Author Topic: 40k version 2.0  (Read 2384 times)

andalucien

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Re: 40k version 2.0
« Reply #15 on: October 04, 2013, 12:58:16 PM »
OK, that sounds like it would save some time.  But honestly, I've never seen anyone do that.

I found it a bit hard to wrap my head around it... I think I get it now though.

It only works if all of the marines in the tac squad are within 6" of the captain, right?   And it also only works if there are no other characters that might become first in line if the first character died?

Anyway.  A food for thought type question here:
- why do we use majority toughness when calculating wounds, rather than doing all the shots one at a time and resoliving the roll to wound against the closest target (or look out sir'd target)?  It's to save time, right?   Why doesn't the same argument apply to saves?



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robpro

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Re: 40k version 2.0
« Reply #16 on: October 04, 2013, 01:14:46 PM »
They used to use majority save, and it didn't work. Then they used wound allocation where different models had to make saves before you could double back up on one, and it didn't work. Now they're working from closest to closest, and so far it's working.

Yes, you would check to see how many models are within 6" of the character doing lookout sirs and you would only roll that many each time, but it does not significantly increase the amount of time you spend resolving the wounds in my narrative.

I don't see how additional characters matters, once you looked out sir'd the wound you don't get to pass it off again. If the other character has the same save as the rest of the unit you roll it together and there's not difference. If they have a better or worse save, I guess you roll that model's saves one at a time until it fails or you pass them all. Either way, that particular situation doesn't happen all that often.

andalucien

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Re: 40k version 2.0
« Reply #17 on: October 04, 2013, 01:44:32 PM »
When did they use majority save?  What edition?   And what didn't work about it?
Name:  Matthew Forsyth
Club:  Errybody in the gettin tips
Where I play: basically I only show up for tourneys or when I'm on my way up to New Hampshire to visit my folks.  I live about 45 mins from both stores, to the south.

andalucien

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Re: 40k version 2.0
« Reply #18 on: October 04, 2013, 01:50:28 PM »
I don't see how additional characters matters, once you looked out sir'd the wound you don't get to pass it off again. If the other character has the same save as the rest of the unit you roll it together and there's not difference. If they have a better or worse save, I guess you roll that model's saves one at a time until it fails or you pass them all. Either way, that particular situation doesn't happen all that often.

OK, what I meant here was,
If the Captain dies, and eventually another character becomes first in line, he gains the ability to benefit from lookout sirs.  If you're handling one wound at a time, you'll know when the 2nd character becomes first in line (like, the captain failed to look out sir his last wound, so he's gone, and THEN you start to roll on intervening models until another character becomes first in line).  But, if you already rolled all 17 lookout sirs at the beginning, you've lost the ability to know when the 2nd character could start LOS'ing his own wounds.

I admit, it is not the common case.
Name:  Matthew Forsyth
Club:  Errybody in the gettin tips
Where I play: basically I only show up for tourneys or when I'm on my way up to New Hampshire to visit my folks.  I live about 45 mins from both stores, to the south.

Grimwulfe

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Re: 40k version 2.0
« Reply #19 on: October 04, 2013, 02:00:55 PM »
Another way to speed it up is roll the amount of wounds the character has.  If the front dude has 3 wounds roll 3 look outs etc.  Speeds it up so you dont have to 1 at a time.

Basically just use as many dice as you can for each part.
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Sir_Prometheus

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Re: 40k version 2.0
« Reply #20 on: October 04, 2013, 02:09:18 PM »
There are tactical reasons why it doesn't make sense to roll all the wounds for a character at once......like I want him to tank, and I'll only be rolling LoS! once he's down to his last wound. 

robpro

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Re: 40k version 2.0
« Reply #21 on: October 04, 2013, 02:22:41 PM »
There are tactical reasons why it doesn't make sense to roll all the wounds for a character at once......like I want him to tank, and I'll only be rolling LoS! once he's down to his last wound.

I just explained how that guys example could be resolved quickly, in his example he LoS'd all the wounds one at a time which really makes no sense to do. I didn't say it was how I would play it.

Grimwulfe

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Re: 40k version 2.0
« Reply #22 on: October 04, 2013, 02:41:36 PM »
There are tactical reasons why it doesn't make sense to roll all the wounds for a character at once......like I want him to tank, and I'll only be rolling LoS! once he's down to his last wound.

Always got a come back..  Read this part -- Basically just use as many dice as you can for each part.
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The_Chef

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Re: 40k version 2.0
« Reply #23 on: October 04, 2013, 02:53:06 PM »
Dreadfully sorry lads. Is not Warhammer 40,000 allready on version 6. Why are you going back to change something from four editions ago?
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andalucien

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Re: 40k version 2.0
« Reply #24 on: October 04, 2013, 03:16:08 PM »
Dreadfully sorry lads. Is not Warhammer 40,000 allready on version 6. Why are you going back to change something from four editions ago?

Haha.... good point... I should have called the post "40k version 7.0".
Name:  Matthew Forsyth
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Grimwulfe

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Re: 40k version 2.0
« Reply #25 on: October 04, 2013, 03:19:39 PM »
6.1?
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