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Made in fi
Regular Dakkanaut




This has probably been asked a couple times, but do the Castellan templates stack? If yes, what kind of templates do you use to represent the minefields while not making the battlefield look overly confusing?

To me this question seems to be the decisive factor whether Whirlwinds are useful or not.

Well, as Ed Maule once famously said: "Therion's from Finland, where comp does not exist. Where he's from the trash we're forced to field for a tournament would lose to a 12 year old." - bigchris1313 
   
Made in au
Fresh-Faced New User




I don't think they would stack or get larger, I think it would be just more mines in that space?
   
Made in us
Fresh-Faced New User




No the mines rules state specifically that minefields CAN overlap, meaning that if you walk in an area that overlaps, you are suffering potentials from two minefields, not just one. The template you use can be anything, BUT remember that it has to be the same size as an ordinace blast template ( I use four dice and imagine a circle for the field). The other great part is that whirlwind mines STILL COUNT AS ORDINANCE, meaning that a vehicle that runs over hit not only takes it on the rear armor, it also gets to roll 2d6 and choose the highest for penetration (very nice). At strength 6, thats a very nice chance you can blow apart most light to medium vehicles. Also they take the mine test every time they move around in the mine field. So....lets say that you fire a mine in front of your guys and you get assaulted. All the assaulters that enter the field must take a check, every 4+ causes a str6 wound. if you win and your opponent has to fall back, then they once again have to suffer a wound for every model falling back on a 4+ (this is potentially very dangerous once there are overlapped minefields).

Hope this gives you some ideas for your whirlwind.
   
Made in au
Fresh-Faced New User




Now that sounds more like it.
   
Made in us
Fresh-Faced New User




One other side note is that mines DO NOT hurt your own unit and since you can either target a unit or a space on the ground, it becomes very easy to stop assaulting troops from running into your front lines by mining the space in between your models.

ALSO note that mine fields are difficult to remove, AFAIK only orcs and IG who have mine defusers can get rid of mines. After that the mines stay there for the entire game.
   
Made in us
Regular Dakkanaut




Chino, CA, USA

I don't know if Castellans count as Ordnance. It says Ordnance Barrage in the description, but that's just to prevent people from moving and firing it. The description also has "n/a" listed for Strength. Once the mines are deployed, hostiles moving over it take Strength 6 AP- hits on a 4+, but it's not from an Ordnance Barrage weapon (it's a minefield marker).

On the flip side, it's stackable so you can double up the hits, although it's not specifically stated AFAIK.
   
Made in ca
Infiltrating Broodlord





Canada

I think Castellan mines are the sUXXOr. they shuld give marines an extra +4 save (for EACH minefield if their overlapp) so we can just sit in the minefields are DARE anyone to assult us hehehehe.

That wuld be DA BOMB!!!

Oh yeah and they shuld rend too. But only the bad gusy (not us).


-S

2000 2000 1200
600 190 in progress

 
   
Made in gb
Regular Dakkanaut




I agree. Rending ability might see more people using minefields.
   
Made in se
Rough Rider with Boomstick





Swerike

Statistically, a unit of gaunts would be practically destroyed fleeting+moving ove a mine template. (8/10 dead)

With the galaxy as large as it is the odds of the average guardsmen seeing and fighting a marine or MEQ are relatively slim. Unfortunately the guardsmen in your (and anyone else who plays IG's) army are the REALLY, REALLY LUCKY ones that fight marines ALL the time... 
   
Made in es
Stalwart Ultramarine Tactical Marine




Madrid, Spain

Posted By ATIRage on 08/28/2006 7:26 PM
One other side note is that mines DO NOT hurt your own unit and since you can either target a unit or a space on the ground, it becomes very easy to stop assaulting troops from running into your front lines by mining the space in between your models. 

Excuse me, but.... where from the rules or codex do you get that mines do not hurt your own units?

From mi read of the castellan missile entry in the codex, the minefield affects to any unit that steps over it, enemy or friendly alike
Yet my codex is the Spanish one so it may be a translation error...
Could some one clarify this issue?

Into the fire of battle we go... 
   
Made in se
Rough Rider with Boomstick





Swerike

p.39 "Any enemy model moving over the minefield trigger a mine on a roll of 4+ "

cant get any clearer.

With the galaxy as large as it is the odds of the average guardsmen seeing and fighting a marine or MEQ are relatively slim. Unfortunately the guardsmen in your (and anyone else who plays IG's) army are the REALLY, REALLY LUCKY ones that fight marines ALL the time... 
   
Made in us
Longtime Dakkanaut




Dives with Horses

I think Castellan mines are the sUXXOr. they shuld give marines an extra +4 save (for EACH minefield if their overlapp) so we can just sit in the minefields are DARE anyone to assult us hehehehe.

That wuld be DA BOMB!!!

Oh yeah and they shuld rend too. But only the bad gusy (not us).


Looper, I know that you hate Castillian mines, but it isn't much different than the fact that spore mines don't go off for other 'nids, or that plague marines aren't hurt by their own rot etc.

Drano doesn't exactly scream "toy" to me.

engine

 
   
Made in es
Stalwart Ultramarine Tactical Marine




Madrid, Spain

Posted By Banesword on 09/04/2006 7:34 AM
p.39 "Any enemy model moving over the minefield trigger a mine on a roll of 4+ "

cant get any clearer.
Sorry, but if that is the English RAW for castellan missiles we have a problem...
The equivalent paragraph in the Spanish codex states "Any model moving over the minefield trigger a mine on a roll of 4+"
Tonight I will re-check it and I will post the exact page number....
I thought that it was impossible for GW to make such a BIG translation error... but GW can always surprise you….
 

Into the fire of battle we go... 
   
Made in us
Longtime Dakkanaut




Dives with Horses

I thought that it was impossible for GW to make such a BIG translation error... but GW can always surprise you?.


Nope... no surprise here.

Drano doesn't exactly scream "toy" to me.

engine

 
   
Made in ch
Regular Dakkanaut




Zürich

So minefield are not ordnance then ?

-"Subtle is subjective, of course; in a finesseless game like 40K, anything that isn't a brick to the head is downright sneaky..." ->lord_sutekh 
   
Made in es
Stalwart Ultramarine Tactical Marine




Madrid, Spain

Posted By santanero on 09/04/2006 9:51 AM
Posted By Banesword on 09/04/2006 7:34 AM
p.39 "Any enemy model moving over the minefield trigger a mine on a roll of 4+ "

cant get any clearer.
Sorry, but if that is the English RAW for castellan missiles we have a problem...
The equivalent paragraph in the Spanish codex states "Any model moving over the minefield trigger a mine on a roll of 4+"
Tonight I will re-check it and I will post the exact page number....
I thought that it was impossible for GW to make such a BIG translation error... but GW can always surprise you….
 

confirmed... the Spanish Space Marine Codex, page 39, states the following (spanish original)

"Toda miniatura que pretenda atravesar esta zona (refering to minefield area) detonará una mina con un resultado de 4+ en una tirada de dado"

that tranlates into

"Any model moving over the area trigger a mine on a 4+ dieroll"

Translations errors like that are plain stupid.... i couldn´t understand such a poor quality control for such an expensive product

 


Into the fire of battle we go... 
   
Made in ca
Longtime Dakkanaut




Dives with Horses

So minefield are not ordnance then ?


What gives you that idea? The whirlwind launcher is ordinance so they are ordinance, meaning rolling for pin checks and 2d6 pick highest for AP

Drano doesn't exactly scream "toy" to me.

engine

 
   
Made in ca
Infiltrating Broodlord





Canada

Posted By happypants on 09/04/2006 8:01 AM

Looper, I know that you hate Castillian mines, but it isn't much different than the fact that spore mines don't go off for other 'nids, or that plague marines aren't hurt by their own rot etc.

Ah yes, I've won so many games with Nurgle's Rot, let me tell you.
/sarcasm

And Nid mines aren't triggered by nids true; but the mines go away when they explode, and I believe nids can still bet damaged by the mines if an enemy sets them offf.

What I find offensive about Castellans is that the minefield remains for the whole game even if triggered, and that marines aren't even affected by mines that are exploding right underneath them - the teflon underoos thing.  In any non-VP mission that has objectives, there's no reason not to just stack multiple templates on top of the objectives.

Oh yes, and the ordnance barrage designation is for firing them (ie so that you can't move the Whirlwind and still fire), not for when they go off.  I don't believe they get the ordnance barrage effect when they go off.  If they did, then the text would say that "any model moving over the minefield gets an S# AP# ORDNANCE BARRAGE hit".  It doesn't say that.



-S

2000 2000 1200
600 190 in progress

 
   
Made in gb
Regular Dakkanaut




Why the hell would you use castellens anyway? You could just be killing those guants on 2s straight away...
   
Made in us
Longtime Dakkanaut




Dives with Horses

Oh yes, and the ordnance barrage designation is for firing them (ie so that you can't move the Whirlwind and still fire), not for when they go off. I don't believe they get the ordnance barrage effect when they go off. If they did, then the text would say that "any model moving over the minefield gets an S# AP# ORDNANCE BARRAGE hit". It doesn't say that.


It doesn't have to, I don't know of an ordinance weapon that is that specific. The weapon is ordinance so it follows ordinance rules.

Drano doesn't exactly scream "toy" to me.

engine

 
   
Made in us
Regular Dakkanaut




Chino, CA, USA

The Whirlwind Multiple Missile Launcher is an Ordnance Weapon. The Castellan Minefield itself is not though.

When a Castellan shot lands, it leaves behind a minefield which inflicts S6 Ap- hits, etc. The minefield is a separate entity (since it remains on board) from the Whirlwind itself. The Castellan shot also has "n/a" listed for its strength, so it doesn't inflct any damage by itself.
   
Made in us
Lieutenant General





Florence, KY

Posted By happypants on 09/04/2006 7:04 PM
What gives you that idea? The whirlwind launcher is ordinance so they are ordinance, meaning rolling for pin checks and 2d6 pick highest for AP

The Castellan Missile is ordnance.  The minefield is not.

'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
Longtime Dakkanaut




Dives with Horses

Page 39 Marine Codex:

Castellian: 12"-48" G St: N/A, AP: N/A Notes: Ordinance Barrage, large blast marker.

It then goes on to tell you exactly how the castellian mines work. (4+ to set them off etc)

I am at a loss here as to how anyone can say that it is not ordinance.

Drano doesn't exactly scream "toy" to me.

engine

 
   
Made in us
Battlewagon Driver with Charged Engine




Murfreesboro, TN

The shot is; the resulting minefield is not. Unless you prefer to retain the stat-line provided, in which case you get Ordnance hits of N/A strength.

As a rule of thumb, the designers do not hide "easter eggs" in the rules. If clever reading is required to unlock some sort of hidden option, then it is most likely the result of wishful thinking.

But there's no sense crying over every mistake;
You just keep on trying till you run out of cake.

Member of the "No Retreat for Calgar" Club 
   
Made in us
Longtime Dakkanaut




Dives with Horses

But it says what the results are in the area below.

To be honest, I would play it either way and it NOT being ordinance is better for me because I barely play marines anymore in favor of Tau (for which these suck because your opponent can mine all your devilfish hiding spots)

I just don't see how you can make the jump that it is not ordinance by RAW.

Drano doesn't exactly scream "toy" to me.

engine

 
   
Made in us
Battlewagon Driver with Charged Engine




Murfreesboro, TN

I don't see how the jump can be made that the minefield IS Ordnance. The missile (which is not a minefield) is Ordnance; the shot is resolved, and a minefield, defined by separate rules and lacking the Ordnance tag, is emplaced. The Ordnance shot places the minefield, and that aspect is done. From then on, the minefield uses the rules given, not the emplacing-gun statline.

Pretty simple, and follows the RAW.

As a rule of thumb, the designers do not hide "easter eggs" in the rules. If clever reading is required to unlock some sort of hidden option, then it is most likely the result of wishful thinking.

But there's no sense crying over every mistake;
You just keep on trying till you run out of cake.

Member of the "No Retreat for Calgar" Club 
   
Made in us
Sslimey Sslyth




*Warning, this is fluff-tacular*

I kind of like the idea of the mine fields causing pinning. I mean, the pinning idea for snipers is from the thought that if one of your buddies suddenly got geeked by a sniper, everyone hits the deck until they know where the fire is coming from. I think if a buddy of yours stepped on a land mine and got blown to bits, it is sensible that the rest of the squad would freeze in place to make sure they weren't about to step on one, too.

Not sure about the game balance effect of it causing pinning, though. Might be a bit OTT.

Sal.
   
Made in ca
Infiltrating Broodlord





Canada

See the AdeptiFAQ (in News and Rumours) - I think this is a reasonable compromise. I'm willing to deal with mines getting ordnance stats (for fluff reasons given) as long as the minefields don't stack and you can only get nailed once per turn.

AdeptiFAQ rules! Can't wait for the post-beta version.

-S

2000 2000 1200
600 190 in progress

 
   
Made in us
Regular Dakkanaut




Utah (Oh god)

Whats an adepti faq?

Lasguns the new Assault Cannon. 
   
Made in us
Master of the Hunt





Angmar

AdeptiCon Beta-FAQ discussed in News & Rumors

http://www.dakkadakka.com/Forums/tabid/56/forumid/6/postid/102369/view/topic/Default.aspx


"It is by caffeine alone I set my mind in motion.
It is by the seed of Arabica that thoughts acquire speed, the teeth acquire stains, the stains become a warning.
It is by caffeine alone I set my mind in motion."
 
   
 
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