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Reinforced armour and hackdowns...

 Post subject: Reinforced armour and hackdowns...
PostPosted: Sat Apr 07, 2012 9:45 am 
Brood Brother
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Joined: Wed Oct 05, 2011 1:34 pm
Posts: 213
Location: York, North Yorkshire
Hi All

Once again, I would like to get clarification on a rule.

We always used to play that reinforced armour essentially gave you a re-roll on failed armour rolls and a single armour roll in situations where one generally would not get a roll such as assault resolution hack-downs etc.

Since playing a couple of Tournament games it seems reinforced armour does not give you a saving roll in:-
- Assault resolution hack-downs
- Failed dangerous terrain test
- Titan Killer weapons
- broken formation receiving blast markers (???)

Essentially, reinforced armour only gives you the extra roll when taking a hit from shooting... (What about a hit from a WE exploding or stumbling due to a critical for example?)

Thanks for clarification


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 Post subject: Re: Reinforced armour and hackdowns...
PostPosted: Sat Apr 07, 2012 10:47 am 
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Joined: Wed May 28, 2008 3:15 pm
Posts: 1316
Location: Stockholm, Sweden
AgeingHippy wrote:
Hi All

Once again, I would like to get clarification on a rule.

We always used to play that reinforced armour essentially gave you a re-roll on failed armour rolls and a single armour roll in situations where one generally would not get a roll such as assault resolution hack-downs etc.

Since playing a couple of Tournament games it seems reinforced armour does not give you a saving roll in:-
- Assault resolution hack-downs
- Failed dangerous terrain test
- Titan Killer weapons
- broken formation receiving blast markers (???)

Essentially, reinforced armour only gives you the extra roll when taking a hit from shooting... (What about a hit from a WE exploding or stumbling due to a critical for example?)

Thanks for clarification


Situations that states "no armour save" means no re-roll for Reinforced Armour, Reinforced Armour being the ability to re-roll failed armour saves.

In your examples, hack-down hits and blast markers on broken formations is not representing shooting/fire, but what happens when a formation breaks and withdraws, crews abandoning vehicles that cannot make it in the rout, or simply yielding. This is the game mechanics for what in the history books goes something like: "capturing 50.000 men, 350 tanks etc..." but on a smaller scale. Therefore armour (and reinforced armour) is not taken into account.

Likewise, dangerous terrain tests represents vehicles breaking down going in rough terrain. They may not be "technically" out, but for game purposes, they are, and consequently they are removed as casualties. Armour saves will not help if you get stuck or your engine fails due to exhaustion.

For your last question (war engines inflicting hits due to criticals), the answer lies in the description. "Every unit within Xcm takes a hit on X+". Since it is a regular hit, you take a regular armour save. If you have Reinforced Armour, you can re-roll failed saves.

Hope that helps,
Fredmans


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 Post subject: Re: Reinforced armour and hackdowns...
PostPosted: Mon Apr 09, 2012 2:16 pm 
Purestrain
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Joined: Thu Feb 13, 2003 10:52 pm
Posts: 9617
Location: Nashville, TN, USA
Fredmans has the right of it. RA lets you reroll armor saves. If armor saves are not allowed, there is nothing to reroll.

Situations that specify the first armor save is removed (Macroweapon) or replaced (Holofields) still allow the reroll, at the original armor value. Those are all explicitly noted in the rules.


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