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It's not so much a question so maybe its more of an errata thing but there can be really strange interactions with detachments that have lost transports and have footsloggers as well as models still in transport. The activations get a bit weird. 

 

It's certainly a very annoying interaction, basically forcing you to Disembark your whole Detachment to maintain coherency. One fix they could implement is to allow you to just auto-fail the saves on the embarked models for those transports that get destroyed if so desired (fluff explanation: those guys don't die - they just get told to go back to camp not to hold up the advance).

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It's certainly a very annoying interaction, basically forcing you to Disembark your whole Detachment to maintain coherency. One fix they could implement is to allow you to just auto-fail the saves on the embarked models for those transports that get destroyed if so desired (fluff explanation: those guys don't die - they just get told to go back to camp not to hold up the advance).

 

It's not perfect but could have like a tank riders rule where the rest just clamber on top of the other transports at like max 1 base per transport, rest get scooped. And any tank riders have no save if the vehicle goes up, they don't get the 4+

 

Not perfect tho. 

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Might have been mentioned before but the terrain section needs some faqing 

 

obstacles needs the same language as difficult terrain for how deal with target detachment partially in cover. 

 

obstructing terrain needs to be explicit on whether the intent is to create an infinite pillar of los blocking. It also really needs to talk about what to do with ruins and trees and if the height of those elements re related to a maximimum height of the area/los blocking. They also might want to port some of the language from obstacles if elements can be removed ie by being stepped on by titans, for example like a corner ruin or if trees are on their own bases on top of the area terrain. 

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  • 2 weeks later...

So noticed a few possible issues with the fog rules from book 3. 

 

They might benefit from a faq 

 

For starters, the fog rule doesn't graduate well, if you can imagine a line of infantry 16 bases long and it's attacked at one end, with a single infantry base within 6 inches of the attacker, you basically circumvent most of the fog rule, no -1, no 5+ cover, now that's not the end of the world but the wound pool is still limited to whats in range and los, that's why it feels so bizarre. 

 

In the case of targeting a detachment partially in area terrain, you can choose to target the whole detachment incurring the penalties or to just target the models in the open. GW did not extend this logic to the obstacle rules, and that's another area that needs a faq because its the inversion of this, a single model touching/behind an obstacle granting the rest of the detachment a bonus even though the rest are in the open. 

 

The fog also should say how it interacts with existing terrain mechanics, we assume it stacks with other cover bonuses or saves but they don't say either way. The problem too with 6 always hitting is we end up throwing a lot of context away and render something entirely moot. Example, at one point in a recent game both our warhounds were exchanging fire across a refinery that gave both cover, but the cover entirely did not matter because 6's always hit. The fog you run into this where, there's no added benefit to being in say area terrain or in cover behind an obstacle because again 6's always hit. The extra -1 in theory stacks with the fog's -1, but the integer can only push so far if it can't get to 7 or more because 6's always hit. 

 

Anyway, TL;DR some of the language might be better dealing with models than detachments as a whole, a 17 model infantry detachment can basically make a column 48 inches long, it just seems really odd that getting with 6-12 inches of any part of a that line circumventing most of the fog rules doesn't make a tremendous amount of sense. 

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