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ok, got a scenario.
I have one shot fire 3 plasma cannons into an enemy troop squad and get two hits. I stack both templates on top of each other so that each template has one total hit, and 5 partials. Now here is where the problem occurs. I'veheard from some of the employees at my local g/w store it counts as ten partials and that i roll ten dice to find out how many are indeed hits, however, there's one guys who works there who INSISTS that what i do is roll for one of the templates (5 partials), and multiply the number of hits i get by 2 (since its two templates) in order to find out how many hits. This would make no sense to me, as you are basically just assuming that each plasma cannon hit would have the same exact effect on the squad as the previous one that just hit it, which is just plain silly. So who is right, that one guys, or the other g/w employees?
the gw guys sound right, but having no experience with this, i...well...can't speak from experience
<img src='http://www.directdesign.ru/portfolio/poster/img/10.gif' border='0' alt='user posted image' />
Rulebook clarifications:So you multiply by the "number of hits", not by the "number of hits an partial hits". This strongly impllies that you already have rolled for partials before you multiply, so "that guy" was right and the majority of the GW empoyees were wrong, once again.4. When a unit fires multiple Blast templates on the enemy (say a Devastator squad firing four frag missiles), and several missiles hit, place one Blast template and multiply that by the number of hits to determine how many models might be wounded.
jwu
ok, so let me get this straight just so i know for sure. You find out how many hits ONE of the blast templates make, and then multiply that number by how many blast templates are on the squad, right?
We've always played it like the GW guy, count fulls and partials, then multiply them by the number of templates
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you have to roll all the partials... thats the way the game works...
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--- Exactly.Originally posted by Vindicare@May 3 2004, 02:14
ok, so let me get this straight just so i know for sure. You find out how many hits ONE of the blast templates make, and then multiply that number by how many blast templates are on the squad, right?
For example, a unit with multiple Missile Launchers scores two Frag Missile hits on a target.
You place 1 blast marker as per the rules for blast markers.
The blast covers 2 models, and 2 partials. You roll for the partials, one succeeds, one fails. At this point, total amount of hits is 3.
Makes no difference if the blast is repositioned, since in the case of multiple blast weapons hit the defender may remove casualties from anywhere in the unit, not just those under the template. This is specifically stated in the FAQ.
Since the unit was hit by multiple identical blast weapons, You multiply the hits by the amount of weapons. So the two Frag Missiles inflict a total of 2 x 3 = 6 hits.
For anyone wondering why I'm checking the partials at such an early phase, it's purely a question of clarity. Much easier to figure out immediately, and it makes repositioning the blast much easier when one doesn't need to bother about the partials afterwards.
"The meat things seek to destroy ourselves. They hunt us as we hunt them but they are weak and uncertain. The inferior flesh will be entirely destroyed, all biomatter consumed. Ourselves will fight to the last, all weak flesh must be devoured."
Either way you generally end up with the same number of hits using both methods
Dice are fair There arent lucky dice, unless you cheat, they're all the same
5 partials = 2.5 hits x2 for 2 templates = 5 hits
10 partials is still 5 hits
Not sure what the big difference is honestly, warhammer is more about math than luck just gotta get your probabilities straight
The mean (average) for both is the same but the varriance is different.
roling for partials earlier gets you a higher spread in your probable answers. You are more likely to get all 10 with the 5 partials doubled than the 10 partials.
Just a little math to confuse your lives.