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LordofDeath11

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Hey, I am new to this forum but have been on it non-stop since I joined less than a week ago. None of my friends are gamers(booo!), and it's great to have somewhere to hear/share all things BA's related! Now in all honesty I am one of those collecters/painters who more or less knows how the game is played but really has zero experience playing games. I never really had a way of transporting my army into my local GW, and as I said, have no friends who play the game(or else I would set up a badd ass games room in my double garage!). I have ordered a carry-case for my mini's off the net and am egerly anticipating it's arrival. As soon as a means of safe for transport for my marine's becomes available I will lead my army of doom against the enemies of the Imperium....

 

First of all, is there a rule in the BAdex that says you can't take 3 Sanguinary Priest squads as your elite's choices? I mean that's 9 SP's right? If I've missed something let me know.

 

Also, everyone seems to be equiping their Priests w/a power weapon, but in some cases would it not be better to leave him just with a ch/sword and keep him out of base 2 base contact in combat as to keep him alive longer?

 

And finally, has anyone used the tactic of not attaching their priest to an RAS but using an RAS as a human shield? Is this effective as it will either deter the opponent from selecting him as a target in the shooting phase or at least give him a cover save?

 

Thanks in advance for the help. :)

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Hey, I am new to this forum but have been on it non-stop since I joined less than a week ago. None of my friends are gamers(booo!), and it's great to have somewhere to hear/share all things BA's related! Now in all honesty I am one of those collecters/painters who more or less knows how the game is played but really has zero experience playing games. I never really had a way of transporting my army into my local GW, and as I said, have no friends who play the game(or else I would set up a badd ass games room in my double garage!). I have ordered a carry-case for my mini's off the net and am egerly anticipating it's arrival. As soon as a means of safe for transport for my marine's becomes available I will lead my army of doom against the enemies of the imperium....

 

First of all, is there a rule in the BAdex that says you can't take 3 Sang squads as your elite's choices? I mean that's 9 SP's right? If I've missed something let me know.

 

Also, everyone seems to be equiping their Priests w/a power weapon, but in some cases would it not be better to leave him just with a ch/sword and keep him out of base 2 base contact in combat as to keep him alive longer?

 

And finally, has anyone used the tactic of not attaching their priest to an RAS but using an RAS as a human shield? Is this effective as it will either deter the opponent from selecting him as a target in the shooting phase or at least give him a cover save?

 

Thanks in advance for the help. :)

 

 

1. I don't have my book on me but from memory I think you can have 9 sang priests running around. It's overkill but it's possible.

 

2. I put nothing on my SP. When I assault I intentionally put him behind my assault squad so that he's not in base contact. If I can I'll pile my sq around him so he can't get charged in the back. He can't attack like this because he has to be in base contact with whatever he's attacking but he can't be picked out and killed. With the FAQ that came out today, I would say this is will be the preferred way of doing things with anyone that uses an SP. They clarified that the benefits are added at the time of use so if a higher initiative adversary would pick him off and then you attack back with your I4 attacks, you lost the FNP and furius charge.

 

I always keep him away from a possible charging enemy.

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Nothing against 3 squads of 3 Sang Priests scattered everywhere. I wouldn't recommend it but definitly no rules against it

 

I believe its the cohoice between your IC S-Priest at the back or up an ignoring armor in CC. With the Errata released and S-Priests granting Furious Charge at the time of the combat you may find more people doing so

 

The Biggest issue if you do not attach the priest to the RAS is he is sitting all alone, against something like a Krak missile you will only receive the cover save and then he's out. I've seen the same thing with a Darkangles player for some reason detaching Belial from the Termie squad who was then killed by a single missile. And again on the Errata released, if your RAS assaults and they find that they are outside 6" at the end of their charge they do not gain FC or FNP

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People equip him with a Power Weapon because he has base Initiative 5. If you get him into a combat situation, keep him at the back out of b2b but don't kill the whole squad, it is entirely probable he will end up having to make a 'piling in' move after close combat is resolved and will have to fight next turn. Now with his standard I5 he will be going before most enemies and as such, that Power Weapon swinging 3 attacks will reduce the number of enemies who get to attack back, seeing as they will not be fighting simultaneously with him.

 

To be honest, it is pretty difficult to kill a model with a 3+/4+FnP when you only have at most 2 models in B2B that have bog standard weapons.

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And finally, has anyone used the tactic of not attaching their priest to an RAS but using an RAS as a human shield? Is this effective as it will either deter the opponent from selecting him as a target in the shooting phase or at least give him a cover save?

 

Best you can hope for is a cover save, since LOS is actual model's eye line of sight, and it is darn near impossible to block the view of a model. Unless you bunch everyone up, but hey, thats what templates are for.

 

Sure, you get a cover save, but with T4, a high strength instant-death causing weapon could end yer priest's career pretty quickly. Say a lascannon "from way downtown!"

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It's very tough to keep priests out of combat if they are in range to fight because you can't choose to keep him out based on the way the assault rules work. You move the closest model first and then you must move any ICs, of which the priest is one. That's one reason to give him a power weapon. Another is that he is usually going to have a higher WS than your opponent, so hitting them on 3s is great and helps the unit out.

 

I take the vanilla priest if he is going to be part of my bunker.

 

IMO, the best priest out there is corbs, unless you run a heavy JP army.

 

People equip him with a Power Weapon because he has base Initiative 5. If you get him into a combat situation, keep him at the back out of b2b but don't kill the whole squad, it is entirely probable he will end up having to make a 'piling in' move after close combat is resolved and will have to fight next turn. Now with his standard I5 he will be going before most enemies and as such, that Power Weapon swinging 3 attacks will reduce the number of enemies who get to attack back, seeing as they will not be fighting simultaneously with him.

 

To be honest, it is pretty difficult to kill a model with a 3+/4+FnP when you only have at most 2 models in B2B that have bog standard weapons.

 

 

Sama, he's WS 5 base, not initiative 5, unless it's Corbulo. Most of the time on the charge you'll be initiative 5, which imo, still makes the PW worth it. And, just to be clear, if the enemy has a PW that is within 2" of a model in base with him, he's in trouble. 3+/4+ = no good in that situation.

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it bothers me to keep hearing everyone say put a pw on a SP.

 

An SP is I4 w/ furius charge

 

A marine is I4 w/ furius charge is the SP is attached.

 

Both attack at the same time dealing wounds at the exact time

 

A smart opponent will stack the PW wounds together and the non PW wounds together

 

An SP will usually have 4 attacks on a charge and a 10 man assault will have 45+. Your gonna come out with 2 wounds from an SP and 10-15 from the squad. At max your getting 1 death from the PW on a 10 man squad. In order to use it you need to be in b2b where the 65+ pt model can be singled out losing ur chalice benefit for the rest of the game.

 

Don't upgrade them at all unless its a JP and don't put them in b2b combat.

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it bothers me to keep hearing everyone say put a pw on a SP.

 

An SP is I4 w/ furius charge

 

A marine is I4 w/ furius charge is the SP is attached.

 

Both attack at the same time dealing wounds at the exact time

 

A smart opponent will stack the PW wounds together and the non PW wounds together

 

An SP will usually have 4 attacks on a charge and a 10 man assault will have 45+. Your gonna come out with 2 wounds from an SP and 10-15 from the squad. At max ur getting 1 death from the PW on a 10 man squad. In order to use it u need to be in b2b where the 65+ pt model can be singled out losing ur chalice benefit for the rest of the game.

 

Don't upgrade them at all unless its a JP and don't put them in b2b combat.

 

Sorry, I still don't see why this makes it a waste, unless you think that PW are a waste regardless. As I mentioned, you don't always have the choice not to put them into b2b!

 

First, I'd make sure to get numbers right when discussing things like this;) SP and Marines are I5 on the charge with furious charge. I'm guessing you just had a typo there. A 10 man assault squad has 30 attacks (1 base, 1 extra cc weapon, +1 assault) on the assault. With furious charge, your wounds would average 10. 15 would be very lucky.

 

But, back to your point.

 

First of all, at STR 5 WS 5 on the charge, you've got a a shot to come out with 3 wounds, but you're right, most likely 2. However, even if it is only 1, that's still one wound with no armor save. , I've seen 10-15 wounds shrugged off with a good roll (or maybe down 2 instead of 33%) due to power armor. With the power weapon at the top, you're going to come away with wounds and it also allows for two PW or better, a PW, PF in the same unit.

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it bothers me to keep hearing everyone say put a pw on a SP.

 

An SP is I4 w/ furius charge

 

A marine is I4 w/ furius charge is the SP is attached.

 

Both attack at the same time dealing wounds at the exact time

 

A smart opponent will stack the PW wounds together and the non PW wounds together

 

An SP will usually have 4 attacks on a charge and a 10 man assault will have 45+. Your gonna come out with 2 wounds from an SP and 10-15 from the squad. At max ur getting 1 death from the PW on a 10 man squad. In order to use it u need to be in b2b where the 65+ pt model can be singled out losing ur chalice benefit for the rest of the game.

 

Don't upgrade them at all unless its a JP and don't put them in b2b combat.

 

Sorry, I still don't see why this makes it a waste, unless you think that PW are a waste regardless. As I mentioned, you don't always have the choice not to put them into b2b!

 

First, I'd make sure to get numbers right when discussing things like this;) SP and Marines are I5 on the charge with furious charge. I'm guessing you just had a typo there. A 10 man assault squad has 30 attacks (1 base, 1 extra cc weapon, +1 assault) on the assault. With furious charge, your wounds would average 10. 15 would be very lucky.

 

But, back to your point.

 

First of all, at STR 5 WS 5 on the charge, you've got a a shot to come out with 3 wounds, but you're right, most likely 2. However, even if it is only 1, that's still one wound with no armor save. , I've seen 10-15 wounds shrugged off with a good roll (or maybe down 2 instead of 33%) due to power armor. With the power weapon at the top, you're going to come away with wounds and it also allows for two PW or better, a PW, PF in the same unit.

 

sry but i was thinking of my death company on #of attacks but you missed something you yourself wrote which is the point I was trying to make.

 

Sp and marines are I5 if they are within the SPs bubble. That means ALL their attacks happen at the same time and the PW wounds will be double stacked. Thanks for trying to point out my horrible math skills but I think you need to work on your reading comprehension. There is no way to avaid this as both have the same iniative unless the marines were already in combat (not charging) and the Sp were to charge into their combat which would mean the squad is I4 and the SP is I5 but that wouldn't be very smart as the Sp would have been an independent unit which would die from shooting almost instantly.

 

Power weapons are awesome. I love them. But they are only good against something with really high armor such as Terminators or MCs or the number of attacks vs. the number of wounds.

 

3 marines with PWs attacking a very small wound squad is awesome. The wounds will most likely get spaced out well. I always try to have my PWs on singular models that have a starkly different I than the rest of the unit or by itself. i think a special model in a squad that has the same I as the majority as the squad should take a power fist. It has a ton of wounds to ensure it'll get it's attacks when everyone else has gone, it changes the I so that it's attacks have a better chance to be spread out as opposed to stacked, and It raises the S.

 

If an SP had a base I of 5 and a 6 after Furious CHarge, I'd be all about it but it isn't and in order to use the power weapon you'd need to be in b2b which is going to be the priority target betweet it and its squad.

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Don't upgrade them at all unless its a JP and don't put them in b2b combat.

 

If he's part of the squad, this is very difficult to do since he has to move as soon as possible to get into base to base contact with the enemy (before other models, after the first, move).

 

If hes not with the squad, then with the new FAQ, he loses his FC range a bit. Hanging him back is going to see you getting into trouble on some occasions.

 

Also, if hes not with the squad, where is he? Always in a vehicle?

 

It may just come down to playstyle.

I dont want to pay 50points for a mobile bubble buff that gives a KP. I want a unit that can get stuck in. That I can use.

 

As far as wrap around wounds are concerned, my 10 man assault squad with 2 meltas, and a hammer puts out 8 init5 wounds vs. MEq.

The priest will grant another 2. Thats perfect vs. 10man squads. Even more so against horde nids/orks.

Its only a factor against small squads, which are likely to go down anyway due to volume of wounds inflicted.

 

I think its undeniable that there are pros and cons to both situations, but its def. not something to get "bothered" about cause its a very viable and decent tactic.

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If he's part of the squad, this is very difficult to do since he has to move as soon as possible to get into base to base contact with the enemy (before other models, after the first, move).

 

Not entirely sure about this, though I've played against folks who were absolutely insistent on a "ICs must assault first (if closest) or second."

 

IC & assaults, page 49, describes "reacting to being assaulted, or making a pile-in move" for that behaviour, not the initial assault (p34). Pile in is after the first round (p40).

 

There another rule somewhere that I'm missing?

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At the end of the day he's basically a sergeants stat line with ws 5, so if your assault squad already has a power weapon in it, ie on the veteran sergeant, then how is it not worth it to put one on the sanguinary priest (who is more likely to do damage).

 

Yes he can get attacked in return, but tough luck, thats the game, if tactics weren't risky then they wouldn't work, and at least whatever attacks that are focusing on him are missing your assault squad.

 

90 points for a single wound model with a jump pack is a bit ridiculous. (after all you could get a grey knight brother captain for 61 with terminator armour and a power weapon that strikes at str 6)

 

3 things:

1 - I don't personally put the jump pack on him. 90 points is my limit when it comes to 1 wound characters when there's so much more that you can get from this book.

 

2 - He's best driven up and smashed where the fighting is toughest. That way he makes the most out of the feel no pain (the distance is measured from the vehicle's hull) and he has the armour of a vehicle to protect him (and probably a 5 man assault squad thats in the razorback with him) so he can jump out and assault afterwards.

 

3 - Even if he dies, most of the time he will cause at least a few wounds with his power weapon and usually will have helped make a crucial save which may effect the rest of the game (ie maybe your power fist sergeant manages to survive long enough to instant kill an IC).

 

There are pros and cons for all methods of using the SP. But overall 90 points is too much for me, I wouldn't want to give the enemy a kill point so easily. 65 is almost acceptable, but it has to be carefully put in the correct unit to give you the most effective radius. I've only used him in 5 games, in three of them he saved enough marines to make his points back and managed to do plenty of damage in close combat, in the other two he was either killed early on, but then the enemy wasted a squads attacks on taking down one model when my squad cut them down that turn, or he wasn't helpful enough to my army that it made any difference at all.

 

You have to remember that with some units FNP will do NOTHING! the type of units that engage them actually mean that fnp is a little bit pointless. ie units with more than one power weapon, most of your unsaved wounds will be from power weapons in those circumstances and therefore its ineffective use of your sanguinary priest.

 

Overall a lot of it is what the opponent does, not what you do that effects how good a sanguinary priest is.

 

I stick mine in a PA Grey Knight squad cause it means that even if two of them make their feel no pain rolls then he has already made him points back, plus people tend to go after the grey knights as they're AWESOME, lol, no cause they have str 6 weapons which instant kill most non-marine characters, so generally they have to choose between losing their commanders or taking out the sanguinary priest, generally even if they go for the first option they still lose their commander.

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it bothers me to keep hearing everyone say put a pw on a SP.

 

An SP is I4 w/ furius charge

 

A marine is I4 w/ furius charge is the SP is attached.

 

Both attack at the same time dealing wounds at the exact time

 

A smart opponent will stack the PW wounds together and the non PW wounds together

 

An SP will usually have 4 attacks on a charge and a 10 man assault will have 45+. Your gonna come out with 2 wounds from an SP and 10-15 from the squad. At max ur getting 1 death from the PW on a 10 man squad. In order to use it u need to be in b2b where the 65+ pt model can be singled out losing ur chalice benefit for the rest of the game.

 

Don't upgrade them at all unless its a JP and don't put them in b2b combat.

 

Sorry, I still don't see why this makes it a waste, unless you think that PW are a waste regardless. As I mentioned, you don't always have the choice not to put them into b2b!

 

First, I'd make sure to get numbers right when discussing things like this;) SP and Marines are I5 on the charge with furious charge. I'm guessing you just had a typo there. A 10 man assault squad has 30 attacks (1 base, 1 extra cc weapon, +1 assault) on the assault. With furious charge, your wounds would average 10. 15 would be very lucky.

 

But, back to your point.

 

First of all, at STR 5 WS 5 on the charge, you've got a a shot to come out with 3 wounds, but you're right, most likely 2. However, even if it is only 1, that's still one wound with no armor save. , I've seen 10-15 wounds shrugged off with a good roll (or maybe down 2 instead of 33%) due to power armor. With the power weapon at the top, you're going to come away with wounds and it also allows for two PW or better, a PW, PF in the same unit.

 

sry but i was thinking of my death company on #of attacks but you missed something you yourself wrote which is the point I was trying to make.

 

Sp and marines are I5 if they are within the SPs bubble. That means ALL their attacks happen at the same time and the PW wounds will be double stacked. Thanks for trying to point out my horrible math skills but I think you need to work on your reading comprehension. There is no way to avaid this as both have the same iniative unless the marines were already in combat (not charging) and the Sp were to charge into their combat which would mean the squad is I4 and the SP is I5 but that wouldn't be very smart as the Sp would have been an independent unit which would die from shooting almost instantly.

 

Power weapons are awesome. I love them. But they are only good against something with really high armor such as Terminators or MCs or the number of attacks vs. the number of wounds.

 

3 marines with PWs attacking a very small wound squad is awesome. The wounds will most likely get spaced out well. I always try to have my PWs on singular models that have a starkly different I than the rest of the unit or by itself. i think a special model in a squad that has the same I as the majority as the squad should take a power fist. It has a ton of wounds to ensure it'll get it's attacks when everyone else has gone, it changes the I so that it's attacks have a better chance to be spread out as opposed to stacked, and It raises the S.

 

If an SP had a base I of 5 and a 6 after Furious CHarge, I'd be all about it but it isn't and in order to use the power weapon you'd need to be in b2b which is going to be the priority target betweet it and its squad.

 

My reading comprehension is fine. I got your point. I understood that you were worried the wounds could get doubled up and that everyone goes at the same time. My point is that I don't care because in a MEQ environment, it's still good to have a PW in a unit in order to get some wounds and the PW adds another possible PW to a squad that is limited to just 1. If the assault squad comes out with 10 wounds and the SP 2, you're right that one is wasted, but one with no AS is better than none. If your assault squad is smaller or rolls even just slightly below average, the power weapon becomes more effective. If it's a large squad of unanarmored targets (or lightly armored) the PW is relatively useless, but then that's not what I bring it for and my assault squad will kill it anyway.

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If he's part of the squad, this is very difficult to do since he has to move as soon as possible to get into base to base contact with the enemy (before other models, after the first, move).

 

Not entirely sure about this, though I've played against folks who were absolutely insistent on a "ICs must assault first (if closest) or second."

 

IC & assaults, page 49, describes "reacting to being assaulted, or making a pile-in move" for that behaviour, not the initial assault (p34). Pile in is after the first round (p40).

 

There another rule somewhere that I'm missing?

 

 

Matey- very good call. You're 100% right. Changes the way i've been playing it a tad.

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I play within one these 'RARE' groups nof people who don't listen to you when you ask them 'right you have X attacks, Y of those can be made against my 1 wound priest, how many will you allocate?' and they just roll the dice, and kill off a few marines if they are lucky, played a game just this morning, using our fantastic new FAQ, my combat squad & priest, fought some banshees (10 of them) even wehn i asked my opponent, will you allocate a few attacks on the priest? he said no, butchered the combat sqaud, got annoyed whn he casued 12 wounds and the priests didn't die, passed his test, in charged my 10man assault sqaud (who HAD lost their Priest) thanks to the the FAQ i get furious charge, and kill all banshess! in fact i have to say, a lot of people either forget to allocate attacks on the priest, or don't realise they have to, a game i played yesterday, my opponent didn't know about the rule about IC's being a seperate unit in combat! this I see everywhere, as i face chaos a lot of the time, i usually take a PW of a SP w/JP on foot not so much as he is there more to deal out those FNP rolls than actually get stuck in!
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If he's part of the squad, this is very difficult to do since he has to move as soon as possible to get into base to base contact with the enemy (before other models, after the first, move).

 

Not entirely sure about this, though I've played against folks who were absolutely insistent on a "ICs must assault first (if closest) or second."

 

IC & assaults, page 49, describes "reacting to being assaulted, or making a pile-in move" for that behaviour, not the initial assault (p34). Pile in is after the first round (p40).

 

There another rule somewhere that I'm missing?

 

 

Matey- very good call. You're 100% right. Changes the way i've been playing it a tad.

 

Very good point. Thanks for double checking that. So, Round 1 you can keep your priest reasonably safe easily, if you want.

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They clarified that the benefits are added at the time of use so if a higher initiative adversary would pick him off and then you attack back with your I4 attacks, you lost the FNP and furius charge.
What? No the FAQ simply says that to see if you qualify for the FC bonus you check the range from a squad to a nearby priest at the time of assault (right before rolling dice). This is different from checking range and then charging in and assaulting, and now possibly being out of the FC effective range. Just because you might have a lower I doesn't mean you didn't charge.

 

As for all the wrap around hits or doubling up PW attack, double check all that mathhammer. It just isn't so. There is only 1 (on average) wrap around wound with a 10 man RAS and priest on the attack.

(25 regular cc attacks + 4 pw serg attacks + 4 pw priest attacks) = (12.5hits+ 2pw hits +2.6pw hits) = (8.3 hits + 1.3 pw + 1.7pw) = (8.3regular +3pws) =11 hits total

 

Personally my lists ususally look like this: 5 man Ras with PW gets a priest with a PW. 10 man Ras with a PF gets a priest with a PW. Even in the 10 man squad where there may be wrap around attacks, the Serg should have a PF/Th anyway so strikes at a different I level. For a 5 man squad, you need as many attacks as possible before the opponent hits back.

 

-Fury

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They clarified that the benefits are added at the time of use so if a higher initiative adversary would pick him off and then you attack back with your I4 attacks, you lost the FNP and furius charge.
What? No the FAQ simply says that to see if you qualify for the FC bonus you check the range from a squad to a nearby priest at the time of assault (right before rolling dice). This is different from checking range and then charging in and assaulting, and now possibly being out of the FC effective range. Just because you might have a lower I doesn't mean you didn't charge.

 

As for all the wrap around hits or doubling up PW attack, double check all that mathhammer. It just isn't so. There is only 1 (on average) wrap around wound with a 10 man RAS and priest on the attack.

(25 regular cc attacks + 4 pw serg attacks + 4 pw priest attacks) = (12.5hits+ 2pw hits +2.6pw hits) = (8.3 hits + 1.3 pw + 1.7pw) = (8.3regular +3pws) =11 hits total

 

Personally my lists ususally look like this: 5 man Ras with PW gets a priest with a PW. 10 man Ras with a PF gets a priest with a PW. Even in the 10 man squad where there may be wrap around attacks, the Serg should have a PF/Th anyway so strikes at a different I level. For a 5 man squad, you need as many attacks as possible before the opponent hits back.

 

-Fury

 

completely agree. In my local club we assume that once the assault has started FC last till the end of the assault, its just easier and stops arguments. FC is obvious, once you have charged, you get furious charge, (it takes effect when you hit the enemy unit and is used to work out who strikes when, so if you lost it half way through an assault phase it would not only be ridiculous but make you have to change wounds caused (ie if a character gets it but the squad doesn't cause they strike after the sanginary priest dies, how does that make sense, you're too wrapped up fighting your own battle to know if he's died)

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If he's part of the squad, this is very difficult to do since he has to move as soon as possible to get into base to base contact with the enemy (before other models, after the first, move).

 

Not entirely sure about this, though I've played against folks who were absolutely insistent on a "ICs must assault first (if closest) or second."

 

IC & assaults, page 49, describes "reacting to being assaulted, or making a pile-in move" for that behaviour, not the initial assault (p34). Pile in is after the first round (p40).

 

There another rule somewhere that I'm missing?

 

 

Matey- very good call. You're 100% right. Changes the way i've been playing it a tad.

 

Very good point. Thanks for double checking that. So, Round 1 you can keep your priest reasonably safe easily, if you want.

 

Definitely a good find. Everyone at the local club is playing this one wrong. Will have to point that out to them.

 

Thanks,

 

V

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They clarified that the benefits are added at the time of use so if a higher initiative adversary would pick him off and then you attack back with your I4 attacks, you lost the FNP and furius charge.
What? No the FAQ simply says that to see if you qualify for the FC bonus you check the range from a squad to a nearby priest at the time of assault (right before rolling dice). This is different from checking range and then charging in and assaulting, and now possibly being out of the FC effective range. Just because you might have a lower I doesn't mean you didn't charge.

Q: At what point does my model need to be in range of a Sanguinary Priest to gain the bonuses of Furious Charge?

A: When you put the bonuses to use, i.e. when the model makes its close combat attacks.

 

If the priest gets killed, before the rest of the marines get to roll for their attacks, they loose FC. Right? No priest, no bubble, no FC.

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https://bolterandchainsword.com/topic/205431-how-do-you/#findComment-2451936
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They clarified that the benefits are added at the time of use so if a higher initiative adversary would pick him off and then you attack back with your I4 attacks, you lost the FNP and furius charge.
What? No the FAQ simply says that to see if you qualify for the FC bonus you check the range from a squad to a nearby priest at the time of assault (right before rolling dice). This is different from checking range and then charging in and assaulting, and now possibly being out of the FC effective range. Just because you might have a lower I doesn't mean you didn't charge.

Q: At what point does my model need to be in range of a Sanguinary Priest to gain the bonuses of Furious Charge?

A: When you put the bonuses to use, i.e. when the model makes its close combat attacks.

 

If the priest gets killed, before the rest of the marines get to roll for their attacks, they loose FC. Right? No priest, no bubble, no FC.

 

Yeah thats the theory, but then they have already done the furious charge bit by furiously charging, this wouldn't make a difference if the priest had died or not, in rules terms this isn't true, but in fluff terms it really is!

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https://bolterandchainsword.com/topic/205431-how-do-you/#findComment-2451943
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They clarified that the benefits are added at the time of use so if a higher initiative adversary would pick him off and then you attack back with your I4 attacks, you lost the FNP and furius charge.
What? No the FAQ simply says that to see if you qualify for the FC bonus you check the range from a squad to a nearby priest at the time of assault (right before rolling dice). This is different from checking range and then charging in and assaulting, and now possibly being out of the FC effective range. Just because you might have a lower I doesn't mean you didn't charge.

Q: At what point does my model need to be in range of a Sanguinary Priest to gain the bonuses of Furious Charge?

A: When you put the bonuses to use, i.e. when the model makes its close combat attacks.

 

If the priest gets killed, before the rest of the marines get to roll for their attacks, they loose FC. Right? No priest, no bubble, no FC.

 

Yeah thats the theory, but then they have already done the furious charge bit by furiously charging, this wouldn't make a difference if the priest had died or not, in rules terms this isn't true, but in fluff terms it really is!

Rename it "Furious Attacks" and the fluff wont be sad :angry:

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https://bolterandchainsword.com/topic/205431-how-do-you/#findComment-2451953
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