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Post by Nick P on Apr 24, 2016 8:48:28 GMT -6
Any tournament that lets me in has far bigger issues to worry about than my special Orrk Stompanaught Stompas and morkanaughts are two different sized models. The fw stuff came first, then the GW plastic stompa, then the fw upgrade kits...then the morkanaught as a step down from the LoW. The fw variants are now just upgrades to the base plastic kit, so they're not a different scale than the GW one.
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doubleback
novice
I rock harder than most, yet less hard than some.
Posts: 1,262
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Post by doubleback on Apr 24, 2016 12:10:29 GMT -6
That's crazy, as some of their stompas are way cheaper point wise...well looks like it's a naught now and a stompa soon
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Post by Nick P on Apr 25, 2016 7:20:32 GMT -6
That's crazy, as some of their stompas are way cheaper point wise...well looks like it's a naught now and a stompa soon Yeah a lot of that goes back to when FW was the only maker of stompas - the rules for the FW versions haven't changed much; when GW created the plastic one, the price went up in points, but the FW stayed the same. Its one of the reasons that in the early 2000s FW was often seen as OP and underpriced - because it was lol
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dex
neophyte
STATUS
Posts: 739
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Post by dex on Apr 25, 2016 8:19:42 GMT -6
Proxy away in casual games. They are fun.
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Post by mcsardo on Apr 30, 2016 11:10:41 GMT -6
Is 'true grit' still a rule?
I'm changing out the loadouts on my tactical squad sgts. (having now realized that plasma pistols were a bad choice), and I wanted to just swap out the pistol arms with combi-meltas and leave the chainsword arms (for aesthetic/laziness reasons).
Is this ok? I remember way back when, there was some special rule that was needed to allow you to have both a close-combat weapon and a two handed ranged weapon. I couldn't find it in the rulebook and battlescribe seems to think it's fine. I'm assuming that it just means I don't get the bonus attack in close combat, right?
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Deleted
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Post by Deleted on Apr 30, 2016 11:29:37 GMT -6
Is 'true grit' still a rule? I'm changing out the loadouts on my tactical squad sgts. (having now realized that plasma pistols were a bad choice), and I wanted to just swap out the pistol arms with combi-meltas and leave the chainsword arms (for aesthetic/laziness reasons). Is this ok? I remember way back when, there was some special rule that was needed to allow you to have both a close-combat weapon and a two handed ranged weapon. I couldn't find it in the rulebook and battlescribe seems to think it's fine. I'm assuming that it just means I don't get the bonus attack in close combat, right? True grit doesn't exist any more, but nothing prohibits you from having a two-handed weapon and a chainsword. You only receive the bonus attack for having two CCWs weapons though (normally a Pistol and a CCW). Pistols all count as CCW for purposes if fighting though, so pistol/boltgun load out is the most versatile build for a stock tactical.
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Post by mcsardo on Apr 30, 2016 11:41:40 GMT -6
Is 'true grit' still a rule? I'm changing out the loadouts on my tactical squad sgts. (having now realized that plasma pistols were a bad choice), and I wanted to just swap out the pistol arms with combi-meltas and leave the chainsword arms (for aesthetic/laziness reasons). Is this ok? I remember way back when, there was some special rule that was needed to allow you to have both a close-combat weapon and a two handed ranged weapon. I couldn't find it in the rulebook and battlescribe seems to think it's fine. I'm assuming that it just means I don't get the bonus attack in close combat, right? True grit doesn't exist any more, but nothing prohibits you from having a two-handed weapon and a chainsword. You only receive the bonus attack for having two CCWs weapons though (normally a Pistol and a CCW). Pistols all count as CCW for purposes if fighting though, so pistol/boltgun load out is the most versatile build for a stock tactical. Thanks, so I could in theory do a chainsword, combi-weapon, and bolt pistol? When I've entered that in battlescribe it tells me that the sgt. can only have 1 of each ranged and ccw. Is this just an error in battlescribe?
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Deleted
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Post by Deleted on Apr 30, 2016 11:51:02 GMT -6
Thanks, so I could in theory do a chainsword, combi-weapon, and bolt pistol? When I've entered that in battlescribe it tells me that the sgt. can only have 1 of each ranged and ccw. Is this just an error in battlescribe? A sergeant comes with a Boltgun & Bolt Pistol stock. You may swap out either weapon for a Chain-sword for free. Additionally you can swap out either weapon for the Combi-Weapon. So, unfortunately, you have to choose CCW/Pistol, Gun/Pistol, or Gun/CCW
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Post by mcsardo on Apr 30, 2016 13:15:46 GMT -6
Thanks, so I could in theory do a chainsword, combi-weapon, and bolt pistol? When I've entered that in battlescribe it tells me that the sgt. can only have 1 of each ranged and ccw. Is this just an error in battlescribe? A sergeant comes with a Boltgun & Bolt Pistol stock. You may swap out either weapon for a Chain-sword for free. Additionally you can swap out either weapon for the Combi-Weapon. So, unfortunately, you have to choose CCW/Pistoel, Gun/Pistol, or Gun/CCW Got it, thanks for the clarification.
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doubleback
novice
I rock harder than most, yet less hard than some.
Posts: 1,262
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Post by doubleback on May 3, 2016 6:50:59 GMT -6
If a Ghost Ark jinx's(is that how I would say that?) behind a unit of troops, what is its cover save?
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Deleted
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Post by Deleted on May 3, 2016 7:08:08 GMT -6
Still only a 4+. The troops provide a 5+ save, and the jink provides a 4+. You use the better save.
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Post by rogerspacem on May 3, 2016 7:08:58 GMT -6
If a Ghost Ark jinx's(is that how I would say that?) behind a unit of troops, what is its cover save? If a ghost ark jinks, then it receive a +4 cover save. Intervening models provide only a +5 save. Thus, taking the better save, the ghost ark will only have a +4 save.
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Post by Asyrean on May 3, 2016 7:13:53 GMT -6
In this case (Eric's example) the cover save is not cumulative.
However, a similar thread, let me ask a question to make sure I played this correctly.
First turn of the game, Night Fighting is active. I have a thunderfire cannon in a crater and in front of that crater there is a Rhino blocking/obscuring the Thunderfire cannon from an opponent trying to shoot at it. (I know the TFC is not a vehicle, but it is severely obscured.) So, would the TFC have a 3+ cover save? Meaning 5+ for being obscured, +1 for being in a Crater and +1 for Night Fighting (Stealth)? I think in this case the cover saves are cumulative, but I'm not sure and want to check. Appreciate the advice!
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Post by Nick P on May 3, 2016 7:23:45 GMT -6
The TFC would get a 6+ cover save (iirc) for being in a crater, or a 5+ save for being obscured by models (the rhino). You would take the 5+ save, which is better, and then modify it to a 4+ for stealth/nightfighting. Cover isn't cumulative, only cover modifiers are - so stealth and shrouded stack with your cover save, but multiple cover saves don't stack together. So being in a crater, in a ruin, behind a rhino, at night isn't any better protection than being in a ruin at night I'm afraid
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Post by Asyrean on May 3, 2016 7:28:00 GMT -6
Ok great! Thanks for the advice. I wasn't sure about the crater portion mainly. With it being area terrain I wasn't sure if it's cover save was cumulative or not. Anyway your explanation makes sense. Thanks!
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