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July 17, 2012 by darrell
Video Sponsors: Carnevale – Infinity
Darrell’s back to running out Warhammer 40K tips and today he’s grabbing the heavy weapons and seeing what happens when they get moving. Or not, as the case may be.
I love the changes to heavy weapons in 6th – question is can squads split fire now …. no rulebook ’till payday for me lol
No splitting fire (pg 13, 2nd sentence).
Cheers kjg13 – payday today – daughter wants to play so we need another codex to go with the rules, steering her toward an army I already have so it’s Vanilla Marines (got the current codex), Orks (her brothers army so not likely), Eldar (old codex so I’d rather wait), Chaos Marines (another old codex and they’re mine I tell you MIIIINNNE …), Dark Eldar (nice new codex but not many minis in my collection) or ‘Nids (new codex, plenty of minis but not many of the new critters ….) – after all my “no more cash for GW from me I’m entering the hypocrite zone but at least Wayland will make some beer tokens as well lol
No, There is still the rule where squads must shoot at the same target only things that allow a squad to fire IE tau target lock or Longfang split fire can do that
It is pretty dumb thought that snipers and devastator equivalents all have the exact same chance of hitting a flyer regardless of whether they move or not. Either make it a little harder or heavy weapons can’t shoot flyers when they move. I say this without playing any flyers and using snipers and devastators. It just doesn’t make sense that I can move and fire just as effectively!
Also, what are the thoughts on using the signum from a devastator squad to shoot the flyer? Does it override snap shot and allow you to shoot at full Ballistic Skill?
Nope. The signum confers a BS of 5 to a specific model for one shooting phase. The snapfire rule changes how a weapon is fired in a given situation. In other words, the signum gives a model a different stat line generic BS. If that model then fires in a situation that is deemed to be a snapshot (e.g. shooting at a flyer with a weapon without skyfire rule), the weapon is fired at a BS of 1. The other snapshot time would be in the assault phase, but the signum would not be in effect there, and clearly the regular BS of the model is also overridden for the firing of that weapon in that instance.
Cheesiest Heavy weapons are the imperial guard platoons, you can stretch your 35 lasguns and 5 next to useless sergeants out as meat shields for the 5 weapon teams that are dumping dice up to the other end of the table, shove a commissar in the back and their officer nearby then the lasguns are actually a threat with first rank fire, they can hold an objective and you can get 3 big tarpits of them in at 1500 points with a tank and some ogryns if you feel so inclined.
and of course you add a psykerbattlesquad, primaris, vendetta & hydra’s when going to 1999
As an IG player I like this.
I LOVE the desert terrain you have on this table! Did you find this somewhere, of did you make this yourself?
No mention of the I-move-all-my-tactical-marines-towards-the-objective-to-claim-it,-while-my-heavy-weapon-guy-stays-where-he-is-(so-he-can-still-shoot)- trick ?
Nice to see Daily tips back
Now with 6th ed there is a reason to include the extra 5 marines with a Devastator squad.
There always was. The case for the meatshields is actually weaker now as you have to figure out how to keep them “in front” of the HW guys based upon where they are getting shot at from. On the ground I guess it would be fine, but I usually play devs in a building ruin. If I don’t want to lose some LOS, the best I can do is have the meatshields interspersed between the HW guys, and hope the randomization roll (if they’re equidistant from the shooter) goes my way. Maybe we could put the meatshields on a lower floor and argue they’re closer?
Darrell tip of the day is back, great!
Don’t missile launchers now come with a flak shot that has skyfire?
Only if it mentions it in the codex’s that “have the option to upgrade to include flakk missiles” which to the best of my knowledge is none. So no they don’t, yet, but doubtless we’ll see it in the future
Yep they do but no Codex has them in the new FAQ’s
They are in the rule book as listed under the ammo types for a missile launcher. i think this is an oversight by GW but in my local store we say they have them.
It’s not an oversight, it specifically says on their page that some missile launchers will be able to upgrade them. They were put in there so that when they do make them available everyone will know what they do. Same with some of the rules that aren’t actually used by any units atm but \are listed in the book
Yup. Until the new codex with a specific mention, we can’t play these yet. Same goes for things like Stormravens which while listed as a SM vehicle, there are no rules, options, or point costs in our codex or Errata/FAQ, so we can’t play them yet
Yea, expect them to be white dwarfed or FAQ’d after a good number of fortifications, hydra flak tanks, and flyers have been purchased
Dev squads will likely see a resurgence. They seemed overpriced compared to vehicles in 5th, but now that tanks will be quickly glanced to death, the survivability of Devs is even more important. Also, a fairly cheap 4xML Dev squad has a chance to glance any vehicle to death in a turn or two.
I really like the idea of a mob of Lootas moving and shooting d3 shots per guy at a strength of 7 and a AP of 4.
When you have a BS of 2, hitting on a 6 isn’t really a big deal!
The bane of light vehicules! (up to armor 13, now that Hull points are in)
Something that wasn’t mentioned however is that models with heavy weapons that have the “blast” special rule cannot fire snap shots (See page 51 “Heavy Weapons” Second paragraph). So I’m curious, does this mean that a Space Marine with a missle launcher can still snap fire krak missles, but not frag missles?
Or can a missle launcher simply not fire any snap shots?
Well, I would argue that it can snap fire krak missiles. While the snap fire rule speaks of weapon types that fire blast, in the case of a missile launcher it is not the weapon itself that has the blast attribute, but the type of munition being used. As long as one of them is not blast or template, it can be snap fired. If that were not the case, to be logically consistent you’d have to argue that no model could every snap fire a combi-flamer (as a bolter).
This is true good sir, thank you.
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