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So did the SW FAQ answer your questions?


HsojVvad

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Fair enough. It is odd that it doesnt mention if thats with a res orb or a monolith or any such... because there are alot of other ways to do it than standard WBB. Hrm. Another one to talk to the opponent about I suppose.
i am so glad that anything in this section in regards to rules becomes a "my opinion is the right opinion" battle, even we the op's intention was clearly just trying to see what people thought of the FAQ...... seeing as most of the other threads about those topics are closed, i am surprised this one is still going.
The reason they didnt faq it is probably because they forgot. But honestly it doesnt need to be faq'd it's clear as day how the rules work RAW.

 

All I'm going to say is that it's obviously not clear as day or else there wouldn't be an equal number of people interpreting the same rule two different ways.

your throwing a thunder hammer right down the throat of your enemies! its a thunder hammer that hits them, so it would stand to reason that it has the effects of a thunder hammer. Why would it lose its stun and other abilities while still retaining the others (double str, ap 1)? I guess its just a table top decision when ya play him. His 188 pts :cuss, 188 pts! he better freaking stun when he throws his hammer, since he doesn't give stubborn...

 

The Foehammer is a thunder hammer that can be used as a ranged weapon with the following profile:

Range: 6" Str: 10. Ap1. Assault 1.

 

If the foehammer would have retained its ability to stun/ini1. Then it would have been stated in the ranged profile. Like it would have been with all other weapons.

 

But our codex is written extremely bad.

Shame on phil kelly! WHERE ARE MY 3 Powerfists for my bloodclaws you douche!

Using a plasma pistol to gain an extra attack in close combat doesn't force you to make an armor save if you roll a '1' to hit in close combat, nor does it allow you to ignore armor saves because it's firing profile has an AP of 2. The Thunder Hammer is just a way to explain why Arjac has a miniature railgun on him. :lol:
your throwing a thunder hammer right down the throat of your enemies! its a thunder hammer that hits them, so it would stand to reason that it has the effects of a thunder hammer. Why would it lose its stun and other abilities while still retaining the others (double str, ap 1)? I guess its just a table top decision when ya play him. His 188 pts :cuss, 188 pts! he better freaking stun when he throws his hammer, since he doesn't give stubborn...

 

The Foehammer is a thunder hammer that can be used as a ranged weapon with the following profile:

Range: 6" Str: 10. Ap1. Assault 1.

 

If the foehammer would have retained its ability to stun/ini1. Then it would have been stated in the ranged profile. Like it would have been with all other weapons.

 

But our codex is written extremely bad.

Shame on phil kelly! WHERE ARE MY 3 Powerfists for my bloodclaws you douche!

 

Hehe, although ouer codex is confusing i harldy think it is bad. I actualy think it is EXSTREMLY well written. And when I compare it to the regular SM codex i must say all of the disorganiced choises in ouer army represents a gang of merry hooligans pretty well. :lol:

i am so glad that anything in this section in regards to rules becomes a "my opinion is the right opinion" battle, even we the op's intention was clearly just trying to see what people thought of the FAQ...... seeing as most of the other threads about those topics are closed, i am surprised this one is still going.

 

But, clearly that show how effective the faq was :lol:

 

All I'm going to say is that it's obviously not clear as day or else there wouldn't be an equal number of people interpreting the same rule two different ways.

 

The rules as written are incredibly clear, theres just no accounting for people :) (Which is where the whole thing devolves into RAI, always a pointless argument.)

So to those of you claiming that Foehammer stuns when used at range, do you also make sure that it is the last weapon you fire during the shooting phase since it lowers your initiative to 1?

 

When is a thunderhammer not a thunderhammer? When it is used as a ranged weapon with the following profile:

 

Range: 6'

Strength: 10

AP: 1

Type: Assault 1

 

/end argument

Storm Caller rocks now too. Psychic powers with area effects by units in a transport are measured from the hull of the vehicle. Storm Caller affects all 'units' now so my advancing unit in the Rhino which happens to include a Rune Priest has 5+ cover save and this extends to the Fenrisian Wolves & Thunderwolves travelling near them , haha.

I like the FAQ. It's answered all my questions.

 

I know people are still arguing about saga of the hunter and OBEL, by saying OBEL is just a modification of outflank and not a special rule. IT IS a special rule. On page 88 it's listed as one of the special rules for a scout. Just live with it. We can't have our cake and eat it all the time.

 

A lot of people are arguing about JOTWW and "targets". Stop making life complicated. Just draw a line thats 24" long, and so long as the first model on it is in line of LOS they all get zapped. If the priest is in a squad that is shooting, so long as one of the units hit by the priest is also hit by the squad, everybody should be happy.

 

This bit however annoyed me.

 

Q. How do Njal Stormcaller’s Driving Gale and

Living Hurricane effects work if the Space Wolves

player is the player going second?

A. These two abilities have no real effect in games

where the Space Wolves player is going second –

the tempest is yet to rage.

 

What a load of bollocks!

 

Why couldnt they have just said that the it's effect lasts till the start of the priests next turn? Who else in the game has a third of their psychic powers negated in half the games they play? Please don't tell me that going 2nd has massive advantages and that these powers would become overpowered. Going 2nd only has advantages at the beginning and end of a game not the middle.

 

Rant ended. Flame away.

This one appears on the fourth page, first question. I don't understand what exactly this is trying to say. I appears to be saying that if you go second than these two powers do not work at all but I don't understand why that would be so. Anyone have some insight?

 

Q. How do Njal Stormcaller’s Driving Gale and

Living Hurricane effects work if the Space Wolves

player is the player going second?

 

A. These two abilities have no real effect in games

where the Space Wolves player is going second –

the tempest is yet to rage.

Because those abilities end at the end of the game turn not until next Space Wolf Player turn.

Why couldnt they have just said that the it's effect lasts till the start of the priests next turn? Who else in the game has a third of their psychic powers negated in half the games they play? Please don't tell me that going 2nd has massive advantages and that these powers would become overpowered. Going 2nd only has advantages at the beginning and end of a game not the middle.

 

Rant ended. Flame away.

 

Well its not a third of all his physic powers, its just a third of his awesome side-bonus that is still awsome because of the other half of the bonuses which is.. you guessed it... awesome.

 

Its an annoyance yes, but hardly something that is a big deal I would say.

only thing i saw that was shocking was the fact that Logan does indeed turn Wolf Guard into Troop choices, and they cannot be taken as elites as well, i really figured they would stay elites and just for the point of scoring they had the troop added to them. Correct me if im wrong but it looks like scouts can now take 2x Power weapons in addition to 2x Plasma pistols now. both seem like great corrections/additions.

 

I like how both WL and WGBL can use frost weapons now with terminator armor. The fact that Jaws has been more clarified for less confusion will help in my future games. Ragnar granting furious charge on the counter attack will prove very usefull.

 

Yey for Wolftime

Correct me if im wrong but it looks like scouts can now take 2x Power weapons in addition to 2x Plasma pistols now. both seem like great corrections/additions.

 

I don't see where it says that. The faq makes it read:

Up to two Wolf Scouts may take:

Plasma pistol or Power weapon.......15 points per model

 

which to me read that you can two of one or one of both.

I like how both WL and WGBL can use frost weapons now with terminator armor. The fact that Jaws has been more clarified for less confusion will help in my future games. Ragnar granting furious charge on the counter attack will prove very usefull.

 

Yey for Wolftime

 

It seems that, according to the wording, that any unit that has furious charge and counter attack will get the furious charge bonus when attacked. Not just us, we have to watch what we're assaulting too.

I like how both WL and WGBL can use frost weapons now with terminator armor. The fact that Jaws has been more clarified for less confusion will help in my future games. Ragnar granting furious charge on the counter attack will prove very usefull.

 

Yey for Wolftime

 

It seems that, according to the wording, that any unit that has furious charge and counter attack will get the furious charge bonus when attacked. Not just us, we have to watch what we're assaulting too.

 

If anyone pulls out MY faq to try and play their non-SW army, I am throwing them out of the gaming store. The wording is not in a BRB faq, it is in a Codex: SW faq.

If anyone pulls out MY faq to try and play their non-SW army, I am throwing them out of the gaming store. The wording is not in a BRB faq, it is in a Codex: SW faq.

 

It's a FAQ. not an Errata (That bit is at the top, marked "Errata").

GW have clarified that Furious Charge and Counter Attack do combine. These are both UNIVERSAL Special Rules, not Space Wolf Special Rules.

 

From your post, I presume it is YOUR gaming store? if so, you can throw who you like out, for what you like.

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