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		<title><![CDATA[Latest posts for the thread "jink?"]]></title>
		<link>http://www.dakkadakka.com/dakkaforum/posts/list/16.page</link>
		<description><![CDATA[Latest messages posted in the thread "jink?"]]></description>
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				<title>jink?</title>
				<description><![CDATA[ I don't think the rules for jink are very intuitive.the ordering is all wrong really. However they are nice and simple so in that regard it's better than my suggestion which is that the jink save is rolled before armor penetration rolls. <br /> <br /> So instead of:<br /> Gunner decides to fire at vehicle (target choosing)<br /> Vehicle reads the gunner's mind and decides to make dodging maneuvers (decide to jink)<br /> find out if the shots were on target (roll to hit)<br /> find out if the shots do any damage (roll for armor pen)<br /> find out if the vehicle dodges the damaging shots. (jink saves)<br /> <br /> it would be<br /> Gunner decides to fire at vehicle (target choosing)<br /> find out if the shots were on target (roll to hit)<br /> Vehicle sees or scans that shots are fired at it and decides to make dodging maneuvers (decide to jink)<br /> find out if the vehicle dodges those shots that are on target (jink save)<br /> find out if the shots that the vehicle does not dodge do any damage (roll for armor pen)<br /> <br /> The only real difference here is the point where the vehicle decides to jink which makes it a bit nicer for the player of the vehicle because really why would he try to dodge shots that are all going to miss it anyways? It also helps to prevent players from targeting vehicles just to make them jink. The commutative property of multiplication says that the order of the rolls (to hit, to wound, jink) make no difference to the expected value.<br /> ]]></description>
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				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/615622/7212177.page</link>
				<pubDate><![CDATA[Thu, 18 Sep 2014 15:12:38]]> GMT</pubDate>
				<author><![CDATA[ Rx8Speed]]></author>
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				<title>jink?</title>
				<description><![CDATA[ Think about it this way, if you see someone pointing a gun at you, are you going to wait until they pull the trigger to duck?<br /> <br />  And on the topic of targeting a vehicle just to make it jink, to me that's a good tactic. The opposing player is not forced to jink, but they have to balance the risk of getting hit with the benefit of full offensive power next turn. ]]></description>
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				<pubDate><![CDATA[Thu, 18 Sep 2014 15:30:43]]> GMT</pubDate>
				<author><![CDATA[ Deadawake1347]]></author>
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				<title>jink?</title>
				<description><![CDATA[ Although I agree that the <span class="glossaryitem" onmouseover='gp(280);'>OP</span> is correct logically, it is that way just to nerf skimmers, flyers etc. <br /> If it were realistic, then resolving shooting would be different too:<br /> 1:Roll to hit<br /> 2:Roll armour saves (as the shot has hit, this sees if it penetrates the armour)<br /> 3:Roll to wound (as the shot may have penetrated the armour but didn't hurt the guy)]]></description>
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				<pubDate><![CDATA[Thu, 18 Sep 2014 15:47:29]]> GMT</pubDate>
				<author><![CDATA[ SGTPozy]]></author>
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				<title>jink?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/615622/7212260.page"><b>SGTPozy wrote:</b></a><br/>Although I agree that the <span class="glossaryitem" onmouseover='gp(280);'>OP</span> is correct logically, it is that way just to nerf skimmers, flyers etc. <br /> If it were realistic, then resolving shooting would be different too:<br /> 1:Roll to hit<br /> 2:Roll armour saves (as the shot has hit, this sees if it penetrates the armour)<br /> 3:Roll to wound (as the shot may have penetrated the armour but didn't hurt the guy)</div></blockquote>i agree with this post to the max yo]]></description>
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				<pubDate><![CDATA[Thu, 18 Sep 2014 15:53:10]]> GMT</pubDate>
				<author><![CDATA[ total0]]></author>
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