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Posts

  • InquisitorInquisitor Registered User regular
    The blaster basically is the Tau version of melee. Run up around cover, get a clear shot, and blast them at 2.5 inches if you can. Do other modes if you end up further.

    Looking at the board I expect close range engagements to be the norm, it's pretty easy to have armies within rapid fire range, flamer range, or even melee on the first turn.

    There is a guy at my store that is convinced his Guard army of 17 dudes with 4 sniper rifles is somehow a winning formula and I just see him getting overrun and having nerve test failure cascades every game.

    Viking
  • StragintStragint Do Not Gift Always DeclinesRegistered User regular
    So if I'm reading this right I can make 12 drones with what I have. 1 guaridan, 1 grav-inhibitor, 1 pulse accelerator, 1 recon, 2 shield, 3 marker, and 3 gun drones.

    Didn't paint at all tonight. Put together the bodies of my T'au Fire Warriors and cut out the arms and guns, gonna decided which to use. Also made the turret. Gonna put together the drones tomorrow, primer them and then start the process of painting that I've been dreading.

    Might also prime my Deathwatch black.

    PSN: Reaper_Stragint, Steam: DoublePitstoChesty
    What is the point of being alive if you don't at least try to do something remarkable? ~ Mario Novak

    I never fear death or dyin', I only fear never trying.
  • SmokeStacksSmokeStacks The Myth, the Legend, the Bowman, the Shambler FuckerRegistered User regular
    Inquisitor wrote: »
    The blaster basically is the Tau version of melee. Run up around cover, get a clear shot, and blast them at 2.5 inches if you can. Do other modes if you end up further.

    Looking at the board I expect close range engagements to be the norm, it's pretty easy to have armies within rapid fire range, flamer range, or even melee on the first turn.

    There is a guy at my store that is convinced his Guard army of 17 dudes with 4 sniper rifles is somehow a winning formula and I just see him getting overrun and having nerve test failure cascades every game.

    As tempting as it is to run a dudepile it's looking more and more like there is a fine line between just right and too many, and that too many is definitely a trap. It's been engineered that way, otherwise the player with the most gretchin/boyz/cultists/guardsmen/etc would win every game.

    73CQcJZ.png
    Inquisitor
  • StragintStragint Do Not Gift Always DeclinesRegistered User regular
    Running that many models seems so dangerous. It doesn't take long until the broken roll starts and the shaken rolls will auto fail almost right away.

    PSN: Reaper_Stragint, Steam: DoublePitstoChesty
    What is the point of being alive if you don't at least try to do something remarkable? ~ Mario Novak

    I never fear death or dyin', I only fear never trying.
    Inquisitor
  • honoverehonovere Registered User regular
    Maybe I should downsize and print out some of these pamphlets to put on some terrain pieces.
    regstd-aug1-titansafetycardcorrected.jpg?w=760

    LanlaornJusticeforPlutoInquisitorForceVoidIanatoritalianranma
  • JusticeforPlutoJusticeforPluto Total Goober Registered User regular
    Now I'm picturing the IG as the modern US army, but in space.

    Troopers, assemble for a Vox Point Presentation on Winning the Hearts and Minds of Loyal Citizens while dealing with Rebellious Planets.

  • honoverehonovere Registered User regular
    They are all good
    regstd-july18-breach.jpg?w=760

    ExtreaminatusLanlaornJusticeforPlutoInquisitorMr_RoseIanatorRiusitalianranma
  • Mr_RoseMr_Rose 83 Blue Ridge Protects the Holy Registered User regular
    It’s the little details that really sell it though. Like “instructional acronym 643/d (corrected)” – what are the other 642? How was it corrected? Do they have a series of instructional puns?

    ...because dragons are AWESOME! That's why.
    Nintendo Network ID: AzraelRose
    DropBox invite link - get 500MB extra free.
  • see317see317 Registered User regular
    Or the version number for the Titan one. How many updates are they planning to need for this thing?

    Ringo wrote: »
    Well except what see317 said. That guy's always wrong.
  • BadablackBadablack Registered User regular
    Considering the number of situations in the galaxy that will put a guardsman in horrible peril, probably quite a few.

    FC: 1435-5383-0883
  • StragintStragint Do Not Gift Always DeclinesRegistered User regular
    Got my drones put together.

    4 gun drones, 2 shield drones, 2 marker drones, 1 pulse accelerator drone, 1 grav-inhibitor drone, 1 guardian drone, and 1 recon drone.

    33o6jUi.jpg

    PSN: Reaper_Stragint, Steam: DoublePitstoChesty
    What is the point of being alive if you don't at least try to do something remarkable? ~ Mario Novak

    I never fear death or dyin', I only fear never trying.
    VikingKhraulFroThulhu
  • BrainleechBrainleech Registered User regular
    News about when the space wolf and ork codexes fell off the radar didn't it?
    Because I have been getting primaris marines and talking about getting kill team {he wants to get the Fangs set but wants to know more of how do the Primaris work in the Space Wolves what is the state of their army and of Fenris?}

    I am still very curious about the Orks

  • BurnageBurnage Registered User regular
    edited August 2018
    The hot new rumour about the Ork Codex is that it was actually nearly ready to be released until playtesters realised that there was some horrendously broken shit in it, meaning it needed to be delayed to fix them.

    "The entire army could infiltrate to start the game 9 inches away from the opponent" level broken.

    Burnage on
    Khraul
  • LanlaornLanlaorn Registered User regular
    I don't know how things like that even make it to the playtest stage. Then again I don't understand how a lot of the printed rules made it past the playtest stage, either. And not just units that are too good, but plenty of units that are clearly terrible on paper...

    Did they just forget Servitors, etc. exist?

  • InquisitorInquisitor Registered User regular
    You definitely have to be very careful in how you set up terrain for some kill team missions. Did an assassination mission against a friend, I was the attacker.

    Scouting phase I took 5, move forward. Advanced my plasma caliver gunner up the side of the table, rolled a 6 for 12 inches of movement.

    First turn lost initiative, got to see where he moved his leader. Advanced my plasma caliver again (heavy specialist with an assault weapon so no penalty to hit) rolled a 5, 11 inches of movement, got an angle on his leader.

    Shooting phase dropped the 2cp for decisive shot to go first, overheated the plasma and killed his leader, mission done and dusted on the first shot of the game.

    It was a bit silly.

    SmokeStacksKhraulitalianranma
  • DarkewolfeDarkewolfe Registered User regular
    Brainleech wrote: »
    News about when the space wolf and ork codexes fell off the radar didn't it?
    Because I have been getting primaris marines and talking about getting kill team {he wants to get the Fangs set but wants to know more of how do the Primaris work in the Space Wolves what is the state of their army and of Fenris?}

    I am still very curious about the Orks

    I didn't realize it, but there is nothing Space Wolf in the Fangs KT set. It's just a primaris sprue, some generic marine flavored tokens, and the terrain. I'd assumed it at least came with a space wolf upgrade sprue.

    What is this I don't even.
  • NealnealNealneal Registered User regular
    Kantor's Hounds went out to spread some more Terror and the cleansing gift of Krak grenades to the Emperor's enemies last night.

    This time it was the vile Flames of Destiny warband of the traitorous Thousand Sons.

    With their Sorcerer taken out in the first exchange of fire, the Rubrics (and their random Tzaangor cheerleader) fought on valiantly, but were unable to escape the wrath of the Crimson Fists.

    (Damn Thousand Sons are annoying to fight in KT. All is Dust and the tactic that turns an out of action into a Flesh Wound just turned it into a slog once I cleared the killing grounds and made it into melee.)

  • TIFunkaliciousTIFunkalicious Kicking back in NebraskaRegistered User regular
    edited August 2018
    Team intercessor ended up feeling pretty strong. Between having two wounds and the transhuman rule my marines never really got any penalties. The game went to turn 5 and I won with number of models killed being the tiebreaker

    The rules are pretty clean and it runs well. The only thing we were unsure of was if a Comms can use the level 1 power on themselves. We figured they can

    TIFunkalicious on
  • KhraulKhraul Registered User regular
    Played a KT match against a buddy yesterday to try it out.... his Grey Knights feel a bit busted.

    He brought three justicars (leader/ psycannon gunner/ falchion zealot)

    I brought Tyranids: A leader warrior gunner, two stealers (combat and veteran), three gaunts (one scout).

    He advanced up the board in cover, my Warrior provided a firebase/distraction carnifex while my stealers and gaunts moved up alongside a building (knowing I could charge without LoS on my targets).

    He landed psybolts in turn one and two, giving him free fleshwounds on my stealers (which he could see through a window on the structure on the map)

    Turn three resolved with my gaunts charging his zealot, one died to overwatch and the other two died in melee having not dealt a single wound.

    My two stealers had charged in turn two and didn't do anything in melee. One got off a fleshhooks shot resulting in his leader dying, though it was more to his terrible rolls that round than anything else.

    Turn three he had killed everything but a stealer and the warrior, both of whom had flesh wounds from all the psycannon shooting/previous psybolts and my team was considered broken which ended the "demo mission" at the store.

    I think I lost right at the point of building my list? I guess don't take gaunts against anything with a halfway decent save, though I could have traded three gaunts for one stealer and it wouldn't have made much of a difference. GK being able to deal mortal wounds to 1 wound models without any counterplay feels shitty and busted... I don't know how they'd balance GK's being psykers otherwise, but it wasn't exactly fun to play against.

    We were only playing at about 60 points to get a feel for the game, so I could have brought three warriors, but again, my warrior with a barbed strangler didn't do shit other than cause a distraction the whole game... maybe I should have dropped a gaunt and brought a venom cannon?

    I dunno.

    It's a cool game and I'd love to see the -1 to hit/ obscured rule brought into regular 40k. I'll be picking up the box set this weekend, but I don't know that I'll play my nids again.

    Bnet - Khraul#1822
    Gamertag - Khraul
    PSN - Razide6
  • honoverehonovere Registered User regular
    Did you use the Shadow in the Warp and Synapse rules for your Warrior?

    It also sounds like you got a bit unlucky when charging with your gaunts? Even a Storm Bolter only averages 0.37 wounds on overwatch.

    And 2 Stealers on the charge not even causing a single wound is also some bad luck.

  • InquisitorInquisitor Registered User regular
    Khraul wrote: »
    Played a KT match against a buddy yesterday to try it out.... his Grey Knights feel a bit busted.

    He brought three justicars (leader/ psycannon gunner/ falchion zealot)

    I brought Tyranids: A leader warrior gunner, two stealers (combat and veteran), three gaunts (one scout).

    He advanced up the board in cover, my Warrior provided a firebase/distraction carnifex while my stealers and gaunts moved up alongside a building (knowing I could charge without LoS on my targets).

    He landed psybolts in turn one and two, giving him free fleshwounds on my stealers (which he could see through a window on the structure on the map)

    Turn three resolved with my gaunts charging his zealot, one died to overwatch and the other two died in melee having not dealt a single wound.

    My two stealers had charged in turn two and didn't do anything in melee. One got off a fleshhooks shot resulting in his leader dying, though it was more to his terrible rolls that round than anything else.

    Turn three he had killed everything but a stealer and the warrior, both of whom had flesh wounds from all the psycannon shooting/previous psybolts and my team was considered broken which ended the "demo mission" at the store.

    I think I lost right at the point of building my list? I guess don't take gaunts against anything with a halfway decent save, though I could have traded three gaunts for one stealer and it wouldn't have made much of a difference. GK being able to deal mortal wounds to 1 wound models without any counterplay feels shitty and busted... I don't know how they'd balance GK's being psykers otherwise, but it wasn't exactly fun to play against.

    We were only playing at about 60 points to get a feel for the game, so I could have brought three warriors, but again, my warrior with a barbed strangler didn't do shit other than cause a distraction the whole game... maybe I should have dropped a gaunt and brought a venom cannon?

    I dunno.

    It's a cool game and I'd love to see the -1 to hit/ obscured rule brought into regular 40k. I'll be picking up the box set this weekend, but I don't know that I'll play my nids again.

    Well your opponents army list was illegal for starters. You can only have one Justicar in a kill team and you can’t have a Justicar also be a gunner.

    Playing at 60 points is also going to skew the game. He hasn’t just as much mortal wound output at 60 points as he does at 100 points, but those mortal wounds hurt a lot more starting with only 60 points.

    The only real counterplay against the psychic coming out of grey knights is that they must attack the closest model, so you can make your key models much harder or impossible to get to with good positioning.

    As to your observation I feel lik every KT should try to have some high AP stuff in their roster for dealing with power armor armies, ideally stuff that does more than 1 damage to also deal with Thousand Sons, Deathguard and Primaris well.

  • InquisitorInquisitor Registered User regular
    Team intercessor ended up feeling pretty strong. Between having two wounds and the transhuman rule my marines never really got any penalties. The game went to turn 5 and I won with number of models killed being the tiebreaker

    The rules are pretty clean and it runs well. The only thing we were unsure of was if a Comms can use the level 1 power on themselves. We figured they can

    I don’t believe the Comms level 1 power would affect himself. The power when activated applies across your entire kill team and acts as though the comms specialist was within 2 inches of each of your models when they roll the nerve test.

    Even if you said the comms specialist counts as being within 2 inches of himself for the nerve test the rule states “each OTHER friendly model (other than shaken models) within 2 inches of the model” to get the -1 to nerve tests.

    It’s a super good power though, army wide -1 to nerve tests could decide a game for 1 cp.

  • TIFunkaliciousTIFunkalicious Kicking back in NebraskaRegistered User regular
    edited August 2018
    Oh I was referring to the bonus from scanner. That post will probably save me from a future discrepancy though

    TIFunkalicious on
  • InquisitorInquisitor Registered User regular
    Oh I was referring to the reroll from scanner. That post will probably save me from a future discrepancy though

    Oh my bad! I agree that he can use the scanner on himself. On page 19 the rulebook has a little sidebar for aura abilities that says "unless the ability in question says otherwise, a model with a rule like this is always within range of the effect" The scanner ability doesn't say he can't use it on himself, so he can :)

  • Gabriel_PittGabriel_Pitt (effective against the Irish) Registered User regular
    I stopped by my local GW to pickup the KT rules, and found out their starting a campaign this weekend. My tendency to convert and make individualized IG models is really a boon now, as that means aside from painting up three Kasrkin by tomorrow, I have more than enough models for Keter Team.

  • KhraulKhraul Registered User regular
    honovere wrote: »
    Did you use the Shadow in the Warp and Synapse rules for your Warrior?

    It also sounds like you got a bit unlucky when charging with your gaunts? Even a Storm Bolter only averages 0.37 wounds on overwatch.

    And 2 Stealers on the charge not even causing a single wound is also some bad luck.

    We built lists from battlescribe and I didn't see a shadows in the warp rule on the list... we also didn't flip through the manual at all at the store, so I didn't think they had that rule in KT.

    It would have meant 1 less psybolt for sure.
    Inquisitor wrote: »
    Khraul wrote: »
    Played a KT match against a buddy yesterday to try it out.... his Grey Knights feel a bit busted.

    He brought three justicars (leader/ psycannon gunner/ falchion zealot)

    I brought Tyranids: A leader warrior gunner, two stealers (combat and veteran), three gaunts (one scout).

    He advanced up the board in cover, my Warrior provided a firebase/distraction carnifex while my stealers and gaunts moved up alongside a building (knowing I could charge without LoS on my targets).

    He landed psybolts in turn one and two, giving him free fleshwounds on my stealers (which he could see through a window on the structure on the map)

    Turn three resolved with my gaunts charging his zealot, one died to overwatch and the other two died in melee having not dealt a single wound.

    My two stealers had charged in turn two and didn't do anything in melee. One got off a fleshhooks shot resulting in his leader dying, though it was more to his terrible rolls that round than anything else.

    Turn three he had killed everything but a stealer and the warrior, both of whom had flesh wounds from all the psycannon shooting/previous psybolts and my team was considered broken which ended the "demo mission" at the store.

    I think I lost right at the point of building my list? I guess don't take gaunts against anything with a halfway decent save, though I could have traded three gaunts for one stealer and it wouldn't have made much of a difference. GK being able to deal mortal wounds to 1 wound models without any counterplay feels shitty and busted... I don't know how they'd balance GK's being psykers otherwise, but it wasn't exactly fun to play against.

    We were only playing at about 60 points to get a feel for the game, so I could have brought three warriors, but again, my warrior with a barbed strangler didn't do shit other than cause a distraction the whole game... maybe I should have dropped a gaunt and brought a venom cannon?

    I dunno.

    It's a cool game and I'd love to see the -1 to hit/ obscured rule brought into regular 40k. I'll be picking up the box set this weekend, but I don't know that I'll play my nids again.

    Well your opponents army list was illegal for starters. You can only have one Justicar in a kill team and you can’t have a Justicar also be a gunner.

    Playing at 60 points is also going to skew the game. He hasn’t just as much mortal wound output at 60 points as he does at 100 points, but those mortal wounds hurt a lot more starting with only 60 points.

    The only real counterplay against the psychic coming out of grey knights is that they must attack the closest model, so you can make your key models much harder or impossible to get to with good positioning.

    As to your observation I feel lik every KT should try to have some high AP stuff in their roster for dealing with power armor armies, ideally stuff that does more than 1 damage to also deal with Thousand Sons, Deathguard and Primaris well.

    I called them justicars, but they might not be justicars... I thought grey dudes in plate were called justicars. He had three of them but they were a leader, gunner and zealot. Justicars are leaders? :lol:

    Bnet - Khraul#1822
    Gamertag - Khraul
    PSN - Razide6
  • InquisitorInquisitor Registered User regular
    Justicars are the sergeants and get +1 attack and are the only models that can take the leader specialist, yeah. It's a one point upgrade to be a justicar but you can only have 1 in your list.

  • KhraulKhraul Registered User regular
    Well... lessons learned for my next game...

    After the killteam match we settled into the real games. My new Ultramarines vs his new Necrons. Played two games at around 680 points (mostly because he only has 680 points of necrons).

    Him: Cryptek with bugcape, warriors, tesla immortals, wraiths, little bugs (scarabs?), praetorians
    Me: Captain in Gravis, Intercessors, inceptors, aggressors, hellblasters

    Played a couple of missions/deployments from the book. Pretty standard stuff.

    Game one
    I turtled hard, he advanced up the board.
    I managed to focus fire down a unit at a time basically and tabled him by turn 4... it was a pretty un-noteworthy game outside of his trash rolls and my godly rolls. I don't think we even really played the objectives. I just shot him to hell.

    Hellblasters are great. Inceptors put out a lot of shots against weaker units and dealing mortal wounds on the charge is pretty cool. Ultramarines being able to fall back and shoot still is amazing, especially when the wraiths get too close.

    Game two was pretty standard with six objectives, but the trick rule was that you could play off each others cards to secure objectives. It didn't really come into play though.

    Turn one I was spread across my deployment to make sure I was starting with two objectives and could move to the third easily. He had done something similar but was further up his deployment zone than I was. Round one had some rather unsuccessful shooting on my part followed by his wraiths charging into my hellblasters and killing all but one. His tesla's and warriors killed two of my aggressors.

    Round two I consolidated into the middle of my deployment zone, he advanced to take control of the centre of the board. More shooting wiped out his wraiths and finished off my hellblasters. A couple of intercessors died as well.

    The rest of the match was basically our two forces grinding themselves into nothing. I deepstriked my inceptors into the backfield to cap an objective and harass his backlines. They died, but did a solid chunk of damage before going down. By the end it was just his HQ and mine, with him flying away to stay out of charge range. Random rolls kept the game going until turn seven where I capped one last objective.

    Game ended with points going 12-7 for me.

    Having played against ultramarines I now understand how great they can be... so many rerolls, and being able to fall back and being able to fall back and shoot is great.

    Bnet - Khraul#1822
    Gamertag - Khraul
    PSN - Razide6
    Inquisitor
  • StragintStragint Do Not Gift Always DeclinesRegistered User regular
    I've been hearing a lot of different stuff for injury rolls going around.

    The way I read it and that it sounds is that if I wound a model that has 1 wound with a weapon that does 3 damage I would roll 3 injury dice but I'm also seeing people say that in that situation I would roll 1 injury dice.

    Anyone know for sure?

    PSN: Reaper_Stragint, Steam: DoublePitstoChesty
    What is the point of being alive if you don't at least try to do something remarkable? ~ Mario Novak

    I never fear death or dyin', I only fear never trying.
  • NealnealNealneal Registered User regular
    Three Injury rolls if the weapon was a Damage 3 weapon.

    They may be confusing that with once a model loses it’s last wound but still has to be allocated hits from a weapon, all remaining hits are ignored and you go straight to the injury roll.

    VikingMoridin889
  • Dr_KeenbeanDr_Keenbean Dumb as a butt Planet Express ShipRegistered User regular
    You also discard the lowest X number of dice when rolling multiple for injury.

    So with a damage 3 weapon, you would roll 3 dice and discard the 2 lowest. You can only suffer 1 injury per attack.

    PSN: Dr_Keenbean LIVE: Dr Keenbean Battle.net Drkeenbean#1951
    Viking
  • InquisitorInquisitor Registered User regular
    Stragint wrote: »
    I've been hearing a lot of different stuff for injury rolls going around.

    The way I read it and that it sounds is that if I wound a model that has 1 wound with a weapon that does 3 damage I would roll 3 injury dice but I'm also seeing people say that in that situation I would roll 1 injury dice.

    Anyone know for sure?

    The rules are very explicit on page 32 under the subsection "damage characteristic" if a weapon that does X damage removes the models last wound you roll X injury dice and take the highest.

    About this games rules in general:

    I am kind of puzzled as the rules are very straight forward but many folks I have played with or talked with seem to consistently getting some things wrong and I don't know why.

  • BrainleechBrainleech Registered User regular
    Darkewolfe wrote: »
    Brainleech wrote: »
    News about when the space wolf and ork codexes fell off the radar didn't it?
    Because I have been getting primaris marines and talking about getting kill team {he wants to get the Fangs set but wants to know more of how do the Primaris work in the Space Wolves what is the state of their army and of Fenris?}

    I am still very curious about the Orks

    I didn't realize it, but there is nothing Space Wolf in the Fangs KT set. It's just a primaris sprue, some generic marine flavored tokens, and the terrain. I'd assumed it at least came with a space wolf upgrade sprue.

    Now my brother does have an issue with the upgrade spure as in his words there used to be more to it.
    Other than the wolf tails and other talismans primaris can use the helm? and shoulderpads and not look silly?

  • Gabriel_PittGabriel_Pitt (effective against the Irish) Registered User regular
    Inquisitor wrote: »
    Stragint wrote: »
    I've been hearing a lot of different stuff for injury rolls going around.

    The way I read it and that it sounds is that if I wound a model that has 1 wound with a weapon that does 3 damage I would roll 3 injury dice but I'm also seeing people say that in that situation I would roll 1 injury dice.

    Anyone know for sure?

    The rules are very explicit on page 32 under the subsection "damage characteristic" if a weapon that does X damage removes the models last wound you roll X injury dice and take the highest.

    About this games rules in general:

    I am kind of puzzled as the rules are very straight forward but many folks I have played with or talked with seem to consistently getting some things wrong and I don't know why.

    Mental inertia with other 40K/wargaming rules, probably. I'll find out tomorrow!

  • Snake GandhiSnake Gandhi Des Moines, IARegistered User regular
    When I got home today I hit up local game shop and a hobby store. I changed my mind about going with Space Wolves as the clerk said they're Codex is coming out in sometime in the next few months, so I might as well wait a little bit. So instead I decided to go with the army I always wanted to collect back when I was young but could never afford. But now I can.
    f1y0bp.jpg

    That should be enough to keep me busy over the weekend. The shop has a 40k game day on Sundays, I'm gonna go and see if I can't watch a game or two and start learning the new rules.

    XBL: That Stone Dude
    Blizzard ID:StoneDudeman
    KhraulTIFunkaliciousFroThulhu
  • Dr_KeenbeanDr_Keenbean Dumb as a butt Planet Express ShipRegistered User regular
    There's a Space Wolves Primaris upgrade in the pipe. We've already seen some minis using it.

    It's one of those hiding in plain sight things GW does. Annoying that it wasn't tossed in that kit though.

    PSN: Dr_Keenbean LIVE: Dr Keenbean Battle.net Drkeenbean#1951
  • VikingViking Registered User regular
    Inquisitor wrote: »
    Stragint wrote: »
    I've been hearing a lot of different stuff for injury rolls going around.

    The way I read it and that it sounds is that if I wound a model that has 1 wound with a weapon that does 3 damage I would roll 3 injury dice but I'm also seeing people say that in that situation I would roll 1 injury dice.

    Anyone know for sure?

    The rules are very explicit on page 32 under the subsection "damage characteristic" if a weapon that does X damage removes the models last wound you roll X injury dice and take the highest.

    About this games rules in general:

    I am kind of puzzled as the rules are very straight forward but many folks I have played with or talked with seem to consistently getting some things wrong and I don't know why.
    I think a lot of people are stuck with how things work in 40k, assuming that killteam is just a lower point 40k with some campaign stuff tacked on.

    the combat sequence is quite straight forward, but I think people are trying to merge the damage and injury steps together which is confusing things.

    the sequence should be.
    [attacker] or [defender] is just who makes the roll.

    1. Hit, [attacker] roll a D6 and apply modifiers for range/cover/flesh wounds etc. compare result to firing models BS
    (an unmodified 6 always hits)

    2. Wound, [attacker] roll a D6 comparing the weapons strength against the targets toughness, use the wound roll table for the required result

    3. Save, [defender] roll a d6 and apply modifiers for AP from the weapon, compare result to defenders Save
    (an unmodified 1 always fails)

    4. Damage, the model being shot then loses wounds equal to the weapon used damage characteristic*
    (note you only resolve damage until the attacked model is reduced to 0 wounds, excess damage is lost)
    *if the weapon has a variable damage characteristic (such as D3 damage) then make note of the result rolled, you will need it in step 6

    5. Special, [defender] if the defender has an ability to prevent the loss of wounds (such as Disgustingly Resilient) you do that now

    only if the defending model is reduced to 0 wounds....
    6. Injury, [attacker] roll a D6 for each point of the weapons damage characteristic (1D6 for D1, 3D6 for D3 etc. if the characteristic is a variable then use the result rolled at step 4.) discarding the lowest results and keeping only the highest one. (for Necrons an unmodified 6 here triggers Reanimation Protocol)
    apply modifiers to the result for fleshwounds etc.
    on a 1,2,3 the target takes a fleshwound. (if this would be the 4th fleshwound on that model then it is taken out of action)
    on a 4,5,6 the target is taken out of action.

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    KhraulInquisitor
  • StragintStragint Do Not Gift Always DeclinesRegistered User regular
    What is a good way to put together the AdMech and Genestealers that came with the KT box? Never played either of them and not really interested in either but I figure I might as well put them together.

    PSN: Reaper_Stragint, Steam: DoublePitstoChesty
    What is the point of being alive if you don't at least try to do something remarkable? ~ Mario Novak

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  • InquisitorInquisitor Registered User regular
    Stragint wrote: »
    What is a good way to put together the AdMech and Genestealers that came with the KT box? Never played either of them and not really interested in either but I figure I might as well put them together.

    Can’t speak to Genestealers but this is what I have for AdMech.

    Vanguard Leader with Phosphor Blaster and Power Sword

    Vanguard Gunner with plasma caliver, heavy specialist.

    Vanguard with radium carbine, omnispex, comms specialist.

    Vanguard Gunner is with Transonic Arquebus, sniper specialist.

    Ranger Gunnner arc rifle.

    Ranger with Enhanced Data Tether, galvanic rifle.

    Three rangers with with galvanic rifles.

    Should be 99 points, 9 models.

    Stragint
  • Gabriel_PittGabriel_Pitt (effective against the Irish) Registered User regular
    Aside from Battlescribe, are there any army builders for Kill Team out yet?

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