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Ok, so after my first 5th edition game yesterday, I have some questions about wound allocation. Now, some of this I didn't fully grasp even in 4th edition, but with some changes to my Necron army list it's becoming an issue, so I have a few detailed questions here. Please bear with me, as the answers will help me in future games.
1) Regarding swarm bases. I have nine scarab swarms. When I played in 4th, a player whose opinion and experience I trusted told me that wounds could not be "spread out" to extend the life of a base. In other words, if the unit suffered nine wounds, I could not simply allocate nine wounds to each base to keep them "alive." Instead, I was told, I was required to allocate wounds to bases until they were "killed," then move on, so in the above example, I'd lose three bases. Question: Is this true, and if so, can someone point out in the new rule book where it says this? I can't find it.
2) How does "instant death" work with swarms? Can all their wounds be knocked out by a hit and wound with a weapon that has a strength that's double their toughness?
3) Regarding "majority toughness." As I understand it, the way wounds are allocated is changing in 5th with regards to complex units featuring models with different stats. As I understand it, the rule says that now, models take their saves based on their stats, not on the "majority." If I'm right about this, please consider this example:
I field a Tomb Spyder, and it makes three scarab swarms, then the unit takes, say, eight wounds from traditional gunfire (i.e., no "instant death," no ordinance, no blasts, etc.). How do those wounds get allocated, and does the spyder get to use its stats to save, despite the larger number of scarab models?
Q1: What your opponent told you was quite accurate. It came under the allocating wounds to units consisting entirely of multi-wound models.
The same exists in 5th Ed on P.26.
Q2: Yes, a 2xT weapon will instant-kill a model with multiple wounds, either by the model failing its armour save, or by the armour save itself being negated by the AP of the weapon fired.
You will also come across the problem of swarms usually being vulnerable to blasts. So if a weapon which uses a blast marker or a template hits the swarm unit and causes a wound, this wound is doubled. Therefore a single hit from a plasma cannon marker will be able to take out two bases: AP beats the armour save, and being vulnerable to blasts doubles that single wound.
That's why Submunition rounds from Railguns are so deadly against swarms, as they tend to be T3.
Q3: Ouch, this is a good one. Ok, first things first. The Toughness value of the unit has been reduced to that of the Scarabs, as they are in the majority (P.19 BR, which therefore means that more shots are likely to wound this unit. This also therefore means that there may be sufficient wounds caused to require the Tomb Spyder to attempt a save as well.
We have a multiple wound unit here: TS with 2, the Scarabs with 3 each per base. You say there are 8 standard wounds. This is a simple set-up, as each model in the unit must be allocated 2 wounds each (P.25 BRB paragraphs 3-5). This gives us 2 on the TS and a total of 6 spread out between the Scarabs.
Reading further on on P.25 BRB, under Taking Saving Throws, paragraph 1, you now take up the 6 dice which have been allocated to the Scarabs, rolling them all at one time. 4 are failed, and 2 are passed.
Now we move to the rules for Units of Multiple Wound Models to determine what happens with these unsaved wounds. As there are four of them, and each Scarab base has 3, a single base is removed and a second one has its wounds reduced to 2 remaining.
Back to the Tomb Spyder: It is the only one of its type in the unit (how's that for observation, eh?) so both the wounds allocated to it earlier are rolled against its armour save. If any are failed, then it is ONLY the TS which can suffer these wounds.
Hopefully this has helped you a little.
One wee trick you could try out is to only use the Artificer rule until you succeed in giving birth to a Scarab base. Keeping it an only child will then mean that the majority toughness for the Scarab + TS is that of the TS, thus making it harder to wound the unit as a whole.
Last edited by eiglepulper; August 3rd, 2008 at 19:19.
"Tau Commandment #226: Participants who use Velocity Trackers in the Tau Clay Pigeon Tournament will be disqualified"
Mmmmmm 3 free automatically regenerating T6 wounds.....