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APOC House Rule

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APOC House Rule

Postby Typhus » Tue Dec 18, 2007 3:34 pm

House rule question.

If a gargantuan creature tank shock’s one of Nige’s electric fence pylon thingys what happens? I know its destroyed on a glancing or penetrating hit.

What I am really after is what happens when Steve walks on to the table through the pylon (eg flank march). He is so massive, such a little stick has absolutely no chance of stopping him. As with all gargantuan creatures he cant be stopped by anything less than a superheavy, he simply pushes past leman rushes, Land raiders, etc. Those pylons are minuscule compared to the huge size of a tanks. And a gargantuan squiggoth dwarfs over every tank in the game….

What do you think? This needs consideration before our next game as it’s a very valid tactic.

As I see it there are two options:

1) He tank shocks it as normal. The tank would normally be moved to the side to allow steve to pass as It cannot physically stop him! As the pylon has no option to move, it is simply destroyed/trampeled belched on, etc. Before anyone jumps into rant, take steve, place him next to the pylon…. He is HUGE….. Think about it. Use the land raider/leman Russ comparison.

2) Steve gets one attempt at 2 dice + strength (normal armour penetration). If he penetrates or glances the pylon is destroyed. If he fails to destroy the pylon he comes on as normal taking a str 9 hit (or whatever it is). This is not considered an attack, he simply walks through it counting as his normal movement. I believe this option is simply unrealistic, steve is so huge. Its like trying to stop a Bus (with a temper & bad breath) using a chop stick.

What do you think?
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Postby Taumaul » Tue Dec 18, 2007 4:39 pm

Rules for the Pylons are in Imperial Armour Update 2006 I think.

If memory serves me correctly, anyone who assaults the pylon takes D6 S9 hits with no armour save before they get to strike.

The models Nige uses are purely a representation of the pylon. Im sure the actual FW models are much bigger(least I hope so for £20 for 4 of them and the generator).
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Postby Typhus » Tue Dec 18, 2007 5:26 pm

But he is not attacking it. this is the problem with using the old IA rules in Apoc :(
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Postby Sammael » Wed Dec 19, 2007 11:35 pm

Old IA rules?

If there are no FW APOC rules for the model that means they want u to use the IA 'current' rules for them, as they felt no need to change them for Apoc.

As to the size of them... I can always make some bigger ones if required? ;)

The rules are the rules. Steve is subject to them as far as i can see. If he fails to get through he would be halted off the table and therefore like a Deep Striking unit, ending you turn off the table is not good for your health. :D
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Postby Typhus » Thu Dec 20, 2007 8:43 am

Nige, only you make up a statement like that ;p


Steve Da Titan Slaya!
Rah Rah Rah
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Postby Typhus » Thu Dec 20, 2007 10:02 am

But been serious.

Lets consider any superheavy. A Baneblade driving into the pylon would therefore take the D6 str 9 hits. What would happen to the pylon? It must surely be destroyed, you don’t get a Baneblade (or any superheavy) driving over you and survive. What do you think? Trying to figure them out in my own mind.

Come to think of it, what happens if I drive any tank into one. Say a leman russ, what happens to the pylon?
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Postby Taumaul » Thu Dec 20, 2007 10:59 am

You only take the D6 S9 hits if you attack a pylon in close combat.

A vehicle takes a S9 hit to its armour(front, side or back I cant remember which) when it tries to drive through the field.

No matter what moves through it, be it tiny or small, it takes the risk of being damaged/destoyed or even killed.

Only way round it is to destroy the pylon in the shooting phase. Its armour 14 and you only need to glance it and its destroyed.
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Postby Typhus » Thu Dec 20, 2007 11:45 am

So if any unit moves over a pylon it still only takes one str 9 hit? It doesn’t take D6 hits unless it specifically attacks it in close combat?

The pylon does not block movement? It is not destroyed when a superheavy, or anything else, moves over it? It cannot be both ways, it is either destroyed or does not block movement.

What about if I want to move along the line of the fence several inches crossing multiple pylons?. Still only 1 hit no matter how far the unit moves?

It is very important we specifically sort this out. I want the difference between walking through a pylon and walking through the fence spelt out prior to the game.
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Postby Taumaul » Thu Dec 20, 2007 11:53 am

As I said the full rules are in IA update 2006.

Think we have 1 in stock at Normanby.
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Postby Sammael » Thu Dec 20, 2007 12:44 pm

If a model attempts to pass thru between the pylons or over an actual pylon it takes D6 S9 AP2 hits.

If it is a vehicle then it takes one hit on front armour, rolling 2D6 and picking the highest for pen. (like ord.).

If a 6 is rolled then the fence overloads, the is still made tho. Any overloaded fences are no longer impassible.

If a MC (and I would include Gar creatures also in that) survives crossing the fence, it may continue its movement as normal thru the fence ;)

There ya go Si, knowledge is power as they say :D but not too worry, I have something else lined up for Steve, and it's not a fence :)
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Postby Taumaul » Thu Dec 20, 2007 12:52 pm

Knowledge is power my butt.

More like, I have the book in front of me. :lol:
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