Showing posts with label A Closer Look. Show all posts
Showing posts with label A Closer Look. Show all posts
Sunday, September 15, 2013
A Closer Look: Part V
Hello everyone. Since Space Marines got their shiny new codex, there has been a few musings on one of their newest inclusions: Grav Weapons. I am for one excited about these things, if not because of their usability, but for the simple fact that it's something new. It's a new option to add more variables in what marines can do and how. This might be something that breaks up the boring tenancy of seeing the same armies everywhere if people allow themselves to look past their upfront appearance.
But with these little buggers came somewhat of a conundrum. As for their use against infantry, they seem pretty straight forward, given their their unique means of wounding. Where the real confusion comes from is how they are used against vehicles. Some people feel there is a doubt or an argument to be made for how they work on both sides of the fence. So given that, I decided to poke around and see for myself just how they work.
Wednesday, May 29, 2013
A Closter Look: Part IV
Welcome to another edition of A Closer Look. With the recent Tau-rific codex, there have come a series of closer inspections given to the rules of 40k. Some of these rules have added a deeper understanding to some rules I had recently looked at, and some have caused many a face to be palmed around the staff here. So lets get to it. Caution: this article can be kinda fishy!
Saturday, December 15, 2012
A Closer Look: Part III
Hello everyone, and welcome to the newest installment of A Closer Look. From the get go I'll have to inform you that this series hasn't seen some attention in quite some time, and for a simple reason. It was started as a way to take an in-depth look at some of the more commonly used aspects of the game, and how we as players might forget or neglect certain elements over the years. As 5th edition was about 4 years old during the start of the series, it was pretty easy to see some elements misplayed due to sheer mis-memorization.
But now we stand at the entrance of a new era. 6th edition has come, and with it, a massive overhaul of many of the game's basic, and detailed sections. Very few aspects of 40k were not shifted in some manner or another. As this is the case, I have decided to dust off the old series, and reinvent it as well. A Closer Look will take us deep into the new rulebook, and bring to light many of the changes we now face as players. I don't intend to cover every change, as many of them are pretty universally understood now. Some examples of these big topic issues that people know are the changes to Feel No Pain, and Disembarking rules. What I want to look into are the smaller, less frequent rule's that have slipped in which can make or break situations should they not be player correctly.
As there is a huge tome of information to sift through, I have decided a great place to start is the Universal Special Rules section. These effect almost every army, and are fairly frequent in the 40k games of 6th edition. So learning the key points of how 6th has changed them is crucial. So crack open your text books to page 32, and get ready to learn!
But now we stand at the entrance of a new era. 6th edition has come, and with it, a massive overhaul of many of the game's basic, and detailed sections. Very few aspects of 40k were not shifted in some manner or another. As this is the case, I have decided to dust off the old series, and reinvent it as well. A Closer Look will take us deep into the new rulebook, and bring to light many of the changes we now face as players. I don't intend to cover every change, as many of them are pretty universally understood now. Some examples of these big topic issues that people know are the changes to Feel No Pain, and Disembarking rules. What I want to look into are the smaller, less frequent rule's that have slipped in which can make or break situations should they not be player correctly.
As there is a huge tome of information to sift through, I have decided a great place to start is the Universal Special Rules section. These effect almost every army, and are fairly frequent in the 40k games of 6th edition. So learning the key points of how 6th has changed them is crucial. So crack open your text books to page 32, and get ready to learn!
Wednesday, October 19, 2011
A Closer Look: Part II

This article is actual brought to you in part by the Bloomington Tournament circuit. It is a stipulation of close combat which allows the targeting of multiple units.
The majority of units in the game have multiple models and so attacking multiple targets isn't unlikely, especially if they are attacking a target which contains an independent character. However it works both ways.
According to the rules, any unit that is in base to base contact with multiple enemy units may choose to separate its attacks between them.
This translates into allowing an Independent Character in base to base with multiple units to attack both. For example, and IC in base with another IC as well as an enemy unit can make attacks against both in the same round of combat. This could prove useful in some scenarios where the strength of the weapon could cause instant death on the enemy IC while allowing for maximum damage against the unit the enemy IC is with.
I have always equated the idea that since a single model unit could not charge multiple units, it couldn't separate their attacks. I learned this the hard way in the tournament this past weekend (which was quite enjoyable). Be sure to watch out for these interesting moments in your future games.
Cheers!
Tuesday, August 31, 2010
A Closer Look: Part I

Welcome to this edition of A Closer Look. After interests in rules inspections were announced by many of the readers, I have decided to write on the subject. I have found in my readings of the tomb of knowledge that there are indeed several interesting quirks in the way rules are worded, as well as the general understandings of the player base on these. Long ago I wrote an article over the rolling of snake eyes and assaults through cover titles Pesky Snakes. These articles will follow the idea set forth by that and the readers to help bring a better understand of the rules.
In homage to the original post, I will make this article a double feature as well, both of which dictating the rules in depth. So without further a due, lets hit the books. Now If you will please open your Big Rule Books to page 33.
1. The Assault Phase
Now this is an entire section of rules directing players to act in a specific order and make crucial decisions which very well could decide the outcome of entire battles in the course of about 15 seconds. With that in mind we can understand that there are several things that need to be done, and simplifying this in our brains can often lead to misinterpreting of how actions should be done. So lets look how it all plays out in order.Declare the assault
the player chooses who his unit(s) will strike, and measures after the declaration is made. If he's within (6" or less) from the target, he/she makes it and the assault continues.
Moving Assaulting Units
This is where the tricky parts start setting in. First off, remember all models from one assaulting unit must be moved before moving to another unit, and following all the normal rules for movement save the "1 inch from enemy models" rule. Start with the closest model to model distance, then proceed in any order. Remember that when assaulting, "Assaulting units must attempt to engage as many opposing models as possible with as many of their models as possible - no holding back!" This means when assaulting, you must base as many models as possible with as many of your own. This can lead to some interesting tactics when it comes to double and triple assaults.
Defenders React
The models here must move up to 6" in an attempt to close the gap. It does state that this move is identical to the assaulting move, so you must attempt to base as many possible, with as many of your own.
Now we have seen how the pre-fight goes. Let us skip now to the end. If the fight is still raging on even after the first round of the fight, a Pile In Move is required. This says that all non-based models must move up to 6" in the same way as the before mentioned assault move. The unit that assaulted in piles in first, followed by the defending player.
After a fight is over, and the winner is determined, they generally have to make a consolidate move. This is an option movement that happens immediately after the combat is resolved. It is a D6" movement in any direction (not slowed by terrain). Other rules like the "1 inch from enemies" rules still apply.
These are the movements required for the assault phase. Simple and easy once the reading has taken place, but the actual movement of specific models is always a factor. A character usually finds a little reluctance in the assault when the daunting threat of the power fist looms. However, if the unit wielding the Fist is based by a member of the assaulting unit, the threat to the character is eliminated. Movement may have it's own section of the game, but do not underestimate it's use in all three of the battle's phases.
2. Disembarking
This is an interesting point that I found intriguing as I read through the Big Rule Book. On page 67 of the BRB it talks about disembarking from a transport vehicle. After reading this several times to myself, and speaking with both Heretic and Ishamael on the matter, we found an interesting use of words which leads to an interesting way to play.First off let us debunk the example picture listed. It depicts a rhino and the 2" markers for each point. However, after taking several measurements with multiple types of measuring devices, the picture is in fact incorrect. So moving on, lets get to the meat and taters.
The rule for disembarking reads as follows:
"When the unit disembarks, each model is deployed within 2" of one of the vehicles access points, and within unit coherency.
Stop! Lets read this more closely. The disembarkation is not movement, nor does it follow or is it bound to the rules of movement. The models are "Deployed" and as such this follows the rules for Placement, not Movement. Now as I mentioned above, the picture in the big rule book isn't exactly correct. After measuring the hull of a rhino, it is possible to place a model smack dab in the center of the front of the vehicle if you measure over the hull itself. Since the unit is not moving that distance, but rather is being deployed within the distance stated (2") it may deploy there as it is following the rules as written. It is uncommon that this will come up, but it is an interesting possibility the rules allow.
I hope you enjoyed this edition of A Closer Look.
Cheers!
Subscribe to:
Posts (Atom)


