keeblerartillery Posted September 22, 2020 Share Posted September 22, 2020 I see what you are saying, the problem is they picked a bad example there. The maximum number of shots a Heavy 2D3 weapon gets is 6, regardless of whether it shoots at a unit of 11+ or rolls well. A better example would be a Typhoon Missile Launcher firing frag (Heavy 2D6). If firing at a unit of 11+, is the minimum number of shots 6 or 12? It is not possible to tell from the way they have written it. You’re making it way more complicated than you need to man. It’s very possible to tell - it’s 12. Do not roll - max shots. Not max per dice. Max for the weapon Karhedron 1 Back to top Link to comment https://bolterandchainsword.com/topic/356127-unit-of-the-week-land-speeder/page/2/#findComment-5605660 Share on other sites More sharing options...
Montoya Posted September 22, 2020 Share Posted September 22, 2020 Agree with Keeblerartillery. They did clarify that the rules apply to the weapon, not the dice. So it is min 3 for 6-10 models and max hits for over 11. Makes it very potent, but that's the rule. Link to comment https://bolterandchainsword.com/topic/356127-unit-of-the-week-land-speeder/page/2/#findComment-5605670 Share on other sites More sharing options...
Thoridon Posted September 22, 2020 Share Posted September 22, 2020 Aye, that step up in efficiency against 11 vs 10 models will be crazy. I expect a lot of units to be run as 10 now, where in 8th they might have been more effective/popular at 15. I'll certainly cap my larger DC squads at 10 instead of 15. Karhedron 1 Back to top Link to comment https://bolterandchainsword.com/topic/356127-unit-of-the-week-land-speeder/page/2/#findComment-5605704 Share on other sites More sharing options...
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