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Made in au
Guarding Guardian



Manchester

Hey guys, i think this is the right area to post this!

I have been playing Eldar vs Orks with my friend on Vassal, and every game we realize we have misread the rules/missed a rule and i was just wanting to ask you guys some questions.

- Weapons in assault phase: An Ork character attacks a Dire Avengers squad, has a power weapon. Does this mean that all of his attacks use the power weapon modifiers? Or just one attack and the rest use his base stats?
- Grenades: Can they be used in over watch? I am assuming plasma grenades are not defensive, but can i fire 9 out of 10 models and then replace one models shooting attacks with a grenade? If so how many men can throw grenades in one squad?
- Saves!: If i have a Dire Avenger with a 4+ armor save and a 4+ cover save, does that mean the cover is basically useless because its the same as the armor save? Do i just take one save that is the best possible save that the model can use? If so then should i be bothering with cover when using highly armored units?

Thanks guys! The rule book is so MASSIVE it can really slow down a game trying to find this stuff and believe me we have tried!
   
Made in au
Ancient Chaos Terminator





'Straya... Mate.

JpBlitz wrote:- Weapons in assault phase: An Ork character attacks a Dire Avengers squad, has a power weapon. Does this mean that all of his attacks use the power weapon modifiers? Or just one attack and the rest use his base stats?

All use power weapon
JpBlitz wrote:- Grenades: Can they be used in over watch? I am assuming plasma grenades are not defensive, but can i fire 9 out of 10 models and then replace one models shooting attacks with a grenade? If so how many men can throw grenades in one squad?

Only if they can be snap fired, so no blast grenades etc.
JpBlitz wrote:
- Saves!: If i have a Dire Avenger with a 4+ armor save and a 4+ cover save, does that mean the cover is basically useless because its the same as the armor save? Do i just take one save that is the best possible save that the model can use? If so then should i be bothering with cover when using highly armored units?

You can only take one save, if they are all 4 plus, you get 1 4 plus save.

 
   
Made in us
Gore-Soaked Lunatic Witchhunter







1: All attacks.

2: Nope. Grenades are Blast weapons, Blast weapons cannot be snap-fired.

3: You get the cover against attacks with AP4 and the armour against Ignores Cover attacks with AP5+. You take the best save possible, but different saves are ignored by different things.

Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
Made in au
Ancient Chaos Terminator





'Straya... Mate.

On the last point, more things have AP4 or bette than ignores cover, so it doesn't hurt having both as a redundancy.

Edit: I meant on my last point

This message was edited 1 time. Last update was at 2015/04/11 00:26:15


 
   
Made in au
Guarding Guardian



Manchester

Thanks Rippy & AnomanderRake!

This helps loads

This message was edited 2 times. Last update was at 2015/04/11 00:31:03


 
   
Made in au
Ancient Chaos Terminator





'Straya... Mate.

JpBlitz wrote:
Thanks Rippy!

This helps loads

No worries mate!

 
   
Made in au
Guarding Guardian



Manchester

One more question, I appear to be surrounded by ORKS! Desperately my Farseer decides to use his forbidden lore to call upon some daemonic backup.

Im thinking Pink horros as i only have access to the primaris power, but they only have melee and psychic attacks right? No shooting attacks unless i use witchfire in the psychic phase?

Also; if i roll on three different psychic trees, i can swap any of those rolls for the primaris power correct?

thanks again guys!
   
Made in au
Ancient Chaos Terminator





'Straya... Mate.

JpBlitz wrote:
One more question, I appear to be surrounded by ORKS! Desperately my Farseer decides to use his forbidden lore to call upon some daemonic backup.

Im thinking Pink horros as i only have access to the primaris power, but they only have melee and psychic attacks right? No shooting attacks unless i use witchfire in the psychic phase?

Also; if i roll on three different psychic trees, i can swap any of those rolls for the primaris power correct?

thanks again guys!

You would have to get the Deamons codex to check that out. I wouldn't recommend trying to summon deamons on a non-deamon. You will perils/fail too often for it to be worthwhile. Plus if you are surrounded, you summon them out of combat anyway.

 
   
Made in au
Guarding Guardian



Manchester

Their still a few inches away, enough for a semi accurate deep strike at least! Yeah ive tried twice and succeeded one with summoning but the plague bearers i summoned to camp at the objective died to mass dakka before they could get to the cover

This message was edited 2 times. Last update was at 2015/04/11 01:44:48


 
   
Made in au
[MOD]
Making Stuff






Under the couch

http://www.dakkadakka.com/dakkaforum/posts/list/280663.page


Automatically Appended Next Post:
Moved to YMDC

This message was edited 1 time. Last update was at 2015/04/11 05:41:55


 
   
Made in gb
Dispassionate Imperial Judge






HATE Club, East London

JpBlitz wrote:
Hey guys, i think this is the right area to post this!

I have been playing Eldar vs Orks with my friend on Vassal, and every game we realize we have misread the rules/missed a rule and i was just wanting to ask you guys some questions.

- Weapons in assault phase: An Ork character attacks a Dire Avengers squad, has a power weapon. Does this mean that all of his attacks use the power weapon modifiers? Or just one attack and the rest use his base stats?
- Grenades: Can they be used in over watch? I am assuming plasma grenades are not defensive, but can i fire 9 out of 10 models and then replace one models shooting attacks with a grenade? If so how many men can throw grenades in one squad?
- Saves!: If i have a Dire Avenger with a 4+ armor save and a 4+ cover save, does that mean the cover is basically useless because its the same as the armor save? Do i just take one save that is the best possible save that the model can use? If so then should i be bothering with cover when using highly armored units?

Thanks guys! The rule book is so MASSIVE it can really slow down a game trying to find this stuff and believe me we have tried!


Ok, attempting to answer with some sort of reasoning or clarity..

- Yes, all the attacks get the bonus from the power weapon. The annoy exception is when you have two special, cool melee weapons, in which case you have to pick which one you're using that phase.
- Grenades can be used to over watch, but eldar Plasma grenades can't, as they're Blast weapons, and you can't use blasts in overwatch. Plasma grenades are not defensive (they have their own section in the Rulebook). Usually, only one model from a squad can throw a grenade.
- Yes, you just pick the best save and take that one. In the case of the dire avenger, you're right that the cover is pointless. But if your enemy fires a low-AP weapon at them (say, an AP3 plasma gun) you'll be glad of the cover, as cover saves aren't lost because of weapon AP. So cover is always a bonus, even if your regular armour seems better.

   
Made in au
Guarding Guardian



Manchester

Thanks Arbitorian!
   
 
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