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Post by timvidlak on Jan 31, 2013 15:42:37 GMT -5
35) regarding # 34 A) Commander Page 48 & 49 / Gruntz Specialist 50 & 51 / Vehicle Specialist 52 & 53 are Good
B) Tank Page 55 / Super Heavy Tanks Page 57 / Mechs Page 59 / Super Heavy ASV Page 67 / AAV Page 69 / Fighter Page 71 / FArt Page 73 / Self Propelled Artillery Page 75 All need to say Max # of Modz is 2
C) Monster Page 61 / GSV Page 63 / ASV Page 65 All need it to Say Max Modz is 2 & second Modz is at +5 points
D) Gruntz Squads Page 44 Need the +5 point for second Perk
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Post by inrepose on Feb 1, 2013 8:29:30 GMT -5
I am planning to get these all collated over the next week. I will put it up as an initial draft doc here, before it is refined.
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Post by demonetrigan on Feb 1, 2013 8:34:10 GMT -5
Robin,
out of interest are you going to correct the PDF and push out a corrected copy to wargamers vault?
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Post by inrepose on Feb 1, 2013 8:50:02 GMT -5
For now it will be an errata of a couple of pages. -- But I will also merge back into the rules at a later date.
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Post by gnah1977 on Mar 14, 2013 14:57:31 GMT -5
Is the Project still working?
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Post by daleksupreme on Mar 16, 2013 8:19:43 GMT -5
The squad attachment page contradicts itself, cost added before or after halving the base cost for the squad. You can't change a mechanic like base squad size 6 models and 1-2 Sa's without telling us!! Most players have squads of 7 already and won't know to calculate the squad points differently? We don't all have the Barracks app. Shoot the proofreader
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Post by inrepose on Mar 18, 2013 4:02:37 GMT -5
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Post by gnah1977 on Mar 30, 2013 8:23:40 GMT -5
Hi,
when do you think the Errata + Clarifications will be finished?
MfG
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Post by Jono on Apr 16, 2013 4:06:48 GMT -5
I noticed that conditions on page 21 has flying which doesn't list any kind of guard modifier, but there is an ack ack mod which nullifies a flying guard modifier.
Should flying units have a +2 guard when moving? Also, should fighters keep moving as they can't hover or land vertical?
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Post by gnah1977 on May 16, 2013 11:16:05 GMT -5
What is going on?!?!?!
No further reaction! It's a great pity!
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Post by RuneCaster_Aris on May 16, 2013 11:29:25 GMT -5
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Post by gnah1977 on May 16, 2013 12:02:02 GMT -5
Thanks for the very fast reply. But the gruntz event page doesn´t work.
When comes the full Errata? There are more questions in this Version 1.1 question group (Grenades etc.)?
Many Thanks!
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Post by RuneCaster_Aris on May 16, 2013 12:27:46 GMT -5
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Post by gnah1977 on May 16, 2013 13:06:19 GMT -5
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Post by RuneCaster_Aris on May 16, 2013 13:18:47 GMT -5
Think of a squad of 6 Gruntz. I want to throw grenades with all of them. Do I now *have* to combine all the grenades into one throw, or may I throw 6 single grenades?
The wording of the rules makes it out to be a shooting type attack in where all the unit throws grenades. It just happens that if you have a 4+ sized squad it has a 4" AE, but if you have 3 or less guys left in your squad, it only has a 2" AE. It would seem that it is a combined throw, not individual ones. The numbers refer purely to the size of the unit throwing them.
"You can group the squad together to determine the area effect and roll one shoot attack." pg.26
The rules say, that I get a 2" area template for 1-3 Gruntz. So in my example I would get 6 x 2" area templates which sounds too good to be true.
It is too good to be true. That's why you only use a single template.
If this is the case, grenades would be the ultimate weapon for close enemies.
They're good, but flamers are better, IMO.
If I *have* to combine them, there is no reason for me to throw a grenade with 3 Gruntz. I would throw 1 grenade with 1 Grunt, and the other 2 would shoot their ranged weapon.
Everyone in the squad throws in the attack. Even if you wanted less it would still use up 1 of the squads actions to throw 1 grenade. If it were possible it would have wasted the action of two other guys. That not being the case however, after you throw, you could still use the second action to run or shoot.
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