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Made in us
Locked in the Tower of Amareo




It's under special rules for template weapons:

"Multiple Templates
If a unit is firing more than one shot with the Template type, resolve each shot, one at a
time, as described above, determining and recording how many hits are scored by each
template. Once the number of hits from all templates has been determined, roll To
Wound as normal."

   
Made in us
Been Around the Block





San Tan Valley, AZ

Martel732 wrote:
It's under special rules for template weapons:

"Multiple Templates
If a unit is firing more than one shot with the Template type, resolve each shot, one at a
time, as described above, determining and recording how many hits are scored by each
template. Once the number of hits from all templates has been determined, roll To
Wound as normal."



So, in noob terms (which means terms I can easily understand, lol), doesnt a template weapon (flamer template) automatically hit? I was under the impression that you don't roll to hit with templates. So, I guess what I don't understand is would you lay the template over the models and just roll wounds, then do it again after wounds/saves are resolved? OR, would you lay the template, resolve wounds/saves, then lay another template and resolve wounds/saves? I mean, Assault 2 means 2 separate attacks with the weapon, correct? Not just double the wounds inflicted, right?
   
Made in us
Locked in the Tower of Amareo




Lay each template, record hits, then resolve wounds at the end.
   
Made in us
Blood-Drenched Death Company Marine





Mississippi

Martel has it correct.

Fire Frag Cannon first, lay template to check for hits. Let's say you get a solid 5 touches with the template, so 5 hits. Then, you repeat that with the second frag cannon shot and get 5 more hits, so 10 hits total.

Then you switch to the other arm and place the template for the heavy flamer. Because it's coming from the other arm and the angle is different, let's say you can only get 4 hits on the enemy squad.

So that gives you a pool of 10 Frag Cannon hits, and 4 Heavy Flamer hits. You then roll to-wound with those 14 total hits in a bank of 10 for the Frag Cannon, and a bank of 4 separately for the Heavy Flamer, to ensure that any rending wounds can be noted on the Frag Cannon if you roll a 6 to wound.

Your opponent then removes casualties closest to your Furioso.

It can be a pretty withering amount of firepower to line troops and even makes elite troops sit up and take notice.

Hope that helps. Take it easy for now.

-Red__Thirst-

You don't know me son, so I'll explain this to you once: If I ever kill you, you'll be awake, you'll be facing me, and you'll be armed.  
   
Made in ca
Evasive Pleasureseeker



Lost in a blizzard, somewhere near Toronto

Most people seem to always underestimate the power of the humble flame template...

I love using for example a unit of 9 Tzeentch Flamers in my typical Daemon lists. That's 9 templates/turn potentially! My record thus far was a friend's poor Ork Boyz mob (20 strong), amounting to something crazy like 52 auto-hits!
Suffice to say, with the amount of outright hits that unit can get, even things like 10 man Marine squads just evaporate on the spot.

Blood Angels can do similar levels of template spamming, as for example, you can get 4 templates from just a 5-man Assault Marine squad! Take 2 Flamers on the squad, then kit out the Sergeant with double Hand flamers.
Add in a Drop Pod, and lay some serious hurt on most ground pounders!

 
   
Made in us
Been Around the Block





San Tan Valley, AZ

How do you know how many weapons a model can equip? For example: if I have a model that has access to special weapons and melee weapons, can I just choose as many as I'm willing to pay the points for? Or can I just choose one ranged and one melee?
   
Made in us
Locked in the Tower of Amareo




Usually you have to swap something out.
   
Made in ca
Evasive Pleasureseeker



Lost in a blizzard, somewhere near Toronto

 Pilgrim of the dark wrote:
How do you know how many weapons a model can equip? For example: if I have a model that has access to special weapons and melee weapons, can I just choose as many as I'm willing to pay the points for? Or can I just choose one ranged and one melee?

The text is usually pretty clear...

Unit upgrades for example pretty much universally state along the lines of, "one model way exchange their bolter for a single weapon from the Special Weapons list", etc...

Characters/Sergeants who get access to the armoury page, simply need to look under the relevant section.
So if for example you're wanting to upgrade your ranged weapon(s), then you look under the 'Ranged Weapons' header, which will typically say that, "a model may replace their bolt pistol and/or chainsword with 1 of the following"
Thus, you can exchange your bolt pistol for a single upgrade, AND, if you so choose, your chainsword as well, thus allowing for you to dual wield pistols! (or else just swap out the chainsword and have say an Inferno pistol + Bolt pistol, if that's what you really want...)

Unless you're a Chaos Marine, because well, we're "special," apparently...

 
   
Made in us
Been Around the Block





San Tan Valley, AZ

Experiment 626 wrote:
 Pilgrim of the dark wrote:
How do you know how many weapons a model can equip? For example: if I have a model that has access to special weapons and melee weapons, can I just choose as many as I'm willing to pay the points for? Or can I just choose one ranged and one melee?

The text is usually pretty clear...

Unit upgrades for example pretty much universally state along the lines of, "one model way exchange their bolter for a single weapon from the Special Weapons list", etc...

Characters/Sergeants who get access to the armoury page, simply need to look under the relevant section.
So if for example you're wanting to upgrade your ranged weapon(s), then you look under the 'Ranged Weapons' header, which will typically say that, "a model may replace their bolt pistol and/or chainsword with 1 of the following"
Thus, you can exchange your bolt pistol for a single upgrade, AND, if you so choose, your chainsword as well, thus allowing for you to dual wield pistols! (or else just swap out the chainsword and have say an Inferno pistol + Bolt pistol, if that's what you really want...)

Unless you're a Chaos Marine, because well, we're "special," apparently...


I agree, it is pretty clear.... Most of the time.

I was looking at tacticals and saw "sergeant may take weapons from the special weapons and melee weapons", or something along those lines. That's a bit vague; I mean, can you upgrade your bolter to a combi weapon AND take a melee weapon? It doesn't really ever say the weapon limit on a model.
   
Made in us
Blood-Drenched Death Company Marine





Mississippi

This is a bit tricky, but just takes careful reading.

First, look at the wargear of the Sergeants and his options will become more clear on the Melee Weapons and Ranged weapons list.

The sergeant, like all other members of the squad, is by default armed with a Bolter, and a Bolt Pistol.

So, let's look at the Melee and Ranged weapons entries next.

The Melee Weapons list states:
"A model may replace its bolt pistol, boltgun and/or Melee weapon with one of the following:"

And the Ranged Weapons list states:
"A model may replace its bolt pistol and/or Melee weapon with one of the following:"

So since the Sergeant has a Bolter, and a Bolt Pistol, you can do things such as replace the Bolter with a Power weapon, or, a chainsword (for free) which gives the sergeant a bolt pistol and chainsword. Now you can go to the ranged weapon list and give him a pair of inferno pistols, or a plasma pistol and a hand flamer (Replacing both the melee weapon and bolt pistol).

I personally just replace the bolter with a combi-flamer (Ranged list) and the bolt pistol with a Lightning Claw (Melee list) on the sergeant I'm going to be working on shortly.

But that said, that's how it works. Look at the default wargear on a character (sergeant) model, then look at what weapons can replace that default wargear. It's a little bas-ackwards as far as functionality goes, but does let you get some pretty unique wargear combos if you're willing to spend the points.

Take it easy for now.

-Red__Thirst-

You don't know me son, so I'll explain this to you once: If I ever kill you, you'll be awake, you'll be facing me, and you'll be armed.  
   
Made in gb
Blood Angel Neophyte Undergoing Surgeries




UK

i run a 10 man tac squad and a 5 man sniper scout squad for the long range firepower

Dark angels
Blood angels
Imperial guard (Red Shields Regiment)
 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

 matty78943 wrote:
i run a 10 man tac squad and a 5 man sniper scout squad for the long range firepower

Looks not very much. What's the rest of your army, say at the 1850 pt lvl?

Former moderator 40kOnline

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Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
Been Around the Block





San Tan Valley, AZ

Where do you find weapon points costs?

For example, the sergeant can take weapons from the melee and ranged lists, but when I was flipping through the lists, I don't recall seeing points, only the weapon profile.

For most units, I see the points costs of upgrades listed in the options list, but some units don't have this info listed for their upgrades.
   
Made in us
Trigger-Happy Baal Predator Pilot






 Pilgrim of the dark wrote:
Where do you find weapon points costs?

For example, the sergeant can take weapons from the melee and ranged lists, but when I was flipping through the lists, I don't recall seeing points, only the weapon profile.

For most units, I see the points costs of upgrades listed in the options list, but some units don't have this info listed for their upgrades.


There's a list of weapons somewhere in the book. I believe it's before the unit entries start.
   
Made in us
Blood-Drenched Death Company Marine




 Pilgrim of the dark wrote:
Where do you find weapon points costs?

For example, the sergeant can take weapons from the melee and ranged lists, but when I was flipping through the lists, I don't recall seeing points, only the weapon profile.

For most units, I see the points costs of upgrades listed in the options list, but some units don't have this info listed for their upgrades.



Page 51
   
Made in us
Been Around the Block





San Tan Valley, AZ

 Crimson Devil wrote:
 Pilgrim of the dark wrote:
Where do you find weapon points costs?

For example, the sergeant can take weapons from the melee and ranged lists, but when I was flipping through the lists, I don't recall seeing points, only the weapon profile.

For most units, I see the points costs of upgrades listed in the options list, but some units don't have this info listed for their upgrades.



Page 51


Thank you so much! I swear, I've thumbed through countless times looking for it and must've skipped over it every time! The BRB is somewhat poorly organized
   
 
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