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Undeadguy

Learn to Play Rules and Demo Pictures

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11 minutes ago, OMGBRICK said:

“Each weapon keyword modifies any attacks made that include that weapon.” 

Im inclined to agree with you based on that wording. Otherwise I’d think it’d include “per instance of that weapon” or something to that effect. A lot of people have been saying the grenades would stack with themselves which seems undercosted to me. 

35 minutes ago, Jabby said:

From the way it’s worded it seems that when throwing 4 impact grenades you only have impact 1

It does not stack because they name of the weapon is the same. But DLT and Impact grenades does stack to give Impact 2.

 

 

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4 minutes ago, Big Easy said:

Interesting that a panicked unit in melee is forced to withdraw!

Also, minis cannot overlap objective tokens. 

makes vaders suppression command card all that more valuable. He breaks a unit in melee to protect his own engaged troops unless they get activated start of round, while the engaged unit follows up with more melee damage ( or nades).

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1 hour ago, Undeadguy said:

It does not stack because they name of the weapon is the same. But DLT and Impact grenades does stack to give Impact 2.

 

 

So 2 Speederbikes also have only Impact 1 :(

Edited by Grrum

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30 minutes ago, DelGriffen said:

The only thing I see problimatic in the rules, is you have to check line of sight for the whole unit when firing. 

Yea this is really weird. You measure range from your unit leader to the closest mini in the defending unit, but then you also measure LoS to each mini in the unit to determine how many wounds will be inflicted and if there is cover.

I have a feeling people will be placing their leader in front of the squad because the leader can't be killed until he is last, and you can deny your opponent a free shot by placing a mini too far forward. 

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1 hour ago, DelGriffen said:

The only thing I see problimatic in the rules, is you have to check line of sight for the whole unit when firing. 

Why? Other miniature games have that sort of LOS checking, and it will be a very quick sweep with the range tool, or a laser. 

58 minutes ago, Undeadguy said:

Yea this is really weird. You measure range from your unit leader to the closest mini in the defending unit, but then you also measure LoS to each mini in the unit to determine how many wounds will be inflicted and if there is cover.

I have a feeling people will be placing their leader in front of the squad because the leader can't be killed until he is last, and you can deny your opponent a free shot by placing a mini too far forward. 

I admit the combination is a bit odd, but recall that the leader model is swapped with any remaining troopers models if there are troopers out of LOS of the attacking unit. Also, if LOS, Range, and cover were only to/from Leaders, we would end up with even odder situations.

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"Personnel upgrades can be used to add specialists such as medics and engineers to units, or simply to bolster a units ranks with an additional trooper miniature."

I am so curious... When will we see these medics, engineers, and other specialists? Will they come in separate expansions, or come with Corps and Special Forces expansions? What keywords and abilities will they have? How many of them will be aliens?!

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@Tirion @Jabby @Undeadguy the last paragraph under weapons(p15)

"When a player if forming an attack pool, each weapon chosen by a miniature in the attacking unit contributes that weapons dice to the attack pool."

That, along the example attack on the previous page shows that each miniature has a seperate instance of each weapon on the units card including grenades as specified under the weapon upgrades section on page 22. So even though a squad of stormtroopers are all using impact grenades they are all using seperate impact grenades, and under weapon keywords(p15) it states in bold:

"Weapon keywords are cumulative; when performing an attack with two weapons that have the impact 1 keyword, these keywords combine to add up to impact 2."

TL;DR 2 stormies with impact grenades is 2 impact grenades not 1 impact grenade with 2 dice.

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@OrcdruidYour first quote shows that each model is contributing the weapon's dice to the attack pool - not its keywords. 

Under the Weapons Keywords section it states: "Each weapon keyword modifies any attacks made that include that weapon". Does the attack include Impact Grenade (include can refer to one or more instance)? If the attack does include Impact Grenade, it gets the weapon's keyword. If the grenades stacked, I'd assume the rule would end in a rider such as "per instance of that weapon being used"

The rules go on to say "Weapon keywords are cumulative; when performing an attack with two weapons that have the Impact 1 keyword, these keywords combine to add up to Impact 2.". I personally believe this refers to an attack including two Impact 1 weapons - such as an Impact Grenade and a DLT.

The current wording of the L2P Guide leave this pretty ambiguous and I can see how it can be interpreted either way. I hope the Rules Reference clarifies this.

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@DelGriffenYep. The Attacking Multiple Units section covers that. A squad of five troopers could throw three grenades at a walker and shoot 2 blasters at a bike.

If I understand correctly, the wording in the first paragraph of that section implies that you cannot split weapons between attacks though. So you couldn't throw 2 grenades at the walker and then throw 1 grenade and shoot 2 blasters at the bike.

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43 minutes ago, Orcdruid said:

@Tirion @Jabby @Undeadguy the last paragraph under weapons(p15)

"When a player if forming an attack pool, each weapon chosen by a miniature in the attacking unit contributes that weapons dice to the attack pool."

That, along the example attack on the previous page shows that each miniature has a seperate instance of each weapon on the units card including grenades as specified under the weapon upgrades section on page 22. So even though a squad of stormtroopers are all using impact grenades they are all using seperate impact grenades, and under weapon keywords(p15) it states in bold:

"Weapon keywords are cumulative; when performing an attack with two weapons that have the impact 1 keyword, these keywords combine to add up to impact 2."

TL;DR 2 stormies with impact grenades is 2 impact grenades not 1 impact grenade with 2 dice.

I disagree and will continue to disagree. We will have to wait until FFG posts the RRG. 

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@OMGBRICK look at the way they use 'weapon' in my first quote then again in the second quote. It is used the same way both times. Therefore it must mean the same thing both times, which means that either you roll one weapon for all units using it, rolling its dice once and gaining its keywords once; or you roll one weapon for each mini in the unit using that weapon, contributing the dice and keywords once for each mini.

That observation coupled with the example attack clearly shows that dice and keywords stack per mini.

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@Orcdruid The fact that a lot of people are arguing that they don't stack - even with access to the guide - shows that its not clearly shown. Like I said earlier, I can see why you're interpreting it your way. I just happen to fall in the opposite camp. Looking forward to clarification in the RRG. Will be glad to field grenades either way (even more so if they stack).

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36 minutes ago, Orcdruid said:

@OMGBRICK look at the way they use 'weapon' in my first quote then again in the second quote. It is used the same way both times. Therefore it must mean the same thing both times, which means that either you roll one weapon for all units using it, rolling its dice once and gaining its keywords once; or you roll one weapon for each mini in the unit using that weapon, contributing the dice and keywords once for each mini.

That observation coupled with the example attack clearly shows that dice and keywords stack per mini.

Keep in mind that the section you've quoted is focused on getting people ready to play the learning battle. The learning battle obviously doesn't include the use of grenades since it entirely ignores the Blast keyword, and Impact Grenades don't even come in the core set. I wouldn't rely too heavily on the specifics of wording here. You may very well be right, but until the Rules Reference (or an FAQ) spells it out more clearly, there's still room for doubt.

 

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So I didn't see any mention of rules on if vehicles such as speeders can end their movement on impassable but low terrain such as moisture vaporators or bushes. Like, should we balance the mini or just consider it impassible?

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