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Resolving Rending


EnterRehab

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Once you've rolled to hit and rolled to wound, your opponent then begins to allocate wounds. You may force them to allocate your Rending hits first, then normal hits, or vice versa. 

 

Normally, you want to get as many kills as possible, so you actually make them take the normal hits first. Once they're resolved, you can put Rending hits on them, which have a higher chance of causing damage (as they need either cover or invul to save against them). Depends though, sometimes you want to snipe out an annoying character (say a storm shield Librarian, or Draigo etc), so you'd force them to take Rending first. 

Once you've rolled to hit and rolled to wound, your opponent then begins to allocate wounds. You may force them to allocate your Rending hits first, then normal hits, or vice versa. 

 

Normally, you want to get as many kills as possible, so you actually make them take the normal hits first. Once they're resolved, you can put Rending hits on them, which have a higher chance of causing damage (as they need either cover or invul to save against them). Depends though, sometimes you want to snipe out an annoying character (say a storm shield Librarian, or Draigo etc), so you'd force them to take Rending first. 

 

Exactly why I wasn't sure about it.  So basically you can have them resolve in any order you want.  All of one then all of the other.

Exactly why I wasn't sure about it.  So basically you can have them resolve in any order you want.  All of one then all of the other.

 

Yeah. It's basically to avoid gaming wound allocation overly, as happened back in previous editions. Combined with other changes (wounds cannot be allocated to models outside maximum weapon range of the firing unit, closest model must be allocated first etc), it prevents shenanigans that made previous Deathstars too powerful (Nob Bikers, Paladins etc). It also lets you snipe more effectively, if you can position your shooting well. 

 

Exactly why I wasn't sure about it.  So basically you can have them resolve in any order you want.  All of one then all of the other.

 

Yeah. It's basically to avoid gaming wound allocation overly, as happened back in previous editions. Combined with other changes (wounds cannot be allocated to models outside maximum weapon range of the firing unit, closest model must be allocated first etc), it prevents shenanigans that made previous Deathstars too powerful (Nob Bikers, Paladins etc). It also lets you snipe more effectively, if you can position your shooting well. 

 

 

This is going to change my playstyle quite a bit.  Understanding the nuances of the game is really clutch in being remotely successful (even if you have a talent for strategy)

 

 

Exactly why I wasn't sure about it.  So basically you can have them resolve in any order you want.  All of one then all of the other.

 

Yeah. It's basically to avoid gaming wound allocation overly, as happened back in previous editions. Combined with other changes (wounds cannot be allocated to models outside maximum weapon range of the firing unit, closest model must be allocated first etc), it prevents shenanigans that made previous Deathstars too powerful (Nob Bikers, Paladins etc). It also lets you snipe more effectively, if you can position your shooting well. 

 

 

This is going to change my playstyle quite a bit.  Understanding the nuances of the game is really clutch in being remotely successful (even if you have a talent for strategy)

 

This x100. Wound allocation is a huuuuuuuge part of the game, with wound pools, weapon firing order, model placement and the like. GK don't get many shots, you have to use them where they count.

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