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Remember lads if you join my Squadmode (you can join as free action) you'll get an extra shot with a bolt weapon and +10 to hit with it on your attack.

 

@At and Slips, I like those ideas a lot...RIP AND TEAR.

 

MR.

Remember lads if you join my Squadmode (you can join as free action) you'll get an extra shot with a bolt weapon and +10 to hit with it on your attack.

 

@At and Slips, I like those ideas a lot...RIP AND TEAR.

 

MR.

8 string guitar riff fades into the background.

Up to you, Slips - if you are able to get your actions in I can update tomorrow through to Vorr.

 

 

EDIT: Reyner, if you can tell me what you want Vorr to do (I assume fire the Missile Launcher at a Gargoyle Brood) then I can update through to the end of the round.

Yeah fire the missile :D

 

Up to you, Slips - if you are able to get your actions in I can update tomorrow through to Vorr.

 

 

EDIT: Reyner, if you can tell me what you want Vorr to do (I assume fire the Missile Launcher at a Gargoyle Brood) then I can update through to the end of the round.

Yeah fire the missile :biggrin.:

 

Frag missiles are fun!

Mazer - just to clarify, my understanding having read p.114 of the Core Rulebook is that Bolter Drill doesn't automatically grant you an extra hit - rather, it improves the (potential) fire rate. So a S/3/- Bolter becomes a S/4/- Bolter, but it still requires the appropriate degrees of success to make those shots in a Semi-Auto Burst (or Full-Auto.) Is that correct? 

Edited by Commissar Molotov

Remember lads if you join my Squadmode (you can join as free action) you'll get an extra shot with a bolt weapon and +10 to hit with it on your attack.

 

 

Mazer - just to clarify, my understanding having read p.114 of the Core Rulebook is that Bolter Drill doesn't automatically grant you an extra hit - rather, it improves the (potential) fire rate. So a S/3/- Bolter becomes a S/4/- Bolter, but it still requires the appropriate degrees of success to make those shots in a Semi-Auto Burst (or Full-Auto.) Is that correct? 

 

Yessir, we're reading it the same way, +1 ROF, SAB/FAB/Bolt Weapons Only

 

Just to throw a bit more into it, further reading on IF Tactical Bolter Drill (RoB p50)  states it applies the "Talent" and therefore my understanding is that if you already have that Talent it does not stack.  What might be throwing a spanner in the works here is the +10 to Hit, which is not part of the Bolter Drill, but is actually an effect of the Improved Squad Mode at Rank 3.

 

It isn't Sustained either, so we only get it the once per turn, but anyone with the Talent gets it all the time - it turns Storm Bolters with Metal Storm Frag rounds into absolute mincing machines.

 

I've tried to condense a lot of that in the IC posts, because otherwise you'd be reading all afternoon!

 

It's also the reason I didn't buy Bolter Drill - it's just pointless for Akkad.

 

MR.

Edited by Mazer Rackham

Furious charge free action added.

 

19 or 30 magnitude damage depending on whether the charge move grants its own attack (go wrathful descent!) and Atratus falls back out of combat as a free action thanks to assassin strike.

 

Varvost with a free charge and then a full action should break the back of what is left, if not wipe them out entirely.

I've tried googling whether the Furious Charge action does actually give a (Charge+Attack) and a (Standard Attack) or whether it gives a "Charge Move's worth of Movement" plus a "Standard Attack".

 

It's ridiculously overkill, but then that's what cohesion spends are for, so it seems appropriate. I can always throw more Tyranids at you, so for the time being I'm inclined to allow it.

 

I've altered my post slightly to accommodate the rules. The two Assault Marines and the Sanguinary Priest have wiped out the Gargoyles. It would seem that the whole Kill-Team could use Solastion's Furious Charge to move forward one range band - taking advantage of the Assault Marines to advance relatively freely.

 

 

 

 

EDIT:

A.T., just a question, in your post you say:

 

Attack roll: 23 vs 63 +10(charge), 10(hunter of aliens), 40(size) = one hit and ten extra degrees (11 hits total)

 

The DW core rulebook says that you inflict 1 hit per 2 degrees of success - does Atratus have something that negates this, or has it been altered in the errata?

Edited by Commissar Molotov

Okay, I am in the midst of updating the map. I have taken the executive decision that the whole Kill-Team would execute a "Charge Move" - if only because the longer you're outside the vessel, the more damage the acid will do to your armour.

 

I am going to be able to update through to the end of the round (minus Montesa's actions) so I will do so.

Attack roll: 23 vs 63 +10(charge), 10(hunter of aliens), 40(size) = one hit and ten extra degrees (11 hits total)

The DW core rulebook says that you inflict 1 hit per 2 degrees of success - does Atratus have something that negates this, or has it been altered in the errata?

No, I just had to get up early and i'm still a bit asleep.

 

Looks like at that cohesion spending has blunted the initial attack pretty well though, just group c and a few shots from the shrikes before the killteam get to push their advantage.

Okay, I have updated through to the end of the round (aside from Montesa's actions, but I will work those out when Noctus posts, even if I have to combine Turn 1 and Turn 2's actions)

 

F, L and I (so Sabaan, Yeng and Tyber) have all done Half Moves, so with another Half Move they will be able to get into Zone 6.

All sounds good to me. I must confess that the combat mechanics leave me utterly confused; so thanks for your patience. More than happy for Yeng to take cues from others in terms of whatever squad mode does. He's fairly flexible, so can provide long-range or close-in support equally well.

I think this game encourages players of all different stripes, from people who enjoy game mechanics to people who are here primarily for narrative. I know Nineswords, for example, likes me to handle dice-rolling for him so that he can focus on posting narrative.

 

Which is to say that if you find it confusing, that's totally fine! I'm happy to have you along for the ride!

 

(Plus if you're not familiar with the rules you won't notice when I make mistakes!)

Edited by Commissar Molotov

All sounds good to me. I must confess that the combat mechanics leave me utterly confused; so thanks for your patience. More than happy for Yeng to take cues from others in terms of whatever squad mode does. He's fairly flexible, so can provide long-range or close-in support equally well.

 

With this many marines/enemies it mostly boils down to either joining with the group that is charging ahead or joining with the group that is holding back and shooting.

 

Some of the assault marines in particular will have some fancy talent combos that let them dance all over the place, but otherwise a semi-auto burst from a boltgun will be your go-to attack in most cases.

All sounds good to me. I must confess that the combat mechanics leave me utterly confused; so thanks for your patience. More than happy for Yeng to take cues from others in terms of whatever squad mode does. He's fairly flexible, so can provide long-range or close-in support equally well.

 

Like Mol says, don't you worry about that, we'll do all the heavy crunch lifting for you, leaving you and Nine free to craft us posts we shall envy! :D

 

MR.

I'm in the same boat Apologist and with the big gap in my playing I have forgotten 95% of the stuff the other guys taught me so now Vorr will just stomp forward and let loose with missiles! 

FIRE ZEE MISSILES!

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