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  1. - Top - End - #1201
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    Default Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"

    That's the reserves game for you and it's the major reason why my Assault marines tend to sit fights that matter out. I play them in a casual games, but I just don't like relying on the dice to the extent that DoA does (first roll then scatter then mishap table... way too many for me) Perhaps you could consider some scout bikers to alleviate the pain a little, start on the board, turbo boost and then drop. It'll cut out the mishap and scatter problem anyway, assuming they don't get shot to bits. Of course, it also cuts down your amount of slots for Vanguard.

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  2. - Top - End - #1202
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    Default Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"

    Quote Originally Posted by Ninja Chocobo View Post
    You were wrong, though. This isn't the first time the FAQ has overturned RAW, and probably won't be the last.
    No I wasn't. A platoon is a troops choice.
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  3. - Top - End - #1203
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    Default Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"

    Quote Originally Posted by Renegade Paladin View Post
    No I wasn't. A platoon is a troops choice.
    QFT

    RAI said that you could do it whereas RAW was rather ambiguous now RAW is clarified and says that you absolutely can do it.

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    Default Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"

    Quote Originally Posted by Renegade Paladin View Post
    No I wasn't. A platoon is a troops choice.
    Except DoW doesn't let you deploy two troops choices, it lets you deploy two units from your troops choices. That's why a single troop and their dedicated transport (two separate units) fill up your 2 unit allotment. The FAQ changes RAW.
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  5. - Top - End - #1205
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    Default Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"

    Quote Originally Posted by Tren View Post
    Except DoW doesn't let you deploy two troops choices, it lets you deploy two units from your troops choices. That's why a single troop and their dedicated transport (two separate units) fill up your 2 unit allotment. The FAQ changes RAW.
    Quote Originally Posted by Imperial Guard army list, Infantry Platoon entry
    Each Infantry Platoon counts as a single Troops choice on the force organization chart when deploying, and is rolled for collectively when rolling for reserves.
    You were saying?
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  6. - Top - End - #1206
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    Default Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"

    Quote Originally Posted by Renegade Paladin View Post
    No I wasn't. A platoon is a troops choice.
    That's not the issue. The issue was the words for Dawn of War itself.

    "[...] deploy up to two units from [your] Troops selections [...]"

    Emphasis mine.
    There's a difference between 'Troops choice' in the Codex, and 'Troops unit' in the BBB. An Infantry Platoon is more than one unit, unless you use Combine Squads. Hence why Infantry Guard were terrible at Dawn of War because it's main strength is Heavy shooting which it always lost at least a turn of.

    Now the problem is gone and Imperial Guard players couldn't have asked for much more. The Al'Rahem problem still exists though.
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    Default Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"

    A platoon counts as a single Troops choice when deploying. Dawn of War is the only scenario that restricts deployment. There is no reason to have that clause of the platoon rules if it doesn't apply to anything; ergo a platoon may be deployed as a single Troops selection in Dawn of War.
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    Default Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"

    Quote Originally Posted by Renegade Paladin View Post
    There is no reason to have that clause of the platoon rules if it doesn't apply to anything; ergo a platoon may be deployed as a single Troops selection in Dawn of War.
    Well, it can now.
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    Default Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"

    Quote Originally Posted by Cheesegear View Post
    Well, it can now.
    It could before; people just feared the lascannons enough to argue about it. A platoon has always counted as a single troops choice for purposes of deployment.
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    Default Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"

    Quote Originally Posted by Renegade Paladin View Post
    It could before; people just feared the lascannons enough to argue about it. A platoon has always counted as a single troops choice for purposes of deployment.
    Common Sense is not RAW.

    The Codex says "counts as a single Troops choice."
    DoW says "up to two units from your Troops selections"

    The words don't match. 'Unit' != 'Choice'. Of course, the only Codex this affected was Guard.
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    Default Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"

    Quote Originally Posted by Cheesegear View Post
    Common Sense is not RAW.

    The Codex says "counts as a single Troops choice."
    DoW says "up to two units from your Troops selections"

    The words don't match. 'Unit' != 'Choice'. Of course, the only Codex this affected was Guard.
    Can you name a single instance where choices affect deployment other than Dawn of War? If not (and you can't), why does the rule exist?
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  12. - Top - End - #1212
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    Default Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"

    Quote Originally Posted by Renegade Paladin View Post
    Can you name a single instance where choices affect deployment other than Dawn of War? If not (and you can't), why does the rule exist?
    Battle Missions.

    Ultimately, again, I need to point this out; Common Sense is not RAW. Regardless of what you think, rules is rules, even if they don't make sense.

    If you still can't grasp it; it was Errata'd for a reason. The problem existed, whether you saw it or not. But now none of this matters because the problem isn't there anymore.
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  13. - Top - End - #1213
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    Default Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"

    Quote Originally Posted by Cheesegear View Post
    Ultimately, again, I need to point this out; Common Sense is not RAW. Regardless of what you think, rules is rules, even if they don't make sense.

    If you still can't grasp it; it was Errata'd for a reason. The problem existed, whether you saw it or not. But now none of this matters because the problem isn't there anymore.
    Not to get too semantic about it (which is all this debate has been anyway...) if it was a FAQ then that is always how it has been, it was just making sure everyone knew.
    If it was an errata, then it was changed and re-written.

    Common sense, however, is actually RAW, as its I think the very first line in the BBB. And in almost every case of FAQ from GW that I've read and can specifically remember right now, the FAQ ruling has always been the common sense version of the rule reading. Of course "common sense" and "common gaming logic sense" are not quite the same, there are a lot of gaming logic situations that wouldn't make sense in a real life situation.

  14. - Top - End - #1214
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    Default Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"

    Quote Originally Posted by Erloas View Post
    Not to get too semantic about it (which is all this debate has been anyway...) if it was a FAQ then that is always how it has been, it was just making sure everyone knew.
    If it was an errata, then it was changed and re-written.
    It is Errata. It was not the way it is now.

    And in almost every case of FAQ from GW that I've read and can specifically remember right now, the FAQ ruling has always been the common sense version of the rule reading.
    The only thing I can think of off the top of my head is the Tyranid FAQ. And I think there's a few things in the Chaos Daemons one too that don't make sense.
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  15. - Top - End - #1215
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    Default Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"

    Deffrollas with their S10 hit no matter how far the battlewagon moved is my personal bugbear on that. I can see why, but I'm afraid simple common sense says the faster the vehicle moves, the harder it hits.

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  16. - Top - End - #1216
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    Default Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"

    Quote Originally Posted by Cheesegear View Post
    The words don't match. 'Unit' != 'Choice'. Of course, the only Codex this affected was Guard.
    Plus every codex with dedicated transports. Or Dark Angels with their Ravenwing when those are troops.

    Quote Originally Posted by Timberwolf View Post
    Deffrollas with their S10 hit no matter how far the battlewagon moved is my personal bugbear on that. I can see why, but I'm afraid simple common sense says the faster the vehicle moves, the harder it hits.
    With a non-powered ram, yes*. Not with a revolving crusher wheel.

    Steamrollers don't work better when they go faster. Rather they're useless unless they travel at the designed optimum rolling speed.

    Logically if the battlewagon went too fast it would shunt anything it hit away from the roller and not be able to crush anything.

    *which is a differant ork vehicle upgrade that works of the normal ramming rules which are determined by how far something moves
    Last edited by Closet_Skeleton; 2012-01-18 at 06:52 PM.
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    Default Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"

    Deffrollas with their S10 hit no matter how far the battlewagon moved is my personal bugbear on that. I can see why, but I'm afraid simple common sense says the faster the vehicle moves, the harder it hits.

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  18. - Top - End - #1218
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    Default Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"

    Quote Originally Posted by Renegade Paladin View Post
    If not (and you can't), why does the rule exist?
    It's a Grot's Life lets a unit of Gretchin remove a minefield in exchange for a handful of casualties. There aren't any minefields. Why does the rule exist?

    Space Wolf Sagas have Oaths listed as part of the rules text. They have no bearing on the game. Why does the rule exist?

    The text for Dawn of War doesn't specify 'troops choices', it specifies 'up to two units from your troops selections', except without the italics.
    Combined Squads were fine though.
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  19. - Top - End - #1219
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    Default Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"

    Quote Originally Posted by Timberwolf View Post
    I can see why, but I'm afraid simple common sense says the faster the vehicle moves, the harder it hits.
    Which is how ramming works. A deathroller is not ramming.

    Science says the faster a vehicle moves the harder it hits. Common sense says that a 2 lb 3 cm diamater sphere should fall slower than a 4 lb 3 cm diameter sphere. Science says that two objects with the same shape and exterior volume falling in the same conditions fall at the same speed.

    Its a well known fact that common sense is not common. It is a slightly less well known fact that it isn't sense either.

    Throwing fruit into a smoothy maker may be fun, but it doesn't help the smoothy maker work better. On second thoughts you'd need a lid on the smoothy maker or it would be messy.
    don't bother replying if you don't want to, i get your point
    Quote Originally Posted by Ninja Chocobo View Post
    It's a Grot's Life lets a unit of Gretchin remove a minefield in exchange for a handful of casualties. There aren't any minefields. Why does the rule exist?
    1. There used to be minefields.

    2. A scenario could easily reintroduce minefields.
    Last edited by Closet_Skeleton; 2012-01-18 at 08:10 PM.
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  20. - Top - End - #1220
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    Default Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"

    Quote Originally Posted by Ninja Chocobo View Post
    It's a Grot's Life lets a unit of Gretchin remove a minefield in exchange for a handful of casualties. There aren't any minefields. Why does the rule exist?
    Because Codex: Orks is from a previous edition, I suspect, though rules for minefields are in the main rulebook. (Difficult and dangerous, units that take a wound must test for pinning.) The current IG codex was written under the 5th edition rules, therefore one may suppose its rules apply to 5th edition.
    Quote Originally Posted by Ninja Chocobo View Post
    Space Wolf Sagas have Oaths listed as part of the rules text. They have no bearing on the game. Why does the rule exist?
    The same reason there's any other flavor text in the book.
    Quote Originally Posted by Ninja Chocobo View Post
    The text for Dawn of War doesn't specify 'troops choices', it specifies 'up to two units from your troops selections', except without the italics.
    Combined Squads were fine though.
    FAQ says I was right. I suggest dealing.
    Last edited by Renegade Paladin; 2012-01-18 at 08:18 PM.
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  21. - Top - End - #1221
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    Default Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"

    Quote Originally Posted by Renegade Paladin View Post
    FAQ says I was right. I suggest dealing.
    Correction, the FAQ says you are right. You were wrong.
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  22. - Top - End - #1222
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    Default Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"

    Quote Originally Posted by Ninja Chocobo View Post
    Correction, the FAQ says you are right. You were wrong.
    That would be errata, not FAQ.
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  23. - Top - End - #1223
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    Default Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"

    Quote Originally Posted by Renegade Paladin View Post
    That would be errata, not FAQ.
    It was errata.

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    Default Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"

    Now it is a duck?
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    Default Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"

    Quote Originally Posted by Arcanoi View Post
    It was errata.
    My mistake. The errata entry also rewords rolling collectively for reserves; are you suggesting that wasn't clear enough? The errata replaces the entire sentence, and the only thing of substance it changed was rolling separately for parts of the platoon in non-dedicated transports. I have already said why I was right; this is simply icing on the cake. The most cursory application of logic says that's the only thing the rule as originally printed could possibly mean; there is nothing else in the rules for it to refer to apart from the Dawn of War deployment type.
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    Default Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"

    Quote Originally Posted by Renegade Paladin View Post
    The most cursory application of logic says that's the only thing the rule as originally printed could possibly mean; there is nothing else in the rules for it to refer to apart from the Dawn of War deployment type.
    You're bringing logic into a technical argument where it has no place. Why does Ghasghkull Thraka have Furious Charge and frag grenades when his power klaw makes him S10 I1?

    The rules never stated you could exceed the amount of units allowed by the Dawn of War rules. In fact, you could more accurately read that sentence as meaning that the Platoon only counted as a single Troops choice while deploying - at all other times it would count as different.

    Note I said more accurate, not more logical.
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    Default Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"

    hey guys, im heading of to a campaign this sunday (3 days of fighting, 1 day kill teams and 2 days of 1250 point battles) and i was wondering if you could look over my Dark Eldar army list for me.

    Kill Teams list 1
    Spoiler
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    5 Wyches
    Hekatrix w Agoniser
    Raider w Flickerfields
    150

    3 Trueborn
    Blaster
    51

    Hekatrix: Preferred Enemy (Everything!)
    Wych: Feel no Pain (i can think of nothing better, and it helps her stay alive)
    Blaster Trueborn: Infiltrate

    With this list the two splinter rifle trueborn and the wyches deploy normally with the blaster trueborn infiltrating. Blaster thins the heard with some sniping and the wyches run in and kill things with the splinter rifles providing covering fire.


    1250pt List
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    Succubus
    Agoniser, Blast Pistol, Haywire Grenades
    105

    8 Wyches
    Haywire Grenades, Shardnet and Impaler
    Hekatrix w Agoniser
    Raider w flickerfields
    206

    8 Wyches
    Haywire Grenades, Hydra Guantlets
    Hekatrix w Agoniser
    Raider w flickerfields
    206

    10 Kabalite Warriors
    Blaster, Splinter Cannon
    Raider w Flickerfields, Shadow Field and Splinter Racks
    205

    10 Kabalite Warriors
    Blaster, Splinter Cannon
    Raider w Flickerfields, Shadow Field and Splinter Racks
    205

    Razorwing Jetfighter
    Flickerfields, Shadow Field
    165

    Razorwing Jetfighter
    Flickerfields, Shadow Field
    165

    1257

    I just need to trim 10 points off of this one but i have my playstyle are figured out. But, i need suggestions for what should go.


    thanks in advance

    DM
    Last edited by Hawkfrost000; 2012-01-19 at 12:50 AM.
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    Default Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"

    Renegade paladin: VINDICATION!

    Everyone else: Only in hindsight.

    Renegade paladin: but I was right!

    Everyone else: No you weren't.

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    Renegade paladin: Was!

    Everyone else: Wasn't!

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    Last edited by iyaerP; 2012-01-19 at 06:01 AM.
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    Default Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"

    Quote Originally Posted by Darius Macab View Post
    hey guys, im heading of to a campaign this sunday (3 days of fighting, 1 day kill teams and 2 days of 1250 point battles) and i was wondering if you could look over my Dark Eldar army list for me.

    Kill Teams list 1
    Spoiler
    Show
    5 Wyches
    Hekatrix w Agoniser
    Raider w Flickerfields
    150

    3 Trueborn
    Blaster
    51

    Hekatrix: Preferred Enemy (Everything!)
    Wych: Feel no Pain (i can think of nothing better, and it helps her stay alive)
    Blaster Trueborn: Infiltrate

    With this list the two splinter rifle trueborn and the wyches deploy normally with the blaster trueborn infiltrating. Blaster thins the heard with some sniping and the wyches run in and kill things with the splinter rifles providing covering fire.


    1250pt List
    Spoiler
    Show
    Succubus
    Agoniser, Blast Pistol, Haywire Grenades
    105

    8 Wyches
    Haywire Grenades, Shardnet and Impaler
    Hekatrix w Agoniser
    Raider w flickerfields
    206

    8 Wyches
    Haywire Grenades, Hydra Guantlets
    Hekatrix w Agoniser
    Raider w flickerfields
    206

    10 Kabalite Warriors
    Blaster, Splinter Cannon
    Raider w Flickerfields, Shadow Field and Splinter Racks
    205

    10 Kabalite Warriors
    Blaster, Splinter Cannon
    Raider w Flickerfields, Shadow Field and Splinter Racks
    205

    Razorwing Jetfighter
    Flickerfields, Shadow Field
    165

    Razorwing Jetfighter
    Flickerfields, Shadow Field
    165

    1257

    I just need to trim 10 points off of this one but i have my playstyle are figured out. But, i need suggestions for what should go.


    thanks in advance

    DM
    Why is your kill teams list 201 pts?
    Also i think your Hekatrix is killy enough, mayby give her the feel no pain?

    iyaerP@ You are so right.
    Last edited by Ninjaman; 2012-01-19 at 10:32 AM.
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    Quote Originally Posted by Ninjaman View Post
    Why is your kill teams list 201 pts?
    It was either 201 points or 191 points, i cleared it with the guy running the campaign.

    I find my average wyches quite killy but that my Hekatrix often whiffs. Its probably just my dice, but ill give FnP on her a try.

    DM
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