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Post by Welsh Paul on Sept 9, 2012 7:58:34 GMT -5
I have a question regarding mixed damage results against vehicle squadrons. If a squadron of two unharmed tanks receives, for example, 2 penetrating hits and 3 glancing hits, in which order are these allocated to the closest vehicle in regards to hull points?
If, for example, the two penetrating hits roll a four and a six, which of the following would apply?
- The first tank is destroyed outright and the second then loses 5 hull points. - The first tank has all 3 hull points removed and the "Destroyed - Explodes" is applied to the second tank. - Two hull points are removed from the first tank and the "Destroyed - Explodes" result. The remaining two hull points are removed from the second tank.
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wulfric
Lieutenant
For the Emperor!
Posts: 135
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Post by wulfric on Sept 9, 2012 8:58:46 GMT -5
I would go with applying the results in the order preferred by the owning player, the same as a wound pool.
So either apply the penetrating or the glancing pool first. If you choose the penetrating pool, roll the first damage result, apply the damage, roll and apply the second, then apply three glancing hits. The same in reverse if you apply the glances first - three glances on the first vehicle, destroying it, then roll and apply the penetrates one by one.
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Post by emptyhat on Sept 9, 2012 9:09:52 GMT -5
You allocate hits to the closest model. So I think you roll all your hits then take the first hit and roll for penetration against the closest model then carry on until you run out of hits or the model is destroyed. If you still have hits when it is destroyed you move onto the next model.
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Post by WestRider on Sept 9, 2012 9:14:00 GMT -5
This is on Pg. 77. You actually start Allocating against Squadrons before you even roll to penetrate, because it can change the AV you need to pen when one of them gets Destroyed. There's no longer a Rule about always using the closest Armour Facing for the entire Squadron.
Resolve Hits one at a time, in the order the Firing Player chooses. Start with the closest Vehicle, and resolve Hits against it until it's Destroyed or you run out of Hits. Then move to the next closest and keep going.
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