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Post by El Capitan on Jun 17, 2006 13:52:48 GMT 1
With just a week until the Tournament kicks off: its time to ask all of your rules queries for both 40k & Fantasy ahead of the BIG games
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Post by LukeG on Jun 19, 2006 16:45:02 GMT 1
Can the Casket of Souls effect the Undead? Thematically I doubt ripping the soul out of a creature with no soul would do much (in the same way Banshee's can't effect undead) but once again the rules say nothing either way. Way to go GM editors, your meticulous checks are way you earn so much money. Close combat on skimmers. I recon that monsters and hormagaents (spelling?) leaping straight up should be eligible for a hit and run attack against them. Monsters and walkers barging through walls. As long as it's declared I think they should get a ram attack against the obsticle (worked out both ways as usual, but one hit on each as they shoulder barge through) then they can make a normal action after that. WALKING SPEAD ONLY: they would just fall over leaping head first and a walker would never get up again. This is for an interesting Dreadnought/Hive Tyrant bursts through wall and Assault/Venom Cannons retards possibility.
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Simon
Unydun
Fantasy & Magic Champion 2005. Leeds co-ordinator
Spongeman
Posts: 693
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Post by Simon on Jun 19, 2006 20:12:52 GMT 1
GW did specify in an FAQ that the casket effects undead as normal. The undead do have some semblance of a soul and it is this binding that keeps the skeleton alive etc. If the casket was opened it would wreak havok, hence the undead should always be trying to counter it.
As for monsters/models that can leap, I would say a hormagaunt could make an attack with half the attacks as normal, but would have to take an initiative test to leap correctly, then the normal initiative test for getting rammed etc.
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Post by El Capitan on Jun 20, 2006 15:34:06 GMT 1
I remember that Casket ruling vaguely, its come up befre.
CC agaisnt skimmers is a difficult one, but the hormagaunt ruling seems fair enough
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Post by LukeG on Jun 23, 2006 14:35:49 GMT 1
I've just gotten the GW errata to work, neither Vampire Counts nor Tomb Kings bother to mention it so it'll have to be alright effecting the undead. Although it did say that the generals leadership can be used against the casket as normal (good when they're Ld 10) which would confirm that the Skaven Ld boost would also count. Also, Banshees can target any one unit with their scream, even if they are in combat. Modify: The unit being targetted, not the Banshee (combat restricts them to who they are fighting)
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Simon
Unydun
Fantasy & Magic Champion 2005. Leeds co-ordinator
Spongeman
Posts: 693
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Post by Simon on Jun 24, 2006 14:09:22 GMT 1
Here's one for the 40K tourny.
What are the strength bonuses for fighting a vehicle in close combat?
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Post by James 40K Champ *** on Jun 24, 2006 20:59:46 GMT 1
Its just one extra D6 if the vehicle is stationary.
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Simon
Unydun
Fantasy & Magic Champion 2005. Leeds co-ordinator
Spongeman
Posts: 693
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Post by Simon on Jun 24, 2006 21:22:32 GMT 1
I actually meant the standard ones, like what penetration will my genestealers be getting (str 6)
I know what the table in the rulebook states, but I just wanted to check if that still stood
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Post by El Capitan on Jun 25, 2006 12:09:57 GMT 1
Your big monsters will have the following 'special penetration rolls', effectively counting their claws etc as weapons
Genestealer's, Lictors & Hive Tyrants - 6 + D6 + D12 [same for tyranid warriors with sharpened claws / for lictors & Hive Tyrants with this its simply 7 at the beginning]
Carnifex - 7 + D6 + D12 or for the crush - 10 + D6 + D20 [does D3 hits] [a carnifex with sharpened claws has 8 + D6 + D20 as standard
essentially the strenght 6 beasties and above are being given a D6 bonus to bring them into into with the other races that already have the big power cc weapons
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Simon
Unydun
Fantasy & Magic Champion 2005. Leeds co-ordinator
Spongeman
Posts: 693
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Post by Simon on Jun 25, 2006 13:51:58 GMT 1
so basically, strength 6 or more creatures count armour penetration as worked out off the table, so my Hive Tyrant (strength 9) would have D6+d20+9, my strength 8 lictor would be the same except for +8 instead.
My hormagaunts (strength 4) would normally have 2d6+4 penetration. Would this now be d6+4 instead?
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Post by El Capitan on Jun 26, 2006 19:53:29 GMT 1
thats what the rulebook says. No phantom bonuses that make fists stronger than anti tank weapons (well except in tryanid cases
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Post by tturen on Jun 26, 2006 23:47:33 GMT 1
The Rulebook grants D6 for all CC then D6 for the ST4 bonus dice. Total armor pen for ST4 critter is 2D6+4. Just enough to damage tracks on most tanks. Say we had this debate some time back around here...
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Post by El Capitan on Jun 27, 2006 2:35:04 GMT 1
Heres something thats being tested in this Tournament - games that end with 2 VP's in it count as a draw. Its a debatbale ruling and has come into effect once so far - ending mine and adam's game as a draw. Adam personally is against the ruling saying its a bit of an imbalance, other opinions?
PS this rule is ine ffect for all of the group stage games!!!
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Post by Charly on Jun 28, 2006 14:33:24 GMT 1
i think the new draw rule is good, adds another depth to the league table and to tournament group stages. as it was a draw very rarely happened, even tho in battle terms it probably happens quite often, the new rule should reflect this.
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Post by James 40K Champ *** on Jun 30, 2006 11:35:47 GMT 1
Im all for the draw rule. Often when a game is won by 1 point theres quite a bit of grumbling and oh so many 'if this had happends...'
to win by 3 points both players would agree its a decent win. And 1 point is so little, the tinyest of actions, or lucky flying turrets lol, can tip that.
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