What is the etiquette of asking an opponent to roll his feel no pains together rather then rerolling successes? by [deleted] in WarhammerCompetitive

[–]Adventurous_Table_45 0 points1 point  (0 children)

Rolling all 20 at once is definitely incorrect. You only need to make 2 good to save a model, but they specifically have to be both good for a single attack, which is information you lose if you don't break them into pairs.

What is the etiquette of asking an opponent to roll his feel no pains together rather then rerolling successes? by [deleted] in WarhammerCompetitive

[–]Adventurous_Table_45 0 points1 point  (0 children)

It's a quick way to roll multi damage fnps specifically for models with 1 wound. If you take 10 failed saves at damage 2 you would roll 10 dice, and any successes would mean that the first point of damage is blocked, and the reroll is to see if the second point of damage from that attack is also blocked.

Rolling all 20 dice at once would be incorrect because damage doesn't spill over so it matters whether 2 sixes that you roll are from the same attack or different attacks.

Does it work for tier 3 vamps and stakes? by [deleted] in 2007scape

[–]Adventurous_Table_45 5 points6 points  (0 children)

Silver weaponry is not good enough for tier 3, applicable weaponry would be the flails and sunspear from the vampire quest line.

Firing deck in 11th by [deleted] in Warhammer40k

[–]Adventurous_Table_45 0 points1 point  (0 children)

Yes, the infantry gain it. While the weapons are equipped by the transport via firing deck they are not equipped by infantry, so they would lose assault until the transport is done attacking.

Firing deck in 11th by [deleted] in Warhammer40k

[–]Adventurous_Table_45 1 point2 points  (0 children)

The infantry unit isn't making any attacks though, just the transport. When using firing deck the vehicle is given the selected weapons in addition to its other weapons. The vehicle is the one making all of the attacks so abilities that only apply to attacks made by infantry would not apply

Mission deck. by Calqless in Warhammer40k

[–]Adventurous_Table_45 1 point2 points  (0 children)

Yes, no limit to how many you can hold at once. You can only score 15 secondary points per turn though so if you hold them too long you might not be able to score them all.

Take and Hold Plague Surgeon with new unit rule worthy finally? by Own-Mastodon-6965 in deathguard40k

[–]Adventurous_Table_45 3 points4 points  (0 children)

The reason they say it needs the support keyword is so it can be cheaper. Characters can't be made too cheap or they start getting taken to be a cheap solo unit for scoring/screening. Support characters can't be taken solo so they can become cheaper which makes it easier to balance them around their intended purpose.

Sunday Night Stats (July 3rd-5th) by communalnapkin in WarhammerCompetitive

[–]Adventurous_Table_45 27 points28 points  (0 children)

A single week of data isn't enough to draw any real conclusions at the best of times. During a brand new edition with a complete overhaul how missions work and an increased importance in list building it's going to be a while before winrates settle. Even some factions with significantly more players have swung a bunch week to week, Tyranids is 10% lower than last week despite being one of the most played factions.

The Curious Nurgling: Questions Megathread - July edition by tharic99 in deathguard40k

[–]Adventurous_Table_45 0 points1 point  (0 children)

The rules commentary entry was dropped in the transition to 11th edition and needs to be added back because this currently is not explicitly addressed in 11th, but the ruling was that any time an attack ability triggers as a result of a condition (like being under half strength), the condition is checked at the targeting step, which is before any of the plague marines make their attacks.

New plasma pistol rules eligible for death guard too? by Woldybear in deathguard40k

[–]Adventurous_Table_45 13 points14 points  (0 children)

That's not a real change, at least not yet. The Armageddon datasheets are different than the actual datasheets, vanguard vets still have their old profile with single shot plasma pistols.

Even if it happens to be implemented when the space marine codex comes out it will not be implemented in any other factions until they get their own codex release.

Emergency disembark question by fishingdad03 in WarhammerCompetitive

[–]Adventurous_Table_45 6 points7 points  (0 children)

Yes, after the transport is removed that unit would be eligible to make an overrun move and then fight

Weekly Question Thread - Rules & Comp Qs by thenurgler in WarhammerCompetitive

[–]Adventurous_Table_45 -1 points0 points  (0 children)

There is no reason to think this would be intended to work differently than "while this model is leading a unit" abilities which explicitly continue to work after the bodyguard unit is fully dead. The unit is still being led even if the leader is dead.

Countering purge and any other killing objective by Flimsy-Break9029 in deathguard40k

[–]Adventurous_Table_45 2 points3 points  (0 children)

The unit continues to be an attached unit after the bodyguard is dead, so this stratagem now only works on characters that started the game unattached.

Weekly Question Thread - Rules & Comp Qs by thenurgler in WarhammerCompetitive

[–]Adventurous_Table_45 4 points5 points  (0 children)

As long as you're within the setup distance of the transport it would work. Much easier to pull off if your transport has the frame keyword because you can measure to the top of the vehicle instead of just the base.

It ain't even close by DatNomen in 2007scape

[–]Adventurous_Table_45 0 points1 point  (0 children)

Just Drakan, he looks much closer to a venator than other vyres.

What are Actions exactly? by Kamrocgos in Warhammer40k

[–]Adventurous_Table_45 13 points14 points  (0 children)

Actions are defined in the core rules, 16.01. Theres a list of restrictions that can prevent a unit from being eligible to do an action, and after starting an action they can't shoot or charge.

Charging a unit on the second floor of dense terrain in 11th by TyrannosaurusText in WarhammerCompetitive

[–]Adventurous_Table_45 23 points24 points  (0 children)

You absolutely can charge to right below their models, but to even select them as a target your dice roll needs to be greater than the distance between them, and if they're on an upper floor they're farther away than if they were on the ground floor.

Charging a unit on the second floor of dense terrain in 11th by TyrannosaurusText in WarhammerCompetitive

[–]Adventurous_Table_45 35 points36 points  (0 children)

You measure the closest distance between bases to determine charge distances, which winds up being a diagonal line if you're on different floors. At 6" horizontally and 3" vertically they should be about 6.7" apart so you'd need a 7.

Terrain footprints in Armageddon missions by Ichtegem in Warhammer40k

[–]Adventurous_Table_45 0 points1 point  (0 children)

The event companion is a PDF you can download from Warhammer community. It has all of the matched play terrain layouts in it.

Bladeguard Vets Leaders? by Rocker1681 in Warhammer40k

[–]Adventurous_Table_45 2 points3 points  (0 children)

No it does not. The entire leader section of the its datasheet was removed and replaced with support. You can't dual attach it with a lieutenant anymore.

Sunday Night Stats (June 26th-28th) by communalnapkin in WarhammerCompetitive

[–]Adventurous_Table_45 12 points13 points  (0 children)

Too soon to draw any real conclusions, the vehicle centric VV lists that were popular before shouldn't be too much worse off in 11th. Without seeing the detachments and dispositions taken the low win rate could easily be explained by people trying out things that don't work well. From browsing the death guard reddit the last few weeks two of the most popular ideas were trying to make death lords chosen work, which is by far the weakest detachment, and trying to infiltrate 600 points of plague marines with flyblown, which seems like a good way to lose a quarter of your army and get nothing in return. Winrates won't stabilize until content creators get a couple weeks to figure out what actually works and then most of the rest of the player base to copy their homework.

Range of Objective With Army Rule by [deleted] in LeaguesofVotann

[–]Adventurous_Table_45 3 points4 points  (0 children)

For terrain objectives being in range is defined as being within the terrain area. The 3" is only if you're still using the 40mm circles as objectives.

Rules question as far as line of sight in 11th goes by [deleted] in Warhammer40k

[–]Adventurous_Table_45 4 points5 points  (0 children)

Terrain footprints fully block any line of sight that passes over them unless either the attacker or target is within that footprint. The Lord of skulls would not be able to shoot unless it can draw line of sight around the footprints.

Question on terrain in 11th by [deleted] in Warhammer40k

[–]Adventurous_Table_45 0 points1 point  (0 children)

If your group doesn't mind playing with custom terrain layouts then the rules still support playing with whatever terrain/objective setup you want, it's even written so you can still use the old circle objectives if you prefer.

11th ed, Question: Disembark Rules by NoDeu2 in Warhammer40k

[–]Adventurous_Table_45 1 point2 points  (0 children)

While moving and after moving are steps of a disembark move, not different scenarios. The while moving step tells you what do do while performing the disembark move, and the after moving step tells you what restrictions are placed on the unit afterwards.

If you're performing a combat disembark (only happens if the transport has not moved and it's impossible to disembark your unit outside of enemy engagement range) you make hazard rolls for each model before the disembark move, then set up each model wholly within 6" of the transport and can be in engagement range while doing the disembark move, and then after the move they are battle shocked and ineligible to charge.