(Juffo-Wup @ Nov. 05 2007,11:31)
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(darkangel @ Nov. 05 2007,05:57)
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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?