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![[Post New]](/s/i/i.gif) 2019/09/27 16:59:50
Subject: Re:Clarification on Obliterators / Fleshmetal Guns
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Fresh-Faced New User
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September 2019 FAQ says roll the profile when you pick the shooting unit (Step 1). Case closed. Obliterators can know the weapon profile prior to selecting a target.
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![[Post New]](/s/i/i.gif) 2019/09/27 23:16:42
Subject: Clarification on Obliterators / Fleshmetal Guns (ANSWERED IN SEPT 2019 FAQ)
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Lord Commander in a Plush Chair
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Yeah, that was just clarifying the errata I mentioned in my last post.
Errata changed the codex. FAQ now says it functions like errata says.
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This is my Rulebook. There are many Like it, but this one is mine. Without me, my rulebook is useless. Without my rulebook, I am useless.
Stop looking for buzz words and start reading the whole sentences.
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![[Post New]](/s/i/i.gif) 2019/09/27 23:29:00
Subject: Clarification on Obliterators / Fleshmetal Guns (ANSWERED IN SEPT 2019 FAQ)
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Mekboy on Kustom Deth Kopta
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Meanwhile SAG Meks have to guess what they're going to roll on 2d6 after selecting their targets. What a load of gak.
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![[Post New]](/s/i/i.gif) 2019/09/27 23:41:50
Subject: Re:Clarification on Obliterators / Fleshmetal Guns (ANSWERED IN SEPT 2019 FAQ)
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Powerful Phoenix Lord
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Actually that makes complete logical sense from a lore/fluff perspective. I have zero issue believing the Ork points the weapon in a direction and pulls the trigger...with little to no idea what will happen after that point. Obliterators would be using generated weaponry to tackle a specific threat (or they used to back when they actually just had...all the guns).
I see no issue with it.
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![[Post New]](/s/i/i.gif) 2019/09/28 01:54:20
Subject: Re:Clarification on Obliterators / Fleshmetal Guns (ANSWERED IN SEPT 2019 FAQ)
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Humming Great Unclean One of Nurgle
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Elbows wrote:Actually that makes complete logical sense from a lore/fluff perspective. I have zero issue believing the Ork points the weapon in a direction and pulls the trigger...with little to no idea what will happen after that point. Obliterators would be using generated weaponry to tackle a specific threat (or they used to back when they actually just had...all the guns).
I see no issue with it.
Orks aren't stupid. They're simple, but not stupid-a Big Mek's pride and joy gun should be something they know like the back of their hand. Probably better. They know when it's running hot, ready to vaporize a Knight, and they know when it's running cold, and barely able to tickle a Grot.
Moreover, it's less engaging and fun.
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Clocks for the clockmaker! Cogs for the cog throne! |
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![[Post New]](/s/i/i.gif) 2019/09/28 04:26:09
Subject: Re:Clarification on Obliterators / Fleshmetal Guns (ANSWERED IN SEPT 2019 FAQ)
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Longtime Dakkanaut
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, at the same time that you choose targets
for the shooting unit’s attacks, you must declare how you
will split the shooting unit’s shots; then resolve all the
shots against one target before moving on to the next.’
you choose your targets at the same time as deciding what weapons fire where.... if those things happen at the same time, does it not make sense that you must roll first ? you chose a unit with a fleshmetal gun, you must attack with all your weapons. So the unit has at that point been chosen to attack with a fleshmetal gun... then you choose targets and split attacks.. you certainly can not split the attacks of weapons that have no profile yet ? We know that all of a single weapons attacks must target the same unit but the wording of the rule is "how you will split the shooting unit's shots" and we can't do that until the unit has a profile with shots to split.
At least that's the only way it makes sense to me ...
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As an aside, as "infinite" rolls is actually impossible even if the FAQ "allows" it, then it will always be a non-zero chance to pass them all. Eventually the two players will die. If they pass the game on to their decendents, they too will eventually die. And, at the end of it all, the universe will experience heat death and it, too, will die. In the instance of "infinite" hits, we're talking more of functional infinity, rather than literal.
RAW you can't pass the game onto descendants, permissive ruleset. Unless we get an FAQ from GW. |
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![[Post New]](/s/i/i.gif) 2019/09/28 06:52:03
Subject: Re:Clarification on Obliterators / Fleshmetal Guns (ANSWERED IN SEPT 2019 FAQ)
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Mekboy on Kustom Deth Kopta
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JNAProductions wrote: Elbows wrote:Actually that makes complete logical sense from a lore/fluff perspective. I have zero issue believing the Ork points the weapon in a direction and pulls the trigger...with little to no idea what will happen after that point. Obliterators would be using generated weaponry to tackle a specific threat (or they used to back when they actually just had...all the guns).
I see no issue with it.
Orks aren't stupid. They're simple, but not stupid-a Big Mek's pride and joy gun should be something they know like the back of their hand. Probably better. They know when it's running hot, ready to vaporize a Knight, and they know when it's running cold, and barely able to tickle a Grot.
Moreover, it's less engaging and fun.
JNA has it. Also fluff should not be used to balance the game unless you want SM winning every game ever.
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![[Post New]](/s/i/i.gif) 2019/09/28 08:25:01
Subject: Re:Clarification on Obliterators / Fleshmetal Guns (ANSWERED IN SEPT 2019 FAQ)
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The Dread Evil Lord Varlak
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An Actual Englishman wrote: JNAProductions wrote: Elbows wrote:Actually that makes complete logical sense from a lore/fluff perspective. I have zero issue believing the Ork points the weapon in a direction and pulls the trigger...with little to no idea what will happen after that point. Obliterators would be using generated weaponry to tackle a specific threat (or they used to back when they actually just had...all the guns).
I see no issue with it.
Orks aren't stupid. They're simple, but not stupid-a Big Mek's pride and joy gun should be something they know like the back of their hand. Probably better. They know when it's running hot, ready to vaporize a Knight, and they know when it's running cold, and barely able to tickle a Grot.
Moreover, it's less engaging and fun.
JNA has it. Also fluff should not be used to balance the game unless you want SM winning every game ever.
This i agree with orkz did constantly get shafted by lol rng.
And whilest i agree it is good that Oblits know what they have atm, i feel like the sag and other such effects which are potentially disadvantagous just because it is orkz or mutants to be stupidly bad.
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https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page
A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units."
Players: "why?!? Now we finally got decent plastic kits and you cut them?"
Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?"
GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!"
Chaos players: Guess i stop playing or go to HH. |
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![[Post New]](/s/i/i.gif) 2019/09/30 23:26:44
Subject: Clarification on Obliterators / Fleshmetal Guns (ANSWERED IN SEPT 2019 FAQ)
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Fresh-Faced New User
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An Actual Englishman wrote:Meanwhile SAG Meks have to guess what they're going to roll on 2d6 after selecting their targets. What a load of gak.
Bear in mind that SAG costs 2/3 what an Obliterator costs, is a hideable character, has a 60" range, guaranteed AP -5, D6 damage, and can cause mortal wounds. (1d6 attacks, but you can't have it all)
I think it's just fine.
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This message was edited 1 time. Last update was at 2019/09/30 23:27:52
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