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August 16, 2012 by darrell
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Darrell has advice on lessening the impact of those pesky weapon destroyed results.
With the Blessing of The Omnissiah rule being instantanious it doesn’t hurt to throw in a techy of some sort near or in a vehicle. Throw in some servitors and that vehicle will always need an exploded result to take it out of the game.
not necessarily, if you glanced it to death in 1 round of shooting then it’s just gone.
Yeah that is true. I think the hull points make vehicles less survivable. When you think about it, with the old rules you would sometimes glace, and you could roll and damage something, or get shaken or stunned. Now you get three glances and most vehicles are useless. I play Sisters of Battle, and their Penitent engine would ignore vehicle shaken and stunned, but now it doesn’t matter, since three glaces kill it.
Which brings up a question. If the vehicle can only make snap shots when it is shaken or stunned, could the techmarine or tech priest inside the vehicle still use his shooting phase to make a Blessing of the Omnissiah repair?
I would argue that yes he can. A BotO repair is not shooting but rather is an action taken in the shooting phase instead of shooting a personal weapon. Since the wording of the Shaken and Stunned results only mention being unable to shoot and not all activities in the shooting phase, he can repair even though he can’t shoot.
I can’t make my mind up on this. I have been playing Eldar Mech mostly since 6th came out. I know they have no option for extra weapons, only upgrades but I reckon I have only had to roll once to randomise a weapon destroyed result in the last 3 weeks. When it comes to my Dark Angels I will definately spend 5 pts to put extra stormbolters on vehicles but it is the HKM I’m unsure about I normally take HKM on everthing, as I like to shoot the lot on turn 1. Do I stick with this tactic or keep the missiles as an insurance against losing the big weapon? My experiences lately suggest I should carry on with the same tactic.
Why not utilize the missiles on the first turn? Personally I think that’s exactly what they were made for with the infinite range. But if your going against that Blood Angel Land Raider army I would try to save all my las and twin linked las cannons by keeping the Hunter Killer Missile for a better roll.
You might aswell fire them, there’s no rule (from my quick perusal of the BA and BT Codices) that says they’re not still there after being fired.
@bombkangaroo Yes your right the weapon system would still be there after firing. So does this mean it would still take part in the randomising? I hope so it would be quite funny
Probably not. I think some where in the FAQs about when a hunter killer missile is fired it cant be chosen as a weapon destroyed. I think its in the black lettering passed down from 5th ed.
Single use weapons are not counted as existing once fired for purposes of weapons destroyed results (i.e. they are ‘out of ammunition’). Clearly spelled out in the new rulebook under the WD description on page 74.
I’ll take that as a no then
In my gaming experience any time I kept something back for later use (e.g. combi-weapon on Sarge), I never got to use it. I rarely took HK missiles in 5th but might add them now. When I did/do, use them the first chance you get. The value otherwise of buying an extra weapon depends upon the vehicle. I wouldn’t bother for a Predator or Land Raider, but I think I would for a Vindicator, as a 1 in 3 chance of losing the DC is better than a 50/50 on a WD result.
From what I’ve seen and heard in games so far, most vehicles die from being glanced to death vice penetrated a WD result is much less likely, hence not worth wasting an extra bunch of points on.
In general, 6th edition is showing me that upgrades are not worth it as things die much sooner and more easily than in 5th. For example, I don’t waste money on SM tactical sarge upgrades as they get challenged and die quickly if I take say a PF. It’s better to have lots of average models than a few uber models on average.
I think it would be better to save the points instead adding storm bolters. I’m not being funny but your vehicles are always dead a lot quicker anyway for that tactic to matter. I’m not saying its rubbish tactic, but its a situation that just doesn’t come around a lot in these new rules.
Also I’ve played lots of games now, and I’m sure its not just me and the people I play but surely other people (darrel) have noticed vehicles are so much softer now? Glancing hits rarely wrecked vehicles in 5th ed, but now the complete opposite! lol or is it the people I’m playing lol
Ok glancing hits rarely wrecked in 5th but they did take out the big gun frequently and stop the vehicle from moving or shooting for turns at a time. At least now in 6th when your glanced you can still go on with your battle plan as your vehicle is still functional.
It’s a weird change. Basically, in 5th vehicles tended to last a long time but did less as shaken/stunned happened all the time (from glances or pens).
Now in 6th they don’t last as long, but they usually get to shoot a few times as only pens stop them from shooting (massed long range glancing shots from IG/Tau notwithstanding).
there dosen’t seem to be a limit on extra weapons so you could buy 6 storm bolder or hks
Maybe no limit in the new rulebook, but the dexes still limit how many of what weapon may be purchased.
I was planning on taking a couple of big shootas on my looted wagons anyway, since they are the same range as a boomgun, and can be fired as snap shots after the boomgun fires. And it is a nice bonus that this prevents the boomgun from being picked off as easily, 10 points well spent I’d say:-)
The tau got a little bit of a boost here, what with being able to purchase a pair of seeker primary weapon defence systems(formerly known as missiles)
I dont think you can take 6 bolters or hkms because the rules say may take a storm bolter, not may take storm bolters. What are we savage orks?
And I take back that vehicles would be harder to kill with tech marine and servitors inside. I just assumed every one would be rolling in armour value 14, with 4 hull points, with all upgrades, and Ferromantic Invulnerability Armour special rules. But thats where your last surviving las cannon shots or your long range Hunter Killers Missiles glance it to death. Maybe. I haven’t played enough games to know the true durability of the Land Raider. With the armour value and hull points now it seem there is a larger survivability gap between the Rhyno tanks and the Land Raiders. Is this true? Can anyone tell their new experiences with their vehicles? Do Dark Eldar players upgrade or just rather go fast? Are Chain-snaires weapons that can be destroyed? Hows the Monolith holding up to the new rules?
As I said in another reply, vehicles don’t last a long as they did in 5th, but they do more while they are still alive (i.e. more shooting for tanks, more moving for transports). Unless you’re facing IG/Tau, you’ll probably get your Rhinos/Razorbacks close to where you want them, although they are not that hard to glance. The LR’s are going to live long enough to get their nasty occupants into position (but maybe not much longer). Not many armies have lots of S8+ weapons to glance them to death with. Light armored vehicles like speeders are suicide units now more than ever.
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ok guys its says on page 135 sm dex Options: .may take any of the following a storm bolter + 10 hk+10 ect at no point dose it say you can’t pay for more then one same gose for the guard dex mmmm cheese
“a”: Adjective: Used with units of measurement to mean one such unit.
In the case of Rhinos, since they already come with one storm bolter as standard wargear, the “a” means “a 2nd” for that vehicle type.
no it just means your paying for a gun or rocket for the points cost take the devastator squad its say you can have A lascannon for 35p so dose that mean you can only take one for the squad
No. It says “Up to 4 Space Marines may replace their boltguns with …” You do have a Codex, right? This is basic English grammer.
Feel free to try it at your LGW. Sure wouldn’t get far with that here.
Not all vehicles are softer in 6th. Eldar vehicles on top of all their old tricks now get jink 5+ save couple this with their speed they are able to get around the table making the best use of the terrain and can usually increase the save to a 4+ each turn. I’d say my tanks and transports are far more durable
And I just wanted to make my Blood Angel Rhinos extra shooty!!!
hmmmm a tau sky ray when kitted out with burst cannons has 10 weapons as i use mine in a support role as opposed to offensive, the markerlights are now hard to destroy
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