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  1. #181

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    Quote Originally Posted by Wildcard View Post
    Hmm, how are the 2000+pts FoC exactly:

    a) 2000pts for the first foc, and then whatever left (500-1500pts for example) to the second FoC
    - Result: 2x 2HQ, 6Troop, 3Elite, 3Heavy, 3Fast

    b) If the game size is more than 2k, you get to expand the FoC
    - Result: 4x HQ, 12Troop, 6Elite, 6Heavy, 6Fast

    EDIT: And is it minimum of 2x or 4x troops?

    There is a major difference in some cases..

    Also, does 2000+pts doubling effect also affect Allies slots:
    Totalling 2HQ, 4Troop, 2Elite, 2Heavy, 2Fast

    And what about Fortifications? Are they separate 'extra' FoC entry, or do you get to take 2 Fortress of Redemptions aswell?

    Clarifications very much appreciated. (as well as all your thus far contributions!)

    From people who have books in hand it reads like this.

    Option one at 2k: Normal FOC + Allies FOC (Allies FOC is 1 HQ 1-2 Troops 0-1 Elite/Fast/Heavy)

    Option two at 2k: Normal FOC + Normal FOC (yes double the required units)

  2. #182
    Librarian
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    a-ha, so it is a choice! either a double FOC or using Allies? how does this transpose to sub-2k games?
    ALShrive; found somewhere between fact and breakfast.
    Horseman of the Derailment

  3. #183

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    Quote Originally Posted by alshrive View Post
    a-ha, so it is a choice! either a double FOC or using Allies? how does this transpose to sub-2k games?
    Allies are the only option in sub 2k, but to be honest I don't know how fortification fit in there. I think you might be hard pressed to fit an decent amount of allies in less then 2k with the normal FOC HQ+ 2 Troops and then Allies HQ +1 Troop.

    Overall I like this set up, I don't think allies will break the tourney scene as long as the points stay below 2k, but above 2k (where I find games are a little more fun) the allies add an interesting and even more fun dimension to the game.

  4. #184

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    Quote Originally Posted by MasterSlowPoke View Post
    Where did you see this? The original poster said:

    "reserves come on just like 5th EXCEPT i cant find were it says they do or dont get to assault the turn they move on, it does say it just move the model onto the board using there movement."

    Why assume it would not allow them to assault?
    This is why:

    Quote Originally Posted by maxx View Post
    Reserve rules are;

    when deploying their army, players can choose not to deploy up to half of there units(rounding uo) keeping them as reserves to arrive later. units that must start the game in reserve are ignored for the pourposes of working out how many other units may do so.a unit and its dedicated transport are counted as a single unit for these purposes.

    Reserve rolls are 3+ each turn and arrive automatically on turn 4.

    Unless stated otherwise, a unit cannot charge, or use any abilities or special rules that must be used at the start of theturn, in the turn it arrives from reserve.

  5. #185

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    Quote Originally Posted by chizal View Post
    indeed that is the case

    not looking forward to playing necrons with these rules
    Me neither!

  6. #186

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    So Fearless is the same as it was in 5th? In a word: &#$*!!!!!

  7. #187

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    Quote Originally Posted by chipstar1 View Post
    This is why:
    Good bye Snikrot and his Kommandos...

  8. #188

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    How does the "Skilled Rider" USR work for things like jump infantry and bikes/jetbikes in 6th?
    letsagetabitarockin!

  9. #189
    Chapter-Master
    Join Date
    May 2010
    Location
    Plymouth, England
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    6,729

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    And a lot of DE WWP portal lists
    And Outflanking Genestealers

    Why can't you assault out of reserve? That just makes no sense

    "Sorry boys, that invisible line we crossed a minute ago shocked us so much we forgot how to stab people"

    Skilled Rider adds +1 to your Jink save. So maybe no more rerolling dangerous terrain tests
    Autarch, Shas'o, Chaos Lord and Decadant Lord of the Webway. And a Doctor!
    http://drlove42.blogspot.com/

  10. #190
    Veteran-Sergeant
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    Jun 2012
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    Damn. Skilled rider +1 jink save? My Reavers are going to 3++ after bladevaning??? With my fortuning farseer thats going to be awesome!

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