Valerian Posted June 13, 2017 Share Posted June 13, 2017 Here's a link to a recent battle report that is probably worth watching: https://youtu.be/EGgxgDJA83I This was their first battle report in the new edition, so they did get several things wrong, which have been discussed with them through the Youtube comments, and they've fixed these in their more recent battle reports this week. I'll list the things they got wrong here, so you can keep this in mind if you watch the video - we don't want folks here in the forum getting messed up, just because they did on a few things. 1. You can't target a Character with less than 10 wounds that isn't the closest enemy unit, even if the closest enemy unit is locked in combat and therefore not an eligible target. 2. Terminators do get to benefit from a Cover save - in the game the +1 from Cover and the -1 from the Heavy bolters' AP should have offset, and they'd have kept their base 2+ armor save. 3. They forgot that they both get 3 default Command Points in addition to the 1 Command Point they got from their Detachment(s). 4. Blood Angels' hand Flamers do d3 hits, not d6 like a full Flamer. 5. The Stromraven has the 'Fly' keyword, so can Fall Back and still shoot. 6. No Casting psychic powers or Dispelling (or Auras) from a Character in a Transport. 7. After all units that Charged have attacked first, you start with the player whose turn it is when you start alternating the Activation of units to Fight in close combat. Link to comment https://bolterandchainsword.com/topic/334657-8e-grey-knights-battle-report/ Share on other sites More sharing options...
Reclusiarch Darius Posted June 14, 2017 Share Posted June 14, 2017 >youtube batreps That aside, thanks for the rundown man. 1. You can't target a Character with less than 10 wounds that isn't the closest enemy unit, even if the closest enemy unit is locked in combat and therefore not an eligible target. 2. Terminators do get to benefit from a Cover save - in the game the +1 from Cover and the -1 from the Heavy bolters' AP should have offset, and they'd have kept their base 2+ armor save. 3. They forgot that they both get 3 default Command Points in addition to the 1 Command Point they got from their Detachment(s). 4. Blood Angels' hand Flamers do d3 hits, not d6 like a full Flamer. 5. The Stromraven has the 'Fly' keyword, so can Fall Back and still shoot. 6. No Casting psychic powers or Dispelling (or Auras) from a Character in a Transport. 7. After all units that Charged have attacked first, you start with the player whose turn it is when you start alternating the Activation of units to Fight in close combat. 1) Kinda lame, but I figured that's how it worked 2) Neat, should remember armour bonus when I'm in cover next time 3) Really? That makes a lot of sense then, cos without taking specific detachments you can never use 2CP Strategems otherwise. 4) Yeah, same thing happened to Ork Burna Boyz. Kinda lame, I wish flamer templates where still in the game. 5) Haha, still getting used to vehicles being in melee like any other unit. I do wanna try out my Raven next game, I hear it has good firepower for cost. 6) To be expected, its how it worked (besides Witchfire) in 7th 7) Still have to get used to that one Link to comment https://bolterandchainsword.com/topic/334657-8e-grey-knights-battle-report/#findComment-4782742 Share on other sites More sharing options...
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