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Made in us
Regular Dakkanaut





So this can came up in a game the other day. I fired overwatch at a squad of pink horrors and killed 3. My opponent then daisy chains the 6 blue horrors this created in unit coherency to make a charge go from 9 inches to 2 inches. Is this allowed?
   
Made in nz
Scarred Ultramarine Tyrannic War Veteran




Ankh Morpork

No. Per the rulebook FAQ, new models added to a unit must be placed within unit coherency of a model from the same unit that was on the battlefield at the start of the phase, so no daisy chaining with new models. Assuming Horrors are on 25mm bases, he could still cut the required 9 down to about 6 (2" coherency plus the base diameter).

This message was edited 1 time. Last update was at 2018/03/02 04:44:44


 
   
Made in gb
Longtime Dakkanaut




Can't daisy chain more than 3 inches (coherency plus base size) in one phase.

But for example he could get 3 inches in the psychic phase from perils, then 3 inches in charge phase from overwatch, for an extra 6 inches after the movement phase.

DFTT 
   
Made in au
Dakka Veteran




Since horrors roll 1d6 for the psychic phase they can't perils unless another special rule comes into play or a psyker next to them explodes.
   
Made in de
Lurking Gaunt






And dont forget to pay reinforcement point for the blue and brimstones horrors in matched play.


24.000 Tyranids painted, still rising in numbers
4.000 Genestealer Cult

7.000
 
   
Made in us
Norn Queen






Don't the horrors created become a new unit (which is why they cost points) and thus have nothing to do with the pink horrors charging?


These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
Made in nz
Scarred Ultramarine Tyrannic War Veteran




Ankh Morpork

 Lance845 wrote:
Don't the horrors created become a new unit (which is why they cost points) and thus have nothing to do with the pink horrors charging?


No, additional horrors are specifically stated to be added to the unit of those slain.
   
Made in au
Dakka Veteran




 Lance845 wrote:
Don't the horrors created become a new unit (which is why they cost points) and thus have nothing to do with the pink horrors charging?

That was a 7th ed rule - and a very useful one for blocking charging units that had shot at the pink horrors.
   
Made in gb
Norn Queen






 Lance845 wrote:
Don't the horrors created become a new unit (which is why they cost points) and thus have nothing to do with the pink horrors charging?
No, they are part of the original unit.

They are adding new models to the unit, not replacing slain ones or adding more to the original unit. Poxwalkers get to add models for "free" because they are adding poxwalkers. A Pink Horror dying is adding two Blue Horrors, which are new models.

There is also the fact that the rules for Horrors explicitly state you need to pay reinforcement points, which per the FAQ overrides the "freeness".
   
Made in ar
Been Around the Block





Remember that the base is 2.50cm and an inch is 2.54cm, so if you were exactly 9" away you will reduce it to 6.016" (needing a 7), if you were 8.something inches away then yes, you will need a 6
   
Made in us
Fresh-Faced New User



Michigan

I have another question about the pink horrors becoming blue horrors. When does it happen? I know when a pink dies it becomes 2 blues. Lets say during the shooting phase, I do 10 wounds to a pink horror group. Can the person roll one save for a pink, if it dies, replace it for 2 blues and then roll for 2 blue saves and if the die, replace the 2 blues for 2 brimstones and then roll 2 brimstone saves? This will take a lot of time. Or do you take the 10 save for pinks, and then replace them with blues that didn't make a save and then use the blue saves for the next round of firing shots or weapons later in that phase?

I have a friend doing it the 1st way and it slows down the game and he gets confused on which saves he need to roll next.
   
Made in us
Steadfast Grey Hunter




Boredflak1066 wrote:
I have another question about the pink horrors becoming blue horrors. When does it happen? I know when a pink dies it becomes 2 blues. Lets say during the shooting phase, I do 10 wounds to a pink horror group. Can the person roll one save for a pink, if it dies, replace it for 2 blues and then roll for 2 blue saves and if the die, replace the 2 blues for 2 brimstones and then roll 2 brimstone saves? This will take a lot of time. Or do you take the 10 save for pinks, and then replace them with blues that didn't make a save and then use the blue saves for the next round of firing shots or weapons later in that phase?

I have a friend doing it the 1st way and it slows down the game and he gets confused on which saves he need to roll next.


The first way is correct, but it is slower and if you're friend is getting confused, or flubbing rolls I can absolutely see it being frustrating.

It's a good example of where fast-rolling vs. single shot at a time needs to be considered. Fast rolling hits, but single resolving wounds may be the best way to do it.

E.G. Roll 10 shots... get 5 hits... resolve each of 5 hits in series. not exactly RAW, but a compromise between fast rolling and keeping everyone aligned with the results.
   
Made in us
Lieutenant General





Florence, KY

Ulfhednar_42 wrote:
It's a good example of where fast-rolling vs. single shot at a time needs to be considered. Fast rolling hits, but single resolving wounds may be the best way to do it.

E.G. Roll 10 shots... get 5 hits... resolve each of 5 hits in series. not exactly RAW, but a compromise between fast rolling and keeping everyone aligned with the results.

The rules for Fast Dice Rolling only allow you to make all of your hit rolls at the same time, followed by all of your wound rolls at the same time. You then allocate the wounds one at a time, making the saving throws and suffering damage each time as necessary..

'It is a source of constant consternation that my opponents
cannot correlate their innate inferiority with their inevitable
defeat. It would seem that stupidity is as eternal as war.'

- Nemesor Zahndrekh of the Sautekh Dynasty
Overlord of the Crownworld of Gidrim
 
   
Made in us
Steadfast Grey Hunter




 Ghaz wrote:
Ulfhednar_42 wrote:
It's a good example of where fast-rolling vs. single shot at a time needs to be considered. Fast rolling hits, but single resolving wounds may be the best way to do it.

E.G. Roll 10 shots... get 5 hits... resolve each of 5 hits in series. not exactly RAW, but a compromise between fast rolling and keeping everyone aligned with the results.

The rules for Fast Dice Rolling only allow you to make all of your hit rolls at the same time, followed by all of your wound rolls at the same time. You then allocate the wounds one at a time, making the saving throws and suffering damage each time as necessary..


Right, so if you're trying to play correctly RAW or DIE then the Daemons player can insist you resolve individual shooting attacks one at a time so he can progress casualties through the Pink->Blue-Brim->Blue->Brim as each shot is resolved.

If you want to speed things up for massed weapons fire, you can agree to roll hits en-masse for identical weapons, and then roll and allocate wounds one at a time to slightly speed up the process, but make sure wounds and saves are getting allocated to the 'right' models.
   
 
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