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In serious need of a checklist.....


Grimtooth

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Anyone else ever to just kinda forget to do your SW specific stuff while gaming? I missed out on at least d3 MOTW rolls and just let it go since I already had a ton of attacks in each instance to do more then enough damage to some IG I had charged.

 

I am thinking of just a laminated card to use as a cheat sheet.....lol.

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It's a pretty good idea actually...

 

Also, you could make markers to place next to each unit that has done something that affects them later. Such as rapid firing (Can't assault), or like an Eldar player I played against who had markers for fortune, doom, guide and so on...

i have made little markers much like the green ones GW has put out, just made for my wolves. I will probably do the same for orders for my guard. but the are made out of green stuff, the runic charms are basically little stones with a rune mark on them and i fashioned a little "w" for the mark of the wulfen. i don't worry to much about wolf tails (i wonder why) and i don't use much of the other war gear so i don't have any of those yet.
I know how you feel, I've been playing the army for over a year now and still forget at least something every turn, whether it's my Wolf Scouts reserve roll or that with WTN I hit on 3's or one of the myriad other rules I usually forget one. Not that it matters, most opponents are dead long before such things would weigh in, my poor Power Fist Blood Claws almost never get to attack anything... it's all dead already. :D
Okay, so what are the things that a newer player like myself, or even an experienced player, needs to list and watch for? I could certain ly use a 3x5 card for a check off list.

 

Any of the Wolfy stuff like as follows:

 

+1 Attack on Counter-Attack for Wolf Pelt

Always hit on 3's in CC with WTN

Armor save re-roll for Runic Charm

Anti-psyker roll for Wolf Tail Talismans

Healing Potions and Balms for Wolf Priest

 

And that's just for starters, there's more if you've got a Frost Weapon or a Wolf Totem or Great Company Standard and so on and so forth. The special stuff that you don't use all the time are all good candidates for forgetfullness. But hey, don't feel bad, it's not like your playing Sisters of Battle and have to remember the dozens of rules and faith powers they need to keep track of hehe.

Dont forget:

I need to pass a LD test to get counter attack.

My men dont have frag grenades standard unless their bloodclaws.

I have to declare if Im outflanking with my wolf scouts.

Terminator Armor means that squad is no longer mountable.

Dreadnaughts automaticly pass their Counterattack test. Predators do too, but cant attack :D.

Healing potions is the first failed save- not just armor saves, any save.

Wolf Totems are just for looks.

Plasma overheats.

Healing potions is the first failed save- not just armor saves, any save.

 

While this is -technically- true, the healing potions will not work on a model that has suffered instant death, or that has been hit by a weapon that allows no save. When else are you gonna use it to ignore the first failed saving throw, besides armoursaves?

I believe it's only close combat weapons that ignore armor, meaning cover and invulnerable saves, taken against non-instant death shooting attacks, are both valid uses.

 

Actually, I think you're mixing the rules up a bit. Paraphrasing the entry, the potions allow you to ignore the first failed saving throw each turn for the unit. The potions won't work on a model that has suffered Instant Death, or has been hit by a weapon that allows no save. In addition to this, the potions can't be used if the Wolf Priest is in base contact with an enemy model.

 

Which is why I hardly ever take 'em. They protect against some small-arms fire, but that's about it.

Actually, I think you're mixing the rules up a bit. Paraphrasing the entry, the potions allow you to ignore the first failed saving throw each turn for the unit. The potions won't work on a model that has suffered Instant Death, or has been hit by a weapon that allows no save. In addition to this, the potions can't be used if the Wolf Priest is in base contact with an enemy model.

 

Which is why I hardly ever take 'em. They protect against some small-arms fire, but that's about it.

 

Not paraphrasing, just mixing it up with the way Apothecaries used to work. In any case protection against small-arms fire isn't a bad thing. Even if you can't stop a lascannon cassualty when moving over open ground or engaging approaching foes I find that at least one marine goes down a turn that's eligible for saving by the HP&B. The item is expensive but two saved Wolves will make back the points of the item, more than that is even better and not at all hard to do in my experience.... as long as I remember to actually use it.

 

Which comes back to the point of having a checklist. :jaw:

I believe it's only close combat weapons that ignore armor, meaning cover and invulnerable saves, taken against non-instant death shooting attacks, are both valid uses.

 

Actually, I think you're mixing the rules up a bit. Paraphrasing the entry, the potions allow you to ignore the first failed saving throw each turn for the unit. The potions won't work on a model that has suffered Instant Death, or has been hit by a weapon that allows no save. In addition to this, the potions can't be used if the Wolf Priest is in base contact with an enemy model.

 

Which is why I hardly ever take 'em. They protect against some small-arms fire, but that's about it.

AP 2 is not the same as allows no save. Only Powerweapons, powerfists, etc allow no saves... and then they allow invulnerable saves. So itll save against starcannons and plasma, but not lascannons.

 

So yes, if you fail a 5+ on your terminator you can receive a HP+B... unless it was to a powerweapon, then its debatable and I usually relent for the sake of sanity.

AP 2 is not the same as allows no save. Only Powerweapons, powerfists, etc allow no saves... and then they allow invulnerable saves. So itll save against starcannons and plasma, but not lascannons.

 

So yes, if you fail a 5+ on your terminator you can receive a HP+B... unless it was to a powerweapon, then its debatable and I usually relent for the sake of sanity.

 

A little counter intuitive but I see your point, that makes sense...

 

Still either way it's not a bad piece of wargear to help keep my poor Blood Claws alive while they try to get into close combat.

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