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Made in us
Fresh-Faced New User




Sorry if this has been asked before, I couldn't find it:

How do units with multiple toughness values (like orc units with a nob) work for the purposes of rolling to wound?
   
Made in gb
Moustache-twirling Princeps




United Kingdom

Aren't Nobz T4, the same as Boyz?
   
Made in gb
Cultist of Nurgle with Open Sores




The owning player chooses which models are hit. Any on the nob require the correct Die roll to wound. So basically. 5 orks 1 nob. and you score 4 hits. you ask "Any of these on the nob?" If he says yes, you ask how many and roll X to wound for the nob and Y for the boyz.

If you scored 6 hits with it i assume One hit would have to be allocated to each member of the squad. so 1 on nob. 5 on boys.
   
Made in gb
Moustache-twirling Princeps




United Kingdom

Sharazad87 wrote:
The owning player chooses which models are hit. Any on the nob require the correct Die roll to wound. So basically. 5 orks 1 nob. and you score 4 hits. you ask "Any of these on the nob?" If he says yes, you ask how many and roll X to wound for the nob and Y for the boyz.

If you scored 6 hits with it i assume One hit would have to be allocated to each member of the squad. so 1 on nob. 5 on boys.


What page is that on?
   
Made in us
Dakka Veteran





Everything has the same toughness now, and characters don't join units anymore. Things that take runts/familiers, etc generally say in the index that their toughness is ignored for making wound rolls.

   
Made in gb
Cultist of Nurgle with Open Sores




Its not. But the controlling player can allocate Wounds to any model in that unit. (p181 / 4.3 Allocating wound) One assumes if that unit has multiple toughness values it would need to be discussed before the wound roll is made.

However. I could be ment to be interpreted that you can only shoot the unit type that you can see so for EG: Models with X toughness are in range and LOS, models with Y toughness are obscured. Therefore all wound rolls would be done at X toughness and in wound allocation you can only allocate to Toughness X models.
   
Made in us
Automated Rubric Marine of Tzeentch




Sharazad87 wrote:
Its not. But the controlling player can allocate Wounds to any model in that unit. (p181 / 4.3 Allocating wound) One assumes if that unit has multiple toughness values it would need to be discussed before the wound roll is made.

However. I could be ment to be interpreted that you can only shoot the unit type that you can see so for EG: Models with X toughness are in range and LOS, models with Y toughness are obscured. Therefore all wound rolls would be done at X toughness and in wound allocation you can only allocate to Toughness X models.


You choose wound allocation as you're making saves, and choose any model in the unit. Before anything you're saying works, what is a unit that has multiple toughness values outside of ones that have rules telling you to ignore one of them (such as nobz and ammo runt, where you are told to ignore the runt's toughness when making wound rolls against the unit)? Are there any? Because, as has been said, nobz are toughness 4 just like boyz.

This message was edited 1 time. Last update was at 2017/07/07 16:55:51


 
   
Made in us
Prescient Cryptek of Eternity





East Coast, USA

What specific units are we talking about? Boyz don't have this issue because everything is T4. I don't think there are any mixed Toughness units that don't have rules telling you how to handle the multiple values.

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Made in gb
Lord of the Fleet






Sharazad87 wrote:
The owning player chooses which models are hit. Any on the nob require the correct Die roll to wound. So basically. 5 orks 1 nob. and you score 4 hits. you ask "Any of these on the nob?" If he says yes, you ask how many and roll X to wound for the nob and Y for the boyz.

If you scored 6 hits with it i assume One hit would have to be allocated to each member of the squad. so 1 on nob. 5 on boys.

No. That is absolutey not what the rules say.

Mixed toughness units is no longer a thing.
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

As has been mentioned, there are no mixed T units that don't have their own rules dictating how it works. Mixed T as a rule is gone

I kinda wish Horrors were mixed T so that Blues and Brims weren't just T3 like Pinks. I liked when Pinks were T3, Blues were T2 and Brims were T1.
You could easily add a line in the Split rule that says that each time the unit is targeted, you use the majority T of the unit (or highest if no majority)
it would also encourage the use of more than just Brims lead by 1 Blue

-

This message was edited 1 time. Last update was at 2017/07/07 21:01:12


   
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[ADMIN]
President of the Mat Ward Fan Club






Los Angeles, CA

 Galef wrote:
As has been mentioned, there are no mixed T units that don't have their own rules dictating how it works. Mixed T as a rule is gone

I kinda wish Horrors were mixed T so that Blues and Brims weren't just T3 like Pinks. I liked when Pinks were T3, Blues were T2 and Brims were T1.
You could easily add a line in the Split rule that says that each time the unit is targeted, you use the majority T of the unit (or highest if no majority)
it would also encourage the use of more than just Brims lead by 1 Blue

-


Just to point out, there are units with mixed Toughness that don't have their own rules covering the situation, but they are all in Imperial Armour books and almost certainly a mistake (since they're artillery units that should obviously be split into separate units like the Ork Big/Mek Gunz are).

The problem with using a 'mixed toughness' rule in general and having lots of units with mixed toughness is that since you're back to being able to pull whatever casualties you want from the unit, it means you're able to get the maximum bonus out of your high toughness models while still pulling the weedy guys as casualties. So if you have 10 T4 guys and 6 T3 guys, you get to keep using T4 against attacks, but all your casualties are naturally the T3 guys. They used to have an additional rule to combat this, saying you had to pull guys from the Toughness you used first, but that added all kinds of complexity and issues as well once you start mixing in other special rules.

So I think its probably a really good thing that they only have mixed toughness on very, very few units now.


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Tail Gunner





British Colombia

Don't death watch squads have potentially multiple toughness?

   
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[ADMIN]
President of the Mat Ward Fan Club






Los Angeles, CA

 mtcwalker wrote:
Don't death watch squads have potentially multiple toughness?


Yes, and they have a specific ability to cover that unit.


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yakface's 40K rule #3: Codex does not ALWAYS trump the rulebook, so please don't say that!
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Made in us
Crushing Clawed Fiend




Austin, Texas

I answered a similar question before and it's pretty much answered here.

The index indicates what models can be in a unit, and most units all have the same toughness. However some units, such as a Deathwatch Kill Team, can take units with different toughness values. When this is the case, the unit has the ability Mixed Unit described below:

Mixed Unit

"A Deathwatch Kill Team can contain models with different Toughness characteristics. If this is the case, use the Toughness of the majority of the models in the unit when the enemy makes wound rolls against it. If there is no majority, the the Deathwatch player may choose which of the values is used."

So if you have an 8 model unit, and five or more are 4T then everything has 4T. If you have five or more that are 5T, then the whole unit is 5T. If it's even, then you choose.
   
Made in gb
Longtime Dakkanaut




Just to say I think all of the mixed toughness artillery units in the FW indexes have now been fixed by the faq

This message was edited 1 time. Last update was at 2017/07/20 09:22:32


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