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Made in gb
Member of a Lodge? I Can't Say






I ask this because Alpha Legion Rules give enemies a -1 Modifier to hit if they're outside 12"


Now, say something hits on a 6+ Naturally, does the -1 force it to be a 7+? Or does it stay a 6+?

(Armour saves can be 7+, What about WS/BS?)
   
Made in gb
Nasty Nob





 commander dante wrote:
I ask this because Alpha Legion Rules give enemies a -1 Modifier to hit if they're outside 12"


Now, say something hits on a 6+ Naturally, does the -1 force it to be a 7+? Or does it stay a 6+?

(Armour saves can be 7+, What about WS/BS?)
No, you can't. This makes Orks very sad. There is a rule saying a 1 is always a fail. There is no such rule saying a 6 is always a success. If you've got something with -2 to hit, and are WS/BS 5+, you can't hit it.

This message was edited 1 time. Last update was at 2017/08/12 19:51:05


Because some people get their knickers in a twist, I'll list these in my sig: RaW you cannot advance and then fire assault weapons, you can't shoot pistols if within 1" of an enemy, "minimum" ranges don't work, Seraphim have to re-roll saves that "fail" pre-re-roll, the game simply breaks if you ever have more than one wounded model in a unit and Khârn punches himself in the face if he's not near some meatshields.

"Your presence does not surprise me, Assassin. I have known of you ever since your craft entered the Eastern Fringes. Why did I not have you killed? Because your mission and the act you are about to commit proves the truth of all I have ever said or done. I merely punished those who had wronged, just as your False Emperor now seeks to punish me. Death is nothing compared to vindication." - Konrad Curze, Primarch of the Night Lords

"I PUNCHED OUT ONE OF HIS HEARTS! WHY DOES NOBODY REMEMBER THAT?!" - Magnus the Red, Primarch of the Thousand Sons 
   
Made in gb
Member of a Lodge? I Can't Say






 BaconCatBug wrote:
 commander dante wrote:
I ask this because Alpha Legion Rules give enemies a -1 Modifier to hit if they're outside 12"


Now, say something hits on a 6+ Naturally, does the -1 force it to be a 7+? Or does it stay a 6+?

(Armour saves can be 7+, What about WS/BS?)
No, you can't. This makes Orks very sad. There is a rule saying a 1 is always a fail. There is no such rule saying a 6 is always a success. If you've got something with -2 to hit, and are WS/BS 5+, you can't hit it.

So...
Alpha Legion with Mark Of Nurgle...

Ouch
   
Made in us
Regular Dakkanaut




Central California

Are you asking if BS/WS can be made a 7+, or if you can force an opponent to need to rioll above a 6 to hit?
The answer if you meant the first question is that the -1 modifier is applied to the die roll, NOT the BS/WS stat. So in this case, you are not making the BS/WS 7+. It remains a 6+. Like armor saves of 7+ on a data sheet, GW could put out a unit with a 7+BS/WS...
Now if your question was can you make it impossible for a unit to hit another unit (as in your example) the answer is yes as explained here and above.
And as also mentioned above, it makes a lot of orc players very sad.

Edward Myst
Long time gamer and creater of the free web comic
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Hey all, I'm a social media clutz...any nice people who like Pawns of Fate spread the word! 
   
Made in au
Preparing the Invasion of Terra






Brisbane, Australia

 commander dante wrote:
 BaconCatBug wrote:
 commander dante wrote:
I ask this because Alpha Legion Rules give enemies a -1 Modifier to hit if they're outside 12"


Now, say something hits on a 6+ Naturally, does the -1 force it to be a 7+? Or does it stay a 6+?

(Armour saves can be 7+, What about WS/BS?)
No, you can't. This makes Orks very sad. There is a rule saying a 1 is always a fail. There is no such rule saying a 6 is always a success. If you've got something with -2 to hit, and are WS/BS 5+, you can't hit it.

So...
Alpha Legion with Mark Of Nurgle...

Ouch

In matched play that'll only be a single unit at most though - you just have to hope the Psyker fails their psychic test (or get a psyker of your own if you have one in range to hopefully deny it).

Multiple thin coats are always better than one thick coat.
 
   
Made in us
Stern Iron Priest with Thrall Bodyguard




 Matt.Kingsley wrote:
 commander dante wrote:
 BaconCatBug wrote:
 commander dante wrote:
I ask this because Alpha Legion Rules give enemies a -1 Modifier to hit if they're outside 12"


Now, say something hits on a 6+ Naturally, does the -1 force it to be a 7+? Or does it stay a 6+?

(Armour saves can be 7+, What about WS/BS?)
No, you can't. This makes Orks very sad. There is a rule saying a 1 is always a fail. There is no such rule saying a 6 is always a success. If you've got something with -2 to hit, and are WS/BS 5+, you can't hit it.

So...
Alpha Legion with Mark Of Nurgle...

Ouch

In matched play that'll only be a single unit at most though - you just have to hope the Psyker fails their psychic test (or get a psyker of your own if you have one in range to hopefully deny it).

Popping smoke on Dreadnoughts (sorry, 'Hellbrutes') will also do the trick.
   
Made in au
Preparing the Invasion of Terra






Brisbane, Australia

Waaaghpower wrote:
 Matt.Kingsley wrote:
 commander dante wrote:
 BaconCatBug wrote:
 commander dante wrote:
I ask this because Alpha Legion Rules give enemies a -1 Modifier to hit if they're outside 12"


Now, say something hits on a 6+ Naturally, does the -1 force it to be a 7+? Or does it stay a 6+?

(Armour saves can be 7+, What about WS/BS?)
No, you can't. This makes Orks very sad. There is a rule saying a 1 is always a fail. There is no such rule saying a 6 is always a success. If you've got something with -2 to hit, and are WS/BS 5+, you can't hit it.

So...
Alpha Legion with Mark Of Nurgle...

Ouch

In matched play that'll only be a single unit at most though - you just have to hope the Psyker fails their psychic test (or get a psyker of your own if you have one in range to hopefully deny it).

Popping smoke on Dreadnoughts (sorry, 'Hellbrutes') will also do the trick.

Last I checked they didn't have Smoke Launchers.

Multiple thin coats are always better than one thick coat.
 
   
Made in gb
Nasty Nob





 Matt.Kingsley wrote:
Last I checked they didn't have Smoke Launchers.
True, but Spess Mahrine Dreadnoughts do, so Raven Guard Dreads can do this.

Because some people get their knickers in a twist, I'll list these in my sig: RaW you cannot advance and then fire assault weapons, you can't shoot pistols if within 1" of an enemy, "minimum" ranges don't work, Seraphim have to re-roll saves that "fail" pre-re-roll, the game simply breaks if you ever have more than one wounded model in a unit and Khârn punches himself in the face if he's not near some meatshields.

"Your presence does not surprise me, Assassin. I have known of you ever since your craft entered the Eastern Fringes. Why did I not have you killed? Because your mission and the act you are about to commit proves the truth of all I have ever said or done. I merely punished those who had wronged, just as your False Emperor now seeks to punish me. Death is nothing compared to vindication." - Konrad Curze, Primarch of the Night Lords

"I PUNCHED OUT ONE OF HIS HEARTS! WHY DOES NOBODY REMEMBER THAT?!" - Magnus the Red, Primarch of the Thousand Sons 
   
Made in au
Preparing the Invasion of Terra






Brisbane, Australia

 BaconCatBug wrote:
 Matt.Kingsley wrote:
Last I checked they didn't have Smoke Launchers.
True, but Spess Mahrine Dreadnoughts do, so Raven Guard Dreads can do this.

Only once per game though, which is even more unreliable than the Nurgle psychic power.

Not saying it's a good thing, just that at least it isn't all game long.

Multiple thin coats are always better than one thick coat.
 
   
 
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