WarriorFish Posted August 2, 2015 Share Posted August 2, 2015 There's no need, the rulebook states on page 158 under "Blast Weapons and Re-rolls" that the ability to re-roll to hit means you must re-roll both the scatter dice and the 2D6. By the wording you can decide to re-roll at any point after the initial roll and before rolling to wound, but you must start all over again from the first scatter roll. Link to comment https://bolterandchainsword.com/topic/310047-wyverns/page/3/#findComment-4135246 Share on other sites More sharing options...
cracklingvoice Posted August 4, 2015 Share Posted August 4, 2015 My Marines have ru into Wyvern fire a handful of times ... and it got pretty bad. Like, Omaha Beach kind of bad. One of my squads had to disembark early thanks to an autocannon team scoring some good hits, so they jumped out and into took cover behind the wreck. Then the Wyverns opened up. That squad was useless for the rest of the game except to sit there behind their own wrecked track. It was a battery of two that ruined my squad, and that's about the maximum that would be reasonable for one HS choice. Three is getting into overkill territory. Guardsmen, Firewarriors/Pathfinders, Gaunts/Rippers, Cultists, and a lot of Skitarii/Eldar/Dark Eldar units are T3. With S4, you're wounding on a 3+. With that many shots, you're going to hit really hard on a fairly big area (6x6 inches, depending on scatter). Take two, and you're going to hit even harder. Boyz, Marines, Necron Warriors, and Berzerkers are all T4, so that's a 50/50 chance before rerolls. I don't have the skill to crunch those numbers, but they are totally worth taking. Link to comment https://bolterandchainsword.com/topic/310047-wyverns/page/3/#findComment-4136895 Share on other sites More sharing options...
Ulrik_Ironfist Posted August 4, 2015 Share Posted August 4, 2015 Let's not forget that they'll do well against 'nids too. Nids and Orks have a lot of 6+ units, which means the Wyvern is going to ignore their armor. I'd pair this up with some mortars and really go to town. Link to comment https://bolterandchainsword.com/topic/310047-wyverns/page/3/#findComment-4137294 Share on other sites More sharing options...
morroccomole Posted August 4, 2015 Share Posted August 4, 2015 There's no need, the rulebook states on page 158 under "Blast Weapons and Re-rolls" that the ability to re-roll to hit means you must re-roll both the scatter dice and the 2D6. By the wording you can decide to re-roll at any point after the initial roll and before rolling to wound, but you must start all over again from the first scatter roll. I think the argument the other way was that the secondary "barrage scatter rolls" (of only the scatter die,) are "modified" scatters. And then by that logic, it gets real murky when you consider that each Wyvern effectively fires 2 twin linked weapons, so every other small blast template gets to reroll the "modified" scatter for twin linked. Not saying I agree or disagree, just that its a bit wonky. An FAQ specifically for units firing barrage with rerolls would clear up the muck. tl;dr Which rule overrides the others, blast barrage, or twin-linked? Link to comment https://bolterandchainsword.com/topic/310047-wyverns/page/3/#findComment-4137617 Share on other sites More sharing options...
WarriorFish Posted August 4, 2015 Share Posted August 4, 2015 I think that argument sounds more wonky than the rules Since the blast rules mention re-rolls as an additional I'd say they have precedence. Also none of the further barrage templates are "to hit" rolls and neither does twin-linking stack in any way. Plus maybe you could argue the "no-rolling re-rolls" may have some part to play. If you're really curious best to head down to the OR where they can hammer it out once and for all The single re-roll makes sense to me, and when my Wyverns already remove units with contemptuous ease I find it better to err on the side of "less good" for such things anyway... Link to comment https://bolterandchainsword.com/topic/310047-wyverns/page/3/#findComment-4137747 Share on other sites More sharing options...
Quneitra Posted August 7, 2015 Share Posted August 7, 2015 Ah, Wyverns...lovely machines, they are. I've used them twice (if you can count VASSAL because I don't have my RL army fully set up yet), and the first time was against a Canoptek Harvest formation with Scarabs galore. Every single one of those scarabs got wiped out in one turn by two Wyverns. It was a good day when that happened. Second time, bad rolling with indirect fire got me only a few unsaved wounds and a passed pinning test, but considering what it brings versus its cost, its pretty bloody efficient. I love it. Link to comment https://bolterandchainsword.com/topic/310047-wyverns/page/3/#findComment-4140841 Share on other sites More sharing options...
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