka
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Thunder555 wrote:for example: melta shoots a glancing hit on a rhino. Rolls a 6, +1 for ap1.. can't go over 6, -2 comes out as 4.
or rolls 1, -2 for glance, still 1 then +1 for ap1 = 2
makes absolutely no sense.
Why do you think the result on the damage table is limited to a max of 6 or a min of 1?
No where in the rulebook does it put any restriction on the damage table.
And, if you look at the box on the bottom-left of p61, you'll see that Shaken occurs on a "1 or less" and Explodes occurs on a "6 or more".
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