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Beautiful post, Mol!

 

And I just realised the only one who hadn't rolled Initiative was me for Ithan...

 

 

Anyway, done and usual wall'o'text posted for Round 1.

As you can see I've made the squads act as Hordes for simplicity (1 Sister on the map equals MAG3, if you're interested in the numbers) but note that their stronger weapons won't get bonus Dam for Horde Size (Meltas are quite nasty enough... :P).

Also you can see on the map that the Retributors (G) are split onto the 2 pillbox roofs, but consider it as 1 Horde for rules purposes?

 

Hope that covers everything...

 

 

...oh, yeah...

 

 

Grand fight or grand annihilation? Blood for the Blood G-- ahem.

 

I knew it was only a matter of time...

BWAHAHA!!!!

 

 

Oof!

 

This is going to get...toasty. :cool.:

I am beginning to worry that we are going to have to ask Captain Achard to but the Dagger Thrust on an accelerated burn to get over there sharpish.

Ain't no kill like overkill! EXTERMINATUS!

Beautiful post, Mol!

 

And I just realised the only one who hadn't rolled Initiative was me for Ithan...

 

 

Anyway, done and usual wall'o'text posted for Round 1.

As you can see I've made the squads act as Hordes for simplicity (1 Sister on the map equals MAG3, if you're interested in the numbers) but note that their stronger weapons won't get bonus Dam for Horde Size (Meltas are quite nasty enough... :tongue.:).

Also you can see on the map that the Retributors (G) are split onto the 2 pillbox roofs, but consider it as 1 Horde for rules purposes?

 

Hope that covers everything... 

 

 

 

@Lysimachus - Will Ithan be wearing his helmet?

 

Because Space Marine helmets give the wearer the Darksight Trait so they can see in the dark and not apply modifiers for Darkness.

Yeah, there are a lot of them... with a lot of guns...

 

Hopefully a few of them will be taking a rather sharp plunge, and the Svelk adjacent Retributors may be about to have a rather unpleasant surprise.

 

I'm assuming there's some additional kind of negative modifier to popping a Krak grenade through the firining slit?

@MG/all: that's a very good point, vast majority of characters (on both sides!) have power armour helms, so even in the areas where brazier light doesn't reach, darkness is meaningless. So I'll edit that bit out!

 

@Beren: There are only firing slits in the pillboxes facing out from the House, so the Retributors are based on the roofs behind a low parapet. Remember that a Krak will only get 2 hits (1 +1 for being Explosive), though admittedly those hits are much more likely to get through AV and TB...

 

@Necro: Yep, should be able to see them, though I think I'd say it would require a Called Shot at the head (or be considered a small target for a similar result?). Bear in mind if you can see them...

@Lys - thanks, that's what I thought.

 

Edit: @All - what are we thinking for target priority? Do we want our resident decimators to work on mulching the advancing hordes, or should we just pour everything into the higher priority targets? (And by higher priority targets I mean the Cannoness and her bodyguards, though the troops on the ground are not to be discounted)

Edited by Necronaut

@MG/all: that's a very good point, vast majority of characters (on both sides!) have power armour helms, so even in the areas where brazier light doesn't reach, darkness is meaningless. So I'll edit that bit out!

@Beren: There are only firing slits in the pillboxes facing out from the House, so the Retributors are based on the roofs behind a low parapet. Remember that a Krak will only get 2 hits (1 +1 for being Explosive), though admittedly those hits are much more likely to get through AV and TB...

@Necro: Yep, should be able to see them, though I think I'd say it would require a Called Shot at the head (or be considered a small target for a similar result?). Bear in mind if you can see them...

In that case, how close are they standing to the edge?

 

@MG/all: that's a very good point, vast majority of characters (on both sides!) have power armour helms, so even in the areas where brazier light doesn't reach, darkness is meaningless. So I'll edit that bit out!

@Beren: There are only firing slits in the pillboxes facing out from the House, so the Retributors are based on the roofs behind a low parapet. Remember that a Krak will only get 2 hits (1 +1 for being Explosive), though admittedly those hits are much more likely to get through AV and TB...

@Necro: Yep, should be able to see them, though I think I'd say it would require a Called Shot at the head (or be considered a small target for a similar result?). Bear in mind if you can see them...

In that case, how close are they standing to the edge?

 

@Beren - You're probably better off throwing a Frag Grenade, remember Krak Grenades don't have Blast.

 

 

@MG/all: that's a very good point, vast majority of characters (on both sides!) have power armour helms, so even in the areas where brazier light doesn't reach, darkness is meaningless. So I'll edit that bit out!

@Beren: There are only firing slits in the pillboxes facing out from the House, so the Retributors are based on the roofs behind a low parapet. Remember that a Krak will only get 2 hits (1 +1 for being Explosive), though admittedly those hits are much more likely to get through AV and TB...

@Necro: Yep, should be able to see them, though I think I'd say it would require a Called Shot at the head (or be considered a small target for a similar result?). Bear in mind if you can see them...

In that case, how close are they standing to the edge?

 

@Beren - You're probably better off throwing a Frag Grenade, remember Krak Grenades don't have Blast.

 

 

How well does frag do against power armour?

Frags do 2D10+2 AP 0 IIRC, so a max of 22, but an average much lower.  The Sororitas are wearing AP 7 with TB 4, so there's a fair chance.

 

The real benefit to Frags here are the Blast 4, as against Hordes you'll hit 4 times, and thus have a greater chance of Proccing RF.  You'll also get 1 extra Hit for the weapon being explosive, but it's only a D10 and doesn't get RF, so won't hurt them.

Edited by Mazer Rackham

it's only a D10 and doesn't get RF, so won't hurt them.

Do you have a page ref for that? I looked at the rulebook and the errata but everything suggests the extra hit is the same as the others.

Edited by Commissar Molotov

Well stone me. :sweat:

 

I could have sworn black was white on this one, but I can't find anything to support it.  I've been playing it like that for a long time now, (as GM and PC) and all I can think of was that it was a house rule that somehow got mangled into everything else.

 

I stand corrected.

 

The rest was right though. :wink.:

Unfortunately not, Horde Size to Hit modifiers start at Mag 30 (+30), then go Mag 60 (+40) and up, but not below? (crb359)

 

Anyway, I'm going to post a first Summary and I'll edit everyone's BA actions into that?

@Machine God, I believe you should receive a bonus to your grenade throw roll thanks for the Seraphim squad magnitude size?

@Necro - Unfortunately the Seraphim only have 21 Wounds. You went for the Repentia who have 30 Wounds, MAG 30 is the smallest on the chart on p359.

 

Also how are you getting 5 Magnitude Damage from 49 Damage when you have to do 15 points of damage for 1 point of Magnitude Damage?

 

(Edit: Ninja'ed by Lysimachus by two minutes as I was typing.)

Edited by Machine God

Mag Dam is worked out the same way as regular damage.

 

Dam roll - (AV - Pen) - TB = number of Wounds.

 

But for Hordes, as long as that number is 1 or more, it does 1 Mag Dam. But anything over that is wasted. So a single shot lascannon blast does a ton of Dam, but its wasted shooting at a Horde of termagaunts, as it will still only knock off 1 Mag per Hit.

 

With a Frag Grenade, you get 5 Hits on a Horde (Blast 4 + 1 for X).

 

Then you roll your 2d10+2 Dam five times. As long as each time gets a total of 1 or more when you work out the sum above, you get 5 Mag Dam.

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