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Random new player questions http://www.tacticalwargames.net/taccmd/viewtopic.php?f=4&t=15460 |
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Author: | Plastic Rat [ Wed Apr 29, 2009 7:40 am ] |
Post subject: | Random new player questions |
Hi all, I have a couple of questions if you don't mind answering. I've checked the rulebook several times and can't seem to clarify it. If possible, please point out WHERE these things are answered so that I can help any friends who have the same question. Other questions are simply to ascertain whether my understanding is correct. Might add a few more questions as it goes. Thanks in advance. 1) Hit allocation (Assault) Are all hits from Firefight and close combat considdered 'AP' hits? So in say a space marine tactical formation with rhinos taking hits from an assault, I wouldn't be able to allocate any hits from an assault including supporting fire to the rhinos? Is there anything forcing me to place specific hits onto units in base to base/not in base to base? 2) Units and number of weapons. How do I know how many dice to roll / how many weapons are supposed to be on a base? In the example of terminators, the book lists 2x Assault Cannons (Background and Forces PDF p76) for Terminators. Is this per stand or per unit? So a full formation of terminators (4 stands) would roll 8 dice when shooting (assuming none were suppressed)? Tactical squads simply list them as having 'missile launcher' but it doesn't say how many. Am I correct in assuming this is the standard 40k configuration of 1 heavy weapon per 10 man squad? Thus with 6 stands of marines in a standard tactical squad formation I'll have 3 missile launchers? If so, where does the book point this out as it's kind of confusing. Same thing with Devastators. Listed as 2xMissile Launcher. Per unit or per formation? 3) Rallying Since it doesn't seem to mention it, I assume the number of blast markers on a formation do not matter when making a rally test? Only the conditions of whether or not a unit is broken and whether or not an enemy is within 30cm. Is this correct? So the worst a Space Marine unit (Initiative 1+) is ever going to face would be 4+ to rally? 4) As I understand, Marshal and Rally effectively allow me to remove blast markers, except that one is an action taken during my turn and one is free at the end of the turn? Marshal removes (2D6 choose the highest) blast markers from my formation? A successful rally removes half (rounding up) the blast markers on a formation? I get to rally even if I'm not broken, so effectively I get 2 chances to remove blast markers from an unbroken unit? Would the following be correct: Space Marine Tactical Formation Pedicus consists of 6 units and no Rhinos. They need 12 blast markers to become broken due to their 'And they shall know no fear' rule. They currently have 11. Tactical Formation Pedicus takes a Marshal action. They need a 2+ on the initiative check since they have blast markers, but are not attempting to retain the initiative. They succeed and roll 2d6 for the number of markers to remove, rolling a 5 and a 6. Taking the highest, they remove 6 blast markers, taking them down to 5 blast markers. At the end of the same turn they get a free Rally. They need to roll a 1+ since they are not broken and there are no enemy units within 30cm. They obviously succeed and remove half (rounding up) the blast markers on them, dropping the total to 2. If they don't take another Marshal action and assuming they don't get any more blast markers, it should take them 2 more turns to remove all blast markers. Is my understanding in all of this correct? |
Author: | lord_bruno [ Wed Apr 29, 2009 10:14 am ] |
Post subject: | Random new player questions |
Hello!! 1) All hits made in assaults can be allocated to any type of unit, no difference between Infantry and AV regarding assaults. You have to allocate hits to unit in base contact first. 2)In Epic 1unit=1stand, they are the same. They can shoot once per weapon listed (unless small arms), if the weapon is 2 x XXXXX, it can fire twice, or 3 x XXXX, three dice, etc. So each stand=unit of Terminators shoot 2 dice (2 shots of assault cannon), each unit=stand of tactical 1 shot (1 missile launcher per stand), and each stand=unit of devastators shoot 2 dice (2 x missile launcher per stand). 3) The only modifiers for rally tests: -2 for being broken and -1 if enemy near. Space marines auto-rally if not broken and no enemy near (1+ unmodified). 4) As I understand, Marshal and Rally effectively allow me to remove blast markers, except that one is an action taken during my turn and one is free at the end of the turn? Marshal removes (2D6 choose the highest) blast markers from my formation? A successful rally removes half (rounding up) the blast markers on a formation? I get to rally even if I'm not broken, so effectively I get 2 chances to remove blast markers from an unbroken unit? Correct!!!!! They succeed and roll 2d6 for the number of markers to remove, rolling a 5 and a 6. Taking the highest, they remove 6 blast markers, taking them down to 5 blast markers. At the end of the same turn they get a free Rally. They need to roll a 1+ since they are not broken and there are no enemy units within 30cm. They obviously succeed and remove half (rounding up) the blast markers on them, dropping the total to 2. If they don't take another Marshal action and assuming they don't get any more blast markers, it should take them 2 more turns to remove all blast markers. Yes (without leaders) |
Author: | nealhunt [ Wed Apr 29, 2009 1:41 pm ] |
Post subject: | Random new player questions |
To expand just a bit on #1... Assault hits are just "hits."  They are not broken down into AP, AT, CC or FF.  Even if you roll the "hit" using the CC value, it can be allocated to units that are not in base contact.  Allocation is "closest to farthest" like normal shooting and base contact units are obviously closest so they get hit first (again, even if the hit was from a FF shot from a non-base unit).  Also like normal shooting, MW/TK hits are allocated in a separate "round" of allocation. The exception to that is War Engines, which have a specific exception in how they allocate their CC and FF attacks. |
Author: | Plastic Rat [ Thu Apr 30, 2009 2:51 am ] |
Post subject: | Random new player questions |
Quote: (lord_bruno @ 29 Apr. 2009, 10:14 ) 2)In Epic 1unit=1stand, they are the same. They can shoot once per weapon listed (unless small arms), if the weapon is 2 x XXXXX, it can fire twice, or 3 x XXXX, three dice, etc. So each stand=unit of Terminators shoot 2 dice (2 shots of assault cannon), each unit=stand of tactical 1 shot (1 missile launcher per stand), and each stand=unit of devastators shoot 2 dice (2 x missile launcher per stand). Ah, I see, my confusion came from this post: http://www.tacticalwargames.net/forums....y292564 6 Tactical marines stands armed with bolters and one missile launcher per 10 models I'm assuming that post is incorrect? So I should assemble my tactical marines with 1 missile launcher per stand then? Thanks for the answers guys, this helps a lot. Next game this weekend should make a lot more sense. |
Author: | nealhunt [ Thu Apr 30, 2009 3:08 am ] |
Post subject: | Random new player questions |
Quote: (Plastic Rat @ 30 Apr. 2009, 02:51 ) 6 Tactical marines stands armed with bolters and one missile launcher per 10 models I'm assuming that post is incorrect?  So I should assemble my tactical marines with 1 missile launcher per stand then? Yes. Everything on the unit data sheet is per unit. |
Author: | frogbear [ Thu Apr 30, 2009 4:34 am ] |
Post subject: | Random new player questions |
Quote: (Plastic Rat @ 29 Apr. 2009, 07:40 ) If they don't take another Marshal action and assuming they don't get any more blast markers, it should take them 2 more turns to remove all blast markers. Is my understanding in all of this correct? ....and take a look at your characters. They do wonders for Blast Marker removals!! |
Author: | vytzka [ Thu Apr 30, 2009 8:35 am ] |
Post subject: | Random new player questions |
Quote: (Plastic Rat @ 30 Apr. 2009, 04:51 ) I'm assuming that post is incorrect?  So I should assemble my tactical marines with 1 missile launcher per stand then? It's basically a matter of taste. In older editions of Epic tactical stands didn't have any heavy weapons at all, and yet they are usable in E:A because of Counts As rules - it's pretty clear what they are. I have my tactical marines with a missile launcher on half the stands, and those powerfist sargeants on others. It just looks right to me. It's a matter of interpretation if every stand actually has a missile launcher (which would be contrary to Codex Astartes), or whether it's an abstraction and their skill allows them to simply shoot more often. Same with Terminators that do not normally have two heavy weapons per squad of five (though people did that a lot in 40k 3/4e ![]() |
Author: | lord_bruno [ Thu Apr 30, 2009 1:33 pm ] |
Post subject: | Random new player questions |
I also model only one missile launcher per 2 stands of Marines, but abstraction leads to 1 shot per stand. |
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