|
Post by Keltheos on Dec 3, 2013 12:46:25 GMT -5
Some questions from our game last night. We're still getting the rules down, but these popped up:
1. Flamer templates have no rules in the book. We found a thread talking about using them as Warmachine rules where all models touched are rolled to hit, ignoring cover bonuses. Is this correct? What about a prone model, ignore the Guard bonus for prone as well?
2. Prone and in cover, do the bonuses stack (i.e. hard cover and prone = +3 Guard?)
3. If a model is already prone and skips its move does the move bonus to shooting stack with prone? (+3?)
4. How do templates and flame templates work vs. units in buildings?
5. Is there a limitation on what can equip Esoteric Tek?
6. Let Rip Perk: Does the model gain a +1 to hit since it is not moving, or is 'sacrificing' its move counted as 'moving' for the aim bonus?
7. Embarking/Disembarking: can models embark/disembark a vehicle that moved Flank speed during its activation?
8. Grenade Launcher in Bunker app: In the app the GL lists its damage as 7/6, which are the two damage values for AP and HE grenades. However, that is split into two GLs in the weapons listing, each with different costs. What is the correct cost/grenade type/etc for the bunker GL?
9. This is just to confirm what we think we read: Overwatch is limited to Gruntz squads, right? "Infantry actions". So any type of vehicle (Mecha specifically) can't perform that action, correct?
10. SA models...do they add to the unit count or replace models? we saw online something that suggested they should replace models, but wanted to confirm this (so a 6 man with 2 SA remains at 6 models, not increases to 8).
Thanks! Had a blast, but a few head-scratchers came up during the match.
|
|
|
Post by Keltheos on Dec 3, 2013 13:51:28 GMT -5
Oh and:
The AI Targeting Perk gives +1 to one main weapon for 3 points. Upgrading a non-Gruntz unit up one Skill is usually 3 points or less and applies to all weapons, was this intentional?
Likewise, the description of it in the rulebook also states it adds +3" to the range of the weapon, but that's identical to the effect of the Grav accelerator. Is it safe to assume the range bonus in the AI description is a typo?
|
|
|
Post by baldlea on Dec 4, 2013 7:34:06 GMT -5
Glad you had a good game. There are some omissions and ambiguities in the system. We always find that among a sporting group of friends, these can be worked around. Hopefully, the following is useful: 1. Your method seems to be the most common interpretation. 2. Yes. 3. Many players add (and I think Robin's intention) that aiming is an action. Therefore, just "not moving" doesn't grant you the +1 shoot. This also makes more sense if you are suppressed...seems unfair to still let you aim and shoot with your one action when you are under fire. 4.Don't know. 5. Apparently not. But I'm smarting from my friend's Light buggies zipping up to my heavy APC and "mining" it to destruction in one turn last night so I have a personal view that they should be restricted. Especially given you have to pay for the Heavy Chassis mod for a Medium Vehicle to carry a heavy weapon which isn't as good as Eso-Tek. 6. See 3. Let Rip uses two actions so, if you have to aim as an action then you don't get the +1. Makes more sense. 7. There is no specific rule. Recently, we have house ruled that speed is the important factor. Up to 10" of vehicle move is fine. Above this and each disembarking trooper makes a skill check needing to match the distance moved. If they fail, they are hit with Damage of (1 per each inch over 10 of vehicle move) + 5. 8. Not sure but I know there are bugs in the app. 9. Have never spotted that. We've have always allowed "anything" to overwatch. 10. SA now just adds the special weapon and its cost value to the existing squad. If you buy a squad of 6 men and then buy a Missile Launcher SA, you still have 6 men but one has a ML in addition to his normal squad weapon and you pay the extra points for the ML. The mistake comes from some text being left over form Version 1.0 where you bought extra men as SA's. 11. Appears to be an overlooked ambiguity in points and a typo as you say. Hope that helps. Maybe Robin will appear to confirm but he's been quiet for ages
|
|
wikkid
Sub General
Gruntz General
Posts: 236
|
Post by wikkid on Dec 4, 2013 9:48:46 GMT -5
I'm sure you can not embark/disembark Rom a vehicle at flank speed. I'll have to dig the rules out this evening to confirm.
|
|
|
Post by Keltheos on Dec 4, 2013 12:24:27 GMT -5
Those are great replies, thanks. Hoping Robin does come in and answer a couple for sure. Most seem like the consensus we used was close or a couple house tweaks help cover things.
For the Overwatch rule we went and looked at the actions tables. It's on the infantry action table, but does not appear on the Vehicles action table. Also, in the description it talks about a squad of Gruntz, never a vehicle so we came to the conclusion that overwatch is only for Gruntz/Specialists (and maybe walkers/mecha). If there's an official rule to the contrary that'd be great to know.
|
|
|
Post by Keltheos on Dec 4, 2013 13:20:00 GMT -5
For the flamer vs. building rule I was thinking that if the flamer touches the building then it can hit all models within the building (or one 'zone' if you break large buildings up in your gaming group), but the to hit rolls are all made at -2 due to the targets taking cover/flames spreading thinly/whatever. If the building had suffered more than 1/2 its hits then the penalty to hit is -1.
AOEs, on the other hand, hit the building as the target (so full damage there) and then use the standard -5 (but increased by +1 for 'cover') so -6 vs. all models inside.
And on a double six to hit: instead of rerolling the damage you can opt the shot gets 'lucky' and winds up inside the building doing full damage to it AND resolving as the -5 standard against all models within/in the zone.
Too good?
|
|
wikkid
Sub General
Gruntz General
Posts: 236
|
Post by wikkid on Dec 4, 2013 13:20:21 GMT -5
|
|
|
Post by Keltheos on Dec 4, 2013 13:28:16 GMT -5
Ah, but isn't that a pre-1.1 thread? Not that it makes a difference if the answer there didn't make it into the book - can use that.
I like your 'disembailout' rule where they can, but have to roll for injury.
|
|
|
Post by inrepose on Dec 5, 2013 10:25:50 GMT -5
On the subject of disembarking at speed I was going to allow power armour and jetpack/gravpack troops to eject themselves from the flank speed moving vehicle, potentially at any point along the full distance moved.
|
|
|
Post by Keltheos on Dec 7, 2013 16:24:39 GMT -5
Found the prone/aim answer, they do not stack...any chance for response on the rest?
|
|
|
Post by baldlea on Dec 8, 2013 3:24:31 GMT -5
Oops. My bad.
|
|
|
Post by Keltheos on Dec 9, 2013 12:10:00 GMT -5
No worries. Was creating my own version of a quickref (the two online are fine, but I want to focus on some different things) and have been fine tooth combing through things. Found it while rereading everything. Just like I found 'Hunker Down', which is the limited Prone for monsters and mechs...
|
|
|
Post by inrepose on Dec 31, 2013 7:01:14 GMT -5
Thanks for the input Keltheos - how are you getting on with the quick ref guide. Would be happy to help with any clarifications. Thanks.
|
|
|
Post by Keltheos on Jan 9, 2014 3:05:20 GMT -5
Work has finally settled down to the point where I can get some work done on them. Will keep you posted!
|
|
|
Post by inrepose on Jan 16, 2014 8:13:39 GMT -5
Excellent thanks.
|
|