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Guard tanks

 Post subject: Re: Guard tanks
PostPosted: Mon Nov 28, 2011 9:28 am 
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I'll look at the FAQ but my gut reaction is that all units should be able to hold shots in these circumstances.


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 Post subject: Re: Guard tanks
PostPosted: Mon Nov 28, 2011 11:07 am 
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Ok the FAQ states

Quote:
Q: Can you decide to fire a single shot from a Warhound Titan’s Blastgun each turn or must you wait a turn for "recharging" if you fire just a single shot from it?
A: You can fire one every turn if you wish.


So I suggest this changes to :-

Q: Can you decide to fire a single shot from a Slow Firing weapon with multiple shots (e.g a Waround Titan's Blastgun) each turn or must you wait a turn for "recharging" if you fire just a single shot from it?
A: If you do not fire the full number of shots for the weapon you may fire any unused shots the next turn. The number of shots you are using must be stated before any dice are rolled.


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 Post subject: Re: Guard tanks
PostPosted: Mon Nov 28, 2011 11:10 am 
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Perhaps add 'or one shot' so there is no ambiguity with Vultures, Banelords etc

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 Post subject: Re: Guard tanks
PostPosted: Mon Nov 28, 2011 11:11 am 
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Which weapon on the Vulture has slow firing?


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 Post subject: Re: Guard tanks
PostPosted: Mon Nov 28, 2011 11:12 am 
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I meant just to clarify that one-shot weapons with multiple shots don't have to fire them all at once as well

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 Post subject: Re: Guard tanks
PostPosted: Mon Nov 28, 2011 1:46 pm 
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so I assume this will apply to all 'slow firing' weapons with multiple shots?

how about for things like plasma cannons, destructors and annihilators? I assume this means that you can save any extra shots, (eg fire 2 shots on one turn and the rest on the turn after?)

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 Post subject: Re: Guard tanks
PostPosted: Mon Nov 28, 2011 1:50 pm 
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kyussinchains wrote:
so I assume this will apply to all 'slow firing' weapons with multiple shots?

how about for things like plasma cannons, destructors and annihilators? I assume this means that you can save any extra shots, (eg fire 2 shots on one turn and the rest on the turn after?)

Yes, this is how it should be.

You can all blame me for forgetting to put the relevant text in the notes of every slow firing multi-shot weapon. :-)

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 Post subject: Re: Guard tanks
PostPosted: Mon Nov 28, 2011 2:33 pm 
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Here's a crazy one to through in, how about weapons with multiple BP i.e. the Manticore?


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 Post subject: Re: Guard tanks
PostPosted: Mon Nov 28, 2011 2:36 pm 
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With BP weapons you either use the units allocation or not to the formations total. So you can't use 1BP from each manticore a turn.

Best bet is a 4BP/2BP/4BP if you think they are going to survive unbroken into turn 3 lol.


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 Post subject: Re: Guard tanks
PostPosted: Mon Nov 28, 2011 2:40 pm 
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Mephiston wrote:
With BP weapons you either use the units allocation or not to the formations total. So you can't use 1BP from each manticore a turn.


Unless the weapon happened to be listed as something weird like:

Magmadeath Snot Cannon 15cm 2x3BP Slow Firing

which would allow the reserve fire technique. I don't know of any such weapon of course.

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 Post subject: Re: Guard tanks
PostPosted: Mon Nov 28, 2011 2:41 pm 
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And a word to all AC's out there don't create one!


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 Post subject: Re: Guard tanks
PostPosted: Mon Nov 28, 2011 2:42 pm 
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Closest thing would be the weapon with 6x 2BP, one shot or something.


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 Post subject: Re: Guard tanks
PostPosted: Mon Nov 28, 2011 2:54 pm 
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CaptainSenioris wrote:
Here's a crazy one to through in, how about weapons with multiple BP i.e. the Manticore?

If Manticores were 2x 1BP you could fire alternately, but they're listed as 2BP, so you can't do that.

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 Post subject: Re: Guard tanks
PostPosted: Mon Nov 28, 2011 3:29 pm 
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Cool thought as much but it doesn't hurt to cover all your bases.


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