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![[Post New]](/s/i/i.gif) 2017/11/15 04:00:24
Subject: Ballistic Skill 7
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Ultramarine Master with Gauntlets of Macragge
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There are some situations where something may need a 7+ to hit, like a moving Loota shooting at a Hard to Hit flyer. Is this clarified anywhere?
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![[Post New]](/s/i/i.gif) 2017/11/15 04:02:27
Subject: Ballistic Skill 7
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Locked in the Tower of Amareo
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Well apart from misterm(modifiers don't change required result but your roll which is why rolling 2 on night fight blows up plasma) in that case you don't hit. You need 5+ to hit, you roll 6, apply -2 modifier and end up with 4. 4<5 so miss.
Game badly needs 6 always hits rule.
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2024 painted/bought: 109/109 |
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![[Post New]](/s/i/i.gif) 2017/11/15 04:16:28
Subject: Ballistic Skill 7
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Norn Queen
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Brother SRM wrote:There are some situations where something may need a 7+ to hit, like a moving Loota shooting at a Hard to Hit flyer. Is this clarified anywhere?
It doesn't need to be clarified because the rules are already crystal clear. You need to make a 7+ on a D6 to hit. How you do it is up to you. The rules only have a 1 fails rule (so you could have a +75,432 modifier to hit and a 1 will still fail), but nowhere is there a 6 hits rule. Also, to nitpick ferociously, at no point does anything ever become a "7+" to hit. Outside of one of the Temple Assassins (and maybe another rule I don't remember) that sets the BS to 6+, a models BS is not affected by negative modifiers, the ROLL is affected. A loota shooting at something that confers a -2 to hit still has BS5+, it's just unfortunate that rolling even a 6 will yield a final result of 4 or less, thus missing. Hopefully either chapter approved makes a natural 6 hit, or give armies with a large amount of BS5+ models (aka Orkz WAAAAAAAAAAAAAAGH!) some kind of special rule to negate this. Or in a universe where the Manperor of Mankind actually exists, he reveals himself now for the sole purpose of moving the game of Battlemace 40,000,000 to a D12 system so modifiers are half as effective.
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This message was edited 7 times. Last update was at 2017/11/15 04:22:41
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![[Post New]](/s/i/i.gif) 2017/11/15 05:14:27
Subject: Ballistic Skill 7
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Norn Queen
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tneva82 wrote:Well apart from misterm(modifiers don't change required result but your roll which is why rolling 2 on night fight blows up plasma) in that case you don't hit. You need 5+ to hit, you roll 6, apply -2 modifier and end up with 4. 4<5 so miss.
Game badly needs 6 always hits rule.
Disagree. I think its fine that a 6 is not always a success.
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These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
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![[Post New]](/s/i/i.gif) 2017/11/15 06:01:38
Subject: Ballistic Skill 7
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Locked in the Tower of Amareo
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Nothing should cover 100% immunity. You think 1+ inv save with no 1 to fail rule would be okay?
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2024 painted/bought: 109/109 |
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![[Post New]](/s/i/i.gif) 2017/11/15 07:20:48
Subject: Ballistic Skill 7
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Grim Dark Angels Interrogator-Chaplain
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Opinions on whether the rules should be changed to D12s or 6s should/shouldn't auto hit are off topic for a forum dedicated to discussing how the rules work now. Take them to Proposed Rules guys!
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Stormonu wrote:For me, the joy is in putting some good-looking models on the board and playing out a fantasy battle - not arguing over the poorly-made rules of some 3rd party who neither has any power over my play nor will be visiting me (and my opponent) to ensure we are "playing by the rules" |
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![[Post New]](/s/i/i.gif) 2017/11/15 08:37:54
Subject: Ballistic Skill 7
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Norn Queen
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I think a roll of 1 always missing is great. There should never be a guaranteed chance of success. But failure is another thing. It takes a bit to make it so something automatically misses and generally there are way around it. A lot of the -1 to hits work against shooting not melee. Many don't work within 12". It's not like it's impossible to hit them, just hard to hit them where their buffs are stacked.
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These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
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![[Post New]](/s/i/i.gif) 2017/11/16 02:55:53
Subject: Ballistic Skill 7
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Fresh-Faced New User
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The auto miss is kind of a gray area imo. Units usually need the help of a psychic power or strategem to get it, which means only one unit in the army can benefit from it. Ork shooting is the obvious exception to this.
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![[Post New]](/s/i/i.gif) 2017/11/16 11:34:25
Subject: Re:Ballistic Skill 7
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Dakka Veteran
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Could always do what some other games do, 7+ hits on a six followed by a 4+, 8+ hits on a second 6, anything else and you're completely wasting time.
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![[Post New]](/s/i/i.gif) 2017/11/16 14:44:11
Subject: Ballistic Skill 7
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Prescient Cryptek of Eternity
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BaconCatBug wrote: Brother SRM wrote:There are some situations where something may need a 7+ to hit, like a moving Loota shooting at a Hard to Hit flyer. Is this clarified anywhere?
It doesn't need to be clarified because the rules are already crystal clear. You need to make a 7+ on a D6 to hit. How you do it is up to you.
The rules only have a 1 fails rule (so you could have a +75,432 modifier to hit and a 1 will still fail), but nowhere is there a 6 hits rule.
Also, to nitpick ferociously, at no point does anything ever become a "7+" to hit. Outside of one of the Temple Assassins (and maybe another rule I don't remember) that sets the BS to 6+, a models BS is not affected by negative modifiers, the ROLL is affected.
A loota shooting at something that confers a -2 to hit still has BS5+, it's just unfortunate that rolling even a 6 will yield a final result of 4 or less, thus missing.
Hopefully either chapter approved makes a natural 6 hit, or give armies with a large amount of BS5+ models (aka Orkz WAAAAAAAAAAAAAAGH!) some kind of special rule to negate this. Or in a universe where the Manperor of Mankind actually exists, he reveals himself now for the sole purpose of moving the game of Battlemace 40,000,000 to a D12 system so modifiers are half as effective.
There may not be any units with a 7+ BS, but there ARE units with a 7+ save. Death Guard Poxwalkers are a good example. In that instance, any roll will auto-fail unless you have a +1 to your save somehow (e.g. cover or a psychic power).
I don't mind that 6's aren't auto-successes. Lootas aren't fantastic shots on a good day. They basically can't hit ANYTHING if their target is in heavy cover, with a stealth field and a psychic haze obscuring their form (etc, etc). This seems fair.
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![[Post New]](/s/i/i.gif) 2017/11/16 15:16:21
Subject: Ballistic Skill 7
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Fresh-Faced New User
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tneva82 wrote:Well apart from misterm(modifiers don't change required result but your roll which is why rolling 2 on night fight blows up plasma)
i belive you got it wrong,
https://ibb.co/igcTf6
from the Warhammer 40000 Designers Commentary
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![[Post New]](/s/i/i.gif) 2017/11/16 15:37:35
Subject: Ballistic Skill 7
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Norn Queen
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jolyas wrote:tneva82 wrote:Well apart from misterm(modifiers don't change required result but your roll which is why rolling 2 on night fight blows up plasma) i belive you got it wrong, https://ibb.co/igcTf6 from the Warhammer 40000 Designers Commentary
He got it right? That FAQ is literally saying you apply modifiers to see if it's a 1 or not.
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This message was edited 1 time. Last update was at 2017/11/16 15:38:13
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![[Post New]](/s/i/i.gif) 2017/11/16 15:41:50
Subject: Ballistic Skill 7
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Krazed Killa Kan
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I too hope that a natural 6 to hit is always a success - I don't like that fact that as an ork player, there are many units in the game that are effectively invulnerable to my army.
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"Hope is the first step on the road to disappointment." Words to live by. |
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![[Post New]](/s/i/i.gif) 2017/11/16 16:00:06
Subject: Ballistic Skill 7
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Longtime Dakkanaut
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Kap'n Krump wrote:I too hope that a natural 6 to hit is always a success - I don't like that fact that as an ork player, there are many units in the game that are effectively invulnerable to my army.
Burnaz and things fired by grots help out, though (and it's a good excuse for getting some grot tanks from Forge World)
I disagree that we need a rule for an auto success with a 6. A guardsman should still be able to hit something better than an ork with shooting even if there's a -2 modifier to hit. The suggestion of needing to reroll the 6 and get another number (which would change if it's a 7+, 8+ or higher to hit) seems to be more reasonable. GW would probably say it's "too complex", though (even though they had the to hit rerolls for BS 7+ in previous editions if you rolled a 1 on your initial to hit roll).
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![[Post New]](/s/i/i.gif) 2017/11/16 16:08:54
Subject: Ballistic Skill 7
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Norn Queen
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I wouldn't be surprised if Orks get a MORE DAKKA rule allowing them to always hit on a 6, or limiting negative to hit modifiers to -1 at most.
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![[Post New]](/s/i/i.gif) 2017/11/18 23:20:59
Subject: Ballistic Skill 7
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Longtime Dakkanaut
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The concept of a 7 being a six then a 4+ is something GW have used before and frankly should come back.
chances are low, but then its better than nothing.
especially if you note needing a 7+ to hit disallows all re-rolling failed results
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![[Post New]](/s/i/i.gif) 2017/11/19 01:08:27
Subject: Ballistic Skill 7
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Mutilatin' Mad Dok
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I really cannot fathom why 6's are not auto-hits. Nothing should be 100% immune to being hit. This should be a rule for every army, not just orks. The simple fact is that if someone brings a -2 flier against my ork army, there is literally no way I can hurt them in my TAC lists.
I also don't like the idea of having to roll twice if you need a 7+ to hit. In general I'm against anything that adds more dicerolling to the game. Just make 6's always hit, problem solved.
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"The undead ogre believes the sack of pies is your parrot, and proceeds to eat them. The pies explode, and so does his head. The way is clear." - Me, DMing what was supposed to be a serious Pathfinder campaign.
6000 - Death Skulls, Painted
2000 - Admech/Skitarii, Painted |
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![[Post New]](/s/i/i.gif) 2017/11/19 01:40:45
Subject: Ballistic Skill 7
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Pyromaniac Hellhound Pilot
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leopard wrote:The concept of a 7 being a six then a 4+ is something GW have used before and frankly should come back. chances are low, but then its better than nothing. especially if you note needing a 7+ to hit disallows all re-rolling failed results Probably too troublesome for most players to grasp Or, more seriously, the theme is to restrict and contract, not expand and detail. Vitali Advenil wrote:I really cannot fathom why 6's are not auto-hits. Nothing should be 100% immune to being hit. This should be a rule for every army, not just orks. The simple fact is that if someone brings a -2 flier against my ork army, there is literally no way I can hurt them in my TAC lists. I also don't like the idea of having to roll twice if you need a 7+ to hit. In general I'm against anything that adds more dicerolling to the game. Just make 6's always hit, problem solved. It's a dice game! M.
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This message was edited 1 time. Last update was at 2017/11/19 01:41:03
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![[Post New]](/s/i/i.gif) 2017/11/19 01:53:23
Subject: Ballistic Skill 7
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Mutilatin' Mad Dok
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You can still have too much dicerolling.
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"The undead ogre believes the sack of pies is your parrot, and proceeds to eat them. The pies explode, and so does his head. The way is clear." - Me, DMing what was supposed to be a serious Pathfinder campaign.
6000 - Death Skulls, Painted
2000 - Admech/Skitarii, Painted |
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