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Wierdboy Battletower
http://www.tacticalwargames.net/taccmd/viewtopic.php?f=14&t=12993
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Author:  Pettan [ Sun Jul 06, 2008 5:42 pm ]
Post subject:  Wierdboy Battletower

Wiredboy battletowers are vehicles.
They are not AA units.

In the rules under wierdboys it is stated..
Weirdboy Battle Towers are listed in the Vehicles section, but follow the same rules for shooting and gaining power.
Does this means that the wierdboy battletower can shoot at a floater/flyer in the same way as a normal troopstand can?

At another place in the books

6) Hard Targets: Only Infantry-class units on First Fire Orders, and AA units may fire at Floaters that are in the air (high or low altitude). Psykers on First Fire Orders may use their abilities as normal.

/Peter

Author:  Warhead [ Mon Jul 07, 2008 12:33 am ]
Post subject:  Wierdboy Battletower

Hi Pettan,

I waited long enough for someone else to answer this one but I couldn't wait any longer. Be prepared to duck P'Man. I'm armed with the rule book of doom and I'm not afraid to use it!  :;):

Got this from The EPICenter (http://netepic.org/NETEPIC/) under Playaids there is a file for FAQ that covers this question. It states...

Remember infantry needs to be directly attacked to engage flyers and then only with a -2 (To Hit) penalty. This includes HQ's that are infantry units as well as Psykers that are infantry units. This gives a slight edge to Orks who have weirdboys in vehicles (Weirdboy Tower) and thus could function as a poor mans AA guns. Normally most Psykers would do poorly against flyers.  

It also previously states...

Only an attack that has a direct and immediate effect, like a bolt of energy (Physical Psychic attacks) like a Weirdboy (Tower) affects flyers.  Effects that have a template effect or require that the victims mind be contacted (like Mind Blast) DO NOT WORK. Basically if it works like a 'shot' than it effects a flyer. If it doesn't work like a standard 'shot' then it doesn't work. This is to avoid cheesy play like casting vortex/tempest/mind blast and other such attacks on flyers. Flyers would easily by pass such attacks due to their sheer speed and too little time in one place.

And if you manage to figure out what all that means let me know...  :sus:

I figure your Weirdboy Tower can fire at flyers even if it is not the target of the flyers attack. However due to the nature of the psychic attack being 'Physical' it is treated as a standard ranged 'shot' and it will suffer the -2 To Hit penalty.

Now if you don't mind I'm just off to soak my head after warping my mind around that one.  :oo:

Author:  primarch [ Mon Jul 07, 2008 4:39 am ]
Post subject:  Wierdboy Battletower

Hi!

A wierdboy tower can attack fliers becuase their attacks function as normal shots do. However, say an Eldar Warlock could not use Tempest (template attack) against fliers.

Primarch

Author:  gaskran [ Mon Jul 07, 2008 7:09 pm ]
Post subject:  Wierdboy Battletower

Hello,

Is that really so that infantry has a -2 penalty on shooting at fliers and floaters? Where is that stated in the rules?

/j

Author:  Warhead [ Mon Jul 07, 2008 8:24 pm ]
Post subject:  Wierdboy Battletower

Hi gaskran,

Is that really so that infantry has a -2 penalty on shooting at fliers and floaters? Where is that stated in the rules?

From NetEpic v4.1 Core Rules Page 15
Units designated as anti-aircraft units can fire at flyers effectively. These units may “snap fireâ€Â

Author:  gaskran [ Mon Jul 07, 2008 9:41 pm ]
Post subject:  Wierdboy Battletower

Aha OK, a V4 rule. It has been changed in the new set.

cheers!

Author:  zap123 [ Tue Jul 08, 2008 12:57 am ]
Post subject:  Wierdboy Battletower

Under standard V5 rules a Weirdboy tower could not shoot at flyers (P17 Hard Target - only AA and Infantry units on First Fire).  A Weirdboy not in a tower could.  Under the alternate Flyer rules the Weirdboy Tower could shoot at a flyer.  (see the Yahoo group for the Alternate rules).

Author:  primarch [ Tue Jul 08, 2008 1:01 am ]
Post subject:  Wierdboy Battletower

Hi!

Zap's right. version 5 cleared up a LOT of stuff and balanced quite a bit of things. While using a weirdboy in a tower for AA sounds nice, a fully charged wierdboy tower could "wipe the air clean" of enemy planes due to range and power. Quite unbalanced. On foot its a different deal though.

Primarch

Author:  Pettan [ Tue Jul 08, 2008 5:19 am ]
Post subject:  Wierdboy Battletower

How about a wierdboy on foot? He can still do the same things and he can shoot at Flyers/floaters or?

Sorry if im abit slow. Its early over here.

/Peter

Author:  zap123 [ Wed Jul 09, 2008 2:10 am ]
Post subject:  Wierdboy Battletower

Yup, he is an Infantry class unit so can bang away at aircraft as long as he's on first fire.  I hate Weirdboys!   :laugh:

He is a Special unit, and stands a good chance of running away too (especially after you shoot the Minderz  :whistle:  ).  Given the number of awesome special units the Orks have to choose from I rarely see my Orky opponents take a plain Weirdboy actually.




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