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Made in gb
Been Around the Block





Hi all,

Would really apprecaite some answers to the following to help me work out some specifics. Apologies if these are somewhere in the rules already and I'm just not being obervant enough.

Overwatch

I understand the initiative test for LOS and the usual hit modifiers, but two things elude me.

1. Where do you mark the Overwatch occurring from? If I start out of LOS and will be moving to another obstacle, which would also block LOS, and the model on Overwatch passes their initiative test, does the shooting take place from the spot where they would have first seen you - so you'd mark it from the point just as you break cover?
2. In terms of modifiers, if I'm running to the next location, does it confer a -1 to hit, on top of the -1 to hit on Overwatch? And when you break cover, if they partially see your model first, does that mean you would get a Partial Cover -1 modifier as well or would that not apply?

Breaking

1. Do pinned fighters have to take break tests?
2. If so, when a pinned fighter breaks, fails leadership and runs 2D6 and makes it to a place out of LOS and begins hiding, are they still pinned?

Randomising when shooting into combat

At one point yesterday we had a model fire into a multiple combat; I had three Wyches (one leader, one wych, one specialist) against his two Guard. He hit and then we tried to randomise, but what is the fairest way to do that with 5 models?

Would it be 1-2 (his models), 3 (Wych), 4-5 (specialist) and 6 (leader)? That's how we did it, but I'm keen on feedback.
   
Made in gb
Fixture of Dakka






1) I've always played it (since 2nd edition 40k in 1993) that the model on Overwatch may choose to take their shot whenever is most convenient - be that when the target is completely in the open, or when they enter short range.

modifiers stack - so firing on Overwatch at a running model will be at -2 to hit.

Pinned models still have to take break tests. I believe the rules discuss what happens; off the top of my head, the model is pinned so doesn't move, but will run in subsequent turns, if it fails to rally. (see below) A model that's Down and Broken will only "flee" 2".

Randomising - yes, although really it should be 1 - one guardsman, 2 - the other one, ... rather than just "his models".

I'm not sure you can have a multiple combat like that, though; I think that they should all break down into 1 vs many combats (like in Lord of the Rings).

This message was edited 1 time. Last update was at 2017/04/27 10:11:46


 
   
Made in nl
Dakka Veteran





overwatch 1. The shooter picks the spot where the shot happens
overwatch 2. yes, you get the -1 for running on top of the overwatch. Second part depends on when you shoot, so place the model on the spot(along the path the model moves) where you want to shoot at him and then look at the cover.

breaking 1: yes, pinned models need to take break test.
breaking 2: not sure, should be coverd in the rules

randomising: alocate a number to each model and reroll the left over number.
*edit*
For the randomising, I follow the same principal as AndrewGPaul, because the rules say that a multiple combat is a combat where 1 model fights several opponents

This message was edited 1 time. Last update was at 2017/04/25 14:37:18


 
   
Made in gb
Regular Dakkanaut




Hey Root.

Overwatch 1: The shooter chooses where the shot takes place. As long as it is within his 90 degree arc. (We use a cardboard cutout from the back of the base.)
Overwatch 2: He gets the additional modifier for the run. so -2 (inc Run + Overwatch)

However, if your model was "Partially" visible at the start of the run, then he would not have needed to take an initiative test. Unless Partially visible but out of the 90 degree arc. Ie, the image below.

Breaking 1: Yes pinned models take the breaktest. They automatically recover from pinning and run 2d6 or the shortest distance to cover. Broken fighters cannot be pinned. (Covered in rules under leadership)
Breaking 2 : Downed fighters only move 2" but other than this, they will follow the same rules. Ie, Crawl 2" towards nearest Cover until they reach it. Also remember they can still recover while doing this.

Randomizing. For 5 targets. Allocate 1 number to each model and 6 is a re-roll. Thats how I'd play it. Only fair way as there is equal chance of hitting each model.

If you are playing a high movement army, remember you can cheese the LOS on Overwatch. Charge from our of sight. Ie, out of the 90 degree arc and charge to behind the model. Out of sight again. They have to take an initiative test to shoot you. Cheesy, but its by the rules.

Chris
[Thumb - OverwatchLoS.png]

   
Made in au
Infiltrating Broodlord





With the multi combat, in that senerio it will break down into 2 separate combats.

so 1 Guardsmen Vs 2 duders
and 1 Guardsmen Vs 1 duder
   
Made in gb
Fixture of Dakka






mcsheehy wrote:
Breaking 1: Yes pinned models take the breaktest. They automatically recover from pinning and run 2d6 or the shortest distance to cover. Broken fighters cannot be pinned. (Covered in rules under leadership)
I appreciate the correction.

This message was edited 1 time. Last update was at 2017/04/27 10:11:13


 
   
Made in gb
Regular Dakkanaut




@Andrew.

No worries. It's a new game. Lots of rules to take in and it differs from the other games. Which is a good thing IMO.

Plus, I've been corrected so many times now. Its about time I got something right.
   
Made in gb
Been Around the Block





Another one from me that cropped up last week.

My Wyches are Initiative 6 and on the Combat Drugs table (rolled at the beginning of the game and applied to most models in the Kill Team) one of the results is +1 Initiative ... which makes my Wyches' initiative ... 7?

1. Is that possible? I cannot see anywhere in the rulebook that says Initiative caps out at "6".

2. My main query is that when models with Initiative 6, they fail initiative tests on the roll of a 6, however, with Initiative 7, does 6 still fail?
   
Made in nl
Dakka Veteran





1) yes they can have I7
2) a 6 for a I test is always failed.

 
   
Made in gb
Been Around the Block





One more from me (I'm practically pulling together my own FAQs/Errata in this thread!

I had a Necron Immortal on top of a building 5" away from the top of another building that had a Grey Knight on it - the buildings were the same height.

In the Grey Knight player's turn, he said he wanted to charge my Immortal (total charge range 8"). He could move 2" to the edge of his building, he rolled a 5 to clear the gap and then only had 1" to get into the base-to-base contact with my Immortal.

So the range was fine and the rolls were passed, but can you move, leap a building, move and get into combat all in a charge? I think yes, but wanted to check.
   
Made in au
Infiltrating Broodlord





RooT wrote:
One more from me (I'm practically pulling together my own FAQs/Errata in this thread!

I had a Necron Immortal on top of a building 5" away from the top of another building that had a Grey Knight on it - the buildings were the same height.

In the Grey Knight player's turn, he said he wanted to charge my Immortal (total charge range 8"). He could move 2" to the edge of his building, he rolled a 5 to clear the gap and then only had 1" to get into the base-to-base contact with my Immortal.

So the range was fine and the rolls were passed, but can you move, leap a building, move and get into combat all in a charge? I think yes, but wanted to check.


Yep totally legit move
   
Made in ru
!!Goffik Rocker!!






Does grenade launcher go out of ammo for both frag and krak grenades at the same time? Or only for the type it shot when it failed an ammo roll?

Another question. Does a pinned/downed model recieve -1 to hit for having run? Does a charging model recieve -1 to-hit for having charged if it's shot at while in combat or after the consolidation move?

This message was edited 1 time. Last update was at 2017/05/10 12:30:50


 
   
Made in gb
Been Around the Block





 koooaei wrote:
Does grenade launcher go out of ammo for both frag and krak grenades at the same time? Or only for the type it shot when it failed an ammo roll?

Another question. Does a pinned/downed model recieve -1 to hit for having run? Does a charging model recieve -1 to-hit for having charged if it's shot at while in combat or after the consolidation move?


Pretty sure you're ammo rolling the gun, so it'd be all types of ammo.

A pinned or downed model is considered "stationary" for purposes of hit modfiers. It is only the model being changed that has a -1 to hit a charging model, so others shooting into combat would not have a - hit modifier.
   
Made in au
Infiltrating Broodlord





yeah unless stated otherwise it is normally all I do belive.. but reread the rules.. as there are several subtle differences in this game compared to Necromunda. Like pre measuring
   
Made in ru
!!Goffik Rocker!!






A question. Suppose your leader dies, you promote your specialist to leader. Will you be able to hire another specialist?

For example, a csm killteam looses aspiring champion. You promote your heavy bolter gunner to be a leader. He now stops being a gunner and becomes a leader so that you have a free slot left to hire a 3-d heavy weapon dude.
   
Made in gb
Been Around the Block





 koooaei wrote:
A question. Suppose your leader dies, you promote your specialist to leader. Will you be able to hire another specialist?

For example, a csm killteam looses aspiring champion. You promote your heavy bolter gunner to be a leader. He now stops being a gunner and becomes a leader so that you have a free slot left to hire a 3-d heavy weapon dude.


RAW it says that "If your leader is slain, choose one fighter from your kill team, other than a new recruit. They become the kill team leader, losing their previous role but keeping their characteristics, skills, and equipment."

So, based upon that wording, I would say yes. You'd lose your leader and all his/her equipment and then you'd promote your specialist to leader with all his/her skills and equipment, which would in turn free up a specialist slot.

It's a good question though and something that could be abused (albeit something you couldn't plan for since it's all based upon your leader actually being slain).
   
Made in ru
!!Goffik Rocker!!






I'd not say that it's a good plan to loose your leader cause you get no promethium at all if your leader is lost. But it can be used in a way of mitigating your loss. So that eventually you'll have more firepower or other stronger special weapons.
   
Made in gb
Fixture of Dakka






The rules for ammo rolls say the weapon is useless. To me that means if you fail an ammo when firing a frag grenade from a grenade launcher, you can't carry on firing krak grenades with it. Same goes for shotguns, sniper rifles with toxic rounds and anything else I've not mentioned.
   
Made in ru
!!Goffik Rocker!!






Can you get rid of the fighters in your killteam? For example, you've got 9 csm and 1 cultist. You want to purchase a 10-th csm but the spot is occupied by a cultist. Can you set the poor sod free and take another spikey?
   
Made in gb
Been Around the Block





 koooaei wrote:
Can you get rid of the fighters in your killteam? For example, you've got 9 csm and 1 cultist. You want to purchase a 10-th csm but the spot is occupied by a cultist. Can you set the poor sod free and take another spikey?


Don't think so, cannot see RAW that allows that.
   
 
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