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NetEA Tournament Pack

 Post subject: Re: NetEA Tournament Pack
PostPosted: Fri Sep 30, 2022 3:33 am 
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duxbuse wrote:
1. Thunderhawk gunship has planet fall but do I have to use it, can I just play it as a normal aircraft?


Yup, you're not required to use deployment special rules (Teleport, Tunneller, etc.) and can usually always choose between your allowed options and standard deployment. You could even start the THawk on the table if you wanted. No idea why, but you could.

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2. Vampire Raider does a landing action is intercepted on the way, takes 1 damage. So now has 2 blast markers (coming under fire and taking damage). However, the moment it lands it has 2 blast markers, so immediately breaks. Since when landed within 15cm of an enemy, it is immobile it is then destroyed, does this also mean its cargo are killed?


You'd roll for a crit, and if that happens it might affect the transported units. If not, it just counts as a destroyed ground unit, in which case see the FAQ for 1.7.5.

Quote:
3. Aircraft making flak attacks at other aircraft is unclear. Can my bomber fly around flak attack all enemy aircraft then make its ground attack? Can a fighter on intercept action perform the attack and also flak the same target? Do all the aircraft who have already activated count as flak that I need to avoid?


Your approach move matters. Any aircraft already on the table (unless they're broken ground units) get to Flak you if you fly through their arc and range. An interceptor could come in and attack something but wouldn't get Flak attacks on the same unit as the interceptor would have had to have been there for the enemy's approach move.

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4. Blast markers and war engines. Intuitively I expected that to supress or break a war engine I would only need blast markers equal to the remaining hit points not the starting damage capacity. Since that is how it works for everything else.


Nope, all called out in 3.2.4.

Quote:
5. It also makes sense to me that war engines should only get FF or CC attacks equal to their remaining hit points again not starting damage capacity.


Nope, callled out in 3.3.2.

Quote:
6. For war machines. It’s weird that I have to also allocate hits up to the starting damage capacity even if there is only one hit point left. (eg. Unit of 3 baneblades. Closest baneblade is down to its last hit point, but I have to put 3 hits onto it, before putting some elsewhere.)


It's how it works though see 3.3.1.

Quote:
7. When firing weapons must you fire all your weapons. This is particularly relevant for single shot and slow firing. EG. Can I shoot half my slow firing, such that I can shoot every turn, or can I shoot my normal weapons and hold off my single shot weapons for later.


You're not mandated to shoot with anything when you carry out an activation that involves shooting. You can save slow firing. It's done with Warhounds and Manticores a lot.

Quote:
8. Commander orders a unit who has already activated to engage is this allowed.


No, it's not specifically called out and likely should have a clarifying Q&A. It's inferred by the stuff in parathesis in the second paragraph though: " (and may take an action later in the turn)."

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9. It wasn’t clear for a bit that FF and CC can hit vehicles, perhaps a brief FAQ would be needed here.


Not really a "frequently" asked question. This is the first I ever heard of something thinking this. There's nothing in the text saying this, what made you assume it?

Quote:
10. It also wasn’t clear that CC hits are treated like FF hits in that they are allocated like shooting. I intuitively thought CC attacks could only be allocated onto the models in base contact.


Again, nothing in the text says that. 1.2.5 says roll your attacks and allocate them all like shooting. There's nothing in there saying to treat CC differently from FF.

Quote:
11. When skimmers pop up in an engagement to avoid units in base contact, surely units with jet packs should still be able to use their CC attack and not be forced to use FF.


It's been brought up before ('09 rules review), but it's not the case. House-rule it if you want.

Quote:
12. Is there any rule preventing having your entire army off the table using alternative deployment rules, only to play on turn 3 for the objective. I expected something like (if you have no models on the table then you automatically lose. Models in reserve, awaiting teleport, tunneler, planetfall or in aircraft don’t count, un landed aircraft also don’t count)


Nope, you can hold your entire army until turn 3 if you want. Seen it done a few times with Necrons and Marines. Makes for a pretty lame game though.

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13. Can all the training scenarios be moved to a separate section/document. When looking through the rules to find answers they just get in the way. The same is true for the forces data sheets. These are already their own section, and when searching the document for a rule like say macro weapon you get heaps found and it makes it hard to find the right rule.


Sure, here you go.

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 Post subject: Re: NetEA Tournament Pack
PostPosted: Sun Feb 19, 2023 5:52 pm 
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Hi,

Today we have played a 5k points titans vs gargants battle and we have had an issue.

When firing a gargant equip with ultralobbas there has been a bolley of 22 barrage points.

What shall we do here? we have treated the shot as an 18 one. But just asking, i have been thinking, this is not just an ork gargant list issue, you can achieve that with some weird moves with imperial guard for example.

Just asking, not sure if ultralobbas shall be limited in gargants or just to put in the rulebook that anything over 18 is 18, or 18 + a second barrage. whatever you guys say ;)


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 Post subject: Re: NetEA Tournament Pack
PostPosted: Sun Feb 19, 2023 7:26 pm 
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I'd think the barrage table is the max you can get? Maybe you should just take a different weapon instead once you've maxed it out?


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 Post subject: Re: NetEA Tournament Pack
PostPosted: Mon Feb 20, 2023 1:50 am 
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I thought Neal answered this once, I'll have to dig around. But 1 more BM for every 3BP after 18.

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 Post subject: Re: NetEA Tournament Pack
PostPosted: Sat Aug 12, 2023 10:58 pm 
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I love the bookmarking in the online PDF, I might be just be missing it - but it'd be great if there was a link back to the army list from the Forces list.


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 Post subject: Re: NetEA Tournament Pack
PostPosted: Sun Aug 13, 2023 2:56 am 
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The original intention in EA was to be able to use the forces without army lists, making your own formations and scenarios. Hence there's no link there. You're best bet would be to download the separate PDF for the army list as it's all-in-one package for the army.

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 Post subject: Re: NetEA Tournament Pack
PostPosted: Wed Nov 15, 2023 7:20 pm 
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Fixed a typo in the Necron list. The Deceivers claws are TK, not TK(D3).

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 Post subject: Re: NetEA Tournament Pack
PostPosted: Thu Feb 05, 2026 5:14 pm 
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I just updated the Tournament Pack with the 2025 QoL updates that were approved. Those are listed below.

I also updated the styles which has lead to the dates on everything being updated. Not the end of the world, as the dates of pretty much everything will end up changing when I get to the FAQ update. I'm hoping to get to that month as well as get the Ordo Hereticus up for a vote as well.

Core Rules

  • Added Self-Reliant special rule. Effectively "Leader" for formations so the Tau and Skitarii lists can use it.
  • Added Transport Vehicle FAQ to cover embarked units shooting/FF/support

Adeptus Mechanicus – Skitarii Legion

  • Sagitarii, Skitarii and Praetorian Maniple formations can access to a "Self-Reliant" upgrade for +25 points
  • Reduce the Rapier upgrade on the Sagitarii to +0 points.

Adeptus Mechanicus – Titan Legion

  • Remove the God Machines rule.

All Chaos lists except Iron Warriors

  • Rewrote the Summoned Units rule to extract which units can be summoned into army specific special rules. There’s no gameplay changes here.

All Chaos Marine lists except Iron Warriors

  • Moved Sacrifice special rule onto the Champion of Chaos unit. No gameplay changes

Necrons

  • Add clarification to Necron rule. No gameplay changes.

Ork – Gargant Mob

  • Change the Stompamob to 3 Stompas for 175/300/425.
  • Change Mega-Lobba to Arm weapon mount only.
  • Change Ultra-Lobba to Arm weapon mount only and change Firepower to 2D3+3BP.
  • Increase Gatling Cannon to +50 points.

Ork – Speed Freeks

  • Wherever Nobz are referenced in extra units for +35 make it “Nobz (and a Trukk)”.
  • Add the following extra to the Kult of Speed: Add up to one Nob Warbikes unit for +35 points.
  • Add a Guntrukk unit (LV/35cm/5+/6+/6+/Big Gun/-) for +25 to the Warband where ever Warbuggies can also be taken.
  • Change the Trukk note to allow transported units to shoot, FF and support.

Ork – Feral Orks

  • Change the Junkatrukk note to allow transported units to shoot, FF and support.


Ork – War Horde

  • Fix Skorcha typo.
  • Change the Stompamob to 3 Stompas for 175/300/425.

Space Marine – Codex Astartes, Raven Guard

  • Change the Bike formation to Five Attack Bikes for 150 points and add a Bikes upgrade for it: Replace any number of Attack Bikes with an equal number of any of the following units for +10 points each: Bike, Mutli-melta Attack Bike
  • Add the Mutli-melta Attack Bike (same stats as the Salamander Attack Bike)

Space Marine – Codex Astartes, Imperial Fist, Salamander, Scions of Iron, Space Wolves

  • Reduce Vindicator formation cost to 200 points.

Space Marine – Scions of Iron

  • Change the Bike formation to Four Attack Bikes for 125 points and add a Bikes upgrade for it: Replace any number of Attack Bikes with an equal number of any of the following units for +10 points each: White Scars Bike, Mutli-melta Attack Bike
  • Add the Mutli-melta Attack Bike (same stats as the Salamander Attack Bike)

Space Marine – White Scars

  • Change the Bike formation to Eight Attack Bikes for 250 points and add a Bikes upgrade for it: Replace any number of Attack Bikes with an equal number of any of the following units for +10 points each: Bike, Mutli-melta Attack Bike
  • Add the Mutli-melta Attack Bike (same stats as the Salamander Attack Bike)
  • Add 4 Vindicator formation for 200 points.

Tau

  • Use newly created Self-Reliant rule for Bonded Team upgrade. No gameplay changes.

Tyranid

  • Up War Engine formation limit to 1/3 total points
  • Add a Brood Nest (renamed Wraithgate) to the army for +50 points usable by infantry units, light vehicle units, Carnifex, Hive Tyrant and units with the Tunneler
  • Change Tyranid Swarm 0-1 per army restriction on Dominatrix to 0-1 per 2,000 points
  • Drop Dactylis Swarm price to 250/475/675, extras for +75 each
  • Change the Genestealer Swarm to 6 Genestearlers for 150/-/-/
  • Add Harridan Swarm option for 4 Gargoyles for +75 points
  • Change the Trygon Swarm to 3 Trygons for 200/-/-/
  • Give Carnifex Bio-plasma the following profile: 15cm AP5+/AT6+

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 Post subject: Re: NetEA Tournament Pack
PostPosted: Thu Feb 05, 2026 11:07 pm 
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Thanks for all the hard work

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