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Made in us
Powerful Phoenix Lord





Dallas area, TX

Pretty sure I know the answer to this, but here goes:
Let's use a mixed melee weapon unit as an example:
VV Sgt has a Hammer, the other vets have power axes.

Typically, were could roll all those weapons together, just allocating different colored or sized dice for the Hammer.
But with the Salamander Chapter Tactic, can we still do this?
After all, they *unit* only gets 1 reroll to hit, 1 reroll to wound per turn.

So if you roll as normal (not fast rolling) and roll that Axes first, you don't know yet if the Hammer will miss a roll, so you have to "gamble" if you plan on using the tactic on the Axes
By fast rolling, you take this "guess work" out of it and can instantly see if the Hammer hit with its attacks, and if all do, you can apply the reroll to a single Axe miss.

My gut feeling is that while Fast rolling is allowed, in this case it is just good sportsmanship to resolve individual weapon groups, deciding whether to use the reroll as you roll.
So basically, if you want to use the reroll on the Hammer, you should roll it first

Thoughts?

-

   
Made in gb
Norn Queen






Yes, fast rolling is allowed (but not in this particular instance, see below). Yes, this grants you more information than rolling individually. No, the rules don't care. You have permission to fast roll and as long as you keep track of which models are using each dice for the purposes of things like Plasma, it's totally fine.

However, you've missed the part where you can only fast roll weapons that "have the same Strength, Armour Penetration and Damage characteristics".
BRB Page 179 wrote:They must also have the same Strength, Armour Penetration and Damage characteristics, and they must be directed at the same unit.
You can fast roll all the axes at once, or all the hammers at once, you CANNOT roll them both together with different coloured dice. Now, if you had some weird situation where a unit had two different weapons that have the same Strength, Armour Penetration and Damage characteristics, but different Abilities (e.g. one has extra AP on a 6 to wound or something) then you could do as you were suggesting and fast-roll and "abuse" the extra information to optimise your re-rolls.

To dive into tactics, you can somewhat optimise by rolling your hammer attacks first, that way you can use the re-rolls on them if needed, then roll your axes and use the re-rolls if they still are available. Since you're able to do the Hammer attacks first regardless of the Fast Rolling rules or not, it's somewhat moot.

This message was edited 6 times. Last update was at 2019/01/10 23:15:26


 
   
Made in de
Witch Hunter in the Shadows



Aachen

 Galef wrote:
Pretty sure I know the answer to this, but here goes:
Let's use a mixed melee weapon unit as an example:
VV Sgt has a Hammer, the other vets have power axes.

Typically, were could roll all those weapons together, just allocating different colored or sized dice for the Hammer.
But with the Salamander Chapter Tactic, can we still do this?
After all, they *unit* only gets 1 reroll to hit, 1 reroll to wound per turn.

So if you roll as normal (not fast rolling) and roll that Axes first, you don't know yet if the Hammer will miss a roll, so you have to "gamble" if you plan on using the tactic on the Axes
By fast rolling, you take this "guess work" out of it and can instantly see if the Hammer hit with its attacks, and if all do, you can apply the reroll to a single Axe miss.

My gut feeling is that while Fast rolling is allowed, in this case it is just good sportsmanship to resolve individual weapon groups, deciding whether to use the reroll as you roll.
So basically, if you want to use the reroll on the Hammer, you should roll it first

Thoughts?

-


Whenever you go "should I really fast-roll this", the answer is "no". And no, it is not legal to mix multiple weapons in the same roll, even if you color-code them - unless they are basically the same:

However, it is possible to speed up your battles by rolling the dice for similar attacks together. In order to make several attacks at once, all of the attacks must have the same Ballistic Skill (if it’s a shooting attack) or the same Weapon Skill (if it’s a close combat attack). They must also have
the same Strength, Armour Penetration and Damage characteristics, and they must be directed at the same unit.


I play Salamanders, and I explicitly order my attacks to maximize the use of my Chapter Tactic, although I do take shortcuts where it doesn't matter, to speed things up.

for example a Tac Squad with a Combi-flamer and a Lascannon:
1 Lascannon, hit and wound and damage.
1 Flamer for D6 hits, then roll 6 Boltguns on 3+ and 2 Boltguns on 4+, THEN do wound rolls for all three groups together, since it wouldn't matter since all of them do 1 damage and have S4.
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

Ah, fair enough. I've always seen it played that you can roll different weapons with different dice, but that's usually in situations in which the different weapon is shooting a different target. Like a Lascannon shooting a tank, while the bolter shoot some Infantry.
Since the results don't interact with the opposing targets, this creates no issue. But I see how it could if targeting the same unit.

Tactically, however, there may be situations in which you want the Hammers to strike last. If targeting a multi-wound unit that already has a wounded model, for example, you might want the Axes to clear that wounded model so the Hammers can do the most damage on unwounded models. But that's still the gamble, I suppose.

-

   
Made in gb
Witch Hunter in the Shadows



Aachen

 Galef wrote:
Ah, fair enough. I've always seen it played that you can roll different weapons with different dice, but that's usually in situations in which the different weapon is shooting a different target. Like a Lascannon shooting a tank, while the bolter shoot some Infantry.
Since the results don't interact with the opposing targets, this creates no issue. But I see how it could if targeting the same unit.

Tactically, however, there may be situations in which you want the Hammers to strike last. If targeting a multi-wound unit that already has a wounded model, for example, you might want the Axes to clear that wounded model so the Hammers can do the most damage on unwounded models. But that's still the gamble, I suppose.

-


First situation is still not really legal and OK to do as salamanders since the reroll is per the unit attacking, not the units targeted. Same issue as when targeting the same unit.

Second situation is simply a decision what's more important to you. Not needing the reroll is usually way better than wasting a 3damage hit on a 1wound model, if you had a good chance of taking that one out with a 1damage attack first. Keep the reroll for the hammers anyway, it's better to have it there and kill the 1w with the hammer than not killing it at all (because the other weapon will usually allow a better save)
   
 
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