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GW FAQ - Dreadnoughts P11, BA P19


Charlo

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So the first draft of the 40k FAQS are out and.... Good news:

 

Q: In the case of a template weapon that fires two or more times (such as the Blood Angels’ frag cannon), do they still only inflict D3 hits when firing Overwatch, or D3 hits per number of shots in the weapon profile?
A: D3 hits per number of shots in the weapon’s profile.
 
YESSSSS
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Unfortunately, they ruled that you roll to hit and to wound first for a template weapon of one name before moving on to another template weapon differently named. No more unloading dual hand Flamers and a heavy flamer on a target and recording all the hits before doing any to wound rolls...
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You beat me to it, Charlo! I actually squeed a little when I read that. Makes the Deathwatch squad a little more interesting too.

 

 

On the flamer weapons note, that is a bummer but I'm not terribly surprised. All flamers is still good for overwatch but in the shooting phase I wonder if would be better to start with the hands and work up to the heavy or the other way around. At least you can still put out a ton of hand flamers from a VV squad all at once.

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Unfortunately, they ruled that you roll to hit and to wound first for a template weapon of one name before moving on to another template weapon differently named. No more unloading dual hand Flamers and a heavy flamer on a target and recording all the hits before doing any to wound rolls...

Wait, I don't understand this? Won't the end result be the same anyways? You just don't roll as many dice together?

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If that aura change goes through, we will need to disembark the Tactical Squads in the triple Raven Formation to permit things to charge from Deep Strike...
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Unfortunately, they ruled that you roll to hit and to wound first for a template weapon of one name before moving on to another template weapon differently named. No more unloading dual hand Flamers and a heavy flamer on a target and recording all the hits before doing any to wound rolls...

Wait, I don't understand this? Won't the end result be the same anyways? You just don't roll as many dice together?
Sorry, I have a hard time coherently posting from my phone at work.

 

My interpretation before the faq was you put down template for heavy flamer, record hits, then put down template for hand flamer and record hits, then you roll all the wounds after recording hits.

 

It now sounds to me like you put down heavy flamer, record hits and roll wounds, possibly removing models, then you lay down the hand flamer theretically getting less hits now because the heavy flamer already removed models that would have been extra hits for the hand flamer.

 

Or maybe I and the guy at my flgs known as the "walking rule book" have been wrong and it's always been that way...

 

I'm new so I may very likely be missing something too... Not sure if I would have got my first win last week if all my Flamer templates were used in this manner. Close game.

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Also, riding a deep striking transport counts as deep striking, which could affect models riding a stormraven when it comes in, right?

 

I also asked for clarification on Facebook on the vertical movement line under units using jump packs since that makes it seem like jump units get unlimited vertical movement.

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Oooooh, I see what you are saying. I rarely actually play, so sometimes stuff like that goes over me, my bad.

 

But still, I feel like the results will be the same.

 

Let's say there are five guys you are shooting at.

 

You hit four with each type of your flamers (Heavy, normal, and hand flamers). Your heavy flamer goes first, and kills three. No matter what, you will now only hit one. So it didn't matter how you recorded them, because only one was left to be hit anyways.

 

So you could do it with all templates as above, and remove the casualties between each roll, or you could do it a template at a time. Either way, the same guys will theoretically die from the respective templates anyways, so each one will have less rolls than the one before it, right?

 

I mean, I could be wrong. With heavy flamers when I do play, I rarely have the chance to move down the line anyways xD

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Also, riding a deep striking transport counts as deep striking, which could affect models riding a stormraven when it comes in, right?

 

I also asked for clarification on Facebook on the vertical movement line under units using jump packs since that makes it seem like jump units get unlimited vertical movement.

storm raven comes on from reserves not via deep strike unless you have some sweet BA formation I've missed? Did you mean one of the formations from the new SM supplement? As written then I guess you'd be right

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Also, riding a deep striking transport counts as deep striking, which could affect models riding a stormraven when it comes in, right?

The stormraven cannot deep strike. Skies of Fury explicitly states that the units using this disembarkation method cannot charge.

 

ML = number of powers used per psychic phase is pretty bad and not covered by the rules. Such a rules change has no business in an FAQ. It belongs in an erratum.

 

Prohibiting battle brother ICs from embarking on a transport also contradicts the rulebook. This needs to be an erratum.

 

As far as I can tell they have not addressed how Lone Wolves and other conditional units work with formations in armies that try to be battle-forged.

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If that aura change goes through, we will need to disembark the Tactical Squads in the triple Raven Formation to permit things to charge from Deep Strike...

Depending on the exact wording of the formation, yeah. I don't know where my copy of that WD is, or I'd check right now.

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Interestingly, our Dreadnoughts (especially those of the Death Company variety) have technically become more viable regarding the krak grenade change. Similarly, we lose out the least because we have Furious Charge - basically our standard Marines across the board are better than almost every Marine Faction at assaulting vehicles.

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On a related note, Krak Grenades are now useless, but Tacs still play for them. Marvelous.

How have they become useless? BA, DA and SM Tactical squads have frag and krak grenades as standard wargear.

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Q: Can a single model make a disordered charge against two or more enemy units?
A: Yes.

 

Now that's interesting and makes the Sanguinor (more) useful for chaff.


Especially in conjunction with this:

 

 

 

Q: If you make a Disordered Charge against a vehicle and a non-vehicle unit, which close combat rules count for things like Sweeping Advances, Pile-ins or Consolidation moves?
A: Those that apply to the primary target of the charge.
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On a related note, Krak Grenades are now useless, but Tacs still play for them. Marvelous.

How have they become useless? BA, DA and SM Tactical squads have frag and krak grenades as standard wargear.

It is included in their model cost somewhere along the lines. Being able to use only one oer unit in melee as well, might as well leave them home and just buy a Melta Bomb on the sarge instead.

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On a related note, Krak Grenades are now useless, but Tacs still play for them. Marvelous.

How have they become useless? BA, DA and SM Tactical squads have frag and krak grenades as standard wargear.

 

 

 

Because you only get one grenade during an assault? I am guessing people play it as tossing around any number of grenades during an assault. I don't remember playing it this way (I think I just toss one total per unit) so maybe that is why they are useless now?

 

Edit: Was ninja'd. Welp.

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On a related note, Krak Grenades are now useless, but Tacs still play for them. Marvelous.

How have they become useless? BA, DA and SM Tactical squads have frag and krak grenades as standard wargear.

It is included in their model cost somewhere along the lines. Being able to use only one oer unit in melee as well, might as well leave them home and just buy a Melta Bomb on the sarge instead.

 

 

You'll never know how much they cost so there's no point lamenting that. Furthermore, if means that no matter how many casualties you take, you still have a krak/frag grenade as an option.

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On a related note, Krak Grenades are now useless, but Tacs still play for them. Marvelous.

How have they become useless? BA, DA and SM Tactical squads have frag and krak grenades as standard wargear.

It is included in their model cost somewhere along the lines. Being able to use only one oer unit in melee as well, might as well leave them home and just buy a Melta Bomb on the sarge instead.

 

 

You mean included when they used to be 15 points without them, but are now 14 with them both? ;) and they get chapter tactics/ furious charge too?

 

The whole grenade thing is up in the air still really, it refers to throwing them in the assault phase and is just a strange answer in general. I expect it to be updated and if anything Meltabombs be the only exception.

 

If I'm honest I'd rather the base grenades were one use each but the entire squad could throw them. For lulz.

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On a related note, Krak Grenades are now useless, but Tacs still play for them. Marvelous.

How have they become useless? BA, DA and SM Tactical squads have frag and krak grenades as standard wargear.

It is included in their model cost somewhere along the lines. Being able to use only one oer unit in melee as well, might as well leave them home and just buy a Melta Bomb on the sarge instead.

I'm pretty sure you have only been allowed to use one krak grenade in the assault phase even before the FAQ.

Only one grenade (of any type) can be thrown by a unit per phase.

Here are some more stupid rulings:

Q: What are the official rules regarding specific base sizes for specific models (if any)?

A: The rules assume that models are mounted on the base they are supplied with, but it’s entirely fine to mount them on whichever base you think is appropriate. Sometimes, a player may have models in their collection on unusually modelled bases. Some models aren’t supplied with a base at all. In these cases you should always feel free to mount the model on a base of appropriate size if you wish, using models of a similar type as guidance.

Now that is a clarification. wallbash.gif

Q: What is the vertical firing arc for shooting from Flyers, and how is this split between targets above and below the shooter?

A: Assume that weapons can swivel 45° vertically, either 45° upwards, or 45° downwards.

What does that even mean? When do you decide if it is 45° upwards or downwards? Can you change the decision?

Q: Does Warhammer 40,000: The Rules (7th edition) override Codex: Stronghold Assault?

A: Yes. This is an exception to the normal rules, in which expansions override the rulebook.

Doesn't that remove all points from the fortifications? How can you field them?

Q: For units with Twin-linked weapons with the Gets Hot special rule – if the first shot is missed, but not on a rolled 1, and a 1 is rolled for the second shot, does it suffer a Gets Hot wound?

A: Yes.

That is a direct contradiction to the RAW. Something like that has no business in an FAQ. It belongs in an erratum.furious.gif

If I'm honest I'd rather the base grenades were one use each but the entire squad could throw them. For lulz.

Are you sure you want to resolve ten frag grenades?
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