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| Couple of questions please :) | |
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| Tweet Topic Started: 29th May 2011 - 11:33 PM (1,130 Views) | |
| Skwee | 29th May 2011 - 11:33 PM Post #1 |
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Clanrat
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Hello again Was wondering if I might get some yes/no answers to some of the new edition rules. Ive been busy painting while rebuilding my new skaven army and still haven't played a game with the new rules yet. 1. Was reading in the errata about being able to measure distances at any time. Does this also apply to the deployment phase? 2. page 501 of the rulebook. So now you can use 2 magic weapons as " paired weapons "? 3. Can the spell "Wither" be cast again in my later magic phases if the effects are still on a unit from an earlier magic phase ? Is it a "Remains in Play"? 4. Frenzy no longer doubles the attacks of the profile number? It just adds "1" to that attack profile? 5. page 78 rule book - A unit needs to take a panic test if charged by a terror causing unit. So does that mean also that that same unit would need to take some kind of test to charge a terror causing unit? 6. Frenzy - looks like frenzied units cannot choose the flee option when being charged. But MUST they charge when in charge range of enemy units as they did in past editions? 7. Giant Rats as war beasts get the "stomp" ability? 8. With the skaven slave " expendable" rule can I shoot my WFT over part of and in contact with my slaves to hit an enemy unit? Thanks for your time and feedback. Ill be catching up on the rules here shortly
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| Warlock Matik | 29th May 2011 - 11:51 PM Post #2 |
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(Z–>)90º – (E–N²W)90ºt = 1
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1. I think so, yes. 2. No, some magic weapons have the 'paired weapons' that effectively means they behave as two hand weapons in addition to their magic effect. 3. Wither is not a RiP spell, you can cast it multiple times on the the same unit over several magic phases and the effects stack and are permanent. 4. Yes, it just adds 1 attack. 5. No, but they test for fear as normal. 6. Frenzied units may take a Ld test to stop themselves charging in this edition. 7. No, only monstrous infantry/cavalry and some small monsters get stomp. 8. That's up for debate - some say you still have to abide the 'not placing templates purposely on friendly units' rule, others that expendable allows you to ignore that.
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| ratboy1018 | 30th May 2011 - 02:16 AM Post #3 |
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Lab rat hard at work
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I agree with Matic on all accounts. In addition, I believe you can aim templates over slaves due to expendable.
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| Skwee | 31st May 2011 - 01:45 AM Post #4 |
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Clanrat
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Thanks very much for the replies ![]() Was also wondering if wounds from "stomp" count towards combat resolution? I think I read somewhere it does not but I cant find that now. Cheers! |
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| Yobtar | 31st May 2011 - 04:38 AM Post #5 |
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Grey Seer - Summoner of Verminlords
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Yes they do. As a matter of fact pretty much all wounds done in hand to hand/close combat count for combat resolution. Examples: Impact hits, censor clouds, wrecking ball, etc,etc,etc,,, |
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| Ratarsed | 31st May 2011 - 05:51 AM Post #6 |
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Grey Seer
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Was 5th edition the last time you played by any chance? Frenzy was changed to +1 attack in 6th edition if I remember correctly. |
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| Merhotep | 1st June 2011 - 09:04 PM Post #7 |
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Stormvermin
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The warp-fire thrower was mentioned above, and it reminded me that flame template machines are the only war machine type in the basic rule book (BRB) with no prohibition listed as to placeing/not placing the template on top of friendly units or enemies in combat with friendlies. However, it seems that the basic rule against firing into combat should still apply, after some fashion. A cannon can't aim where it could hit such units, but a stone thrower only needs to pick an initial target not under the template, even if any scatter is certain to hit such units. So, what about flame tempolates? Specifically, may a warp-fire thrower fire if the initial template (before additional distance is rolled) does not touch any such unit, even if it is expected (or even just remotely possible on say, a '10') to hit such a unit once distance is added? Merhotep |
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| avenger649 | 1st June 2011 - 09:34 PM Post #8 |
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My blade shall cause your death
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As long as it is not in contact with the unit that is fine. That is how to fire cannons into combat. Just aim about half an inch behind the unit in combat. The warp-fire thrower MAY fire in that situation. |
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I have awoken, so have my pets. My blades will be upon you soon. Then you will be bathed in warp-fire. *Laughs evilly* | |
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| Batu | 4th June 2011 - 05:27 AM Post #9 |
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Clanrat
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Perhaps i am a bit confused: so you are saying a cannon can shoot into combat if it (aims) a half inch short of the unit in combat? That will certainly make dwarf/empire players happy i would think. We have always said/played if the bounce will realistically take it into a unit in combat...you can not shoot. (unless a slave unit) you are saying this is incorrect? |
| Any army is beatable ...Therefore, It is not the Army you must fear...But their General. | |
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| dutchwarlord | 4th June 2011 - 08:14 AM Post #10 |
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Plague Cencer Bearer
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It's only possible to shoot with a warmachine into combat when a unit of slaves is fighting, isn't it. This is wath one of the tournamentleaders told me: When you have your WFT behind a unit of slaves wich is not into combat you can't shoot over it because you can't see the enemy! But when the slaves are in combat you may try too shoot over it because the WFT team is able too see the slaves fighting and so also the enemy. And with the expendable rule you may "offer"your slaves to kill enemies. |
Kriskrakk, a mad plague furnace riding plague priest | |
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| avenger649 | 4th June 2011 - 06:59 PM Post #11 |
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My blade shall cause your death
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As long as the first marker is not touching a friendly unit when the shot is fired it is fine. For example, If I wanted to fire a cannon into combat then as the rules prohibit me having the marker touch the unit I put it half an inch behind. Again, with a template it cannot start touching the unit but nothing in the rules stops it arching overhead into the combat. It says in the rulebook accidentally. That means as long as the original marker or template does not touch the unit it is fine. |
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I have awoken, so have my pets. My blades will be upon you soon. Then you will be bathed in warp-fire. *Laughs evilly* | |
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| Silas | 4th June 2011 - 11:30 PM Post #12 |
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The Great Bunny. Now with a mop.
:)
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In 7th edition there used to be something saying you had to target a valid unit. So you could not shoot next to a unit in combat unless there was an unengaged unit next to it that you could claim to be aiming for. |
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| Skwee | 5th June 2011 - 02:34 AM Post #13 |
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Clanrat
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Was 5th edition the last time you played by any chance? Frenzy was changed to +1 attack in 6th edition if I remember correctly. Yes Ratarsed I think it was the 5th. I had a great gaming group of friends back in Ga. 9 years ago but had to make a job move across country. Just now regathering figs and catching up on rules to start playing again.
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| avenger649 | 5th June 2011 - 10:18 AM Post #14 |
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My blade shall cause your death
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Yes but that has been changed, or else cannons would be useless as they would just fire over everything. In which case claim you are aiming over the unit. OR say you hope the bounce would be 20 inches. It would be like that IF the rule was still there but it is not. |
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I have awoken, so have my pets. My blades will be upon you soon. Then you will be bathed in warp-fire. *Laughs evilly* | |
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| Ratarsed | 5th June 2011 - 08:36 PM Post #15 |
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Grey Seer
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What the rules actualy say reguarding Cannon shots specificaly is that you are not allowed to make the shot in such a way that it has a chance of hitting a unit engaged in close combat. If you want to fire a cannon into a combat you cannot, unless the only troops involved from your side are slaves. There is no "accidental " hits from a cannon shot. Even if there is but the slimmest chance the shot will land into a combat you cannot choose that point to start the shot from and would need to pul it back or push it forward a bit. Edited by Ratarsed, 5th June 2011 - 08:41 PM.
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