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  1. #251

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    Quote Originally Posted by Tynskel View Post
    This is redonkulous. You are clearly on the cramundgened side of things.
    Fleet supposedly gives you a re-roll in assault. You maintain your speed. Hormagaunts stay fast.

    The whole spore pod argument is silly--- it is a 'no duh'. Completely sidelining the fact that you can do it.

    What you are missing on fexes is that you get many more attacks at high strength. Plasma also is also AP2, giving a +1 on the table. You are forgetting that if you pen, you still knock a Hull Point. Double Whammy. Also, you get to maintain your initiative at 4, if you are charging through cover. Str 7 is a great transport buster--- get a glance, then smash.
    Fleet gives a reroll to one dice of the two you roll for assault distance. It's been worked out that, most of the time, this will average a shorter distance across the table.

  2. #252

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    If you choose to re-roll.
    Fed up for Scalpers? https://www.facebook.com/groups/1710575492567307/?ref=bookmarks

  3. #253

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    I'd like to know, does a Chainsword now also have an AP value? I mean better than "AP -"?
    Ap 5 would be really "Tits"!

  4. #254

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    Quote Originally Posted by Anggul View Post
    No, there is absolutely no reason that a sword is AP3 and an axe is AP2. They both use power fields, and should both cut through all armour. Terminators are already good, they didn't need to get a hell of a lot better. Banshees just became terrified of terminators too.
    There's a very good reason. The best reason of them all. Game balance.

    Unless you like to play make believe, in which case you dont need a rulebook.

  5. #255
    Battle-Brother
    Join Date
    Jul 2009
    Location
    Meridian, ID
    Posts
    24

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    is anyone actually answering questions at this point? I don't blame them, I'd be freaking out about just reading the damn thing.

    if so, what do snipers do!!

  6. #256

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    Quote Originally Posted by wash-away View Post
    if so, what do snipers do!!
    Shoot things. duh.

    Oh, and if they roll a 6 on the to-hit, then they pick the target that was wounded.

  7. #257
    Veteran-Sergeant
    Join Date
    Mar 2010
    Location
    Fl
    Posts
    175

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    your answer to question 5 changed my life

    thank you
    SATAN in our lives is noted, all his vices often quoted and though he serves a spendid feast, at the table's head still sits the BEAST!!!!!!!!

  8. #258
    Brother-Captain
    Join Date
    Aug 2009
    Location
    Southampton, England
    Posts
    1,126

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    Quote Originally Posted by Tynskel View Post
    This is redonkulous. You are clearly on the cramundgened side of things.
    Fleet supposedly gives you a re-roll in assault. You maintain your speed. Hormagaunts stay fast.

    The whole spore pod argument is silly--- it is a 'no duh'. Completely sidelining the fact that you can do it.

    What you are missing on fexes is that you get many more attacks at high strength. Plasma also is also AP2, giving a +1 on the table. You are forgetting that if you pen, you still knock a Hull Point. Double Whammy. Also, you get to maintain your initiative at 4, if you are charging through cover. Str 7 is a great transport buster--- get a glance, then smash.
    Not really, previously Raveners could move, run, assault 12. If running is out, they can only move then assault 2D6 with a re-roll.

    Also, Trygons are still better and we all know it. The amount of damage a Carnifex can do was never the problem, it's the massive cost for not much resilience which makes them bad.

  9. #259

    Default

    What are the new rules for rage quitting?

  10. #260
    Chaplain
    Join Date
    Oct 2011
    Location
    Austin, TX
    Posts
    272

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    Quote Originally Posted by gannam View Post
    What are the new rules for rage quitting?
    Roll a D6, 1-2 punch opponent, 3-4 step on all miniatures, 5-6 flip table.

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