Gentlemanloser Posted September 20, 2012 Share Posted September 20, 2012 Explain how the rules work then, if it doesn't. Link to comment https://bolterandchainsword.com/topic/261342-all-hammer-terminatorspaladins/page/2/#findComment-3181314 Share on other sites More sharing options...
stephane4985 Posted September 20, 2012 Share Posted September 20, 2012 You are making it more complicated than it is. Initiative step at which you act are, most of the time, by general rules, determine by your initiative. But there are special rules that modify your initiative step without modifying your initiative value. Like there are special rules that modify your initiative value, which result in a potential change of your initiative step at which you act. Link to comment https://bolterandchainsword.com/topic/261342-all-hammer-terminatorspaladins/page/2/#findComment-3181322 Share on other sites More sharing options...
Vash Posted September 20, 2012 Share Posted September 20, 2012 Until its FAQ (the initiative 10 hammers of doom), play as you like, as long both parties are on the same page. I for one will NOT play with I10. I dont interpret the rules that it would allow for I10, and I dont think it is intended as such either. But then again, I was against the Nemesis greatswords ability to transfer over to other weapons, and look at me now... how wrong I was. But truth be told... I still dont use the Gretsword. Link to comment https://bolterandchainsword.com/topic/261342-all-hammer-terminatorspaladins/page/2/#findComment-3181325 Share on other sites More sharing options...
Gentlemanloser Posted September 20, 2012 Share Posted September 20, 2012 Actually, all the rules issues go away, and the system becomes simple and works, if you equate Initiative to Inititaive Step. If you don't, then the system starts to break down, and the rules stop working. Link to comment https://bolterandchainsword.com/topic/261342-all-hammer-terminatorspaladins/page/2/#findComment-3181326 Share on other sites More sharing options...
Lysere Posted September 20, 2012 Share Posted September 20, 2012 Actually, all the rules issues go away, and the system becomes simple and works, if you equate Initiative to Inititaive Step. If you don't, then the system starts to break down, and the rules stop working. The rules that stop working are technically those that never worked before, such as assault grenades. Also there is a better place for this discussion in he OR so lets stop discussing rules in a thread specifically about hammernators. Link to comment https://bolterandchainsword.com/topic/261342-all-hammer-terminatorspaladins/page/2/#findComment-3181338 Share on other sites More sharing options...
stephane4985 Posted September 20, 2012 Share Posted September 20, 2012 Sorry for the thread jack but having I10 hammers or I1 hammers is a big deal when deciding to equip them or not. Anyway, let's wait for a faq.... Link to comment https://bolterandchainsword.com/topic/261342-all-hammer-terminatorspaladins/page/2/#findComment-3181344 Share on other sites More sharing options...
Lysere Posted September 20, 2012 Share Posted September 20, 2012 Sorry for the thread jack but having I10 hammers or I1 hammers is a big deal when deciding to equip them or not. Anyway, let's wait for a faq.... It is at that, but discussing the rule should probably be done elsewhere. Link to comment https://bolterandchainsword.com/topic/261342-all-hammer-terminatorspaladins/page/2/#findComment-3181349 Share on other sites More sharing options...
spartan249 Posted September 20, 2012 Share Posted September 20, 2012 I think it's prudent to equip an expensive unit like paladins to win ASAP because they have very little say in what they are going to assault due to their low mobility. My answer to the problem is 100% daemon hammers, as I think it's the fastest dealbreaker. Link to comment https://bolterandchainsword.com/topic/261342-all-hammer-terminatorspaladins/page/2/#findComment-3181494 Share on other sites More sharing options...
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