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Post by strutsagget on Feb 27, 2018 19:32:40 GMT
So if I upgrade a chaos dwarf war machine with hellbound does it get one more crew member?
Hellbounds adds +1T, +1W and magical attacks. And some self-spanking when misfiring.
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Post by FvonSigmaringen on Feb 27, 2018 20:34:48 GMT
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Post by strutsagget on Feb 28, 2018 5:52:35 GMT
Yes but they only say add a wound :/ but regarding BRB crew are wounds markers.
Q. How does wound allocation occur for Hellbound war machines & Dreadquake Mortar Ogre crewmen? According to the 8th Edition rulebook, war machine crew are wound markers, so which marker is removed first? Is there a hierarchy of wound allocation? Is this the same for other Hellbound war machines?
A. The ogre adds 3 additional wounds to the Dreadquake’s profile. When it loses wounds, you choose where the wounds are lost from; so if the unit suffers three wounds from enemy shooting you could remove the Ogre, or three Chaos Dwarfs. Being Hellbound again simply adds a wound to the profile; so for example a Dreadquake Mortar that is Hellbound and has an Ogre crewman has a total of seven Wounds.
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Post by strutsagget on Feb 28, 2018 5:59:38 GMT
BRB - War Machines
”THE CREW A war machine unit comprises the machine itself, plus its crew. As the crew aren’t really a combat unit, per se, we ignore them for most gaming purposes, treating the war machine itself as the extent of the unit. When the war machine suffers a wound, remove a crew model. Once all the crew have been removed, the war machine itself is removed from play. Similarly, if the war machine is removed as a casualty, all remaining crew are also removed. The crew are used only to indicate the remaining number of Wounds and the ”number of attacks the war machine can make in close combat, so players should simply arrange their crew in a pleasingly aesthetic fashion within 1" of the war machine.
The crew cannot be charged, attacked or otherwise affected separately from their war machine – if they are found to be blocking movement or line of sight, the controlling player simply alters their position, just as you would for any other battlefield marker or counter.”
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Post by FvonSigmaringen on Feb 28, 2018 10:25:09 GMT
The crew are more than just wound markers, though. - BRB p. 110: When it comes time to fight, the war machine makes a number of attacks equal to the number of surviving crew models, using their Weapon Skill, Strength and Initiative. Enemy models strike at the war machine normally, resolving their attacks against the crew's Weapon Skill and Toughness. The crew can then take any saves to which they are entitled.
Since Hellbound does not add to the number of attacks, it seems best to use another kind of wound marker to avoid confusion.
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Post by strutsagget on Feb 28, 2018 11:27:55 GMT
The crew are more than just wound markers, though. - BRB p. 110: When it comes time to fight, the war machine makes a number of attacks equal to the number of surviving crew models, using their Weapon Skill, Strength and Initiative. Enemy models strike at the war machine normally, resolving their attacks against the crew's Weapon Skill and Toughness. The crew can then take any saves to which they are entitled.
Since Hellbound does not add to the number of attacks, it seems best to use another kind of wound marker to avoid confusion. This is what makes it hard to understand. So for war machines its just ignored as the WM is removed when there is no more crew and you remove crew members when loosing wounds? And for the iron demon that's a unique you do what 😊 I understand when adding the ogre but too bad they ignored answer the hard parts 😊 Edit Or are you allowed to remove wounds from the war machine without removing a crew?
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Post by FvonSigmaringen on Feb 28, 2018 13:10:11 GMT
Regarding the wounds of a war machine, the crew are indeed just wound markers. However, it is not because crew members are used as wound markers, that they are the only wound markers that can be used.
Hellbound gives +1W; it does not give +1 A. You can use a crew member as wound marker for the extra Hellbound wound, but, if you do so, you must remember that he cannot participate in CC. Otherwise, you simply use another kind of wound marker.
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Post by strutsagget on Feb 28, 2018 13:27:08 GMT
Regarding the wounds of a war machine, the crew are indeed just wound markers. However, it is not because crew members are used as wound markers, that they are the only wound markers that can be used. Hellbound gives +1W; it does not give +1 A. You can use a crew member as wound marker for the extra Hellbound wound, but, if you do so, you must remember that he cannot participate in CC. Otherwise, you simply use another kind of wound marker. So if a hellbound WM takes its first wound in CC or by shooting I can choose to remove the extra added wound before I remove a crew member?
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Post by FvonSigmaringen on Feb 28, 2018 13:31:07 GMT
Yes.
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Post by grandmasterwang on Feb 28, 2018 23:23:54 GMT
Regarding the wounds of a war machine, the crew are indeed just wound markers. However, it is not because crew members are used as wound markers, that they are the only wound markers that can be used. Hellbound gives +1W; it does not give +1 A. You can use a crew member as wound marker for the extra Hellbound wound, but, if you do so, you must remember that he cannot participate in CC. Otherwise, you simply use another kind of wound marker. So if a hellbound WM takes its first wound in CC or by shooting I can choose to remove the extra added wound before I remove a crew member? This is how I've always played it. I always remove the 'hellbound' wound before touching the crew. Iron Daemon has no crew so is easy to handle.
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