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2020/09/04 18:38:10
Subject: so, what are the stupid things you can do in 9th edition?
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Longtime Dakkanaut
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yukishiro1 wrote: argonak wrote:You wouldn’t measure the 9” horizontally? That’s how we’ve always played it. Maybe we were playing it wrong.
No, because that's not what the DS rules say. The DS rules say 9" away, not 9" away horizontally.
This is probably RAW, but if an opponent insists on playing it that way they're unlikely to get many people willing to play them. Clearly the intent of the rule is that you require a 9 on your charge roll to make it into combat. Though I'm not sure on how they'd fix the wording... I guess saying 9" horizontal distance could work, but that feels like it would be open to some other issue down the road.
They could just change it to "more than 8" from engagement range". Means you have to roll a 9 still to actually get into range, but its measured from the engagement 'bubble' rather than the physical model.
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2020/09/04 19:15:19
Subject: so, what are the stupid things you can do in 9th edition?
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Locked in the Tower of Amareo
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Well this is stupid in sense of self handicapping. Put burna boyz in trukk.Hey presto flamers that need to roll to hit : lol: Automatically Appended Next Post: Niiru wrote:yukishiro1 wrote: argonak wrote:You wouldn’t measure the 9” horizontally? That’s how we’ve always played it. Maybe we were playing it wrong.
No, because that's not what the DS rules say. The DS rules say 9" away, not 9" away horizontally.
This is probably RAW, but if an opponent insists on playing it that way they're unlikely to get many people willing to play them. Clearly the intent of the rule is that you require a 9 on your charge roll to make it into combat. Though I'm not sure on how they'd fix the wording... I guess saying 9" horizontal distance could work, but that feels like it would be open to some other issue down the road.
They could just change it to "more than 8" from engagement range". Means you have to roll a 9 still to actually get into range, but its measured from the engagement 'bubble' rather than the physical model.
You DS and you measure base to base. So let's say most extreme silly case. Unit in top of 9" ruin. You would deploy 9" behind.
Come charge phase, you then need to get within 1" horizontally and up to 5" vertically. So you would be 9" away from enemy but if you are directly behind 5" below is fine. So 4" charge...
Similarly if there's up to 5" tall bridge you cannot go THROUGH the bridge 5" below the enemy as you can't go inside engagement range which you would as it's 5".
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This message was edited 1 time. Last update was at 2020/09/04 19:20:27
2024 painted/bought: 109/109 |
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2020/09/04 19:22:30
Subject: so, what are the stupid things you can do in 9th edition?
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Longtime Dakkanaut
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Inquisitor Lord Katherine wrote: carldooley wrote:I'll start. I realized that I can field a Superheavy detachment with household traits, in a 500 point Combat Patrol. (not that I would )
Guardsman Timmy and his bayonet can stab somebody in the 2nd or sometimes even 3rd story window through 2 floors.
(But with all the reach to stab up two floors, he can barely reach past a guy in front of him to stab)
Engagement range is pretty borked.
Yeah. I guess my previous gaming buddy and I must have house rules it and then forgot it was a house rule. It didn’t impact much with the terrain we had at the time. GW will need to do some clarification on their intent with regard to engagement range. Automatically Appended Next Post: Niiru wrote:yukishiro1 wrote: argonak wrote:You wouldn’t measure the 9” horizontally? That’s how we’ve always played it. Maybe we were playing it wrong.
No, because that's not what the DS rules say. The DS rules say 9" away, not 9" away horizontally.
This is probably RAW, but if an opponent insists on playing it that way they're unlikely to get many people willing to play them. Clearly the intent of the rule is that you require a 9 on your charge roll to make it into combat. Though I'm not sure on how they'd fix the wording... I guess saying 9" horizontal distance could work, but that feels like it would be open to some other issue down the road.
They could just change it to "more than 8" from engagement range". Means you have to roll a 9 still to actually get into range, but its measured from the engagement 'bubble' rather than the physical model.
That seems like a straight forward fix.
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This message was edited 1 time. Last update was at 2020/09/04 19:26:57
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2020/09/04 20:04:50
Subject: so, what are the stupid things you can do in 9th edition?
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Longtime Dakkanaut
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Nope, doesn't really work. It'd just create different issues - in that case, by putting your units 5" up on ruins, you could force your opponent out more than 10" in horizontal distance. This would allow different types of shenanegins.
There's no perfect solution because the problem is fundamentally the 5" vertical engagement range, which just doesn't work make sense with the way that all other game distances are measured.
The least bad solution would probably be to FAQ all 9" DS abilities to state that you need a minimum 9 on your charge roll before modifiers, even if it would be less because of vertical engagement distance. That way you can still come down 9" from a unit up in a ruin, but you don't gain any benefit on your charge from the fact that they're high up.
There's still some issues with that, but it probably creates the least issues compared to other fixes.
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2020/09/05 03:12:53
Subject: so, what are the stupid things you can do in 9th edition?
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Decrepit Dakkanaut
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An even better best way is to measure from the model instead of the base for units with the Monster or Vehicle keywords or something like that. That way, a keeper of secrets or knight could hit something at its knee or waist, but Guardsman Timmy couldn't assail the foe through two floors/charge 4" after a 9" away deepstrike. (but of course that's scary and difficult like armor facings were; it's much easier to remember 160 stratagems instead).
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This message was edited 2 times. Last update was at 2020/09/05 03:15:07
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2020/09/05 05:13:32
Subject: so, what are the stupid things you can do in 9th edition?
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Longtime Dakkanaut
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Well yeah I mean sure, the problem is the 5" vertical engagement itself. But I was assuming that GW isn't going to scrap that having just introduced it.
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2020/09/05 07:14:45
Subject: so, what are the stupid things you can do in 9th edition?
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Discriminating Deathmark Assassin
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As weird as it is, the whole "can't move under folks on a catwalk 5" up" thing, actually kinda works, it's a super unsafe position to be in. It's a way to show the threat range.
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213PL 60PL 12PL 9-17PL
(she/her) |
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2020/09/05 07:43:18
Subject: so, what are the stupid things you can do in 9th edition?
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Longtime Dakkanaut
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Blndmage wrote:As weird as it is, the whole "can't move under folks on a catwalk 5" up" thing, actually kinda works, it's a super unsafe position to be in. It's a way to show the threat range.
It gets wonky rather fast, Particularly on city and boards with more layers.
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2020/09/05 09:40:36
Subject: so, what are the stupid things you can do in 9th edition?
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Chalice-Wielding Sanguinary High Priest
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Unit1126PLL wrote:An even better best way is to measure from the model instead of the base for units with the Monster or Vehicle keywords or something like that.
That way, a keeper of secrets or knight could hit something at its knee or waist, but Guardsman Timmy couldn't assail the foe through two floors/charge 4" after a 9" away deepstrike.
(but of course that's scary and difficult like armor facings were; it's much easier to remember 160 stratagems instead).
That's been proven to be a horrible idea in previous editions, where things like targeting from weapons existed. You can end up modelling for advantage - in this instance, you could extend all 4 of the Keeper's individual arms out to give it a bubble MUCH larger than its base.
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"Hard pressed on my right. My centre is yielding. Impossible to manoeuvre. Situation excellent. I am attacking." - General Ferdinand Foch |
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2020/09/05 11:06:27
Subject: so, what are the stupid things you can do in 9th edition?
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Ladies Love the Vibro-Cannon Operator
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Well, I could also go nuts and play 6x10 Tactical Marines and 3x10 Assault Marines.
That's 180 wounds for board control.
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Former moderator 40kOnline
Lanchester's square law - please obey in list building!
Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."
Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss |
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2020/09/05 11:48:25
Subject: so, what are the stupid things you can do in 9th edition?
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Leader of the Sept
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Apple fox wrote: Blndmage wrote:As weird as it is, the whole "can't move under folks on a catwalk 5" up" thing, actually kinda works, it's a super unsafe position to be in. It's a way to show the threat range.
It gets wonky rather fast, Particularly on city and boards with more layers.
I would agree with this. Might make sense for a catwalk or bridge, but not so much for a solid concrete floor.
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Please excuse any spelling errors. I use a tablet frequently and software keyboards are a pain!
Terranwing - w3;d1;l1
51st Dunedinw2;d0;l0
Cadre Coronal Afterglow w1;d0;l0 |
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2020/09/05 14:06:00
Subject: so, what are the stupid things you can do in 9th edition?
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Discriminating Deathmark Assassin
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Flinty wrote:Apple fox wrote: Blndmage wrote:As weird as it is, the whole "can't move under folks on a catwalk 5" up" thing, actually kinda works, it's a super unsafe position to be in. It's a way to show the threat range.
It gets wonky rather fast, Particularly on city and boards with more layers.
I would agree with this. Might make sense for a catwalk or bridge, but not so much for a solid concrete floor.
Having the high ground is always benificial.
The rules allow Infantry and what not to move through floors/walls even without stairs/ladders on the terrain, yes? Which means, they'd have the tactical advantage, maybe there's loose concrete (as most folks are thinking of the classic Ruin building), maybe there's holes in the floor that could (from the perspective of the person being zoned out) be fire points, or they could huck grenades, etc
The static nature of terrain and models can make us forget how much is actually going on.
Are there pistols with a range of less than 6"?
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213PL 60PL 12PL 9-17PL
(she/her) |
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2020/09/05 14:40:14
Subject: so, what are the stupid things you can do in 9th edition?
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Longtime Dakkanaut
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Turns out that there is, Death Guard's Biologus has a 3" Injector which is basically a needle on steroids
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2020/09/05 15:01:55
Subject: Re:so, what are the stupid things you can do in 9th edition?
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Chalice-Wielding Sanguinary High Priest
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Also the Inferno Pistol, which typically has 6" range... making 3" its half-range for its special melta-ness.
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"Hard pressed on my right. My centre is yielding. Impossible to manoeuvre. Situation excellent. I am attacking." - General Ferdinand Foch |
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2020/09/05 15:33:29
Subject: so, what are the stupid things you can do in 9th edition?
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Using Object Source Lighting
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Unit1126PLL wrote:(but of course that's scary and difficult like armor facings were; it's much easier to remember 160 stratagems instead).
To be fair, armor facings are pretty mechanically clunky on anything without clearly delineated sides, and things like posed walkers, Eldar anything, etc. always bogged games down unless the other player and I knew each other's lists well.
Which is not to say that current stratagems are a good thing, just that facings were IMHO not worth whatever realism/immersion they added when that also slowed the game down.
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2020/09/05 17:39:03
Subject: so, what are the stupid things you can do in 9th edition?
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Longtime Dakkanaut
Annandale, VA
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spiralingcadaver wrote: Unit1126PLL wrote:(but of course that's scary and difficult like armor facings were; it's much easier to remember 160 stratagems instead).
To be fair, armor facings are pretty mechanically clunky on anything without clearly delineated sides, and things like posed walkers, Eldar anything, etc. always bogged games down unless the other player and I knew each other's lists well.
The Flames of War system, where armor is a binary front/back determined by a line drawn across the front of the model, is easy to implement even on non-boxy vehicles. Games that frequently use facing on non-humanoid models typically have some mark on the base to denote 'front'.
As with many things, it's more of an issue of GW screwing up the implementation than the idea being intrinsically unsound.
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2020/09/05 18:34:18
Subject: so, what are the stupid things you can do in 9th edition?
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Walking Dead Wraithlord
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The problem is removed when you stick these things on big bases pre-marked with quarters.
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2020/09/05 19:02:39
Subject: so, what are the stupid things you can do in 9th edition?
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Longtime Dakkanaut
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Argive wrote:The problem is removed when you stick these things on big bases pre-marked with quarters.
Which is fine if you like it, but a giant eyesore for many (boy do I not like the way X-Wing does their bases). Tanks and other vehicles are big enough to not need bases to stand on and look nice and photogenic as they are (flying models not withstanding).
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2012/09/27 07:34:38
Subject: so, what are the stupid things you can do in 9th edition?
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Decrepit Dakkanaut
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I mean heck, I could see datasheets that include a top-down view of the model with different areas of armor color-coded to armor thickness.
So like the wings and front of a Wave Serpent could be Green(12), the rear Blue (10), the compartment sides Red (12, with +1 on the damage chart or whatever), or the like. Then just have a model use the closest point when it shoots.
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2020/09/06 06:46:19
Subject: so, what are the stupid things you can do in 9th edition?
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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That's actually a pretty good solution, assuming GW would bother to release diagrams for all models at once and not wait 3 years until all the codices have come around. I wouldn't mind playing with facings that way, and I'm a pretty huge fan of the old solution going away. So many arguments about battlwagon side arks...
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This message was edited 1 time. Last update was at 2020/09/06 06:46:35
7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. |
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2020/09/06 06:50:16
Subject: so, what are the stupid things you can do in 9th edition?
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The Dread Evil Lord Varlak
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Jidmah wrote:That's actually a pretty good solution, assuming GW would bother to release diagrams for all models at once and not wait 3 years until all the codices have come around.
I wouldn't mind playing with facings that way, and I'm a pretty huge fan of the old solution going away. So many arguments about battlwagon side arks...
Hardly uncommon approach, actually.
But gw so gw things Messing Systems up is kinda their thing, cue usrs ...
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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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2020/09/06 07:49:46
Subject: so, what are the stupid things you can do in 9th edition?
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Leader of the Sept
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Blndmage wrote: Flinty wrote:Apple fox wrote: Blndmage wrote:As weird as it is, the whole "can't move under folks on a catwalk 5" up" thing, actually kinda works, it's a super unsafe position to be in. It's a way to show the threat range.
It gets wonky rather fast, Particularly on city and boards with more layers.
I would agree with this. Might make sense for a catwalk or bridge, but not so much for a solid concrete floor.
Having the high ground is always benificial.
The rules allow Infantry and what not to move through floors/walls even without stairs/ladders on the terrain, yes? Which means, they'd have the tactical advantage, maybe there's loose concrete (as most folks are thinking of the classic Ruin building), maybe there's holes in the floor that could (from the perspective of the person being zoned out) be fire points, or they could huck grenades, etc
The static nature of terrain and models can make us forget how much is actually going on.
Are there pistols with a range of less than 6"?
Fair point. I think I had in mind a larger building with totally solid floors, but from all the scenery I've seen people actually use.over the years thats very much an edge case that probably doesnt need official troubles to deal with. Idea retracted
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Please excuse any spelling errors. I use a tablet frequently and software keyboards are a pain!
Terranwing - w3;d1;l1
51st Dunedinw2;d0;l0
Cadre Coronal Afterglow w1;d0;l0 |
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2020/09/06 08:02:14
Subject: so, what are the stupid things you can do in 9th edition?
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Regular Dakkanaut
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I find the stupidest thing I can do in 9th is slowly eliminate my opponent's dice. He rolls all those hurricane bolter shots against my Genestealers with a big smile on his face only to find I grab those wounding dice to roll my saves. Club rules says he can't use them now as they need to be disinfected.
Statistically if those dice naturally roll better than others, I have now eliminated that variable.
I jest of course, the stupidest rule is the hit roll modifier cap in all scenarios. You are already -1 to hit so my heavy weapons moving don't suffer any penalty to shoot you. My assault weapons can advance because why not? I don't suffer any further penalties.
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2020/09/06 12:17:14
Subject: Re:so, what are the stupid things you can do in 9th edition?
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Sadistic Inquisitorial Excruciator
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You can fire a vanquisher cannon in close combat.
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Disclaimer - I am a Games Workshop Shareholder. |
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2020/09/06 12:56:28
Subject: Re:so, what are the stupid things you can do in 9th edition?
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Enigmatic Chaos Sorcerer
The dark hollows of Kentucky
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I can beat that.
A Fellblade's accelerator cannon's AE shells are not blast like its He shells. So that's a heavy 2, S14, AP-4, D6 pistol, for all intents and purposes. The same applies to its two quad lascannon sponsons. Who wants to come close so my Fellblade can give them a hug?
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This message was edited 1 time. Last update was at 2020/09/06 12:58:03
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2020/09/07 12:02:55
Subject: Re:so, what are the stupid things you can do in 9th edition?
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Superior Stormvermin
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Even though that imperial knight can literally poke these marines with his reaper chain sword, he can't fight them or charge them because the distance from the ground under his feet to their feet is 6.25" and engagement range is 5"
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DR:90S+++G++MB+IPW40k14+D++A+++/sWD-R+T(Ot)DM+ |
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2020/09/07 12:17:08
Subject: Re:so, what are the stupid things you can do in 9th edition?
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Boom! Leman Russ Commander
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I don't know if that counts, but deepstriking 3 Deathstrike Missiles could be pretty hilarious.
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~6550 build and painted
819 build and painted
830 |
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2020/09/08 11:40:47
Subject: so, what are the stupid things you can do in 9th edition?
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Shadowy Grot Kommittee Memba
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Jidmah wrote:
The only way to play Mortarion is by making him your warlord, forcing you to give him a warlord trait that is both useless to him, and the only warlord trait worth taking for anyone else.
I mean...
If you're literally saying here that it's "Rules stupidity" that if you want to bring the head of an entire faction to the table, he HAS to be the warlord.....then....
Like obviously he should have to be the warlord? And also, he doesn't HAVE to be, you CAN bring him in an aux detachment, it's just a mechanically beneficial thing always to make him the warlord.
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"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!" |
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2020/09/08 12:56:07
Subject: so, what are the stupid things you can do in 9th edition?
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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I'd say that there is good argument for Typhus being the warlord despite Mortarion being on the table
The main point is that he is locked into a warlord trait that is essential for every single DG army but utterly useless when Mortarion has it.
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7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. |
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