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Soul_Stryder
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Post subject: Re: Multiple pinning tests per squad? Posted: Thu Mar 04, 2010 5:25 pm |
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| Gork |
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Joined: Sat Oct 22, 2005 1:49 pm Posts: 29150 Location: Pennsylvania
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you're kooky!
Read the rules again; being pinned/going to ground does NOT cancel further fall back checks; you can still run off.
_________________ ***2008 Moderator of the Year***
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Prof.Brown
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Post subject: Re: Multiple pinning tests per squad? Posted: Thu Mar 04, 2010 9:33 pm |
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| Penitent |
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Joined: Fri Jul 11, 2008 4:43 pm Posts: 1062 Location: America... or some such place.
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So there so scared they cant move but may potentially become even more terrified to which point they simply run away screaming? 
_________________ Snot wrote: *puffs on a cigar* Btw, I do smoke a stogie when I'm on this site, and online in general, keeps me relaxed.  " Boom, crotch shot." - Loit Robin hood... (Never forget!)
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Gib_niblets
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Post subject: Re: Multiple pinning tests per squad? Posted: Thu Mar 04, 2010 10:40 pm |
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| Penitent |
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Joined: Thu Oct 20, 2005 8:30 pm Posts: 1344 Location: Waiuku
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Think of it like they are going to ground and refusing to stick their head out to fiurther advance. But when it becomes too much, running back the way they came seems like much better then getting ya head blown apart
_________________ Bender wrote: "Ah, screw you. I'm gonna open my own casino... With black jack... and hookers.. Ah, forget the blackjack" I've never been good with wirds
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Ironhide
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Post subject: Re: Multiple pinning tests per squad? Posted: Fri Mar 05, 2010 6:05 am |
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Joined: Thu Oct 16, 2003 6:41 pm Posts: 5828 Location: Raleigh, NC
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Eh. Kinda lame IMO. Think about it, the only drawback to "going to ground" is you can't do anything until the following turn. If you fail a morale test and fall back (or you voluntarily fail so as to fall back), you can regroup the next turn and continue as normal. Is that a loophole?
I've personally never encountered such a situation, as once a unit is pinned, I'm not going to waste more firepower on it. After all, I've got time to deal with it, and my firepower might be best used on another target.
_________________ "You can't always get what you want, but sometimes, you get what you need." - The Rolling StonesFBI Internet Fraud Center http://www.ic3.gov/complaint/USPS Mail Fraud http://postalinspectors.uspis.gov/forms/MailFraudComplaint.aspxIf you don't have your Location listed in your User Control Panel, why not take a second and update it? It will let your trading partners know where you are from the beginning.
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Soul_Stryder
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Post subject: Re: Multiple pinning tests per squad? Posted: Fri Mar 05, 2010 4:12 pm |
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| Gork |
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Joined: Sat Oct 22, 2005 1:49 pm Posts: 29150 Location: Pennsylvania
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Not a loophole: you still cant move or shoot or assault the turn after you failed the pinning check. Falling Back doesn't get rid of that effect.
_________________ ***2008 Moderator of the Year***
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Ironhide
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Post subject: Re: Multiple pinning tests per squad? Posted: Fri Mar 05, 2010 9:29 pm |
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Joined: Thu Oct 16, 2003 6:41 pm Posts: 5828 Location: Raleigh, NC
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Falling back overrides the failed pinning check, passing the test to regroup allows you to resume normal game play.
_________________ "You can't always get what you want, but sometimes, you get what you need." - The Rolling StonesFBI Internet Fraud Center http://www.ic3.gov/complaint/USPS Mail Fraud http://postalinspectors.uspis.gov/forms/MailFraudComplaint.aspxIf you don't have your Location listed in your User Control Panel, why not take a second and update it? It will let your trading partners know where you are from the beginning.
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Soul_Stryder
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Post subject: Re: Multiple pinning tests per squad? Posted: Sat Mar 06, 2010 9:13 am |
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| Gork |
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Joined: Sat Oct 22, 2005 1:49 pm Posts: 29150 Location: Pennsylvania
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I dont have the rule book on hand to look up exact wording, but I seem to recall it being there. That said, it would only be advantageous to space marines, not everyone, since not everyone gets to act normally after a rally. I'll keep an eye out for it next time my LRB is handy
_________________ ***2008 Moderator of the Year***
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Prof.Brown
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Post subject: Re: Multiple pinning tests per squad? Posted: Sun Apr 25, 2010 8:45 pm |
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| Penitent |
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Joined: Fri Jul 11, 2008 4:43 pm Posts: 1062 Location: America... or some such place.
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Oug... The spacemarine favoritism is very apparent here.
I'm putting this in my list of things to do: Get rule book.
I do intend to do this.
_________________ Snot wrote: *puffs on a cigar* Btw, I do smoke a stogie when I'm on this site, and online in general, keeps me relaxed.  " Boom, crotch shot." - Loit Robin hood... (Never forget!)
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Soul_Stryder
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Post subject: Re: Multiple pinning tests per squad? Posted: Mon Apr 26, 2010 12:13 am |
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| Gork |
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Joined: Sat Oct 22, 2005 1:49 pm Posts: 29150 Location: Pennsylvania
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Checked LRB: Falling Back does NOT override Pinning. If you rally after a pinned Fall Back move, you still may not move or shoot.
As for marine favoritism; they better get some! Right now they get hurt most by the 5E rules.
_________________ ***2008 Moderator of the Year***
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Prof.Brown
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Post subject: Re: Multiple pinning tests per squad? Posted: Mon Apr 26, 2010 8:27 pm |
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| Penitent |
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Joined: Fri Jul 11, 2008 4:43 pm Posts: 1062 Location: America... or some such place.
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But still doesn't the book say pinning per weapon?
I'm making a mass scout army that uses quite a few sniper rifles, so this is pinnacle to my future strategies.
_________________ Snot wrote: *puffs on a cigar* Btw, I do smoke a stogie when I'm on this site, and online in general, keeps me relaxed.  " Boom, crotch shot." - Loit Robin hood... (Never forget!)
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Soul_Stryder
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Post subject: Re: Multiple pinning tests per squad? Posted: Tue Apr 27, 2010 11:48 am |
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| Gork |
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Joined: Sat Oct 22, 2005 1:49 pm Posts: 29150 Location: Pennsylvania
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Yes, the book says per pinning weapon; I believe that to mean "weapon" ie: sniper rifles as a whole, and the special Hb as opposed to "weapon" to mean each and every weapon. I can't imagine anyone ever getting away with trying to cause a half dozen pinning checks on a unit because of one volley of shooting. Double-check it with your tourney runner and the like; hopefully it'll get FAQed and save everyone the bother.
_________________ ***2008 Moderator of the Year***
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Prof.Brown
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Post subject: Re: Multiple pinning tests per squad? Posted: Wed Apr 28, 2010 2:15 am |
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| Penitent |
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Joined: Fri Jul 11, 2008 4:43 pm Posts: 1062 Location: America... or some such place.
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If it's per weapon then scout-rifle squads are actually worth something.
It means I can stop a thirty man ork mob with a ten man scout squad.
It means one of the lowliest spacemarine units could become an instrumental aspect of a vanilla army.
...And pigs could fly....
_________________ Snot wrote: *puffs on a cigar* Btw, I do smoke a stogie when I'm on this site, and online in general, keeps me relaxed.  " Boom, crotch shot." - Loit Robin hood... (Never forget!)
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Soul_Stryder
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Post subject: Re: Multiple pinning tests per squad? Posted: Wed Apr 28, 2010 11:23 am |
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| Gork |
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Joined: Sat Oct 22, 2005 1:49 pm Posts: 29150 Location: Pennsylvania
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10 snipers won't stop 30 orks; they're Fearless until you drop 'em down to 10 or so. Even so, you see the issue.
_________________ ***2008 Moderator of the Year***
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Prof.Brown
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Post subject: Re: Multiple pinning tests per squad? Posted: Tue May 11, 2010 5:52 am |
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| Penitent |
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Joined: Fri Jul 11, 2008 4:43 pm Posts: 1062 Location: America... or some such place.
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Yeah I've been talking to a bunch of Tau player who could abuse the *stuff* out of this rule if it went the bad way. But they all agreed it's far to cheap and plus... 40k not about leadership and tests It's about manly senseless awesome 
_________________ Snot wrote: *puffs on a cigar* Btw, I do smoke a stogie when I'm on this site, and online in general, keeps me relaxed.  " Boom, crotch shot." - Loit Robin hood... (Never forget!)
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