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![[Post New]](/s/i/i.gif) 2012/10/10 12:12:54
Subject: Look Out Sir
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Fresh-Faced New User
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So i had a battle with a friend and if i roll a 6 to hit with my SM scout snipers i can choose who to shoot?
The problem was that he had a massive grot squad which he used the 'look out sir' rule.
Is this allowed if im choosing who to shoot at?
Cheers!
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![[Post New]](/s/i/i.gif) 2012/10/10 12:16:24
Subject: Look Out Sir
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Frenzied Berserker Terminator
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Yep. The Sniper rule allows the shooting player to cause Precision Shots (RB p42), and Precision Shots can be reallocated again using Look Out Sir (p63).
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![[Post New]](/s/i/i.gif) 2012/10/10 12:19:08
Subject: Re:Look Out Sir
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Fresh-Faced New User
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Thanks!
Not the answer that i wanted to hear but at least i know!
out of interest im still struggling to get my head around the pinning/rending rules for my snipers could you help?
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![[Post New]](/s/i/i.gif) 2012/10/10 12:27:16
Subject: Look Out Sir
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Nasty Nob on Warbike with Klaw
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Your opponent stuck a character in a unit of grots?
That's just crazy.
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![[Post New]](/s/i/i.gif) 2012/10/10 12:30:35
Subject: Re:Look Out Sir
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Fresh-Faced New User
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He Basically uses the grots as a meat shield.
Its really quite effective as the only thing that can hit the character is my snipers or marines with rocket launchers.
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This message was edited 1 time. Last update was at 2012/10/10 12:33:23
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![[Post New]](/s/i/i.gif) 2012/10/10 12:40:47
Subject: Look Out Sir
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Nasty Nob on Warbike with Klaw
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But the character was actually attached to the Grot mob, right? Otherwise there can be no Look Out Sir.
As a Ork player I say it's a bad idea as shooting at the unit you use the majority toughness (which would be 2). Also with a lack of Mob rule, the Grots (along with the character) are very likely to run away after a few casualties.
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![[Post New]](/s/i/i.gif) 2012/10/10 13:01:13
Subject: Look Out Sir
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Sergeant First Class
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Pinning and rending are pretty easy.
So the rending would come first. You roll to hit as normal and then roll to wound. If you roll a six, the shot becomes AP2. Strength stays the same, you just negate all Armour saves. Page 41 in the BRB. This goes for CC and shooting. Against a vehicle, you get an extra D3 for Armour penetration.
Pinning is on Page 40. If you cause an unsaved wound with a weapon that causes pinning, you take a leadership test. Pass and you're good to go. Fail and the unit Goes to Ground (pg 18 BRB).
And by you take a leadership test, I mean you're opponent that you were shooting at.
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This message was edited 1 time. Last update was at 2012/10/10 13:02:14
W40k, FoW, Bolt Action |
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![[Post New]](/s/i/i.gif) 2012/10/10 13:03:08
Subject: Look Out Sir
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Longtime Dakkanaut
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yeah,
grendel083 wrote:But the character was actually attached to the Grot mob, right? Otherwise there can be no Look Out Sir.
As a Ork player I say it's a bad idea as shooting at the unit you use the majority toughness (which would be 2). Also with a lack of Mob rule, the Grots (along with the character) are very likely to run away after a few casualties.
They would use the characters Ld for tests so for unit damage in the shooting phase it's less of a deal, but i agree it's a bad idea to keep the character in that squad when you reach combat as you will most likely lose can be taking the Ld test with a seriously negitive modifier!
Panic...
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![[Post New]](/s/i/i.gif) 2012/10/10 13:06:30
Subject: Look Out Sir
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Nasty Nob on Warbike with Klaw
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Ork leadership isn't the best, that's why Mob Rule helps so much.
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![[Post New]](/s/i/i.gif) 2012/10/10 15:22:13
Subject: Re:Look Out Sir
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Fresh-Faced New User
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thats excellent! so much better than i thought!
Are there any other good/useful SM rules that i should keep in mind for battles?
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