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Showing posts with label Vehicles. Show all posts
Showing posts with label Vehicles. Show all posts

4 July 2012

Reading 6th Edition - Vehicle types

Nick speaking,

Following on from my Previous post Vehicle basics, where we looked at the rules that are common for all Vehicles. Let's now have a look at the Vehicle type rules...

Vehicle Squadrons
The first change is for when moving Flat out, is is possible for some vehicles to move flat out and not the others in a Squadron, but they still have to keep their 4" unit coherency. All hits are resolved one at a time on the closest model until it is 'Wrecked' or 'Destroyed', the same as when shooting at infantry units. If one of the models in the Squadron is immobilised, the other models are able to abandon it by moving out of coherency. The immobilised model is then treated as a separate unit from then on.

Transports
There is a lot of stuff here that is the same as it was, including for 'Dedicated Transport', but there are a few different things as well. It is noted that models embarked on a Vehicle are classed as 'Fearless' whilst they are embarked. The big change though, is disembarking! A unit is able to disembark when a Transport does not move more than 6". The models can then disembark within 6" of the access points keeping coherency. The transport cannot move if it has already moved, but can move normally if it was stationary. Either way though, you are unable to perform a 'Tank Shock' or 'Ram' that turn. OK, we then move onto the biggest change of all, disembarked units are only able to shoot (counting as having moved) or run, BUT they are not able to assault, even if the transport stayed stationary! Wow! I was really looking forward to painting my Howling Banshee's and getting them on the table, but what is the point now?

Assaulting Transports:
Passengers in a transport that is being assaulted, can use fire points to perform 'Overwatch'

Effects on Passengers are now as follows...

Crew Shaken:
Can only make 'Snap shots' in the following shooting phase.

Crew Stunned:
Cannot shoot in the following shooting phase.

Wrecked:
Disembark 3" and 'Pinning' test

Explodes:
Same as the rules were before, but it indicates the model owning player can allocate any wounds to any models he/she wishes.
 

Flyers

Ariel Support:
Flyers must begin the game in reserve

Measuring and other models:
Measure from the vehicles hull and guns as usual, ignoring the base. The base is only used for when it's being assaulted, along with the hull, or when you are embarking and disembarking. Other models are able to go underneath a Flyer, as long as they are 1" away from it's base (unless assaulting).

Zoom:
Flyers can usually only make a special kind of move, called Zoom, although some can 'Hover'. Zooming has a movement of Combat Speed 18" and a Cruising Speed of 36". A Flyer needs to keep its speed up to stay in the air, so it can never Zoom less than 18". If it is forced to, it will Wreck itself automatically! When Zooming you have to move in a straight line, only being able to pivot on the spot ninety degrees before you move. Zooming Flyers always ignore all terrain checks and are unable to embark and disembark when they are zooming. They also cannot, or cannot be 'Tank Shocked' and Ramed'. A Flyer can move at 'Combat' and 'Cruising' speeds and still fire up to four shots the same turn at their normal ballistic skill.

Zooming Flyers can only be hit with weapons that can shoot 'Snap shots' unless the model or firer has the 'Skyfire' Special Rule.

Skyfire:
Models with the 'Skyfire' Special rule or a weapon with the Special Rule, uses its normal ballistic skill when shooting at Flyers, Flying MC and Skimmers. Unless it also has the 'Interceptor' Special Rule, it can only fire at other targets using 'Snap Shot'.

Interceptor:
At the end of the enemy movement phase, a model with the Interceptor Special Rule may fire at any one unit that is in range and has line of sight after it has deep striked. The weapon that shot cannot be shot again in the next turn, but a different one can be. A weapon with the 'Skyfire' and 'Interceptor' Special Rules can fire at any unit at its normal ballistic skill, unless shooting 'Snap shots'. A Zooming Flyer that is hit may 'Evade' before the penetration roll is made. Evading grants you the 'Jinks' Special Rule, but you can only fire 'Snap shots' the following turn.

A Zooming model that moves 'Flat Out' must move forward in a staight line between 12"-24". They can never be assaulted. If a Zooming Flyer ends up going off the table edge it goes into ongoing reserve and must re-enter at zooming speed even if it can 'Hover'.

'Hover'
A Flyer that is of the 'Hover' type can choose to Hover instead of Zooming. Declare if you are Hovering or Zooming before you move, Hovering Flyers are treated as a fast skimmer which we will come to in a bit.

You use the following exceptions for immobilised, Wrecked and Explodes results, when applying the damage chart to a Flyer...

Locked Velocity:
If a Flyer is immobilised, its velocity is locked and it can only move at the same speed it was moving when it was immobilised. It also cannot 'Evade' or move 'Flat Out'
Now FAQ'd to say they can only move 36" when locked

Crash and Burn:
If a Flyer is 'Wrecked' or 'Explodes', centre a large blast marker over the Flyer and scatter it 2D6". Any model under the blast suffers a S6 AP- hit, and the Flyer is removed. If the Flyer is a transport Flyer, the hits are resolved at S10 with no armour saves allowed. Surviving models are placed within 3" of the final position of the large Blast marker.

Flyer Special Rules...

Skyfire:
A Flyer may choose all its weapon to have the 'Skyfire' Special rule at the start of each of its shooting phases.

Missiles:
A Flyer with missiles can shoot two of them each turn even though they are once use only. However, the missile shots count toward the number of shots fired.

Bombs and Bombing runs:
A Flyer with bombs can drop up to one bomb in the movement phase, this is called a bombing run. Dropping a bomb in the movement phase counts as firing one of your weapons in the shooting phase, but your other weapons can shoot at a different target. To drop a bomb you have to be moving at Zooming speed, centre the large blast over a single model that the Flyer moved over and Scatter it D6", any models under the blast are hit at the bombs specific profile. A Flyer that makes a bombing run is unable to move Flat out in the shooting phase

Chariots

Chariots are personal war machines for high ranked Characters, like an Overlord in a Command Barge.

Moving:
A chariot moves the same as their vehicle type, but if it is a skimmer, the rider can make a Sweep attack.

Sweep Attack:
Pick one unengaged enemy unit the Chariot moved over and roll a D6 equal to the number of attacks the rider has. The attacks hit on a 3+ if it moved a Combat Speed, and a 4+ if it moved at Cruising Speed. Each hit is resolved with the weapon and bonuses of the riders melee weapon. Vehicles are always hit on the side armour and any sixes rolled have the 'Precision Strikes' Special Rule. There are no cover saves allowed against sweep attacks even for vehicles.

Shots at a Chariot can never hit the rider itself and and are always resolved against the Chariot itself. If a Chariot did not move Flat Out, it may declare an assault using it's hull and base for ranges. The rider is classed as being in base contact with any model engaged and can strike and be stuck in the assault. The rider will get a +1 to his armour save when in close combat from a Chariot, but the Chariot and rider will not be locked in combat, and the rider can not perform or accept any challenges. The crew of a Chariot are always ignored.

Chariot Special Rules...

The Rider is fearless whilst embarked on a Chariot and the Chariot itself has the 'Hammer and Wrath' Special Rule, however, its Hammer and Wraith attacks are D6 attacks rather than one, resolved at S6 AP-, unless otherwise stated.

Open-Topped


The open-topped rules have not changed, you still add plus one to the vehicle damage charge and they have the new 'Assault Vehicle' Special rule, allowing them to assault after disembarking. 

Heavy Vehicles

Heavy vehicles can never move faster than combat speed and can never move Flat Out. They are always counted as remaining stationary when working out how they shoot.

Fast Vehicles

Fast Vehicles can move up to 12" when moving Flat Out. Fast Vehicles can shoot all their weapons at normal ballistic skill if they move at Combat Speed, and two weapons if they move at Cruising Speed with any other weapons shooting at 'Snap Shots'

Skimmers

If a Skimmer is also 'Fast' it may move up to 18" when moving 'Flat Out'. Skimmers have the 'Jinks' Special Rule.

Walkers

I don't actually own a dreadnought and rarely get my War Walkers out (although that may change now). So to be honest I am not amazingly familiar with Walker rules. As far as I can tell, they are pretty much the same as they were, except Walkers are now able to fire 'Overwatch' if they are assaulted.

Tanks

Tanks are still able to 'Tank Shock' and 'Ram', the rules again are pretty much as they were before for both, except in clarifies that a unit already falling back will automatically fail a tank shock test. and a Tank coming in from reserve is also able to perform a tank shock, as long as you declare it before it moves on. A Tank that has performed a Tank Shock is unable to move Flat Out the same turn, and units cannot embark or disembark the same turn either. This also means, if a tank embarked or disembarks a unit before it moves, it cannot perform a tank shock. Death or Glory looks to be the same as it was, as do Ramming rules. 'Jinks' Vehicles are able to get a cover save against hits caused by Ramming, and Ramming has the same restrictions as Tank Shocking.

Vehicle Upgrades

All the vehicle upgrades like Dozer Blades, Extra Armour, Searchlights, and Hunter-Killer Missiles are the same as they were. Smoke Launchers now offer a 5+ cover save with the same rules as it was before.

Previous Posts:
6th Edition Rule Book Unboxing
Reading 6th Edition - The first few pages
Reading 6th Edition - The movement phase
Reading 6th Edition - The shooting phase
Reading 6th Edition - The assault phase
Reading 6th Edition - Universal Special Rules
Reading 6th Edition - Independent Character
Reading 6th Edition - Unit types
Reading 6th Edition - Weapons 
Reading 6th Edition - Characters & Challenges
Reading 6th Edition - Psykers
Reading 6th Edition - Vehicle basics

Next up, Terrain...
Read more ...

Reading 6th Edition - Vehicle basics

Nick speaking,

I am starting to get an idea about what this new edition is all about now, I have to admit, when I originally heard that the new assault range was going to be up to 12", albeit random, I had a feeling the new book was going to be all about the assault, but it is pretty obvious from what I have read so far, 6th Edition is all about Shooting, Shooting seems to be King! So let's have a look at how good our vehicles are going to be at shooting, and how they are going to survive any incoming shots...

First are the usual set of standard vehicle rules that all 40k vehicles have in common. Vehicle Characteristics are the same as they were before, but now we have 'Hull Points' as well. Hull Points (HP) for all the vehicles are listed in the Appendix II on page 410. I won't list them all, but the ones of note to my armies are, Landraider 4HP, Rhino/Razorback 3HP, Drop Pod 3HP, Landspeeder 2HP, Monolith, Ghost Ark and Doomsday Ark 4HP, all other Necron vehicles have 3HP. All Eldar vehicles have 3HP except Vypers and Warwalker which are 2HP. An Ork battlewagon has 4HP, a Killakan and Wartrukk have 2HP, all other Ork vehicles have 3HP. A Chaos Damon Soul Grinder has 4HP and Tau vehicles have 3HP except for the Piranha, which is 2HP.

There are the usual types of vehicles we already know and a few additional ones, including Chariots, Flyers, and Hover. As usual these types can be combined so you can use both sets of rules. There are no changes to measuring, pivoting and terrain tests. The line of sight and shooting arc rules now come with pretty coloured pictures, but look to be the same as they were before, and the old 'Roads' rule has now disappeared...


The first real differences, are Shooting with vehicles. Stationary Vehicles can shoot everything as it was before, but when moving at Combat Speed (6"), you are now able to shoot a single weapon at your normal ballistic skill, and all other weapons as 'Snap shots'. If you move as Cruising Speed (12"), you can fire all your guns, but as 'Snap shots'. Obviously, guns that cannot fire Snap shots are unable to shoot. Ordnance weapons can be shot even if you move, and if you do move and shoot an Ordnance weapon, you are able to shoot any other guns as 'Snap shots' also.

Moving Flat Out:
A vehicle can elect to move 'Flat Out' instead of firing in the shooting phase. This move is up to 6" and triggers Dangerous Terrain tests as normal. You cannot tank shock the same turn you plan to move flat out.

Shooting at Vehicles:
The facing armour picture is now in colour, but there is no change to shooting vehicles except blast weapons no longer use half strength if the hole is not under the vehicle, if it touches the hull it hits at full strength!

Resolving Glancing hits:
For every Glancing hit scored you reduce the vehicles Hull Points by one, when it has no HP left, it becomes a 'Wreck'. Wrecked Vehicles become a piece of terrain conferring a 5+ cover save, counting as difficult and dangerous terrain.

Resolving Penetrating hits:
For every Penetrating hit scored you reduce the vehicles Hull Points by one. You then roll on the Vehicle damage table to see what other damage is done for each penetrating hit. All hits will also have to be rolled on the table even if the Vehicles HP are reduced to zero and it is Wrecked, as it still may explode.

1-2  - Crew Shaken
Same as before but weapons that are able to, can still 'Snap shot'

3     - Stunned
Same as before but weapons that are able to, can still 'Snap shot', and Zooming Vehicles can still move 18" without turning.
 
4    - Weapon Destroyed
Same as before, but the weapon that is destroyed is Randomly Chosen!

5    - Immobilised
Same as before but any additional immobilised results reduce Hull Points

6    - Explodes
Same as before

Chart modifiers:
At the bottom of the chart is listed two AP modifiers, AP2 is plus one to the chart and AP1 is plus two to the chart. No are other modifiers are listed here, but don't get too excited, later in book, the Open-topped rules state that there is a plus one penalty to the chart for being open-toppped. There are no longer any modifiers for AP-, which explains what Necron Tesla is all about, let's see, no chart modifiers anymore and any sixes to hit (Overwatch!) grants two addition hits!

Obscured Targets:
The 50% rule has now changed to a 25% rule, making it much easier to get a cover save for your vehicles, of course cover is now only 5+ on most pieces of terrain, but there is still a +1 to cover saves when you cannot see the facing of the vehicle you are shooting at. Models that can see individual facings resolve their shots separately.

Assaulting a Vehicle:
A unit cannot assault a vehicle unless it can damage it, and a vehicle that is being assaulted cannot use 'Overwatch'. All vehicles are treated as being weapon skill one, if they moved the previous turn, otherwise they are weapon skill zero. So auto hits if you didn't move and 3+ to hit for normal WS4 dudes to hit, even if you moved fast. Any vehicle that have a weapon skill in it's profile uses that instead, and all hits against vehicles are resolved against its rear armour as usual.

Vehicle results now have rules for counting towards combat resolution results. Glancing hits count as one wound and Penetrating hits count as two wounds....

Previous Posts:
6th Edition Rule Book Unboxing
Reading 6th Edition - The first few pages
Reading 6th Edition - The movement phase
Reading 6th Edition - The shooting phase
Reading 6th Edition - The assault phase
Reading 6th Edition - Universal Special Rules
Reading 6th Edition - Independent Character
Reading 6th Edition - Unit types
Reading 6th Edition - Weapons 
Reading 6th Edition - Characters & Challenges
Reading 6th Edition - Psykers

Next up, vehicle types...

Read more ...

19 August 2011

Curiosity killed the...Vectored Engine!

Nick speaking,

I have been playing Eldar for a while now, and right from the begining, I have always geared my Grav Tanks up with Spirit Stones, Star Engines, Holo-Fields and Vectored Engines. I knew that popular believe was that Vectored Engines were a waste of points, and that I could buy another basic Fire Prism for the points I spent, but I just couldn't bring myself to drop them, and here are the reasons why...


The way I saw it, if I was going to spend all those points on a tank to make it last for as long as possible, in order for it to use it's movement and Star Engines to contest or Capture end game, then Vectored Engines would fall into that catagory nicely? After all, once I have moved fast, the last thing I want is to be immobilised and wrecked, and then to lose the game! I might as well pay the extra points and have them 'fully loaded'...

Game after game, I watched my tanks zooming across the board to capture objectives. Knowing that sixes were needed to hit me, then the protectin of the Holo-Fields, and if you do manage to wreck me, I will still be there with my Vectored Engines to contest. The trouble was, those Vectored Engines have never been used, I have never been immobalised after moving fast! This got me thinking that maybe I was wrong about Vectored Engines, so out of curiosity I started to experiment...

It all started when I played a casual four way game with my buddies, I thought it would be fun to get as many tanks down on the table as I could for the 750pts! Taking the tanks bare boned, I managed to get a list which included two Fire Prisms, one Falcon, two Wave Serpents with Dire Avengers and and a Farseer. It was at this point that I started to consider the things I really do need to have on my tanks, and the things I don't!

Needless to say, Vectored Engines were out! and my curiousity litarally did kill them off, well, in a way! Actually, I do still take Vectored Engines on certain tanks, like my Howling Banshee tank, where I know it is going to be moving fast to get the girls into position to assault, but generally, I don't waste the points on them anymore.

Vectored Engines have been an experience for me, and I have learnt that it is best to have something bare boned first, and see what upgrades are needed as you play, rather than take something fully loaded and not realise you are wasting points on things you don't really need, or at least, not very often!
Read more ...

16 August 2011

Melted Tank Markers!

Nick speaking,

We are all used to tanks that are destroyed by Melta guns, but what about having a melted tank marker to represent the damaged tank?

Not so long ago, my buddy found these toy tanks in his local pound shop, although not pretty, they are about the same size a Predator/Rhino/Razorback, and we thought with a bit of work, they would make great stand in markers for destroyed tanks...


He took a blow torch to them, and on this subject, I have to say he is experienced with using tools like this, and I would not recommend anyone and everyone to start playing with blow torches! Here is what it looks like after he had melted it and with a coat of Chaos Black...


Add in a few flames and even without a paint job it makes a great looking 'wrecked' marker...


If your tank gets an 'explodes' result, it easily comes apart, and using the bottom half up side down does the trick nicely, and allows your models to be able to stand on them as well..


Not bad for a pound!
Read more ...

16 May 2010

Eldar tanks "Less is more?"

Nick speaking,

The Eldar anti-grav tank is a wonderful piece of machinery, but how are you gearing them up? Not so much as the guns you put on them as we all have our own favourites. I'm talking about the upgrade options like Star engines, Vectored engines, Holo-fields and Spirit stones? Ok, lets forget Spirit stones as everybody takes them, all the time no matter what, right?

I currently have one Wave Serpent, one Falcon and two Fire Prisms and I am still in the process of building up my army with the plan of getting myself two more Serpents in the future. I started off in the usual fashion of just using the models that I had purchased so far and trying out the different combinations of units available.
It didn't take me long to discover that Mech Eldar/Saim-Hann style was the first direction I wanted to go and the rest of my efforts have been to get this style of army up first, followed by a Harlequin list and finally onto a Hybrid style list. As you can probably tell I am the type of person who goes all out, rather than taking a fixed list approach. I just love having all the options open to me to play and have some fun with.

Focussing on a IDIC Hann style Army List, lead me to taking all the options on my tanks that are available. After all, I am going to need to keep them in action ready to contest/control for as long as possible.
Holo-fields (wish you could take these on the Wave Serpent) for durability. Star Engines for the extra speed and for some sneaky Eldar cover save tricks and Vectored engines so that I don't go down after the high speed movement when contesting.

So this brings me on to the whole reason of this post. So far I have been very happy with my very expensive versatile tanks.  I am at a stage now where I am so used to having my geared up tanks, that I am almost afraid to take the upgrades off! But should I be? Am I missing something? Is less, more? After all I could probably get another tank for the cost of the upgrades?

What are your views on Anti-Grav upgrades? Is less More?

Read more ...
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