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![[Post New]](/s/i/i.gif) 2012/07/02 20:04:46
Subject: Cover & Allocations - Also "Puppet Master" Question
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Regular Dakkanaut
UK
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Hi, I had my first game today. I managed to remember as much as I could, but there were a few things that I wasn't too clear about.
Cover & Allocations
1. I was using my Tyranid army. Unlike 5th, Apparently RAW says nothing to stop Monstrous Creatures getting coving saves for walking over cover (craters etc), but it does mention the 25% rule (and not just line of sight).
Could you tell me why the Monstrous creature can or can't get a cover save for walking about a small terrain like a crater?
2. I understand when shooting/combat you take bodies from the front (in basic speaking). But I couldn't read a clear example of multiwound models. Do I have to keep wounding the front multiwound models, or do I only give 1 wound to it and complete the rest of the unit (and repeat?)
3. Another wound allocation question. Barrage is aimed from the centre of the blast (as in shooting terms), I couldn't see if the rulebook mentioned vehicles get hurt from the sides like before? Also, when it comes to multiple blasts/barrages, it's hard to keep track of what got wounded and where (if the markers moved and such). Do I take models per blast or all at once (which is going to make life every difficult and slow)
Puppet Master (#3 Telepathy)
4. Similar to the Necron character rule, I take this CAN affect vehicles too? Also if I get 5 or less in the leadership casting, does this make any difference in the "focused" side of the spell?
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![[Post New]](/s/i/i.gif) 2012/07/02 20:28:16
Subject: Cover & Allocations - Also "Puppet Master" Question
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Decrepit Dakkanaut
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1) Still finding - thought i'd read 25% requirement still, but the basic area terrain rules and MC rules dont seem to say this.
2) You allocate to the closest model first, until it dies. You dont allocate like you did in 5th - just follow closest wounds first
3) final sentence of the 2nd bullet point explicitly covers this. You keep track of where the wounds came from, as you work out closest by which model is the closest to the centre of the blast
4) Yes, you can choose a vehicle as a target. 5 or less would only have an effect against units of vehicles, ie squadrons
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![[Post New]](/s/i/i.gif) 2012/07/02 20:33:02
Subject: Cover & Allocations - Also "Puppet Master" Question
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Regular Dakkanaut
UK
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nosferatu1001 wrote:1) Still finding - thought i'd read 25% requirement still, but the basic area terrain rules and MC rules dont seem to say this.
2) You allocate to the closest model first, until it dies. You dont allocate like you did in 5th - just follow closest wounds first
3) final sentence of the 2nd bullet point explicitly covers this. You keep track of where the wounds came from, as you work out closest by which model is the closest to the centre of the blast
4) Yes, you can choose a vehicle as a target. 5 or less would only have an effect against units of vehicles, ie squadrons
1. Ok, could anyone else extend on this?
2. So I do one save at a time till it dies? Instead of rolling all at once
3. That was the system I ended up using in the game, but it was still quite annoying. Also multiple barrage = from original point for all OR from each point?
4. But wait, if you got more than 5 for a squad, why can't you control all of them (who picks?)
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![[Post New]](/s/i/i.gif) 2012/07/02 20:40:05
Subject: Cover & Allocations - Also "Puppet Master" Question
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Resolute Ultramarine Honor Guard
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Blackgaze wrote:nosferatu1001 wrote:1) Still finding - thought i'd read 25% requirement still, but the basic area terrain rules and MC rules dont seem to say this.
2) You allocate to the closest model first, until it dies. You dont allocate like you did in 5th - just follow closest wounds first
3) final sentence of the 2nd bullet point explicitly covers this. You keep track of where the wounds came from, as you work out closest by which model is the closest to the centre of the blast
4) Yes, you can choose a vehicle as a target. 5 or less would only have an effect against units of vehicles, ie squadrons
1. Ok, could anyone else extend on this?
2. So I do one save at a time till it dies? Instead of rolling all at once
3. That was the system I ended up using in the game, but it was still quite annoying. Also multiple barrage = from original point for all OR from each point?
4. But wait, if you got more than 5 for a squad, why can't you control all of them (who picks?)
It's randomized. Roll 1 - 2 D6, assigning each model a number.
And, the Puppet Master rule states you get to have control of a model, and that you may shoot it as if it was one of your own.
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warboss wrote:Is there a permanent stickied thread for Chaos players to complain every time someone/anyone gets models or rules besides them? If not, there should be. |
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![[Post New]](/s/i/i.gif) 2012/07/02 20:48:10
Subject: Cover & Allocations - Also "Puppet Master" Question
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Tunneling Trygon
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Already answered well, just adding two cents.
1) Only vehicles retained the caveat that simply touching area terrain provides does not provide a cover save. Monstrous creatures no longer say such things or refer us to the vehilce rules as in 5ed. So yeah like 4ed, just touching area terrain provides a cover save to MCs.
However, what is and isn't area terrain is a bit stickier. Craters are. Ruins with bases are area terrain, without they are not area terrain. Much of the debris is not area terrain.
2) Yup allocate to closest models until dead. What is nice for carnifexes is say the enemy wounds but fails to kill the front model in their turn, move him to the back and now a fresh model is in front taking hits.
3) Against vehicles they always hit side armor. Always. You also resolve hits and wounds seperatle for each blast. Unless the models have different saves its not that slow just gotta get used to 6ed.
4) Nothing to add other then to say I really like puppet master when facing vehicle heavy armies.
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snoogums: "Just because something is not relavant doesn't mean it goes away completely."
Iorek: "Snoogums, you're right. Your arguments are irrelevant, and they sure as heck aren't going away." |
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![[Post New]](/s/i/i.gif) 2012/07/02 20:52:28
Subject: Cover & Allocations - Also "Puppet Master" Question
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Decrepit Dakkanaut
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Clarification - ONLY the *base* of a ruin with base is area terrain. The rest of the ruin is NOT area terrain
You dont have to do it one at a time. If all models have the same save, then roll all the wounds together, removing models as you fail - which models you remove are decided for you, remember.
It says you control a MODEL, not MODELS. Randomise as to which model you get to control unless you get a 5 or less.
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![[Post New]](/s/i/i.gif) 2012/07/02 20:54:22
Subject: Cover & Allocations - Also "Puppet Master" Question
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Tunneling Trygon
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1. Ok, could anyone else extend on this?
2. So I do one save at a time till it dies? Instead of rolling all at once
3. That was the system I ended up using in the game, but it was still quite annoying. Also multiple barrage = from original point for all OR from each point?
4. But wait, if you got more than 5 for a squad, why can't you control all of them (who picks?)
2. Roll as many as he has wounds left until he dies or wound pools are expended. Its quick once you get how it works.
3. Again just look at the armor and cover saves under each template after wounding, if its the same then just chuck all the dice. If its different then use the fast rolling method (eg if if 5 guys nearest the center have cover and a 6th doesn't, roll 5 saves and remove casualties, then reevalutae how many still get cover and roll that many and so on.
Its not hard once you get used to the new system.
4. The directed witchfire only affects one model in a squad, never the entire one. It just happens that you get to direct the attack if you roll low on your test. Now that is why I prefer to use it against dreads and such, no need to roll low. Automatically Appended Next Post: nosferatu1001 wrote:Clarification - ONLY the *base* of a ruin with base is area terrain. The rest of the ruin is NOT area terrain
Nice catch. My ymargls are sad faced though.
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This message was edited 1 time. Last update was at 2012/07/02 20:55:57
snoogums: "Just because something is not relavant doesn't mean it goes away completely."
Iorek: "Snoogums, you're right. Your arguments are irrelevant, and they sure as heck aren't going away." |
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