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2017/11/22 16:12:28
Subject: Units 2+ in cover
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Waaagh! Warbiker
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Ok, just a quick question. If I have a unit with a 2+ armorsave in ruins, the save is still 2+ cause 1 always fails. But if the model gets shot with ap-1 weapons, what's the save my model must make? 2 or 3+
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8000 points fully painted
hive fleet belphegor 3500 points
1k sons killteam
Dakka is the ork word for shooting, but the ork concept of shooting is saturation fire. Just as there is no such thing as a "miss" in a target-rich environment, there is no such thing as a "dodge" in a bullet rich one
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2017/11/22 16:19:20
Subject: Units 2+ in cover
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Pyromaniac Hellhound Pilot
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2+.
M.
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2017/11/22 16:21:59
Subject: Units 2+ in cover
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Norn Queen
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wallygator wrote:Ok, just a quick question. If I have a unit with a 2+ armorsave in ruins, the save is still 2+ cause 1 always fails. But if the model gets shot with ap-1 weapons, what's the save my model must make? 2 or 3+
It's a 2+ Saves and other stats can be modified to 1+ or 0+ with no issue. It's just a 1 always fails anyway. A unit with a 2+ save in cover shot by an AP-1 weapon needs a roll of 2+1-1 to pass the save, i.e. a 2+ Another example is Dark Eldar Succubi can potentially get a WS of 1+, which would allow them to hit on a 2+ even with -1 to hit.
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This message was edited 1 time. Last update was at 2017/11/22 16:27:55
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2017/11/22 16:28:56
Subject: Units 2+ in cover
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Powerful Phoenix Lord
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You still apply all modifiers as normal. In essence a natural roll of '1' is always a failure.
You could have a Terminator in cover with a spell on it granting an additional +1 to their armour, etc. and have a 0+ armour save. You still do the math.
If a meltagun hit this unit you would go from 0+ up to 4+, etc. However against something like a boltgun with no save modifier the unit would still fail its armour saves on a natural roll of '1'.
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2017/11/22 16:33:12
Subject: Re:Units 2+ in cover
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Lesser Daemon of Chaos
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To put context to infantryman's comment, you would take your base armour save then apply the modifiers, because you have a +1 to save for ruins but a -1 save due to AP, you are using your base armour save as the modifiers cancel each other out. if we were talking about a -2 AP in ruins however, this would be a 3+ armour save.
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5000pts W4/ D0/ L5
5000pts W10/ D2/ L7
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2017/11/22 16:34:03
Subject: Units 2+ in cover
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Pyromaniac Hellhound Pilot
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Come to think - does AP reduce Cover? IDHMBWM but I don't remember coming across that, either.
M.
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2017/11/22 16:38:39
Subject: Units 2+ in cover
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Norn Queen
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Infantryman wrote:Come to think - does AP reduce Cover? IDHMBWM but I don't remember coming across that, either. M.
It doesn't interact with "cover" outside of the same modification to the save roll. All cover does is give a modifier to the save, the exact same way AP does. +1 Mod from Cover will be canceled out by a -1 AP modifier from any sources.
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This message was edited 1 time. Last update was at 2017/11/22 16:39:15
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2017/11/22 16:40:41
Subject: Units 2+ in cover
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Pyromaniac Hellhound Pilot
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I suppose it's for the best; sufficiently strong weapons are going to bust through things like walls. Even if the round doesn't hit you, debris will.
What we need now is Cover at +1 and Heavy Cover at +2
M.
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2017/11/22 16:45:45
Subject: Units 2+ in cover
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Waaagh! Warbiker
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Ok, thanks for claring this out
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8000 points fully painted
hive fleet belphegor 3500 points
1k sons killteam
Dakka is the ork word for shooting, but the ork concept of shooting is saturation fire. Just as there is no such thing as a "miss" in a target-rich environment, there is no such thing as a "dodge" in a bullet rich one
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