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Range stretching and special weapon capabilities

 Post subject: Range stretching and special weapon capabilities
PostPosted: Wed Aug 11, 2010 10:00 am 
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Extracted from the TAU thread(perhaps the other posts could also be moved here?)

dptdexys wrote:
Onyx wrote:
Jstr19 wrote:
Range stretching does not effect how far the units can shoot it affects where hits caused by those shots are attributed. If you have your formation within 15cm of only one base in an opposing formation range stretching with FW's means that hits caused by those shots can be applied on targets up to 90cm away. It does not mean pulse carbines can fire from 90cm away. In effect it allows you to minimize the comeuppance you receive in a following engagement.

So let's imagine Fire Warriors were shooting at a Scout formation.
The first Scout is 14cm away. The second is 34 cm away. The third is 54 cm away. The last is 74cm away.
The Fire Warriors have LOS to all the Scouts and a Skyray in the formation. In effect, this is going to mean that Pulse Carbines have a 90cm range as even though the Tau formation has no AP attacks past 30cm, they will be able to hit and kill the Scout that is 74cm away with a 15cm AP5+ attack.

That is... odd to say the least.
I will try explaining this to the local players but I think they will all have the same thoughts that I have.

All that said, there are only a few times when this mechanic would've made much difference in games and it certainly doesn't adress my main concerns about the present list.


You have to imagine that if any stands are removed from outside "actual weapon ranges" in situations like this that , as in an engage action , the units removed may not be just be outright kills.
Things like troops losing the will to fight,panic,fear,confusion or just becoming combat ineffective due to sudden loss of friendly troops nearby are a reason for them to be removed.

If players are finding it hard to understand when you're explaining it then taking a similar situation in an engage action (where 15cm range weapons, small arms, can kill units as far away as there are units in the formation being targeted in the engage) should make it easier to follow .

As an example,
Take a formation of 12 Ork stormboys strung out from corner to corner, diagonally across a table (could be over 200cm from end to end) which also have BM's .
A formation of 12 Fire Warriors engage one end of the ork formation bringing just 3 boys into FF range . Only 15cm range weapons are used (small arms range) and kill those 3 stands.
The Tau could win the assault by enough (with a good combat resolution roll along with +3 for kills,+2 for BM's,+1 for outnumbering) that they could be killing all the ork stormboys (hack downs). Even though they are out of LoS/LoF and are more than 15cm's away some even up to 150 cm's away all due to small arms weapons (15cm range).
In fact hack downs from engages don't have a limit on how far they can spread, unlike ranged fire.

So if those players can understand how an engage action using 15cm range weapons can account for units being removed from target formations as far away as the far corners of the table with no LoS/LoF. Then they should be able to understand how the same ranged weapons can account for units being removed within LoS/LoF due to pooling of hits.

zombocom wrote:
Onyx wrote:
Ginger wrote:
Don't forget that you only get 'Disrupt' if all the Units that are firing have it (see FAQ). As the Skyray does not have 'Disrupt' on its Seeker missiles, the Tau player must choose either to fire the Skyray and 'stretch' the hits across the entire target, or fire only the FWs weapons and allocate 'Disrupt' hits to those enemy within 30cms.

Does that mean that for the Fire Warriors to get Disrupt on their ranged attacks, they can only fire their Pulse Carbines?
(I remember this now when mixed Guard artillery formations are used and also with the Imperator)
In that case they would only get one shot per stand and only out to 15cm if they wanted the Disrupt ability.

That doesn't make the FW as good as some are claiming at all. Have all the winning Tau players been playing this properly?
.


No, Ginger is incorrect. The rule about "disrupt" hits and similar only applies to BP weapons. In the case of FW all their shots can always be fired to full effect.


Zombo, Here is the FAQ :-
Quote:
Section 2.2: Specialist Weapons
2.2.2 Disrupt
Q: If an Imperial Guard Artillery Co. contains Basilisks and Manticores (with the Disrupt ability) does a barrage fired from this formation use the Disrupt rules since not all of the units in it have the Disrupt ability?
A: Special Weapon abilities are only used if all the units firing have them. So if you wanted to use the Disrupt ability in this case you could only fire with the Manticores. A barrage that used both types of units would not have the Disrupt ability.



The FW units all have 'Disrupt' so if only these units are fired, then, the special ability is applicable. If the Skyray also fires to get the extra range, as it does not have Disrupt the ability is lost.

The other point is that to gain Disrupt from their carbines, all the FW have to be within 15cm of a target. If any FW unit is outside 15cm, it cannot fire it's carbine so that unit does not have Disrupt either. In this case, to regain Disrupt that unit could also elect not to fire etc.

Note, hit allocation is a separate debate here. The Pulse rifles mean that hits can be allocated up to 30 cm away, and if the Skyray also fires at a markerlit vehicle, potentially this allows hits to be allocated up to 90cm away - but probably without applying Disrupt.


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 Post subject: Re: Range stretching and special weapon capabilities
PostPosted: Wed Aug 11, 2010 10:16 am 
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So sniper abilities can only be used if all the attacking units have the sniper ability?
And hellhounds can only ignore cover if the rest of the formation holds it's fire?

I always assumed the answer was only intended to refer to the use of barrages, loose wording notwithstanding.

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 Post subject: Re: Range stretching and special weapon capabilities
PostPosted: Wed Aug 11, 2010 10:34 am 
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I also read this as a special interaction with barrages.

If you play it this way Gavin then warhounds couldn't use the Macro Weapon special rule when shooting its vulcan mega bolter in addition to the plasma blastgun.

Barrages are special as all the weapons combine to form a single entity, the barrage template. Normal weapons don't combine their effects, they stand alone. If not then a lot of WE have just become a lot less effective.

As to the fire warriors, it's the gun not unit that has disrupt so by your reading of the rules if they fire ANY other weapon they lose disrupt.


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 Post subject: Re: Range stretching and special weapon capabilities
PostPosted: Wed Aug 11, 2010 10:37 am 
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I've always just done the special rules weapons seperately... as you would macro/titan killer vs AT....


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 Post subject: Re: Range stretching and special weapon capabilities
PostPosted: Wed Aug 11, 2010 10:39 am 
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TBH, i'd do this with Barage weapons too, if i had 6 Basilisk and 3 Manticores in a Formation, i'd shoot the 6 Basilisks, sort out that weapon, then shoot the 3 Manitcores, not letting the BP combine between the two....


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 Post subject: Re: Range stretching and special weapon capabilities
PostPosted: Wed Aug 11, 2010 10:43 am 
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KivArn wrote:
TBH, i'd do this with Barage weapons too, if i had 6 Basilisk and 3 Manticores in a Formation, i'd shoot the 6 Basilisks, sort out that weapon, then shoot the 3 Manitcores, not letting the BP combine between the two....

Seems like that'd be double jeopardy, in that a formation gets hit with 6 BP then 6 BP.


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 Post subject: Re: Range stretching and special weapon capabilities
PostPosted: Wed Aug 11, 2010 11:01 am 
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KivArn wrote:
TBH, i'd do this with Barage weapons too, if i had 6 Basilisk and 3 Manticores in a Formation, i'd shoot the 6 Basilisks, sort out that weapon, then shoot the 3 Manitcores, not letting the BP combine between the two....


You can't do this I'm afraid. Each formation can only fire a single barrage, combine all the points then apply the effects. You could fire Manticores indirect and Basilisk direct at the same formation assuming you had LOS/LOF to it.


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 Post subject: Re: Range stretching and special weapon capabilities
PostPosted: Wed Aug 11, 2010 11:14 am 
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Guys, reading the FAQ it suggests that the Units gain the weapon ability if the other conditions are met. I might add this FAQ is specific to Disrupt, not least because in essence it is being treated as a formation effect rather like teleporting.

MW, slow firing and sniper fire have always been treated as a separate weapon effects, and I am not suggesting they should be treated any differently.


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 Post subject: Re: Range stretching and special weapon capabilities
PostPosted: Wed Aug 11, 2010 11:20 am 
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This FAQ?
Quote:
Q: Some abilities can apply to either a
unit or a weapon. How does this work
when a unit is carrying a weapon with
such an ability?
A: While the special abilities are generally
categorized into “Specialist Units” and
“Specialist Weapons” there are some
abilities that can apply to either the unit or
to a specific weapon. If the special ability
appears in the weapon description, it
applies only to attacks by that specific
weapon. If the special ability appears in
the “Notes” section of the datasheet, it
should be applied to all actions by the unit.
For example, if an Assault Weapon is
described as First Strike that ability only
applies to CC attacks from that weapon,
while a unit described as First Strike in the
Notes would apply the ability to all assault
attacks - CC, FF and any “extra attacks”
ability the unit might have


If so I disagree with your reading that the unit gains the ability, that would mean that ALL shots by a Warhound would be MW then!

I really think its only barrages that force all units combining their BP weapons have a special ability for the resultant barrage template to gain that ability.

[EDIT] The FAQ for 2.2.2 is specifically talking about barrages IMO, and has no relevance to other shooting.


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 Post subject: Re: Range stretching and special weapon capabilities
PostPosted: Wed Aug 11, 2010 12:01 pm 
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Ginger: The question refers to BP weapons, and the answer (while worded extremely loosely) only makes sense in the context of those BP weapons.

To read it any other way is just silly, and leads to situations where disrupt,ignores cover, sniper etc are completely useless.

The FAQ is about BP weapons, where such a ruling is neccessary in order for the rules to work. No such ruling is required for other shooting types, and despite the loose wording this is still an FAQ soley referring to BP weapons.


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 Post subject: Re: Range stretching and special weapon capabilities
PostPosted: Wed Aug 11, 2010 12:41 pm 
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So in the context of Tau FW who have two weapons, one of which is noted as having Disrupt, how would you play this?

I think you are suggesting that it is a weapon ability that only applies where the weapon in range and LOS. So you roll those 'Disrupt' dice separately treating all hits as BMs, but adding all such hits to the allocation pool and applying them as usual.
I think we agree that it would be silly (and against the spirit of the rules) to give Disrupt to the fire from the entire formation if only one FW unit is in 15cm.

This is slightly more flexible than my reading of the Disrupt FAQ, where the FW would only gain Disrupt to their carbine weapons if all their carbines are able to fire. For example if 2x units were 20cm away from the enemy, the Tau player would have to choose to fire all 8x units without Disrupt (on their carbines), or fire only the 6x units within 15cm gaining Disrupt (on their carbines), representing a more concentrated fire on the closer target.

To be fair, this has only occurred because of this formation in the Tau list and the specific FAQ. I absolutely agree that Disrupt seems a reasonable use of the rule to demonstrate their close range firepower.


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 Post subject: Re: Range stretching and special weapon capabilities
PostPosted: Wed Aug 11, 2010 12:47 pm 
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The way I have handled it to date for disrupt and other hits all in one go is to roll different colour dice for the disrupt hits. Tehn allocate all as normal. Then ad the extra blast markers. Then make saves, making sure that the disrupted troops and regular troops are rolled seperately to ensure no double accounting of blast markers. So when doing this, yes, the hits could be distributed to units out of the individual weapons range, but not out of the formations.


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 Post subject: Re: Range stretching and special weapon capabilities
PostPosted: Wed Aug 11, 2010 12:53 pm 
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Like all other special ability weapons you pool the hits from them slightly to one side or with different colour dice. Then when the time comes to apply them, you follow Neal's principle of placing the special ability hits where they actuallly have an effect, as much as is possible.

So, for example, let's say we have a formation of 6 Fire Warriors. 3 of them are within 15cm of the enemy, 2 within 30cm and 1 outside of 30cm.

5 pulse rifles are in range, so the formation gets 5 shots from them. Only 3 carbines are in range, so only 3 disrupt shots are taken.

Lets say they get 3 normal hits and 2 disrupt hits, these are then applied as normal, with the proviso that you remember which units have had disrupt hits applied to them because if they save then they will get a BM anyway.

If there are any disposable or grot units in the target formation you will apply normal hits to them rather than disrupt if possible, to follow Neal's principle of making the special rule hits have an effect if possible.


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 Post subject: Re: Range stretching and special weapon capabilities
PostPosted: Wed Aug 11, 2010 12:55 pm 
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Another more common example would be a guard infantry company with attached hellhounds. By your reading of the rules, hellhounds could never use their ignores cover because the whole formation doesn't have it. This is plainly incorrect, and a similar hit allocation system to as above would be used instead (pooling seperately or with different coloured dice, and applying the ignores cover hit on a unit in cover if possible.

The whole point of this FAQ is that it is for BP weapons. Formations with BP weapons can only fire one barrage per activation, so some rule for dealing with mixed special BP types is required, and so the FAQ clarifies that the special abilities are ignored unless the whole formation has them.

No such rule is needed for non-BP weapons, since they don't combine their fire.


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 Post subject: Re: Range stretching and special weapon capabilities
PostPosted: Wed Aug 11, 2010 1:01 pm 
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Actually I would dissagree with that. Surely the point of grots and the like is to soak hits like disrupt. Why should I take the same disruption from my warband being hit by 3 disrupt and 2 normal as being hit by 5 disrupt, when in both cases I have 2 grots at the front?


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