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2010 'Ard Boyz 40K

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luis the young
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Post by jspyd3rx Fri May 07, 2010 4:49 pm

Nevermind, can't target units if in cc if a shooting attack. Pretty solid will pass on.
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Post by KingdomCome Fri May 07, 2010 5:11 pm

jspyd3rx wrote:So cover saves determined from center of blast plate?Also, what aboutunits in combat?

Yes cover saves from center of blast it's where the "attack" is being generated. If the blast is over units in CC it will affect the units fighting. Think of it like a Demolisher cannon that strayed too far. Then move the units out of the mawlocks way.
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Post by The Eldar Guy Fri May 07, 2010 10:15 pm

Scenarios are up: http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1120521a_40KArdBoyzPrelimScenarios.pdf
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Post by KingdomCome Fri May 07, 2010 10:20 pm

Thanks for posting the scenarios.
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Post by jspyd3rx Fri May 07, 2010 10:26 pm

Bwaha, mech isawful for last scenerio!! Nice change up.
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Post by The Eldar Guy Fri May 07, 2010 10:33 pm

Mech vs. mech it wont' matter. (which is 90% of the thing anyway)
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Post by jspyd3rx Fri May 07, 2010 10:57 pm

Not against nids or necrons(not showing For tourny I think).
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Post by The Eldar Guy Fri May 07, 2010 11:07 pm

True, but they both have their own problems against tanks.
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Post by jspyd3rx Fri May 07, 2010 11:25 pm

Well, the last mission for me is gonna be tough. Deffkoptas can do their job once but, always die. Running alot of them would suck. Have to relook at my list.
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Post by jspyd3rx Sat May 08, 2010 2:32 am

My Orks are at 31 KPS!!! Jeez Louise!! For scenerio 3.
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Post by jspyd3rx Sat May 08, 2010 3:15 am

Another question for mission 3. Due drop pods count towards the 3kp thing? Actually, does anything that can deepstrike count as the 3kp thing for scenerio #3?
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Post by KingdomCome Sat May 08, 2010 9:05 am

jspyd3rx wrote:Another question for mission 3. Due drop pods count towards the 3kp thing? Actually, does anything that can deepstrike count as the 3kp thing for scenerio #3?

Yes to the drop pods and all things deep striking being 3kp for the last mission. The exception to the rule are Deamons entering play with demonic assault. After that anything that has the potential to move over 6 inches is worth 3 kp.
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Post by jspyd3rx Sat May 08, 2010 9:37 am

What's the difference between demons deepstriking and normal deepstriking?
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Post by KingdomCome Sat May 08, 2010 9:40 am

Deamons don't have a choice. They have to enter play deepstriking.
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Post by jspyd3rx Sat May 08, 2010 9:51 am

So? The scenerio gives exceptions with demons not being one of them. There is no mention whatsoever for demons. Unless you count deepstrike as more deployment than movement. So I am to assume you are makin the exception for demons? I totally understand you have final say. Just trying to get any problems out of the way.
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Post by The Eldar Guy Sat May 08, 2010 11:07 am

Because it wouldn't be fair for daemons isn't a valid rules justification.

I don't exactly know whether deepstrike is really a move according to the rules. (edit: Pretty clear for vehicles)

Reading the deepstrike rules though:

"If a scatter occurs, roll 2D6 to see how many inches the model moves away from the intended position." (2d6 move)

"In the Movement phase when they arrive, these units may not move further..." (counts as movement)

"In that turn's Shooting phase, these units can fire (or run) as normal, and obviously count as having moved in the previous Movement phase. Vehicles count as having moved at cruising speed."

So by the end it becomes pretty obvious that deepstriking vehicles count as 3KP (count as moving at Cruising speed, ie more than 6"). You could extend the same thing or use the scatter distance move, 2D6, as the units movement.
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Post by jspyd3rx Sat May 08, 2010 11:15 am

So are space marine terminators 3kp? They can deepstrike. What if they deploy normally? What about wolf guard? If they split up to lead other units, then would those units now be three kill points? Vehicles I would agree, but foot sloggers that can deepstrike I would hope not. So if demons don't count, it will look like favoritism or pity.
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Post by The Eldar Guy Sat May 08, 2010 11:48 am

Ah, rereading the mission rules: a Librarian with Gate of Infinity is worth 3KP. Gate of Inifinity is a deepstrike- not an actual move. Thus answers our problem.

Doesn't cause any rules problems.

Terminators would be 3kp. If they deploy normally they still had the ability to move more than 6". If a wolf guard would be worth 3KP. Wolf guard join a unit, not the other way around (upgrade character, etc.) so the unit would remain their own KP value.

My take.
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Post by jspyd3rx Sat May 08, 2010 1:11 pm

Are wolf guard IC or upgrade. If IC, then 3 kp.
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Post by luis the young Sat May 08, 2010 3:32 pm

If terminatora that are not deepstriking count as 3kps, then every troop choice tyta has the option to ryde on a transport, wether they do it or not, should be worth 3kps since they have the potential to move over 6 inches
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Post by jspyd3rx Sat May 08, 2010 3:34 pm

Nope, it clearly states troops riding in transports don't.
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Post by luis the young Sat May 08, 2010 3:48 pm

Cool so if i have my termies on a landraider theydont count as 3kps!
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Post by jspyd3rx Sat May 08, 2010 3:56 pm

Yea they do. Termies can deepstrike on their own so count as 3kp. Sucks I know. One week to tween or lists.
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Post by jspyd3rx Sat May 08, 2010 10:04 pm

Having a hard time with forums, posting from phone till interwebz installed

The Eldar Guy wrote:Because it wouldn't be fair for daemons isn't a valid rules justification.

I don't exactly know whether deepstrike is really a move according to the rules. (edit: Pretty clear for vehicles)

Reading the deepstrike rules though:

"If a scatter occurs, roll 2D6 to see how many inches the model moves away from the intended position." (2d6 move)

"In the Movement phase when they arrive, these units may not move further..." (counts as movement)

"In that turn's Shooting phase, these units can fire (or run) as normal, and obviously count as having moved in the previous Movement phase. Vehicles count as having moved at cruising speed."

So I am assuming that demons will count as 3 kps for each unit? They definetly meet all criteria like all deepstriking units do to count as extra kill points. Another example is if I take zagstrukk for stormboyz. I would have no choice but to deploy them through deep striking. Since I have no choice; does that mean they wouldn't count as extra kps?

So by the end it becomes pretty obvious that deepstriking vehicles count as 3KP (count as moving at Cruising speed, ie more than 6"). You could extend the same thing or use the scatter distance move, 2D6, as the units movement.
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Post by The Eldar Guy Sat May 08, 2010 10:21 pm

jspyd3rx wrote:
So I am assuming that demons will count as 3 kps for each unit? They definetly meet all criteria like all deepstriking units do to count as extra kill points. Another example is if I take zagstrukk for stormboyz. I would have no choice but to deploy them through deep striking. Since I have no choice; does that mean they wouldn't count as extra kps?

1. Yes

2. Whether or not they have a choice it doesn't matter. If they have the ability to move more than 6" they count as 3KP.

Again, just my thoughts. Cesar is running
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