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Made in no
Nervous Karist Novitiate





A few of questions about wild fire:

Will the SHO of a Ripper Grenade Launcher be 1+SB If I wild fire because I've dashed or I'm out of range?

Does a weapon with the Smart ability retain this if it wild fires?

Can an indirect fire only weapon, like the Aerial Drone Strike wild fire?
   
Made in us
[ADMIN]
President of the Mat Ward Fan Club






Los Angeles, CA

 dicewar wrote:
A few of questions about wild fire:

Will the SHO of a Ripper Grenade Launcher be 1+SB If I wild fire because I've dashed or I'm out of range?

Does a weapon with the Smart ability retain this if it wild fires?

Can an indirect fire only weapon, like the Aerial Drone Strike wild fire?

Yes, yes and yes!

The only thing wild fire does is to make the hit roll require a '6' to be successful, and that this cannot be modified (except, theoretically, by abilities that specifically say they affect wild fire). Every other rule/ability regarding shooting still applies during wild fire.


I play (click on icons to see pics): DQ:70+S++G(FAQ)M++B-I++Pw40k92/f-D+++A+++/areWD104R+T(D)DM+++
yakface's 40K rule #1: Although the rules allow you to use modeling to your advantage, how badly do you need to win your toy soldier games?
yakface's 40K rule #2: Friends don't let friends start a MEQ army.
yakface's 40K rule #3: Codex does not ALWAYS trump the rulebook, so please don't say that!
Waaagh Dakka: click the banner to learn more! 
   
Made in no
Nervous Karist Novitiate





Hm... 2 journeyman bot handlers with aerial uplink...
   
Made in us
[ADMIN]
President of the Mat Ward Fan Club






Los Angeles, CA

 dicewar wrote:
Hm... 2 journeyman bot handlers with aerial uplink...

Yeah, I think a lot of people that struggle to beat the Karists with Epirians are probably not using the Aerial Drone Strike at all, or not using it to its full capability. It is a really powerful ability, particularly when the Journeyman Bot Handler is joined to a full-sized unit (like Contractors or Spider Drones) so that the damage caused by the Aerial Drone Strike stacks with that caused by the rest of the unit's shooting as well. With a large blast, you're pretty much guaranteed to cover ever model in the target unit, so if you're targeting a full-sized Karist Trooper unit, for example, you should be getting an extra 9 shots with the Aerial Drone Strike (on top of what the rest of the shooting unit manages to accomplish).

---

Oh, and I should have mentioned in my last post that there are a few abilities that do specify they don't work when wild firing. The 'Burst' and 'Paint' abilities being the two that come to mind.



I play (click on icons to see pics): DQ:70+S++G(FAQ)M++B-I++Pw40k92/f-D+++A+++/areWD104R+T(D)DM+++
yakface's 40K rule #1: Although the rules allow you to use modeling to your advantage, how badly do you need to win your toy soldier games?
yakface's 40K rule #2: Friends don't let friends start a MEQ army.
yakface's 40K rule #3: Codex does not ALWAYS trump the rulebook, so please don't say that!
Waaagh Dakka: click the banner to learn more! 
   
Made in no
Nervous Karist Novitiate





I knew about Burst and Paint

A combo of firefly drones outflanking and painting followed by a drone strike is very deadly. As I'm sure it was intended to be.

The firefly drones themselves are also surprisingly (to me) deadly.
   
Made in nl
Sure Shot Scarecrow Sniper






Pulling off a hit & run with a full-sized unit is particularly nasty

   
 
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