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June 15, 2011 by dignity
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Darrell has a look at the rules for buildings. These can can add a whole new dimension to your games.
So, what do you guys think… are they worth putting on your gaming table?
Wouldn’t getting an immobilized become a weapon destroyed, and if no weapons you wrack the building also a weapon destroyed becomes, immobilized and then wrecked. So you attack a building with no weapons and only one door, by blocking the door and getting a 3-5 on a penetrating hit (2-4 if open-topped) (glancing 5 or 6 [open-topped 4-6]) you are not only getting rid of building but also the unit inside because they can’t get out. So looking at this buildings with no weapons and one exit are deathtraps.
No Immobilized doesn’t become weapon destroyed, you’re thinking of vehicles. Buildings treat weapon destroyed as shaken.
The real question should be what are the rules for buildings assaulting units? I know your all thinking of it
am just picturing an imperial bastion betting up on massive hydrolic legs and kicking a termie in the face then sitting on the rest and crushing them.
I didnt know about any of that, completely different to how i treated buildings. Thanks again for another great video!
If the building is open topped can you not just get out anywhere within 2″?
Funny this comes out a bit after I posted an article about buildings on my blog. If anyone’s interested, check it out: http://darkworkshop.blogspot.com/2011/05/concept-art-destroyable-buildings.html
I thought buildings just gave you a 3+ cover save?
Cheesy tactic #1
Since a building works like a vehicle you can use it for objective grabbing shenanigans or gaining movement.
How it works: Place an objective less than 3″ from a building. Ideally, place it on your opponents side, with an embarkation point nearest you. Where the cheese comes in is you can make an opponent think you are too far from an objective to claim it, but instead of traveling around the building you simply occupy it with your troops.
Now you are in the building, which we know works like a vehicle, and suddenly your troops that were more than 12″ away from an objective are now sitting in a protective bunker and claiming. Movement gets really cheesy with long buildings that have multiple entrances and exits. A unit can move 6″ to get within range to embark in a building 12 or more inches long, then disembark at the far end the next turn 2″ away, move 6″ and then run to have moved 29″ to 35″ in two turns!
Of course this is all supranational, and your opponent will likely hit you over the head.
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