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Post by FvonSigmaringen on Aug 8, 2018 8:08:15 GMT
Guys where can I find the rules for the brace of pistols ? In the Empire rulebook I only see the rules for brace of pistols including repeater handgun. No rules for the brace of pistols alone ? It's confusing. As well, Mottdon, you say in the guide that the Witch Hunter with brace of pistols can make 2 Sniper shots. Is that right ? When you do a Sniper shot do you have to replace your normal shooting attacks (in that case 2) in order to make a SINGLE sniper shot ? Or can you you just snipe 2 times, 1 with each pistol. The wording in the rulebook is not super clear in the Sniper rule. I am still afraid I get this wrong. The rules for a brace of pistols can be found on BRB p. 91. Here is also a thread we prepared earlier: eefl.freeforums.net/thread/1150/rules-query-pistol-brace-pistols?page=1Rgarding Sniping: as you say, the wording is not super clear. I myself would say that you can make only a single sniper shot, based on the following reasoning: The Sniper special rules says (BRB p. 77): "A model with the Sniper special rule can make a special Sniper shot instead of shooting normally." Shooting normally is best understood as following the normal rules of shooting - which does not include the Multiple Shots special rule. Remember: if you have that rule, you still can always opt to fire only once, following the rules of normal shooting.
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Post by mottdon on Aug 8, 2018 11:27:00 GMT
I tend to agree with Fidelis in this case. Logically, a Sniper shot would take more concentration and require some concerted aiming in order to pic off one individual in a mass of bodies. Especially with a pair of flintlock pistols!
The wording, as you say, isn't clear, at which point I attempt to utilize practical logic for a given situation. Ultimately, it's up to the players as to how they decide to play it.
FYI, I went back and re-worded his entry to reflect this and perhaps be a little more clear. Thanks for pointing it out!
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Post by johngg on Oct 11, 2021 17:47:21 GMT
...I think the Counter Charge issue may be more of a RAW vs RAI topic, better suited for it's own thread. knowledgeable and learned friends, did this ever get discussed in this forum ?
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Post by FvonSigmaringen on Oct 11, 2021 18:58:48 GMT
No, but I fear, there is not much to discuss. The specific exemption Detachments had in previous editions is now missing. Indeed, it is specifically stated that normal charging rules apply. Likewise, the Detachment's attacks are not resolved first any longer either. The sequence is as follows: 1. Enemy unit declares a charge against Regimental Unit 2. Regimental Unit declares & resolves charge reaction other than Flee! 3. Detachment declares Counter Charge - the position of the enemy (who has not moved yet) determines which facing will be (counter) charged. 4. Enemy units move & complete charges 5. Detachment moves and completes charge, bringing its front facing into flush contact with the facing of the enemy unit that has been charged. 6. CC attacks are resolved in Initiative order. BRB p. 21: "A charging unit's position when the charge is declared determines whether it charges into the front, flank or rear of the enemy unit. If the charging unit is in the target's frontal zone when the charge is declared then it charges into the front." Empire AB p. 31: - If an enemy unit declares a charge against a Regimental Unit, and the Regimental Unit does not flee as a charge reaction, then each of its unengaged Detachments within 3" can make either a Support Fire or a Counter Charge action (see below), These actions are declared immediately after their Regimental Unit’s charge reaction.
- Counter Charge
If a Counter Charge action is declared, the Detachment makes an out of sequence move that is resolved as if it had just declared a charge against the charging unit. This move is made after your opponent has moved all of his charging units, as long as one or more enemy units has successfully completed a charge against the detachment’s Regimental Unit, The enemy does not get to make any charge reactions against a Counter Charge, but otherwise all the normal charging rules and bonuses apply.
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Post by FvonSigmaringen on Dec 21, 2023 17:17:25 GMT
Regarding the Steam Tank: - Strictly speaking, it is not correct that the Steam Tank can only attack in your own turn: the Engineer does have a single S3 Attack. Cast Birona on the ST, and the Engineer will even have TWO S3 Attacks with ASF! - The idea that with more wounds the Steam Tank becomes more of a hazard seems to me a relic of the 7th edition. You just have to remember never to generate more than 4 Steam Points, unless you purposely aim for an SVBIED (Suicide Vehicle Borne Imperial Engineering Device). If you only generate 4 Steam Points, and get a misfire, any result of the Steam Boiler Mishap table will have no to little effect, not even "Dangerous Overpressure," since the Mishap Table does not say the Steam Tank cannot use its armour save (or ward save, in case the Luminark would be within 6"). "Emergency Vent" can even be useful in CC, since the S2 hits are more likely to damage most opponents than the Steam Tank. I have to correct myself here. As I pointed out in another thread The confusion stems from the fact that in the English version, GW is not stringent enough here in its language, and uses "wounded," "to suffer wounds", "wounds caused" or "wounds inflicted" etc. for, depending on the context, wounds that can yet be saved and actual wounds. However, the French version makes a clear distinction between blessure (wound before saves) and Point de Vie perdu (Life Point lost, i.e. wound after saves). In the French Empire AB, the Dangerous Overpressure result specifies that the Steam Tank "perds un nombre de PV equivalents" (loses an equivalent number of Life Points). Hence, no AS. So, if you want to be completely on the save side, do not generate more than 3 Steam Points. However, if you have not lost too many Wounds, 4 is still a relatively safe bet.
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