When fighting on Ranov, is the melta range for a multi melta 9" or 12"? On Ranov, guns are 6" shorter range of range is over 12".
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When fighting on Ranov, is the melta range for a multi melta 9" or 12"? On Ranov, guns are 6" shorter range of range is over 12".
Melta rule should be half your gun range.....so take the total range, minus 6in. Then half that.
Another planet related question: does an Eldar seer council on Orias harness warpcharges on a 2+?
I know we decided that an IC can swap wargear for a lower cost item, but what about other squads and vehicles?
Do the 50 extra points offered by a hive city need to be from your overall list or can you add it as extra wargear?
I have nothing that is only 50 pts that I can add.
I would say this should be acceptable - imagine a lot of people might have similar issues. Just my vote.
An easier fix would just be to say that the bonus 50 in general comes from outside, so could be extra bodies instead. Just cause I know how I wrote my lists, I can't just grab 50 points of wargear or swap for a bigger unit.
The 50 pts extra. Think of it this way. I have X and y amount of units in my 20k army list. If we play 2000pts, I can only fit 2x and 3Y in that list. Probably leaving me short by like say 50pts of putting in a Z unit or another X. That 50pts just raises the celing for you and can allow for fitting more things in. you won't be able to bring everything you want and that's kind of the point. this bonus helps with that.
one more question. what are the thoughts on conceding games that are clearly lost? like in order to preserve important characters or units with a lot of xp in later weeks?
I think we might need to put this one up for community consensus, as I don't want to just make a rulling on that. The issue is there I see good arguments for both sides:
You have to play it out: What forces are going to survive this battle? If you don't play it out, it opens it up to gamesmanship of just throwing in the towel to preserve units that you don't want to lose. That isn't fair to others who are playing through.
You can give up: This is supposed to be fun, and I don't want to discourage people by making them sit there and take 6 turns of un-fun @ss beating when the matter is well decided.
Possible Solution? You have to play 5 full turns but you can "tactically withdraw at that time"????
What I can say, is that I was in this situation last night, getting battered by Dan's army of 300 dakka fexes (or something like that ;p ), and he offered to have us throw the towell in, but I chose to play it out, and we had a good time.
What does anyone else think?
yeah, i was thinking after turn 4 or 5. turn 5 makes sense, since that is a full game. if you are getting beaten that badly, tactical withdrawal at the earliest end of game turn. that's my vote anyways
edited because my vocabulary is bad
i also vote you can forfeit the game turn 5 and keep whoevers left... its kind of narrative-y that you have to hold on to be evacuated... if you are just getting your ass kicked you would natch switch from accomplishing your mission to taking cover and preserving life and limb while you wait
Agree with the above. Mike and I did this kind of by accident - was just no way I could have pushed him off the objective. Granted I guess if we had had to go turn 6 I could have stuck the bikes in the far corner out of reach.
There was also the question last night about what happens to a flyer that flies off turn 5, but then the roll is for no turn 6. Is the flyer still alive for the campaign?
I say if you with draw, you withdraw don't lose anything by turn 4 or 5. If the flyer is off the board. He is still alive. Otherwise you are going to get lop sided snowball outcomes.
So do we want to clarify withdraw? Do you need to deliberately move off the board? Or does that give the advantage too much to faster armies?
nah just say you are going to enact a withdraw and you withdraw. Keep it simple if need be. Otherwise people can body block or be dicks about stopping people from running away if need be.
I'm cool with that. So do people have a strong opinion for what turn you can make that choice? Is 4 too soon?
I think 4 is just about the right time. It just has to be on top of turn 4 . It can't be done half way through or at the bottom after one player has moved. You make the call on top turn 4 and after that you can make the call at the top of the turn afterwards.
Are the experience and results for each battle calculated immediately? For example, if I am playing two games in one night, would I roll for casualties and experience after that first battle? Or does that happen at the end of the round? Could I fight and then have a more experienced unit battling in the second battle in the same round?
I think that the top of Turn 4 (as Nick suggested) is perhaps a little early to call no MAS. I would say the end of a full turn 4, or the end of a full turn 5. There is such a thing as turning a match around, I have done it before, and 3 turns just isn't much play. If there is some outcry that I'm wrong I will reconsider, but otherwise let's try it this way and we can adjust if still needed.
Also, just so people know - I am in town up until tonight, but early tomorrow morning I'm leaving for another conference, this time a 3 day one. I will have very limited access to internet and emails. I will respond as much as I can if needed to anything, but it will be sparse, and otherwise I will be up there Thursday, although I might not make it until 6:30-7 depending on how things go on my route back.
Wasn't sure from the rules packet - if a unit takes more than 2/3 casualties, but is still alive at end of game, does the unit still exist, just without XP? I had assumed on first read that a unit less than 2/3 was just gone, but not so sure on second look.
Also, for vehicles in squadrons - we decided to treat them individually right? So the 1 war walker left out of the 3 WW squadron would be available to use later, either alone or reformed with other singles?
And do we choose the specific battle honor every turn? Mainly, for those that 'cost' 2 honors - can we select one then swap out in a later turn if more xp are gained?
And 'Lady Luck' (BH) - could the wording on that be changed to one failed save, so as to include invuls? some of the eldar don't have an armor save
On the character table, what if the character does not participate in the next say 2 battles, say if you rolled 2. Would it be back to full health then, on the next battle it is used for?
Also, regarding the defender bonus of an additional hex, i assume these will be selected after all games this turn are resolved. Just wondering, before that, if we want to consider whether this be limited to nonspecial hexes, unless only special hexes are available. Also, i think it would be good to exclude any spaces that were part of a challenge that turn from consideration, mainly from a narrative standpoint.
edited by Red Army: Sorry, I meant to respond with quote, and apparently edited this instead. I now re-edited to the original version (plus this note). Sorry Erin .... but my responses should now properly show below.
Correct.Quote:
Also, for vehicles in squadrons - we decided to treat them individually right? So the 1 war walker left out of the 3 WW squadron would be available to use later, either alone or reformed with other singles?
Yes, you spend your experience at the beginning of each turn. No, you can not swap it out, so if want to save for a 2 honor cost bonus it may require some cost/benefit analasys to decide if you want to save for it.Quote:
And do we choose the specific battle honor every turn? Mainly, for those that 'cost' 2 honors - can we select one then swap out in a later turn if more xp are gained?
Fair enough.Quote:
And 'Lady Luck' (BH) - could the wording on that be changed to one failed save, so as to include invuls? some of the eldar don't have an armor save
Correct.Quote:
On the character table, what if the character does not participate in the next say 2 battles, say if you rolled 2. Would it be back to full health then, on the next battle it is used for?
Good points, agreed.Quote:
Also, regarding the defender bonus of an additional hex, i assume these will be selected after all games this turn are resolved. Just wondering, before that, if we want to consider whether this be limited to nonspecial hexes, unless only special hexes are available. Also, i think it would be good to exclude any spaces that were part of a challenge that turn from consideration, mainly from a narrative standpoint.
Also, for others reading, I realize that the rules on the forests need to be clarified and better explained and I will get to that.
The rules updates may not come until tonight or tomorrow though, but I'll edit when I can.
are we tracking our own dead, BXP, and honors?