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Precision/Sniper wound allocation and timing.


Go to solution Solved by SkimaskMohawk,

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Just checking I'm getting this right in 2.0.

Precision and sniper rules say that the attacking player can choose what models the wounds are allocated to at the wound allocation stage. 

In 2.0, the wound allocation stage is after wound rolls have been made, so you allocate wounding hits to appropriate models, so assuming you rolled ok and got some wounds, your chosen model(s) will have to take at least some saves. 

That's right, right?

 

This is in contrast to previous editions (of 40k/HH) where I recall you allocated each precision hit to a model before rolling to wound, so it was possible to fail to wound/damage the model you allocate a hit to. 

  • Solution

I can't remember how it worked in 6th, but 7th/1st works the same way as 2nd; wounds from precision shots get allocated by the shooter. There might have been a broad misinterpretation about the wound roll being the "wound" that gets allocated and I vaguely remember sequencing in that way, but it might have been 6th.

 

But ya, without a doubt once you've hit and wounded, you now allocate to a model of choice with precision shots.

I think the simplest way to look at it is, for any Precision shots, you take over the role your opponent plays in terms of allocating wounds from the wound pool. So, technically speaking, one/two at a time for a given model until it dies, then the next one etc. You don't have to allocate them all right at the offset (just like your opponent doesn't either when they're non-Precision).

Thanks guys - I was sure it worked that way, but jumping between older version of the rules, 9th and HH2 made me want to make sure I was doing it right! 

I'm sure in older versions you allocated [precision] hits to models before rolling to wound, so you couldn't guarantee actually wounding the thing unless you put all your precisionshots into them. In 2.0 we can say get 3 precision rending wounds, and potentially take out a serge, apoc and scanner in one go. 

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