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 Rules for multiple hits

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ScREaM



Nombre de messages : 5715
Age : 41
Localisation : Coulommiers (77)
Date d'inscription : 30/12/2006

MessageSujet: Re: Rules for multiple hits   Ven 19 Aoû - 8:55

Ronnie_Nielsen a écrit:

1. When leaving droppods or spore pods - Is the leaving infantry allowed to charge on the first turn (as long as they keep coherency with the troops that failed to disembard)? (deep strike units must be on advance orders, but it is the pods that deep striked, not to infantry inside?)
Mycetic Spores have special rules for units exiting them. Page 12, top left column. Only Independent broods have to be on advance orders. Troops disembarking must maintain coherency with the ones still blocked inside spores.

Ronnie_Nielsen a écrit:

2. For the Dominatrix, if the 3+ fixed save power is used, how is close combat wounds saved. If the domenatrix looses close combat by 10, does that become 10 individual 3+ saves or a single 3+ save against all 10 wounds for that single combat?
Not really clear in the rules but I think that if a Dominatrix loses a close combat, just roll for the Warp Field one time, if save fails, Dominatrix will suffer all wounds caused by this attack. If multiple stands engage a dominatrix in close combat and Warp Field is working, roll the 3+ fixed save after each failed close combat.

Ronnie_Nielsen a écrit:

3. For titan vs. titan combat with tyranid titans I am a bit uncertain how it works. Tyranid titans are a multiple wound creature and the rules states creatures with multiple wounds loose 1 wound for each difference in the close combat result. Tyranid titans are also titans and the rules for titan close combat states that the loosing titan takes a hit to a location determined by the winner, without any saving throw. So does tyranis titan loose a number of wounds equal to the difference between the CAF result and a roll on a critical hit template or ?
1) if the bio-titan loses a close combat, it will suffer a number of wounds equal to close combat difference
2) then, opponent picks a location on bio-titan template and rolls a dice against critital hit value (example, he picks "Head" on Hierodule template, this location has a 5+ critical value). If he manages to roll a 5+, he can now roll on the Hit Location Table for Hierodule Head.
Just don't forget that Penetrating Bonus is used for both Critical Roll and Hit Location Table Roll (for close combat or ranged weapons). Ripper Tentacles are usually a good choice to block a chain fist or equivalent weapon and discourage your opponent from engaging a close combat with your bio-titan Smile

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Dernière édition par ScREaM le Ven 19 Aoû - 9:08, édité 1 fois
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Ronnie_Nielsen



Nombre de messages : 21
Date d'inscription : 17/05/2016

MessageSujet: Thanks   Ven 19 Aoû - 9:04

Super. Thanks for the fast reply !
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Ronnie_Nielsen



Nombre de messages : 21
Date d'inscription : 17/05/2016

MessageSujet: Re: Rules for multiple hits   Ven 19 Aoû - 9:12

BTW, my eldar faced the tyranids yesterday. Dominatrix lost close combat by 14 to a phoenix lord (we saved each wound with a seperate roll). End of turn the bugger was up and alive with 2 wounds left. Soaked up at least 10 las cannon shoots after that and still dident die....they are resilient as hell.

But the other critters in the list less durable so those got shot away. Seems it is hard for tyranids to close the distance with regular infantry (not spores and gargoyles in Harridans).

Really look forward to playing with you Smile But I am certain we dident read the rules excatly the same so you will have to correct us as we start playing.

We are hoping to arrive a day early for the tournament if someone is up for a test game or two.

Kind regards
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csuork



Nombre de messages : 4040
Age : 40
Localisation : Saint Etienne
Date d'inscription : 31/01/2007

MessageSujet: Re: Rules for multiple hits   Ven 19 Aoû - 18:32

Hi Ronnie !

At 14 dices, the tyranid player make 12 dices at 4+ ? He's very lucky ! But yes, Dominatrix is hard to kill (but it costs 500 points and you can see dominatrix like a small titan)

About the regular tyranid infantry, without Malefactors to transport it, it is hard to close the distance yes. But with Malefactors, you can close at the second turn.

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Ronnie_Nielsen



Nombre de messages : 21
Date d'inscription : 17/05/2016

MessageSujet: Re: Rules for multiple hits   Sam 20 Aoû - 15:11

First it had the 3+ unmodified save against all 14 hits. Then it regenerated each wound on a 4+. Not much better than average and 2 wounds were only left in the end phase.

Ya, think Malefactors are going to be used next to better bring the infantry into position. At least I will suggest we try that also Smile
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Rules for multiple hits
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