Showing posts with label Rules Clarification. Show all posts
Showing posts with label Rules Clarification. Show all posts

Night Spinner Summary

The multipart plastic Eldar Night Spinner is now readily available on your local stockist's shelves, but the rules have thus far only been printed in White Dwarf (North American issue 365, June 2010, the same issue which published the Spearhead ruleset). Although most organized events (like tournaments) still require participants to have the in-print version of any rules in order to use a unit, and Games Workshop will doubtless have the Night Spinner rules available as a codex-legal download from their website, this summary should allow purchasers of the kit who may have missed that issue of the Dwarf to begin friendly play (and allow those facing one to begin readying, as well!):

From WDNA 365 June 2010:

Eldar Night Spinner
Vehicle, Heavy Support
115 Points

BS3 FA12 SA12 RA10 Tank, Fast, Skimmer

Twin-linked Doomweaver: R12"-72" S6 AP- Hvy1, Barrage, Large Blast, Rending, Monofilament Web (any unit hit counts as in Difficult and Dangerous Terrain next time they move)

Twin-linked shuriken catapults (may upgrade to cannon for 10 points)

May take: -Vectored engines...20 points
-Star engines...15 points
-Holofields...35 points
-Spirit stones...10 points

Rule Clarification: Descent of Angels

The new Codex: Blood Angels is somewhat unclear about which units and characters benefit from their 'Descent of Angels' Special Rule.

The Special Rule verbiage on page 23 indicates it applies to 'a Blood Angels unit with this special rule;' if interpreted to mean therefore only those units with 'Descent of Angels' listed in their individual unit Special Rules, only the HQs Dante, Astorath and the Sanguinor, the Elite Sanguinary Guard, and the Troop Assault Squads appear to benefit from 'Descent of Angels.'

However, the Equipment listing for Jump Packs on page 62 states that *any* 'Blood Angels model with a jump pack has the Descent of Angels special rule' and then specifically refers to page 23 (emphasis mine). This would extend the benefit of the Special Rule to any other character capable of purchasing a jump pack, and to jump pack equipped units which do not specifically reference 'Descent of Angels' in their unit listing. Vanguard Veterans are the unit of relevance here, because 'Descent of Angels' combined with 'Heroic Intervention' could be especially powerful (a possible negative consequence of interpreting the codex this way)...but the ability to join any BAdex character wearing a jump pack to a like-equipped squad, as this interpretation would allow, seems an equal positive.

I think the unit which best clarifies which way this rule should be interpreted is the Death Company. It's unit listing does not confer 'Descent of Angels'--but Chaplain Lemartes, who can now only be bought as an upgrade to the Death Company, does have the 'Descent of Angels' Special Rule, which would be meaningless if his mandatorily-attached squad could not benefit likewise.

As the jump pack listing confers the Special Rule and the rule explanation limits it to those *with* the Special Rule, the interpretation most consistent with both of those codex assertions would seem to be that the presence of a jump pack on a character model or unit of models in an army built using Codex: Blood Angels confers 'Descent of Angels' to that character or unit, regardless of whether the Special Rule is specified in their unit listing alone.

This has the benefit of allowing Independent Characters other than the three (very unique) special characters so identified to strap on a jump pack and run with assault marines, and clarifies the Death Company (and, yes, makes Vanguard Veterans *very* hard).

Unless errata'ed otherwise at some point by Games Workshop, this will clarify how 'Descent of Angels' will be ruled at any events I moderate, and other local retailers and referees are welcome to refer to it, for consistency.
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Wound Allocation In V5

Prefacing this with the acknowledged opinion that V5 Wound Allocation is stupid, counter intuitive, unnecessarily time-wasting and fiddly, and a change made almost certainly only so that it was something different from the system put in place by the previous Studio regime--we are nevertheless stuck with it. I understand players who simply choose to disregard it and assess casualties the old way, and frankly I tend to do so most of the time, too...but being less than diligent about enforcing proper V5 Wound Allocation has created multiple ways of playing this locally, several of which conflict--with fairly dramatic consequences. With Astronomi-Con only two months out, I have undertaken to get this right.

There seem to be two ways of interpreting the rule (and in fairness to the local gaming scene, in sorting through the forums to get the consensus correct answer on this, this is a common problem everywhere):

  • You split your targeted unit into as many different (by gear, stats, whatever) types as necessary and assess each Wound, one to a model at a time, *per type*.
  • You split your targeted unit into as many different (by gear, stats, whatever) types as necessary but assess each Wound one per model, only moving to specialist types when the basic type models have all received a wound.

The difference is small but meaningful, especially when only a few Wounds have been made (if there are enough inflicted Wounds to place at least one per model it doesn't matter): taking the book's five man Dev squad (page 25) as an example--what if, instead of the illustrated eleven Wounds (allotting at least two per model and three to one, pretty clear), the squad had suffered only three Wounds--two from bolters allowing a save and the third from a melta allowing no save? Do you assess the Wounds by the three types, as in 1) above, in which case a bolter armed target, a missile launcher armed target and the Sgt each must take a Wound with the melta wound being assigned by owning player's choice (probably the marine in the bolter armed group), or by model, as in 2) above, in which case one bolter armed marine is still going to get vaped, and either the sergeant or a missile launcher marine is still going to have to make a save, but the second bolter armed marine would get to take the last save, protecting one or the other (but meaning at least one type within the unit never gets allocated a wound)?

This really matters even more in larger squads with many more 'bullet shields' and fewer special and heavy weapon toters. It would matter in this example if there were a third basic type (bolter armed marine) model--as then, if 2) is correct, *none* of the other, specialist, types need face taking a save.

As it happens, 2) *is* correct. The rules specify that players must allocate one wound to each model in the target unit before a second can be allocated to the same model. They also specify that models with any differences in profile, etc, must be set out by type...but *do not* specify that this must be done first. Reading the Rules As Published, this latter requirement of setting out affected models in a target unit by type is *only* necessary if the number of wounds requiring saves exceeds the number of basic-type models in the unit, or if (for whatever reason) the owning player wished to allocate wounds to a type other than a basic model. Which would mean, for our example, 2) above is correct Wound Allocation. For an average ten marine tactical squad, six wounds could typically be taken before the owning player has to start dividing into types; for larger squads (orks being an excellent example), many, many basic type models can take an inflicted wound before needing to begin dividing into types, for Wound Allotment.

Your specialized models with better statlines or equipment, in other words, *do not* need to begin being assigned to make saves until the number of wounds inflicted on their unit exceeds the number of basic type models able to take those hits.
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