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what a slaughter...

 Post subject: what a slaughter...
PostPosted: Sun Nov 04, 2007 7:39 pm 
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hi folks,

yesterday we played a great slaughter and all discussions of the past were erased...but now there some new!

1)
is it right, that a titan with 2 chain fists can smash down a house during his movement. so a hous with a 4+ save (on 2d6) is forced to make a saves with tsm -4 two times? and after this "extra" charge the titan can go in close combat to complete his action?

2)
we could not find informations due to the melta bombs of the overloard. how many bombs does he has and how many can he use per round?

3)
does the deathwind drop pod hit all targets in the 10 cm radius, equal if friend or foe?

4)
are the following restrictions right firing at fliers:
- you have to be on ff orders to shoot at fliers, but not if the fliers are on the ground?
- you always will get a -1 to hit modifier, if you shoot at fliers, but not if the fliers are on the ground?
-even fliers get a -1 to hit modifier if shooting at fliers and must add +25 cm to the weapon range, if both are in the air?
- fliers can turn 180 degree at the start and end of their movement?

5)
our squat player was very angry yesterday. 2 weirdboy towers ( 16 attack dice 2+ to hit with tsm -5 in round 2) shoot down 6 overloards and destroyed 2 colossus (just 1 and 2 shields left). i was on the side of the orks but i have to confess that this was no fun for the squat player. the main problem of our squat player was, that the weirdboy tower counts as a hq and our ork player put 21 battlewagons in front of the towers and within 10 cm to protect them due to the hq rule. a great stategy of course but i can understand our squat player, can you? but so it is, right? or did we make something wrong?


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 Post subject: what a slaughter...
PostPosted: Mon Nov 05, 2007 1:24 am 
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5) And exactly where did you get the idea that a Weirdboy tower was a HQ unit? ?They are invariably the first thing that you destroy in an Ork army!!!

4) Which rules are you using? ?If the new Alternative ones:

- Correct
- Correct
- Fliers cannot shoot fliers. ?Floaters can shoot fliers if they have weapons that are "Turret" or "360 degrees" and yes the 25cm penalty applies.
- Fliers can rotate 360 degrees at the start and finish of their move.

3) Well, it does say Everything, so I'd say yes friend and foe.

2) 1 template

1) Not quite how I'd read it. ?If the titan ends its' movement in base to base contact with say 1 building and 1 titan, then it can resolve its close combat against the titan getting +2D6 for the chain fists; and also attack the building, automatically hitting it twice with a -4 modifier. ?

It doesn't say anything about allowing the titan to do this during the movement phase!!!





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 Post subject: what a slaughter...
PostPosted: Mon Nov 05, 2007 6:57 am 
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(zap123 @ Nov. 05 2007,00:24)
QUOTE

5)
ork army list page 8: "...Weirdboys enjoy the HQ targeting protection, but are not Independent units and must obey the Nob Command rule...."

so because a weirdboy is in a weirdboy tower, the tower has this hq protection ability, and you can put a lot battlewagons in front of him, am i wrong?

4)
right, we used the new one! this new rule will get an offical part in netepic gold, right?

3)
may this part: "...friend and foe..." would be helpfull for any discussions!

2)
maybe it is better to write it in the overloard statistics! either you write meta bomb instead of melta bombs or you add "just 1 barrage template" to the notes, what do you think?

1)
perhabs you should put the part "...ends its movement..." to the description of the close combat weapons. then there is no room for interpretations?!


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 Post subject: what a slaughter...
PostPosted: Mon Nov 05, 2007 10:22 am 
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(darkangel @ Nov. 05 2007,05:57)
QUOTE
5)
ork army list page 8: "...Weirdboys enjoy the HQ targeting protection, but are not Independent units and must obey the Nob Command rule...."

so because a weirdboy is in a weirdboy tower, the tower has this hq protection ability, and you can put a lot battlewagons in front of him, am i wrong?

There is no reason to extend HQ protection to vehicle. If I remember correctly some discussion, HQ units loose their protection when they are  in transport.
And a Weirdboy tower is easy to recognize.

BTW, the statistics summary miss the HQ for the weirdboy without tower.


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 Post subject: what a slaughter...
PostPosted: Mon Nov 05, 2007 12:31 pm 
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(darkangel @ Nov. 05 2007,05:57)
QUOTE
5)
ork army list page 8: "...Weirdboys enjoy the HQ targeting protection, but are not Independent units and must obey the Nob Command rule...."

so because a weirdboy is in a weirdboy tower, the tower has this hq protection ability, and you can put a lot battlewagons in front of him, am i wrong?

The rules for the Weirdboy Battle Tower (on the same page, right after the HQ sentence) state that: "Weirdboy Battle Towers are listed in the Vehicles section, but follow the same rules for shooting and gaining power."

It does not say they gain the HQ protection rule that the Weirdboy on foot has.  Hence, they build up power in the same way that a foot-slogging Weirdboy does, but they do not get the same targetting protection.

Its a trade-off.  The foot-slogging Weirdboy is hard to target, but squishy if you get a bead on him, slow, limited line-of-sight and prone to running away.

Weirdboy Battle Towers get great fields of fire, better protection by having a save and great line-of-sight but if you can see it, you can kill it.  No hinding amongst a horde of Battlewagons so you can't be targetted.  You're Squat player was rightly mad because the Ork player mis-interpreted the rule.  Looks like they'll need a rematch!!

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 Post subject: what a slaughter...
PostPosted: Mon Nov 05, 2007 12:55 pm 
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(Juffo-Wup @ Nov. 05 2007,11:31)
QUOTE

(darkangel @ Nov. 05 2007,05:57)
QUOTE
5)
ork army list page 8: "...Weirdboys enjoy the HQ targeting protection, but are not Independent units and must obey the Nob Command rule...."

so because a weirdboy is in a weirdboy tower, the tower has this hq protection ability, and you can put a lot battlewagons in front of him, am i wrong?

The rules for the Weirdboy Battle Tower (on the same page, right after the HQ sentence) state that: "Weirdboy Battle Towers are listed in the Vehicles section, but follow the same rules for shooting and gaining power."

It does not say they gain the HQ protection rule that the Weirdboy on foot has. ?Hence, they build up power in the same way that a foot-slogging Weirdboy does, but they do not get the same targetting protection.

Its a trade-off. ?The foot-slogging Weirdboy is hard to target, but squishy if you get a bead on him, slow, limited line-of-sight and prone to running away.

Weirdboy Battle Towers get great fields of fire, better protection by having a save and great line-of-sight but if you can see it, you can kill it. ?No hinding amongst a horde of Battlewagons so you can't be targetted. ?You're Squat player was rightly mad because the Ork player mis-interpreted the rule. ?Looks like they'll need a rematch!!

and what, if i put a weirdboy in a (2+ save on 2d6) bunker, so you get a to hit modifier of -2 to hit him and then i put a lot infantrie stands in front of the bunker but within 10 cm. then the weierdboy is protected due to the hq protection rule and protected due to the bunker, right?


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 Post subject: what a slaughter...
PostPosted: Mon Nov 05, 2007 1:13 pm 
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(Juffo-Wup @ Nov. 05 2007,11:31)
QUOTE

i just find the weirdboy as a special card together with minderz. so you are limites in use the weirdboy who gets the hq protection rule, right?


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 Post subject: what a slaughter...
PostPosted: Mon Nov 05, 2007 4:44 pm 
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(darkangel @ Nov. 05 2007,05:57)
QUOTE
[quote="zap123,Nov. 05 2007,00:24"][/quote]
5)
ork army list page 8: "...Weirdboys enjoy the HQ targeting protection, but are not Independent units and must obey the Nob Command rule...."

so because a weirdboy is in a weirdboy tower, the tower has this hq protection ability, and you can put a lot battlewagons in front of him, am i wrong?


2)
maybe it is better to write it in the overloard statistics! either you write meta bomb instead of melta bombs or you add "just 1 barrage template" to the notes, what do you think?

1)
perhabs you should put the part "...ends its movement..." to the description of the close combat weapons. then there is no room for interpretations?!

5) - Wow, that's an "elastic tape measure" interpretation if ever I've heard one :D.  

2) - Nowhere does it say more than 1, so it should be obvious that it is only 1.  

1) - Again, this is pretty clearly worded, and with few exceptions (which are clearly described) a unit cannot make an attack in the middle of its movement.....

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 Post subject: what a slaughter...
PostPosted: Mon Nov 05, 2007 5:20 pm 
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5 - LOL I remember those awards as well. Citadel Journal, some of them were fantastic.

2 - Not sure what darkangel is getting at but it's one per turn, not one overall.

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 Post subject: what a slaughter...
PostPosted: Tue Nov 06, 2007 12:18 am 
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(zap123 @ Nov. 05 2007,00:24)
QUOTE
1) Not quite how I'd read it. ?If the titan ends its' movement in base to base contact with say 1 building and 1 titan, then it can resolve its close combat against the titan getting +2D6 for the chain fists; and also attack the building, automatically hitting it twice with a -4 modifier. ?

It doesn't say anything about allowing the titan to do this during the movement phase!!!

so you can move your titan base to base to a house in the movement phase and stop your move. then you can attack the house with a chain fist or do you have to do so in the close combat phase? and then you can shoot in the advance phase, because the chain fist attack is additional??? i do not understand this additional attack and the way to handle it. please give me an better example.


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 Post subject: what a slaughter...
PostPosted: Tue Nov 06, 2007 12:36 am 
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(zap123 @ Nov. 05 2007,00:24)
QUOTE

is it right, that a titan can fire any kind of missle although e fire wth a plasma dstructor? because in the discription of the pasma dstructor i can find the part:"...not being able to fire any other ranged weapons.." and missles are not ranged, right?


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 Post subject: what a slaughter...
PostPosted: Tue Nov 06, 2007 12:46 am 
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(zap123 @ Nov. 05 2007,00:24)
QUOTE

is the Recon Land Speeder (carapace landing pad) able to give a line of sight if the titan wants to fire his warp missle?


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 Post subject: what a slaughter...
PostPosted: Tue Nov 06, 2007 2:03 am 
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(darkangel @ Nov. 05 2007,11:55)
QUOTE
and what, if i put a weirdboy in a (2+ save on 2d6) bunker, so you get a to hit modifier of -2 to hit him and then i put a lot infantrie stands in front of the bunker but within 10 cm. then the weierdboy is protected due to the hq protection rule and protected due to the bunker, right?

i just find the weirdboy as a special card together with minderz. so you are limites in use the weirdboy who gets the hq protection rule, right?

You are correct.  Put the foot-slogger Weirdboy in a bunker with lots of Boyz stands in front of him and he is both hard to target and hard to hit.

The secret is to then shoot the Minderz.  They don't benefit from the HQ protection and can be targetted at will.  If they die there is a 50% chance the Weirdboy will run away each turn he absorbs energy.  Even if they are still alive there is a 1-in-6 chance he'll Fall Back.  He's more of a gamble than the Weirdboy Battle Tower.

And yes, the foot-slogger Weirdboy and his Minderz are a Special Card, severely restricting how many you can take.  The Weirdboy Battle Tower is a Bad Moonz Only Support Card.

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 Post subject: what a slaughter...
PostPosted: Tue Nov 06, 2007 2:06 am 
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(darkangel @ Nov. 05 2007,23:46)
QUOTE
is the Recon Land Speeder (carapace landing pad) able to give a line of sight if the titan wants to fire his warp missle?

The Warp Missile is not listed as an Artillery weapon, so the answer is No.

The Carapace Landing Pad's Land Speeder only gives line-of-sight to Artillery weapons on the Titan.

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 Post subject: what a slaughter...
PostPosted: Tue Nov 06, 2007 2:12 am 
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(darkangel @ Nov. 05 2007,23:36)
QUOTE
[quote="zap123,Nov. 05 2007,00:24"][/quote]
is it right, that a titan can fire any kind of missle although e fire wth a plasma dstructor? because in the discription of the pasma dstructor i can find the part:"...not being able to fire any other ranged weapons.." and missles are not ranged, right?

On exactly which planet is a missile "not a ranged weapon" ????? :p

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