Friday, February 26, 2010

Harpy Conversion

So, having started with 2 Carnifex Kits, I set out to convert up a tervigon (previous post) and a Harpy.

The tervigon has had a bit more done to it since yesterday, but I wanted to get the Harpie's main work out of the way before I started Green Stuffing, Get all that done at once too. So here are some additional pics of the harpy:






 

 


 
 Yes, I know she's missing her other arm.....



Since it takes a bit of work to make a left handed Heavy Venom Cannon, I'm going to finish it before attaching it.


Since she has no legs, I'll have her mounted on a piece of either acrylic or brass rod.






Thoughts?

Thursday, February 25, 2010

Tervigon Conversion

So in my attempt to create a Tervigon (1 of 2 that I will be making) I've decided to go a different way, I've looked at the pic in the codex a LOT. and from what I can tell, the only reason that the pic has Scything Tallons is because it's one of the options available to the Tervigon, not because they all have them.

So i went a different route. With a bit of hack and slash, I've managed to get my carnifex to lay down and use his front claws as another set of feet.

I used the chopped down crushing claws because I think that they would be a lot more stable to walk on than Scything Tallons.

I still need to do quite a bit of GSing, and add the "Brood Sac" from the Stranglethorn Cannon, but She's getting there.

Here are some more pics:

 

  

  

Any thoughts/ criticisms are gladly welcomed.

Thanks - Stephen

Wednesday, February 24, 2010

Hive Fleet Argus

A small hive fleet, Argus earned it's name from the curious bio-forms that have no eyes, each and every Tyranid spawned by the Hive Fleet can see without the need for ocular device. It appears that they have all developed a keen echolocation ability, probably from their interactions with the worlds first encroached upon near the Twilight Stars. With little light present, the Hive Mind deemed fit to retrofit all of this Fleet's sensory organs with enhanced hearing and a greater link to the Hive Mind itself to get a Psychic reference point for it's sensory perception.

----- -- - Ordo Xeno's Inquisitors have dubbed this Offshoot fleet Hive Fleet Argus.- -- ----------

It appears that the entire fleet has a perception ability akin to that of the Hive Guard, while they are unable to adjust the trajectory of their bio-weaponry like that Hive Guard, they sense the enemy in the same way. This makes them an extremely dangerous enemy to face in any terrain as they seem to be able to "See" as well in any condition as if it were clear skies.

--- END TRANSMISSION



And that is the beginning of my fluff for my Tyranid Army.

Having perused quite a few forums, taken advice on changing, adjusting, and everything else, combined with a few playtesting games, I've come to a few further conclusions.

1. As much as I like the IDEA of Tyranofex's, at any point level below 2,000 they are a waste of points, as I can take elites for the same purpose and fill the role better.

2.Harpies are an awesome and yet surprisingly overlooked addition to this codex.

3. Tyranid Primes are far to under powered for what they do and what they provide for their points.

4. Tervigons are Great (Duh) but the upgrades are not worth it as it just makes them a more inviting target. And they kill your own gaunts. Keep them stock (with Catalyst) and call it a day. Otherwise you'll see a large portion of your army disappear with the tervigon's death.

So..... on to the list (in it's most current form):

Hive Tyrant
  - Lash Whip, Bone Sword
  - Scything Tallons
  - Dessicator Larvae
Tyrant Guard x2

Zoanthrope x2

Hive Guard x2

Doom of Malan'Tai
  - Mycetic Spore, Cluster Spines

Termagaunts x10

Termagaunts x10

Tervigon
  - Catalyst

Tervigon
  - Catalyst

Harpy
  - Twin Linked Heavy Venom Cannon
  - Cluster Spines
  - Regenerate

Harpy
  - Twin Linked Heavy Venom Cannon
  - Cluster Spines
  - Regenerate

Putting me at 1495.

I'm loving this list more and more, and the fact that I get to play with a lot of Green Stuff is always nice.

And in case anyone was wondering, The reason I've exchanged the Stinger Salvos for Cluster Spines is that with A BS of 2-3, I'd rather hit 4 with a template than 1-2 with 4 shots....

Deffrollas Now Work!

Finally, the Ork Deffrolla has a use, and it gives the orks exactly what they need to make them a competitive army! S10 vs Vehicles!

According to the new GW (OFFICIAL) Ork FAQ, the Deffrolla works vs vehicles.

Rejoice you Greenskinned ones.

Tuesday, February 23, 2010

Tournament Events vs Hobby Events

Balanced Tournament Scoring:

Hey Guys, Today I’ll be ranting off on “Hobby” Events vs “Competitive” events.

You know the types….

Adepticon – In all it’s glory, is a hobby event. Sportsmanship is in your score, Painting is in your score, etc…

Ard Boyz – Is a competitive event. It’s all about who is the best. That’s it. No Whining, no crying, just bash em in the face competition.

Now, As you all are probably well aware, I am a competitive player. Not because I’m an ass, but because I love to play against the meanest, nastiest  hardest lists people can come up with. Bring on that power gaming 3 nob squad list at 1500 points, that is the point.

Now, for a Tournament, to me at least, you have to go the Competitive angle.

For an EVENT you almost always have to go the hobby angle. Why? Because a tournament is just that…. A TOURNAMENT-
From Dictionary .com
1.      a trial of skill in some game, in which competitors play a series of contests.

You are not trying to see who can play nice, you’re playing to see who is the best. I’m really not sure why this is so difficult to understand for the majority of the people out there. If you are in a tournament, you don’t use comp, sportsmanship, or any other SOFT Scores. You play to win.

Now, if you are at an EVENT (Adepticon, Bolscon, etc…) You may notice that these have CON added to the end. It’s because it’s a CONVENTION. A gathering of people with like minds. You’re not playing to see who is the best, you are playing to have fun, see who comes out on top and who has the nicest painted armies, etc.

There is a fundamental difference. You may not like it, but it is there.

So you should have a good idea what you are going to before hand. Some people will tell you that at the Competition only event, that you will find cheaters. I’ll tell you this from experience, You will find those same cheaters at the hobby events as well. They are just that way. WAAC people will go to every event they can find an try to win the pot. It’s just the way it is. The ability to give out a sportsmanship score is not what will scare them away. The ability of the TO’s to simply eject them for cheating is what will keep them away or in line. It is truly that simple.

In an effort to cut down on the stupidity of THAT GUY, Tournament Organizers need to be far more vigilant than most of the events I’ve gone to. The optimum number of Judges I’ve found is 1:16. This gives each judge 8 tables to watch, and they should be watching, helping the newer players and just generally not BSing with their friends.

I’ve been to some amazingly well organized events, and I’ve also been to those events where everything is hap hazard.

I bet you can guess which I prefer.

A perfect tournament (at least in my mind) would be scored like this:

Battle Points – 20 Available Per Round
Bonus Points (Added to Battle Points) 4 Per Round

Winning Record for Tie-Breakers(i.e. 3-0 beats 2-1)

Winner Takes:

1st: 50% of Pot
2nd:30% of Pot
3rd:20% of Pot

Extra entry fee to enter Painting competition:
Say extra $5 to enter YOUR army’s paintjob (i.e. Pro Painted are not allowed, you cheat, you never can enter ANY other event here)

Panel Judging on entered armies. 60% of vote
Player’s Choice 40% of vote.

Winner Takes:

1st: 50% of Pot
2nd:30% of Pot
3rd:20% of Pot

This makes life simple, yet effective.

Just the way I like it.

Monday, February 22, 2010

New Nids List Revamp

So, at my tournament this weekend and seeing how 2 different Tyranid Lists performed, I've decided my list needs a re-vamp.

My original List was this:

Tyranid Prime with Bonesword, Lash whip and Devourer - 95 Points

3 Hive Guard - 150 Points




Doom of Malan'Tai- 90 Points

Termagaunts x10 - 50 Points

Termagaunts x10 - 50 Points

Tervigon - Catalyst, Cluster Spines - 175 Points

Tervigon - Catalyst, Cluster Spines - 175 Points

Harpy - Regenerate, Twin Linked Heavy Venom Cannon, Cluster Spines - 185 Points

Harpy - Regenerate, Twin Linked Heavy Venom Cannon, Cluster Spines - 185 Points

Tyranofex - Rupture Cannon, Regenerate, Dessicator Larvae - 295 Points

Seeing that the Tyranofex performed.... less oppertounely than expected and that the Tyranid prime was..... basically a "Cheap" choice, I've decided that my list needs a bit of a change.... SOooo...


Hive Tyrant - Lash Whip, Bone Sword, Scything Tallons, Thorax Swarm - Dessicator Larve - 195
2 Tyrant Guard - 120

3 Hive Guard - 150 Points


2 Zoanthropes - 120

Doom of Malan'Tai- 90 Points

Termagaunts x10 - 50 Points

Termagaunts x10 - 50 Points

Tervigon - Catalyst, Cluster Spines - 175 Points

Tervigon - Catalyst, Cluster Spines - 175 Points

Harpy - Regenerate, Twin Linked Heavy Venom Cannon, Cluster Spines - 185 Points

Harpy - Regenerate, Twin Linked Heavy Venom Cannon, Cluster Spines - 185 Points

This gives me better and more reliable fire power (in the Zoanthropes) as well as the same number of Monsterous Creatures in the army. I'm still quite satisfied with this setup and don't think that the changes will cause any problems for the army.

Thoughts?

My Barter Bucket

Updated Barter Bucket Post Available HERE.

Some lower prices.

Thanks Guys.

Tournament Results: Son of a .....

So I went to this 1500 point tournament with an amazing list (everyone thought so)

Played my first game against the new nids, squeaked out a victory. Was told I needed to buy new dice.

Played my second game against the new nids, lost by a hair. Was told I needed to buy new dice.

Played my third game against nob orks (3 squads). Lost by a landslide. Was told I needed to buy new dice.

I came in in 7th place out of 16 people. Ouch.

Awards come out and the TO, ( a friend of mine) Read off all the winners, and then announced the last prize.

The "I Need New Dice" award. ME.

Damn it all.

New dice for me though :D

Friday, February 19, 2010

Spikey Bits: The GT Test

My Results from the Spike Bits Grand Tournament Test:

Let me know how well I know the rules, I've marked my anserw in BOLD ITALICS


1.    When models in one unit move at different speeds, how far can the unit move?

a.      All models in the unit may move no further than the speed of the fastest model.
b.      The models in the unit move at their individual speeds (as long as they maintain coherency).
c.      All models in the unit may move no further than the speed of the slowest model.


2.    If you roll a six sided die to get a D3 result, and you rolled a ‘4’ on the six sided die, what would the result equate to?
a.      1
b.      2
c.      3

3.    What is the most important rule of Warhammer 40,000?
a.      If in doubt, roll a d6
b.      The loudest player is always right
c.      Have fun

4.    If you fire the main gun from a Basilisk Artillery to an enemy unit, what should you measure from (on the Basilisk) to determine if you are in range to the enemy unit?
a.      The closest edge of the Basilisk to the enemy model
b.      The tip of the gun barrel to the enemy model
c.      The center of the Basilisk to the enemy model

5.    Can you mount a Space Marine Dreadnought on a 25mm round base?

                        NO

6.    Can you mount a Space Marine on a 50mm base?

                      NO
7.    What are the 3 main types of terrain? (Please circle the correct answers)

Answer:   Clear                   Individual               Difficult 
                     Area         Dangerous          Impassable.

8.    Can a vehicle count as being in cover if it is in a wood?

                         Yes, if it is more than 50% covered from view

 9.    How many dice do you roll when you move a unit of 5 infantry through woods?
             
                                 2
 

10.                       How many dice do you roll when you move a unit of 5 Bikes through woods?
                                   3

11.                       How many dice do you roll when a vehicle moves 12” through woods?

                                  1
12.                       How many dice do you roll when a unit of  5 Cavalry moves through woods?

                                3
13.                       If a unit wishes to move into a wooded area (5” away from the closest model) and they roll their difficult terrain check. (rolling a maximum move of 4”) do they…
a.      Move up to the edge of the woods (5” of clear movement), but can not go in since this would put them further into the woods than they would have rolled.
b.      Move their maximum move (6”) up to and into the woods, since they didn’t go further than 4” through the woods itself.
c.      Move no more than 4” since that is the highest result rolled, even though they didn’t go into the woods.

14.                       If a unit wishes to move into a wooded area (5” away from the closest model) and they roll their difficult terrain check. (rolling a maximum move of 4”) and they decide to stay put instead (moving 0”) Can they fire their heavy weapon since they didn’t move any models in that unit?

                NO, Since they rolled they count as moving whether they moved or not.

15.                       When one of your models must pass a Toughness check. What do you do?
a.      Roll 1d6 and compare it to the models toughness; to succeed you have to roll equal to or more than your toughness characteristic.
b.      Roll 1d6 and compare it to the models toughness, to succeed you have to roll less than you toughness characteristic.
c.      Roll 1d6 and compare it to the models toughness, to succeed you have to roll equal or lower than your toughness characteristic.
d.      Roll 1d6 and compare it to the models toughness, to succeed you have to score higher than your toughness characteristic.  

16.                       (T/F) A model may move through friendly intervening models.

                            False

17.                       What save is allowed by the following cover types:

Razor WIre:              __6+_                            Wrecks:              __4+__

Woods:              __4+__                            Ruins:                            __4+__

High grass:              __-__                            Bunkers:               __3+__


18.                       If a unit of Space Marines moves 6” in the movement phase, what is the furthest distance they may shoot with their bolters? (Rapid Fire, 24” max range)

                              12"


19.                       If a Space Marines Sergeant moves 1” in the movement phase, and the rest of the unit stayed still, what is the furthest distance they may shoot with their Bolters? (Rapid Fire, 24” max range)

                      12"

20.                       (T/F) If a unit loses coherency due to casualties, it may stay where it is and act normally as long as it does not move, but if it does move, they must move back into coherency.)


                            False, it MUST move back into coherency
 

21.                       You fire a Melta-Gun (Assault 1, 12” range) at an enemy unit (within 6”). Do you still get a bonus attack if you charge into them in the Assault phase?


                                Yes

22.                       If you opt to only fire a Bolter (Rapid Fire, 24” max range) weapon once at an enemy unit (within 6”), may you then assault them in the Assault phase?

                               No


23.                       A Rending Weapon scores an automatic wound with no armor save allowed on:
a.      A roll to wound of 6 (regardless of the model’s toughness)
b.      A roll to hit of 6 (regardless of their BS)
c.      A roll to hit of 6 followed by another roll of 6
d.      A roll to wound of 6 followed by another 6

24.                       When removing casualties from a flamer template you:

a.      Remove wounded models from under the template
b.      Remove wounded models from anywhere in the unit, only as long as they are in range of the flamer weapon.
c.      Remove wounded models from anywhere in the unit even if they lay further out than the range of the flamer, as long as you have line of sight.
d.      Remove wounded models from anywhere in the unit even if they lay further out than the range of the template.

25.                       A unit of Space Marines rapid fires at a unit consisting of 5 Orks (T 4, sv 6) and 6 Grots (T2, sv -). The Marines score 8 hits with their Bolt Guns (Str 4, AP 5) on the unit. What happens next?
a.      You roll 6 of the 8 hits against the T2 Grots since they are in the majority, and the remaining 2 hits against the T4 Orks. So you would need 6 rolls of 2+ and the remaining rolls need a 4+ to wound.
b.      You roll all of the wounds against the T2 Grots since they are in the majority, so you would need 2’s with all of your rolls.
c.      You roll all of the wounds against the T4 Orks since they are in the majority, so you would need 4’s with all of your rolls.
d.      You don’t even need to roll since the AP of your Bolt Guns are better than their armor save. (AP 5 vs. the Orks save of 6)

26.                       If a Krak Missile (Str 8, Ap 3) wounds a Space Marine (sv 3+) does he get to make an armor save?

                             No


27.                       What if a unit of 5 Space Marines (T4, sv 3) has 3 models of the squad is in cover, and 2 are in the open. They take 3 Krak missile (Str 8, ap 3). What happens?
a.      You would allocate the first two hits against the marines out of cover, since the AP = their armor save, they are removed automatically. Then 1 other Marine would get a cover save that is appropriate for the cover he is in.
b.      You would allocate the wounds, then get to make 3 Cover saves against all of the AP3 shots, since the majority of the models are in cover.
c.      You would remove 3 Marines since the AP = their armor save, they are removed automatically. No one gets a cover save if the entire unit isn’t in cover.
d.      You would get to make 3 normal saves against all of the AP3 shots, since the AP of the weapon isn’t lower than the Marines armor save (3+).

28.                       If a Space Marine Chaplain (Sv 3+/Inv sv 4+) gets wounded by a Heavy Bolter (Ap 4) shot.
a.      The Chaplain gets to make one saving throw either 3+ or his Invulnerable 4+.
b.      The Chaplain gets to make a 3+ armor saving throw, followed by his invulnerable 4+ saving throw IF he fails his armor roll.
c.      The Chaplain only gets to make a 3+ armor saving throw only, Since the Ap 4 of the heavy bolter equals his invulnerable save (4+). 

29.                       If a unit is already pinned. Does it have to make a morale test for taking 25% casualties at the end of the shooting phase?

          Yes


30.                       (T/F) A unit only ever makes one Morale check in a phase for pinning.

                       False. They take one for each separate squad that caused an unsaved wound with a pinning weapon

31.                       (T/F) A unit only ever makes one Morale check in a turn for 25% casualties.

                 TRUE

32.                       If a unit of Space Marines hits an enemy unit with 2 Frag Missile Rounds (burst), you would resolve the hits how?
a.      You place one template catching as many models as possible, covered models are auto hits and partials are hit on a 4+. After this first template has been resolved and casualties have been removed work out the next template and so on.
b.      You place one template, putting one model under the hole, covered models are auto hits and partials are hit on a 4+. After this first template has been resolved and casualties have been removed work out the next template and so on.
c.      You place one template, centering one model under the hole, models touched are auto hits. After this first template has been resolved for the number of hits, multiply that number by the number of templates, in this case two.
                              
                         None of the above, you have to roll scatter for each weapon.

33.                       If  a model has a combination of wargear that both add to and multiply one of its characteristics:
a.      Multiply the basic value and add the extra points.
b.      Add the extra points to the basic value then multiply the total.
c.      You may only have one effect on any one of your characteristics, so you pick the best benefit to you.

34.                       In an Assault, a unit kills all models in their 2” kill zone; the enemy then fails their morale check and flees combat. Can the victor sweeping advance into them?

 YES

35.                       If a unit that is fleeing gets charged by the enemy…
a.      The charging unit destroys the fleeing unit automatically
b.      The fleeing unit must make an immediate fall back roll again, if they do not get far enough away, they are destroyed.
c.      The fleeing unit must make an immediate morale check to regroup, if they fail they are destroyed. Otherwise they regroup and fight as normal.
d.      The fleeing unit must make an immediate morale check (no modifyers), if they fail they are destroyed. Otherwise they fight in HtH as normal.
e.      The charging unit locks them into HtH but gets no charging bonus.
f.       The charging unit locks them in HtH and gets their charge bonus.

36.                       If a victorious unit consolidates into a nearby enemy.
a.      The units are locked in HtH and it is treated as a charge.
b.      The units are locked in HtH and it is not treated as a charge.
c.      The units are not locked in HtH and are free to move away before the next round of HtH combat.
d.      The victorious unit may not consolidate into HtH.

37.                       When fighting multiple combats (i.e. one unit fighting two or more enemy units) to determine the loser you:
a.      Determine wounds inflicted and received on each unit separately and then have each unit make a morale check separately.
b.      Determine wounds inflicted and received total and then have each unit make a morale check separately.

38.                       When fighting multiple combats (i.e. one unit fighting two or more enemy units) and one side has unit(s) that flee, you:
a.      If the victorious units are now unengaged, they make one sweeping advance roll to compare to all of the fleeing unit totals.
b.      If the victorious units are now unengaged, they make a sweeping advance roll to compare to each of the fleeing units separately.
c.      The victorious units make one sweeping advance roll to compare to all of the fleeing unit totals.
d.      The victorious units make a sweeping advance roll to compare to each of the fleeing units separately.

39.                       When is a unit considered to be ‘off’ the table?
a.      When one or more models in the unit fully move beyond the edge of the table
b.      When the entire unit crosses the edge of the table
c.      When one or more model edge’s goes over but doesn’t completely cross the edge of the table

40.                       If an Independent character assaults with a unit and is in the 2” of a friendly modle in base to base, but not in base to base themselves, can he participate in the combat?

 NO


41.                       (T/F) A Monstrous Creature can re-roll difficult terrain checks.

False, it rolls 3d6 and choses the highest.

42.                       What is the maximum strength of a defensive weapon?

             4

43.                       Which of the following weapons would remove a Space Marine Captain (4 toughness, 3 wounds, and a save of 3+) due to instant death? (circle all that apply)
a.      A Plasma Gun (Str: 7, Ap 2)
b.      A Krak Missile (Str: 8, AP 3)
c.      A Las Cannon (Str: 9, AP 2)
d.      An Assault Cannon (Str: 6, AP 4) (with a rending result)

44.                       (T/F) A vehicle moves less than 6” and is destroyed; the passengers are wounded on a roll of 4+ and must make a normal pinning check.

TRUE

45.                       (T/F) A vehicle that is stunned (may not move or shoot) cannot use smoke launchers.

            FALSE

46.                       You defeat a fearless unit in hand to hand combat (by 2 more wounds) and outnumber him 3:1. How many additional wounds does he suffer?

      2

47.                       Can a character detach from a fleeing squad he had joined?


           NO

48.                       Can a character charge out of a friendly squad he had joined by himself?

           NO

49.                       An Imperial Guard infantry squad is reduced below 50% from shooting and flees. Do they get to regroup at the beginning of your next turn?

      NO

50.                       Circle the vehicle types you may assault out of the turn the vehicle moved.

Chimeras    Skimmers    Open topped    Fast    Land Raiders

51.                       If a model rapid fires twice with a Plasma Gun (gets hot), what will it overheat on?

       1

52.                       What is the penetration roll for a sniper rifle? And is it possible for it to to a penetrating hit on a rhino (AV 11)

     D6+3 , Yes, they are rending so 6+3+D3 =  10-12

53.                       Can a melta gun (Str 8, Ap 1) penetrate a land raider (av 14) at 12” (max range)?

           NO 8+6=14 Glancing Hit

54.                       Space Marines (In 4) charge Dark Eldar (In 5) while the Eldar are in woods area terrain. What initiative do the Dark Eldar strike on? (no one has grenades for this example)

            I5

55.                       As above, but what initiative do the Space Marines strike on?

      I1

56.                       A Rhino troop transport armed only with a storm bolter is struck on its front armor (11) by a las cannon (S9).  The roll to penetrate is a 2.  On the appropriate damage chart a 5 rolled.  On the subsequent turn an auto-cannon (S7) hits the Side armor (11). The roll to penetrate is a 5.  On the appropriate damage chart a 3 is rolled.  On the third turn a chaos marine armed with a bolter hit the rear armor (10) of the rhino with is bolter (S4) and rolls a 6 to penetrate.  On the appropriate damage chart a 5 is rolled.  What happens to the rhino.

     Destroyed - Wreck

57.                       Perils of the warp. If a psyker rolls a 2 to engage a psychic power, what happens?
a.      The power does not go off.
b.      The power goes off.
c.      The power does not go off and the psyker takes a str d6 hit, with no save allowed of any kind.
d.      The power does go off and the psyker takes a wound, with no armor save allowed, invulnerable saves must be re-rolled

58.                       In the assault phase, a unit with jump packs wants to assault into woods…
a.      They roll for difficult terrain and may only make an assault move if they have rolled well enough to contact an enemy model.
b.      They are placed into assault with any models that are within 6” of them and each jump pack trooper must make a dangerous terrain check.
c.      They roll for difficult terrain and move that distance even if it is not enough to get them into base to base contact.
d.      They roll 2d6 and move the total distance rolled into contact with the enemy.
e.      They roll for difficult terrain and may only make an assault move if they have rolled well enough to contact an enemy model. Each model that goes into the woods, will trigger a dangerous terrain check.

59.                       If a rhino attempts to move through woods at a speed of 7” and rolls its dangerous terrain check. Is it possible for the result to be worse than an immobilized result? (if so what?)

            NO

60.                       If a standard transport vehicle moves 3” in the movement phase, and troops disembark towards the enemy. They can
a.      Fire their weapons as having moved, and may assault in the assault phase, if the enemy are within 6”
b.      Fire their weapons as having moved, but may not assault in the assault phase, even if they are within 6”
c.      May not fire their weapons since they moved, but may assault in the assault phase, if the enemy are within 6”

61.                       If a standard transport vehicle remains stationary in the movement phase, and troops disembark towards the enemy. They can
a.      Fire their weapons as having moved, and may assault in the assault phase, if the enemy are within 6”
b.      Fire their weapons as having moved, but may not assault in the assault phase, even if they are within 6”
c.      May not fire their weapons since they moved, but may assault in the assault phase, if the enemy are within 6”
d.      May move shoot and assault as if they moved normally, but were the same as being out of the vehicle the entire time.

62.                       If a bike unit declares it is using it turbo boosters to get the invulnerable save, how far does it have to move to get the bonus?

18"


63.                       (T/F) If a vehicle is in a wooded area, and your opponent scores a penetrating hit. The hit is automatically downgraded to a glancing shot.

     False

64.                       (T/F) A Melta Weapon automatically treats any glancing hit result against vehicles as a penetrating hit instead.

           False

65.                       (T/F) Offensive grenades, when assaulting into cover, allow all models to strike in initiative order.

           True

66.                       What happens if an Ordinance blast hits an open topped vehicle vehicle, how may dice do you roll for armor penetration? Are there any extra effects as well?

 Roll 2d6, Choose the highest, if it penetrates or glances, roll the appropriate dice, add modifiers for glancing hit then add 1 to the result.

67.                       (T/F) If an Ordinance blast hits a vehicle but the center of the blast is over the vehicle, the strength of the hit is resolved at half strength.

     False

68.                       (T/F) If a character that does not have infiltrate joins a unit that has infiltrate; the unit loses the infiltrate skill.

       True

69.                       (T/F) A fearless character joins a unit that does not have the fearless ability, the unit becomes fearless.

     False

70.                       (T/F) If a character joins a unit that is Fearless, he becomes fearless.

      False

71.                       (T/F) A unit with the “preferred enemy” special ability, re-rolls any failed to hits in the first round of combat.

     True and any other round of combat

72.                       A unit of Space Marines (and they shall know no fear) flees from combat, and are caught by sweeping advance.  What happens to the unit? Be specific.

         they do not disengage and are subject to the no retreat rule acting as if they were fearless and taking additional wounds



73.                       What two special rules apply to Swarms? 

Can Not Score Objectives _/_Vulnerable to Templates

74.                       XXXXXXXXXXXX  CENSORED  XXXXXXXXXXXXXX

75.                       A unit of space marines (3 bolter marines, 1 flamer marine, & 1 sergeant) take 7 wounds to be allocated. The owning player allocates one wound to each model, and the extra two wounds get placed on the bolter marines.  The owning player rolls five saves for the bolter marines. He rolls (1,1,2,2,5) how many marines are removed from the unit? (circle one)
a.      3 bolter marines and the remaining failed save results in the owning player removing the sergeant as well.
b.      3 bolter marines. The extra “failed save” is ignored since all of the models in that group are already removed as casualties.
c.      The defending player rolls all of the dice together and removes anyone he wishes as casualties, the Missile Launcher Trooper can not be picked out, since he is not a character model.
d.      3 bolter marines and the remaining failed save results in the owning player removing the sergeant as well.
76.                       (T/F) Units with “Counter-attack” must take terrain into account when they make their Counter Attack move.

          False

77.                       (T/F) In a game using Random Game Length, at the end of turn 5, you would begin by rolling a d6. On a roll of 4+ the game continues, on a roll of 1-3 the game is over. Repeat this process at the end of each turn, until a roll of 1, 2, or 3 has finally been rolled.

False you "count down" your rolls and at the end of turn 7 it ends no matter what



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