Charlo Posted April 27, 2016 Share Posted April 27, 2016 HAND FLAMERS BABY YEAHHHHH I really don't know why they get a bad rep. They're S3 to balance them IMO. Link to comment https://bolterandchainsword.com/topic/321840-jump-pack-assault-marines/page/2/#findComment-4377702 Share on other sites More sharing options...
Tenma13 Posted April 27, 2016 Share Posted April 27, 2016 Think it's a tough question as I think to think about the army as a whole and the role you want them to play in it. I play Flesh tearers so I get 6 FA slots. I like bikes and assault marines as my army is generally very fast and my meta is always maelstrom with eldar, Tau and necron. I usually run 2x melta guns and PF on srgt. I think 2x flamers and a hand flamer could be nice too. Or just stock and grab out of the way objectives. Link to comment https://bolterandchainsword.com/topic/321840-jump-pack-assault-marines/page/2/#findComment-4377839 Share on other sites More sharing options...
Quixus Posted April 27, 2016 Share Posted April 27, 2016 Nope, you actually place both templates one after each other adding up hits as they are the same type of weapons. And I'd argue comparing to a normal flamer isn't right, as that is not a Pistol or a straight up swap of weapon. You add up all flamer templates and all hand flamer templates separately. Any models that are removed by the flamers cannot be covered by the hand flamer templates. BRB p.52 MULTIPLE TEMPLATES: "If a unit is firing more than one shot with the Template type, resolve each shot, one at a time, as described above, determining and recording how many hits are scored by each template. Resolve these, and the rest of the unit's shots, as normal." So if you're firing multiple templates, you work out how many each template hits before you roll wounds. Edit: correction This does not override the procedure of first choosing one weapon. Once you have chosen a weapon you are only firing this type of weapon, you are not firing any other type. So the rule only tells us to add up the models under multiple templates from this weapon type before rolling to wound. HAND FLAMERS BABY YEAHHHHH I really don't know why they get a bad rep. They're S3 to balance them IMO. Three times the cost for lower strength is hardly balanced. Link to comment https://bolterandchainsword.com/topic/321840-jump-pack-assault-marines/page/2/#findComment-4377898 Share on other sites More sharing options...
Fahlnor Posted April 27, 2016 Share Posted April 27, 2016 Nope, you actually place both templates one after each other adding up hits as they are the same type of weapons. And I'd argue comparing to a normal flamer isn't right, as that is not a Pistol or a straight up swap of weapon. You add up all flamer templates and all hand flamer templates separately. Any models that are removed by the flamers cannot be covered by the hand flamer templates. BRB p.52 MULTIPLE TEMPLATES: "If a unit is firing more than one shot with the Template type, resolve each shot, one at a time, as described above, determining and recording how many hits are scored by each template. Resolve these, and the rest of the unit's shots, as normal." So if you're firing multiple templates, you work out how many each template hits before you roll wounds. Edit: correction This does not override the procedure of first choosing one weapon. Once you have chosen a weapon you are only firing this type of weapon, you are not firing any other type. So the rule only tells us to add up the models under multiple templates from this weapon type before rolling to wound. I completely disagree with you, but I understand that it can be read in different ways. I'm sure someone somewhere provided more clear-cut support for using all templates together, but at the moment I forget who it was and where they found the information. *Shrugs* One of those to dice-off for, I guess. :) Link to comment https://bolterandchainsword.com/topic/321840-jump-pack-assault-marines/page/2/#findComment-4377983 Share on other sites More sharing options...
Boudan Posted April 27, 2016 Share Posted April 27, 2016 Putting a power sword (or power fist depending on circumstance) and storm shield on assault Sargeants can been fun for challenging other MEQ squad leaders. For the special weapons I typically take flamers (or hand flamers) or just stock CC weapons if I'm trying to be cheap. Granted, my meta is very predictable and I'm a novice at this stuff. Storm Shields are gone since the last codex. Are hand flamers really worth it? At S3 they don't cause that many wounds. I meant combat shield, sorry for any confusion that actually caused. Hand flamers seem okay to me! Link to comment https://bolterandchainsword.com/topic/321840-jump-pack-assault-marines/page/2/#findComment-4377988 Share on other sites More sharing options...
Fahlnor Posted April 27, 2016 Share Posted April 27, 2016 Found the thread here. Also realised I was quoting the rule from 6th ed., which I agree was somewhat more open to interpretation. The rule in 7th ed. is somewhat more clear: "If a unit is firing more than one shot with the Template type, resolve each shot, one at a time, as described above, determining and recording how many hits are scored by each template. Once the number of hits from all templates has been determined, roll To Wound as normal." So, yeah. The new-look rule specifically states that you record the number of hits "from all templates" before you roll To Wound. Flamers and hand flamers and heavy flamers abound! Link to comment https://bolterandchainsword.com/topic/321840-jump-pack-assault-marines/page/2/#findComment-4377998 Share on other sites More sharing options...
SM1981 Posted May 1, 2016 Author Share Posted May 1, 2016 So I'm now leaning towards the idea of 2 flamers, 2 chainsword and bolt pistol, and a sarg with powersword, hand flamer, and melta bomb. The thinking being it lays out a decent number of templates, still feels quite close combat focused / choppy, and the sarg gets to keep multiple attacks by not having anything "unwieldy", but still has decent AP via the melta bomb (although only one per turn). Thoughts? Link to comment https://bolterandchainsword.com/topic/321840-jump-pack-assault-marines/page/2/#findComment-4380824 Share on other sites More sharing options...
SM1981 Posted May 1, 2016 Author Share Posted May 1, 2016 And yes this means the melta bomb / high AP / high strength can't be used in chalenges / regular hand to hand, but it still kills tanks etc. Link to comment https://bolterandchainsword.com/topic/321840-jump-pack-assault-marines/page/2/#findComment-4380884 Share on other sites More sharing options...
Quixus Posted May 1, 2016 Share Posted May 1, 2016 Found the thread here. Also realised I was quoting the rule from 6th ed., which I agree was somewhat more open to interpretation. The rule in 7th ed. is somewhat more clear: "If a unit is firing more than one shot with the Template type, resolve each shot, one at a time, as described above, determining and recording how many hits are scored by each template. Once the number of hits from all templates has been determined, roll To Wound as normal." So, yeah. The new-look rule specifically states that you record the number of hits "from all templates" before you roll To Wound. In 7th edition you always select a weapon before firing it, so you never ever different weapons at the same time. The template rule just means that you sum up the hits from multiple hand flamer or flamer templates before rolling to wound. 3. Select a Weapon. Select a weapon the firing unit is equipped with. All models equipped with a weapon with the same name can now shoot that weapon at the target. Every model that wishes to shoot must be within range of at least one visible model in the target unit. Models that cannot see the target, or are not in range, cannot shoot. and When firing with a unit, completely resolve all attacks from the same weapons at the same time before moving onto any differently named weapons (see Select Another Weapon, below). Emphasis mine The template rule does not contradict those rules and thus does not override them. If the unit has two or more template weapons with the same name or one template weapon that fires more than one shot (frag cannon) it is already "firing more than one shot with the Template type" so the rule triggers. The rule does not in any form override the weapon selection process. Link to comment https://bolterandchainsword.com/topic/321840-jump-pack-assault-marines/page/2/#findComment-4380897 Share on other sites More sharing options...
Helias_Tancred Posted May 1, 2016 Share Posted May 1, 2016 I run two assault squads of 5 men each. Squad 1 has 2 meltaguns, and the sergeant is an inferno pistol gunslinger. Squad 2 has 2 meltaguns, and the sergeant is a veteran and carries an inferno pistol and a power sword. So far, nice. But to repeat what a previous post stated, they are still best used for board presence and board control. And they are jump pack equipped. Link to comment https://bolterandchainsword.com/topic/321840-jump-pack-assault-marines/page/2/#findComment-4380912 Share on other sites More sharing options...
Jønke Posted May 1, 2016 Share Posted May 1, 2016 Same as helias nearly. Run 1 or 2 5 man squads just with 2 meltaguns. Use them to pop tanks and steal objectives. If i've got points for it i bling out the sergent. Link to comment https://bolterandchainsword.com/topic/321840-jump-pack-assault-marines/page/2/#findComment-4380966 Share on other sites More sharing options...
Tyriks Posted May 1, 2016 Share Posted May 1, 2016 HAND FLAMERS BABY YEAHHHHH I really don't know why they get a bad rep. They're S3 to balance them IMO. Three times the cost for lower strength is hardly balanced. Where are you getting three times the cost? I'm not disagreeing, I just don't actually know what cost you are comparing the hand flamer to. Link to comment https://bolterandchainsword.com/topic/321840-jump-pack-assault-marines/page/2/#findComment-4381289 Share on other sites More sharing options...
Quixus Posted May 1, 2016 Share Posted May 1, 2016 To the regular flamer. Woops, my bad. The flamer costs one meltabomb, the hand flamer two. So it is in fact only twice the cost. Link to comment https://bolterandchainsword.com/topic/321840-jump-pack-assault-marines/page/2/#findComment-4381296 Share on other sites More sharing options...
Charlo Posted May 1, 2016 Share Posted May 1, 2016 Toooootally worth it :P Link to comment https://bolterandchainsword.com/topic/321840-jump-pack-assault-marines/page/2/#findComment-4381319 Share on other sites More sharing options...
Jønke Posted May 1, 2016 Share Posted May 1, 2016 Thoooooastally worth it Fixed ;P Link to comment https://bolterandchainsword.com/topic/321840-jump-pack-assault-marines/page/2/#findComment-4381324 Share on other sites More sharing options...
Tyriks Posted May 1, 2016 Share Posted May 1, 2016 Ah, gotcha. Thanks for clarifying. As far as that goes, it is a pistol, so it is weaker on its own but stronger in CC. It seems pretty even to me, in that regard. Link to comment https://bolterandchainsword.com/topic/321840-jump-pack-assault-marines/page/2/#findComment-4381335 Share on other sites More sharing options...
LutherMax Posted May 1, 2016 Share Posted May 1, 2016 As an aside I think Quixus is correct with the Multiple Templates rule interpretation. I thought it was the other way too at first but the key bit is: "... firing more than one shot with the Template type..." Not: "... firing more than one weapon with the Template type..." If you've got two hand flamers they both shoot together and the hits are added up. Then if you've got two flamers they shoot after (or before depending on your preference!), etc Link to comment https://bolterandchainsword.com/topic/321840-jump-pack-assault-marines/page/2/#findComment-4381532 Share on other sites More sharing options...
Tyriks Posted May 1, 2016 Share Posted May 1, 2016 It ultimately doesn't matter, though, does it? Since the hand flamers both go off at the same time, which was the original point (for the gunslinger). EDIT: I get it. If all templates happened at once (and you had both flamers and hand flamers) you would cause way more damage than the way it is now because the models which would be killed by my flamer would still take hits from my hand flamer which could potentially kill the models that survived the first flamer, instead of the hand flamer only killing models hit by the hand flamer. Link to comment https://bolterandchainsword.com/topic/321840-jump-pack-assault-marines/page/2/#findComment-4381546 Share on other sites More sharing options...
LutherMax Posted May 1, 2016 Share Posted May 1, 2016 Exactly ;) Link to comment https://bolterandchainsword.com/topic/321840-jump-pack-assault-marines/page/2/#findComment-4381558 Share on other sites More sharing options...
Fahlnor Posted May 2, 2016 Share Posted May 2, 2016 Found the thread here. Also realised I was quoting the rule from 6th ed., which I agree was somewhat more open to interpretation. The rule in 7th ed. is somewhat more clear: "If a unit is firing more than one shot with the Template type, resolve each shot, one at a time, as described above, determining and recording how many hits are scored by each template. Once the number of hits from all templates has been determined, roll To Wound as normal." So, yeah. The new-look rule specifically states that you record the number of hits "from all templates" before you roll To Wound. In 7th edition you always select a weapon before firing it, so you never ever different weapons at the same time. The template rule just means that you sum up the hits from multiple hand flamer or flamer templates before rolling to wound. 3. Select a Weapon. Select a weapon the firing unit is equipped with. All models equipped with a weapon with the same name can now shoot that weapon at the target. Every model that wishes to shoot must be within range of at least one visible model in the target unit. Models that cannot see the target, or are not in range, cannot shoot. and When firing with a unit, completely resolve all attacks from the same weapons at the same time before moving onto any differently named weapons (see Select Another Weapon, below). Emphasis mine The template rule does not contradict those rules and thus does not override them. If the unit has two or more template weapons with the same name or one template weapon that fires more than one shot (frag cannon) it is already "firing more than one shot with the Template type" so the rule triggers. The rule does not in any form override the weapon selection process. Well, again, I beg to differ, but that's less a reflection on either of us and more a reflection on GW's inability to write a tight set of rules for people to play with! I could understand someone disagreeing with me in a game. I'd propose my interpretation regardless of whether I was firing or being fired upon and if my opponent disagreed, I'd propose we roll a dice for it. Link to comment https://bolterandchainsword.com/topic/321840-jump-pack-assault-marines/page/2/#findComment-4381682 Share on other sites More sharing options...
Quixus Posted May 2, 2016 Share Posted May 2, 2016 EDIT: I get it. If all templates happened at once (and you had both flamers and hand flamers) you would cause way more damage than the way it is now because the models which would be killed by my flamer would still take hits from my hand flamer which could potentially kill the models that survived the first flamer, instead of the hand flamer only killing models hit by the hand flamer. Exactly. Link to comment https://bolterandchainsword.com/topic/321840-jump-pack-assault-marines/page/2/#findComment-4381759 Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.