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Thudd Guns


SkimaskMohawk

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So thudd guns/quad mortars have the -1 to pinning test rule, which made sense back when barrage pinned....but it doesn't anymore and FW still hasn't updated their rules at all. Am I missing something important or is the rule just useless?

My group allow me to play them with pinning. RAW in 7th they dont have pinning.

 

However as 30k is a semi seperate system and built using 6th edition i would say you could make a solid case for them having pinning.

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Their faq shows they're actually quite aware of some their problems and abuse cases, so I'm not too sure about that. They're not quite as inept as gw

You'd be surprised. GW rules are actually pretty on point. I think only the Psychic Phase has any real complaints and that's teething issues. Much of the other issues come from backwards compatability. And Infiltrate being nerfed to hell and back on IC's, but that's a different matter. Many other complaints come from people not actually reading the rules. There are some, of course, but not as many as this game system, run as it is by fans who happen to be quite capable at modelling and writing evocative fluff.

 

Try making sense of Master of the Legion, or whether Deathshroud are HQ or Elites, Pinning penalties on weapons that don't cause Pinning tests, or exactly what constitutes a Dreadnought, as well as nonsensical rules choices like why a bog standard nobody Tactical Sergeant in a reserve company can take a Chain glaive, but the elite Chosen Warriors who make up the Command Squad for the Primarch cannot take Chainglaives. 

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Their faq shows they're actually quite aware of some their problems and abuse cases, so I'm not too sure about that. They're not quite as inept as gw

You'd be surprised. GW rules are actually pretty on point. I think only the Psychic Phase has any real complaints and that's teething issues. Much of the other issues come from backwards compatability. And Infiltrate being nerfed to hell and back on IC's, but that's a different matter. Many other complaints come from people not actually reading the rules. There are some, of course, but not as many as this game system, run as it is by fans who happen to be quite capable at modelling and writing evocative fluff.

 

Try making sense of Master of the Legion, or whether Deathshroud are HQ or Elites, Pinning penalties on weapons that don't cause Pinning tests, or exactly what constitutes a Dreadnought, as well as nonsensical rules choices like why a bog standard nobody Tactical Sergeant in a reserve company can take a Chain glaive, but the elite Chosen Warriors who make up the Command Squad for the Primarch cannot take Chainglaives. 

 

 

I agree that a lost of issues arise when people don't fully read the rule book, but there's rather more RAW rules issues with 40k than 30k.

 

Using you provided list as an example:

 

Master of the Legion has no RAW problems; you can only have one per 1000 in your HQ slot, gets a command squad as a retinue if you choose, and grants you access to rites of war. Your warlord gets it automatically. There's no break in the rules since you choose your warlord while making your army.

 

Deathshroud are clearly HQ; its in Betrayal and LA:CAL

 

Thudd guns without pinning is an actual issue

 

The dreadnought issue is with the anvilus I assume? With some deductive reasoning we can find out what it can legally hold. Normal drop pods say they can hold a "Legion Dreadnought", which is a specific type. Dreadnought drop pods can hold "a single dreadnought or dreadnought variant (including Contemptor Dreadnoughts)". Anvilus drop pods say "a single dreadnought". Normally I'd say legion dreads only in a normal pod with any type in the latter two (as they're all dreadnoughts technically), except permission is specifically given in the second case for contemptors. RAW this means contemptors only have permission to go in a Dread Pod, Legion Dreads are the only ones with access to normal pods, while any non-contemptor has permission for an Anvilus. 

 

It seems like most of these aren't actually broken rules as they work as they're written. You could say its nonsensical at worst.

 

From GW we have multiple examples of ICs attempting to grant infiltrate to squads; currently they give permission to shrike to join a squad pre-deployment, but then fail to give a method, effectively breaking it (how does one attach before deploying?). There is no RAW answer

 

Independent Characters are also unable to leave a squad after joining it as "While an Independent Character is part of a unit, he counts as part of the unit for all rules purposes, though he still follows the rules for characters"; characters don't have permission to leave units. 

 

Then there's the problems of how people misplay jump and jet infantry, but as you said, that comes down to not really reading the rules

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