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Made in de
Flower Picking Eldar Youth




Germany

Hi Dakka,


in preparation for my first game, the following question came to my mind:
Can i force multiple pinning tests with one unit to an enemy unit/model?

It says in the rulebook on page 31, section pinning: "As long as the tests are passed,
a unit may be called upon to take multiple pinning tests in the same turn....]".

But i'm not sure about the matter. Please help


Greetings
Torti
   
Made in au
[MOD]
Making Stuff






Under the couch

The pinning test is taken if the unit takes casualties from shooting by a unit with pinning weapons. If a unit contains multiple pinning weapons, it's only a single test.

If you then shoot at them with another unit with pinning weapons, it would result in a second test in the same turn.

 
   
Made in us
Fixture of Dakka





Chicago

http://www.games-workshop.com/MEDIA_CustomProductCatalog/m2170001a_40k_Rulebook_FAQ_Version_1_5_January_2012.pdf

Q: How many Pinning tests can a squad firing multiple
Pinning weapons cause on the enemy it is
shooting?(p31)
A: Each unit can only cause a maximum of one Pinning
test on each enemy unit wounded, per turn, regardless
of the number of wounds caused, unless specifically
stated otherwise.

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Made in de
Flower Picking Eldar Youth




Germany

Ah thanks very much for your effort. Should have read the FAQ first

Thanks again and a nice weekend
Torti
   
Made in ie
Stern Iron Priest with Thrall Bodyguard





Ireland

Just a word of warning, the second a 25% losses moral test is rolled your shooting phase is over, make sure your opponent doesn't try to do both if you have a good turn of shooting with a pinning weapon. I have seen a tau player jipped out of most of their shooting with that trick.

"Will I roll that test now?"
"Sure"
"They fail, oh well, so you gonna be doing anything in your assault phase now?"
Tau player cries.

This message was edited 1 time. Last update was at 2012/03/24 14:35:39


It's not the size of the blade, it's how you use it.
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Made in us
Loyal Necron Lychguard






Palm Beach, FL

Liturgies you are incorrect. Pinning tests are immediately taken. They do not have to necessarily take place at the end of the shooting phase. Morale test =/= Pinning test.
   
Made in au
[MOD]
Making Stuff






Under the couch

Yeah, really not sure where you're getting that idea. The rules make no mention of the shooting phase ending after taking a pinning test. If they did, there would be no way of the unit taking multiple tests in the turn, as mentioned in the FAQ...

There is no choice as to when you take the test. You roll for pinning immediately after resolving casualties, and then move on to the rest of the shooting phase.

This message was edited 1 time. Last update was at 2012/03/24 05:36:45


 
   
Made in us
Decrepit Dakkanaut






Leerstetten, Germany

insaniak wrote:Yeah, really not sure where you're getting that idea. The rules make no mention of the shooting phase ending after taking a pinning test. If they did, there would be no way of the unit taking multiple tests in the turn, as mentioned in the FAQ...

There is no choice as to when you take the test. You roll for pinning immediately after resolving casualties, and then move on to the rest of the shooting phase.


Not sure if this is where he got it from, but I do know that multiple tactic guides recomment that pinning weapons should always be the last weapons to fire. Not because the shooting phase is over, but because once you fail a pinning test, the units get the benefit of "gone to ground" and now have a +1 to their cover saves. So shooting with a pinning weapon first could mean that all your other weapons firing at that unit will now be a lot less effective.

So pinning weapons should be the last weapon to shoot in a shooting phase. Maybe somebody interpreted that to mean that after pinning weapons the shooting phase is over
   
Made in fi
Dakka Veteran




Morale test for taking casualties (25% or more) is taken at end of shooting phase. Pinning tests are taken immediately.
BRB, page 31 wrote:
"If a unit other than a vehicle suffers any unsaved wounds from a pinning weapon, it must immediately take a Pinning test. This is a normal leadership test."

"As long as the tests are passed, a unit may be called upon to take multiple Pinning tests in a Single turn, but if a unit has already gone to ground, no further Pinning tests are taken"


liturgies of blood wrote:Just a word of warning, the second a pinning test is rolled your shooting phase is over. I have seen a tau player jipped out of most of their shooting with that one.

You should tell the Tau players that their opponents are cheating.
   
Made in us
Powerful Phoenix Lord





Buffalo, NY

Actually I think the confusion comes from the fact you roll 25% loss morale checks at the end of the phase.. I do agree that if you have multiple units that will be shooting at the same enemy unit, try to do your pinning shots last.

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.
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Ireland

I meant 25% casualty moral test sorry, insomnia and rules threads are something I should not bring together. I was trying to say that people may try and do a pinning and moral check one after the other to screw you over.

I am not sure though if you should be shooting your pinning weapons last, I can see situations where you might want to pin a unit so they can't assault or move towards an objective and if that fails you may want to shoot the hell out of them then.

This message was edited 1 time. Last update was at 2012/03/24 14:31:55


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Made in ca
Focused Fire Warrior




liturgies of blood wrote:
I am not sure though if you should be shooting your pinning weapons last, I can see situations where you might want to pin a unit so they can't assault or move towards an objective and if that fails you may want to shoot the hell out of them then.


What are you talking about? They can not move or assault anytime durring your shooting phase so how is that going to keep you from shooting your pinning at the end of your shooting phase? As was said before you shoot your pinning weapons at the end of your shooting phase so that they don't get the bonus cover save for going to ground if your other units shoot at it.
   
Made in us
Powerful Phoenix Lord





Buffalo, NY

He's saying that you shoot Unit A with a Pinning weapon, trying to pin them so they cannot assault you on their turn. Unit A passes the test. Now, since you haven't fired any other units, you can have them shoot at Unit A and try to wipe them out.

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 
   
Made in ie
Stern Iron Priest with Thrall Bodyguard





Ireland

VoxDei wrote:
What are you talking about? They can not move or assault anytime durring your shooting phase so how is that going to keep you from shooting your pinning at the end of your shooting phase? As was said before you shoot your pinning weapons at the end of your shooting phase so that they don't get the bonus cover save for going to ground if your other units shoot at it.


Sorry if I wasn't clear, Happyjew got it in one. If it is turn 5 or 6, a squad is within 15"(move + run to make it close enough to claim or contest) of an objective and you are going first you can pin the squad or shoot the hell out of them first. If you shoot the pinning weapon first they may or may not be pinned, if yes they are done for a turn and probably not going to be able to do anything for the rest of the game. If not then you shoot them with everything you have to break or kill them.





This message was edited 2 times. Last update was at 2012/03/25 17:27:10


It's not the size of the blade, it's how you use it.
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1500+
2000+

For all YMDC arguements remember: http://www.youtube.com/watch?v=8vbd3E6tK2U

My blog: http://dublin-spot-check.blogspot.ie/ 
   
Made in ca
Focused Fire Warrior




Ahh. gotcha.
   
Made in gb
Courageous Space Marine Captain






Glasgow, Scotland

Why not wipe them out nd if not, pin the last couple of guys?

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Buffalo, NY

Probably because you want to shoot at a secondary target (or 2).

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 
   
Made in gb
Courageous Space Marine Captain






Glasgow, Scotland

Which is more important?

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Beijing, China

d-usa wrote:

Not sure if this is where he got it from, but I do know that multiple tactic guides recomment that pinning weapons should always be the last weapons to fire. Not because the shooting phase is over, but because once you fail a pinning test, the units get the benefit of "gone to ground" and now have a +1 to their cover saves. So shooting with a pinning weapon first could mean that all your other weapons firing at that unit will now be a lot less effective.

So pinning weapons should be the last weapon to shoot in a shooting phase. Maybe somebody interpreted that to mean that after pinning weapons the shooting phase is over


Once I pin a target, i move on. Unless of course there are no other targets or the end of the game is near and im clearing an objective. If that is the case, a smart opponent has probably already gone to ground anyway.


Always kill the stuff that can fire next turn before you start shooting at the stuff that needs to wait past another of your shooting phases to do any damage.

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Ireland

Deadshot wrote:Which is more important?


I am not saying the scenario I gave is the only approach to the problem but as I see it, if you can stop them moving for the rest of the game then you are able to use the rest of the firepower for something else. There is never one answer to fit every situation and with any advice YMMV.

It's not the size of the blade, it's how you use it.
2000+
1500+
2000+

For all YMDC arguements remember: http://www.youtube.com/watch?v=8vbd3E6tK2U

My blog: http://dublin-spot-check.blogspot.ie/ 
   
Made in gb
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Glasgow, Scotland

I think orks would argue otherwise. by there standards, the solution to any problem is hit it with enough Boys, Lootas and Kans, all dead killy of course, untill it dies in a suitably dangerous and impressive manner. Seems to work and there is no argueing with results.

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