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New Dex Q&A

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Post by DarkRonin Mon Mar 28, 2011 9:07 pm

If it does allow our guys to move and use it, I think that we can seriously have a major advantage with our Terminator wings.
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Post by MJSwasey Tue Mar 29, 2011 8:23 am

Terminator armor does not allow you to ignore "can not shoot this if you moved" restrictions. All the terminator armor does is grant you relentless. Relentless has very specific rules about heavy and assault weapons, and says nothing about special rules where "you cant fire it if you moved".

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Post by itsuperslug Tue Mar 29, 2011 9:01 am

it's the same as codex marines OS, if you move you can't shoot

as it is not a heavy weapon being relentless, e.g. in terminator armour, does not mean you can move and shoot, however IIRC you can assault move
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Post by NemesisForce Tue Mar 29, 2011 7:21 pm

How does Warp Quake affect Drop Pod scatter? Are they just pushed to the 12" limit without mishap?
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Post by Zealadin Tue Mar 29, 2011 7:33 pm

I thought if they came down within 12" they auto mishapped, but I might be wrong.
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Post by MJSwasey Tue Mar 29, 2011 7:53 pm

NemesisForce wrote:How does Warp Quake affect Drop Pod scatter? Are they just pushed to the 12" limit without mishap?

read the drop pod rules Smile

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Post by Rivan Tue Mar 29, 2011 8:12 pm

I believe drop pods are pushed back by terrain. Not the same for warp quake. They will suffer an automatic mishap if they land within 12" after scatter. At least, that's how I understood it.
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Post by Souba Wed Mar 30, 2011 12:08 am

yeah brother rivan is right. you force a deepstrike misshap on the enemy with the psypower. droppods only adjust their placement by deep striking into terrain
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Post by itsuperslug Wed Mar 30, 2011 1:47 am

the drop pod rule is something many people get wrong. It is only moved off of impassible terrain or another model. If it lands in difficult terrain it takes a dangerous terrain check or immobilises it's self (as already immobilised this means weapon destroyed) also all models exiting take a dangerous terrain check (latest BRB FAQ from GW)
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Post by DarkRonin Wed Mar 30, 2011 6:46 am

It could also land off the table too in those rare instances.
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Post by itsuperslug Wed Mar 30, 2011 7:54 am

warp quake, IIRC, causes a deep strike mishap, it does not create impassible terrain. As such it would not force the pod to move but it would cause both pod and occupants to take a dangerous terrain check.
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Post by MJSwasey Wed Mar 30, 2011 9:41 am

itsuperslug wrote:warp quake, IIRC, causes a deep strike mishap, it does not create impassible terrain. As such it would not force the pod to move but it would cause both pod and occupants to take a dangerous terrain check.

This is completely wrong. Please read what a mishap is in the rulebook.

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Post by itsuperslug Wed Mar 30, 2011 10:04 am

I accept that warp quake stops people teleporting but do you thing it stops a big chunk of metal falling on you head?
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Post by NemesisForce Wed Mar 30, 2011 10:44 am

The rule does say 'all' deep-striking units so I'm thinking the drop pods would be affected by this as well. The rule fluff has Warp Quake 'destabilizing landing thrusters'.
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Post by Rivan Wed Mar 30, 2011 12:11 pm

NemesisForce wrote:The rule does say 'all' deep-striking units so I'm thinking the drop pods would be affected by this as well. The rule fluff has Warp Quake 'destabilizing landing thrusters'.

Precisely.
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Post by rogueuk Wed Mar 30, 2011 3:16 pm

hi probably a stupid question but thought id just throw it in here

if a paladin squad has a banner and an apothecary and say a libby or GM was attached to the squad do them still get the bonus of feel no pain and an extra attack

also should you give the apothecary the banner, this would make it easier to use other 4 models as paladins or terms but is it to many points to put on 1 model what do you guys think
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Post by Rivan Wed Mar 30, 2011 3:21 pm

Yes on the FNP and yes on the extra attacks (that's why Draigo can have base 5 attacks or 6 on the charge affraid )

Not sure on the apothecary being given the banner. Don't think its possible but I can't remember the verbage on the apothecary. I could be wrong.
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Post by NemesisForce Wed Mar 30, 2011 8:09 pm

Too many eggs in one basket if the Apothy has the banner as well. One unlucky roll and you lose both special abilities.
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Post by Ceasarian Wed Mar 30, 2011 8:30 pm

I had a quick question to ask concerning the new Codex.
I have been seeing allot of army lists online using the warding staff (I think that's what its' called) on Librarians and Justicars. While I think that the presence of a 2+ inv save is a great thing- from what I read in the codex at the store is that- this save can only be taken in close combat. Meaning the only time that taking this thing would actually pay off is if you get a perils roll in close combat (even then it still may not work).

What is your views on what this staff thing actually does? Furthermore, do you believe that it is worth it?
*Also please watch posting points values on the boards, we would not want to temp the dreaded IP Hammer*

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Post by DarkRonin Wed Mar 30, 2011 8:34 pm

I think the warding stave is useful, but mostly for an HQ unit or maybe some paladins. I wouldn't bother using it anywhere else due to point costs and how I need to be sure that my guys are effectively kicking ass. As far as perils go, I don't think that by being in CC you get the 2+ save, just the normal one the model has.
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Post by Souba Wed Mar 30, 2011 8:37 pm

well i think its pretty worth it for the libby for some reasons:


the libbys abilitys and his own assaulting abilitys makes you want to add him to a squad of hard hitting units if you do so he can be directly targeted out by the enemy because of the independent character rule. with a 2++ save in close combat hes pretty save. on top of it you can take those nasty power fist wounds or likewise attacks on the libby to protect the squad. since its a 2++ after all your pretty save. on top of that the libby only got a 5++ save on his own since he got no iron halo. with a nemesis force sword you could grant him a 4++ in close combat however. that makes the stave pretty atractive.

other then that the warding stave for paladinsand almost any other squad is also a viable choice for wounds caused by power weapons to mitigate the damage caused to your own troops
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Post by Rivan Wed Mar 30, 2011 9:15 pm

For a GM/BC, I think its definitely worth it. You have an IC that has 3 attacks at WS6 and I5 and has 3 wounds. 2++ saves in CC can definitely make him a force to be reckoned with.

If I had the points, I don't mind giving it to a libby as well. Although I'd rather give him more powers to maximize his support role.

I will always give one to my paladins. Furthermore, I make sure that each model in my paladin unit is different so I can make good use of the wound allocation system.
I'm less likely to give it to my GKTs and almost never to my PAGKs (unless I really have that much points left over) since I think the cost of the individual model doesn't justify the cost of the stave. I do concede that it is nice to have that 2++ save vs. that PW or PF Very Happy
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Post by Grandmaster Markus Wed Mar 30, 2011 9:55 pm

Personally I think the staff could be potentially useful being that in close combat fighting against something big that ignores armor saves and such you can direct all the attacks to the guy with the staff. Using him as the shield guy you can save your other paladins. However I'm not sure if I'll be using one as falchions on paladins is awesome to me, plus it saves points that are going to be used up easily.
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Post by Kavanar Thu Mar 31, 2011 2:44 pm

Personally I use 1 Warding stave per squad so that in CC I will probably always have at least 1 guy contesting any objectives, but then again I do run a list where I use the grand master's grand stratergy to make my squad's land raider transports scoring Twisted Evil
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Post by fa11en Thu Mar 31, 2011 3:45 pm

One slight problem there though is that vehicles, other than walkers, can't benefit from the Grand Strategy. Only the units being carried can be scoring, which is often Termies in a LR and they are now scoring anyway.
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