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So did the SW FAQ answer your questions?


HsojVvad

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If this game actually rewarded close range fire fights a la second edition, we'd spend a lot more time at 12 inches shooting the crap out of each other.

 

As it's degenerated into a game of "run up and hit them with a pointy stick" we spend far more time in combat.

 

?? Second was all about heavy weapons and CC. Not short range firefights. The only exception might have been the shuriken catapult armed guardian mob.

Guess we played it differently then.

 

Okay short range is a bit of a misnomer, but rapid firing boltguns were often more effective than charging into people. Marines were deadly up to 24 inches. Of course they had to be, being outnumbered three to one.

As it's degenerated into a game of "run up and hit them with a pointy stick" we spend far more time in combat.

 

Totally agreed.

 

The balance of power has shifted do much in Assaults favour in 5th it's silly. Assault tooled armies are significantly more deadly than shooty armies.

 

You get twice as many turns (potentially) to kill your opponents in, and generally many more chances to kill your opponent in those extra turns). Morael is much more debilitating for CC than Shooting.

Eh, adapt and conquer- pinning got more powerful, lower APs are getting more plentiful, and were still best at knife-fighting ranges.

 

The main reason that assault armies have gotten a boost is not the dangers of CC, though it is a little harsher, its that more people have mechanized, wich means more turns of it than before. This is because the vehicle rules changed a bit, and people feel more secure buying transports *the recent discounts on transports dont hurt either*.

 

Shooty armies are still quite viable, you just have to play a tight game, wich means doing whats always been smart- balancing volume and strength, having counter assault units, and target priority.

  • 1 month later...

so sense were on the subject, what i got from the FAQ is you can attach a WGBL to scouts, rockfist can be attahed as a WGBL. soooo provided u can still infiltrate in termie armor arjack is goin with my wolf scouts now. does this make them troops also if you take the great wolf?

 

this is a basic weapon question maybe you guys can help with, a combi weapon on a terminator armor clad wolf guard, is that a combi storm bolter like an chaos obliterator(thier termies?) or does it downgrade to a bolter and combi?

and if is a storm bolter combi my wolf guard should be able to fire a cyclone missle launcher as well too right?

NO... no and no.

 

It states you cannot infiltrate in TDA in the WG entry, and the WG becomes whatever unit type *troop, elite, etc* he is attached to, not the other way around.

 

Chaos doesnt have combi-stormbolters+other weapon. A combi-bolter jsut lets you fire as a stormbolter once per game. OUR Combiweapons are like the other options... shoot as a plasmagun, meltagun or flamer... once per game.

 

And yes he can fire a stormbotler and missile launcher at the same time.

asso, but a WG in termie couldnt shoot his cimbi weapon as well as the cyclone because its not A storm bolter?

 

i cant find the rule stating u cant infiltrate a terminator in the codex could some one point me to the sentence

 

p.s. a rino transport can infiltrate tho right?

I think for the most part the FAQ was great, unfortunately the one ruling I really wanted wasn't covered (Do 2 frost blades give +2 strength) which was heavily debated and I thought deserved an answer as there are legitimate arguments on both sides of the issue.
asso, but a WG in termie couldnt shoot his cimbi weapon as well as the cyclone because its not A storm bolter?

 

i cant find the rule stating u cant infiltrate a terminator in the codex could some one point me to the sentence

 

p.s. a rino transport can infiltrate tho right?

pg. 86 left hand side "pack leaders" box last sentence.

 

And yes, a rhino can infiltrate- IF it is a dedicated transport for a unit that has that rule. Since there is no unit in C:SW that has infiltrate AND the ability to buy a rhino you dont need to worry about it.

 

I think for the most part the FAQ was great, unfortunately the one ruling I really wanted wasn't covered (Do 2 frost blades give +2 strength) which was heavily debated and I thought deserved an answer as there are legitimate arguments on both sides of the issue.

Thats because its a core rule book thing, and so not needed in C:SWs FAQ

oh i see it now thanks, about the rhino on page 86 that you can buy a dedicated transport for a wolf guard unit. So that would mean if i have wolf guard pack of 3 guys split up leading various units i could chose the one in power armor leading my wolf scouts to ride in the tank and go stealh city behind enemy lines, no?
oh i see it now thanks, about the rhino on page 86 that you can buy a dedicated transport for a wolf guard unit. So that would mean if i have wolf guard pack of 3 guys split up leading various units i could chose the one in power armor leading my wolf scouts to ride in the tank and go stealth city behind enemy lines, no?

 

NO you cant , the remaining wolf guards have to take that rhino , any transport deploying from deep strike / outflank etc if it has any unit inside must be the unit who bought it , so no , your wolf guard was "split" from the original group of wolf guards , so the rhino must deploy with the ones left in the wolf guard group or deploy alone if you wish

 

if theres no one left in the original wolf guard group ,then sorry thats a lone rhino to start in any scenario , but you can embark in turn one if your deploy close enough

no, as a dedicated transport only the unit it was brought for could start deployed in it, in this case that would be a WG unit not a unit led by a WG.

as the only unit in our army list with infiltrate are wolf scouts and they have no transport options there is no way you can get an infiltrating transport.

If this game actually rewarded close range fire fights a la second edition, we'd spend a lot more time at 12 inches shooting the crap out of each other.

 

As it's degenerated into a game of "run up and hit them with a pointy stick" we spend far more time in combat.

 

The main reason that assault armies have gotten a boost is not the dangers of CC, though it is a little harsher, its that more people have mechanized, wich means more turns of it than before. This is because the vehicle rules changed a bit, and people feel more secure buying transports *the recent discounts on transports dont hurt either*.

 

Mech is ONE point. Vehicles were slow and cumbersome, but there are other things pointing in the direction of favouring close combat as compared to 2nd:

 

- Models moved only 4 inches. More rounds before reaching enemy.

- Some weapons had longer range. Missile launcher and lascannon had 72". You could move and fire a bolter 24" (-1 to-hit-modifier). If you did not move, you could fire twice up to 24" (I think).

- Charging took place in the movement fase, which meant you could never fire AND charge with any (normal) weapon, as you can now. It was either-or.

- Deepstriking/outflanking/infiltration is much more common, and reduces foot slogging distance of assault armies.

(edit)

- The "Overwatch"-rule meant that you could fire in the enemys movement fase.

- More shooting weapons had potential to insta-kill. I believe the difference is less when it comes to close combat weapons.

- Cover worked better (as it could be combined with armour save), so it was more important to stick to cover. (On the other hand, this made shooting LESS effective as opposed to CC.)

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