Effectively protecting a hellcannon

Moderator: Anger Worm

Re: Effectively protecting a hellcannon

Postby -Rulesman » Mon Feb 19, 2007 6:23 am

So then, what happens if by the end of battle the crew is dead. How many points does the Hellcannon award to the opponent?

Regarding protection, don't do it. Hellcannons tend to eat their protectors too if they are nearby...
:b
-Rulesman
 
Posts: 59
Joined: Tue Jul 22, 2008 10:09 pm

Re: Effectively protecting a hellcannon

Postby Ring87 » Mon Feb 19, 2007 6:29 am

Kill the crew and you get half. See the above post. I don't remember Andy lining the hellcannon up in close combat until the second turn. Wound not have mattered in my case as the same ammount of Dryads would have been on the crew. However it could be an issue if the warmachine was charged by some Fast Cav.
Ring87
 
Posts: 665
Joined: Wed Aug 06, 2008 8:12 pm

Re: Effectively protecting a hellcannon

Postby AndyP » Mon Feb 19, 2007 4:46 pm

Quote:
I don't remember Andy lining the hellcannon up in close combat until the second turn.


I did, there's no way I'd miss out on 4 strength 6 attacks.

The crew lines up alongside the hellcannon in combat (rather than in front). This is described in the hellcannon rules.

Andy P
Duncan: I don't think you really comprehend the enthusiasm many people have for all things Potter.
User avatar
AndyP
 
Posts: 759
Joined: Tue Aug 05, 2008 1:34 pm

Re: Effectively protecting a hellcannon

Postby Ring87 » Mon Feb 19, 2007 9:59 pm

Cool, I'm sure you played it right. I should of hail of doomed that thing turn one. With enough shots I could have killed the crew and not suffered the two round of shooting. (+1 to hit no, that would have been 2+ for me) Hide-sight is 8o .
Ring87
 
Posts: 665
Joined: Wed Aug 06, 2008 8:12 pm

Re: Effectively protecting a hellcannon

Postby mattbird » Tue Feb 20, 2007 1:56 am

where does it say that killing the crew nets half VP
jer732 wrote:Birdoff makes me want to rage quit life
mattbird
 
Posts: 5595
Joined: Tue Aug 05, 2008 3:25 pm

Re: Effectively protecting a hellcannon

Postby -poxous » Tue Feb 20, 2007 1:58 am

The trouble with killing the crew on turn 1 is you just created the most evil chaos spawn ever! It will get to you and ruin your day.

Not sure where it says that Matt. I do not have the SoC book right here.
-poxous
 
Posts: 557
Joined: Tue Jul 22, 2008 10:03 pm

Re: Effectively protecting a hellcannon

Postby mauleed » Tue Feb 20, 2007 2:02 am

It's in an FAQ.
mauleed
 
Posts: 3177
Joined: Tue Aug 05, 2008 2:23 pm

Re: Effectively protecting a hellcannon

Postby mattbird » Tue Feb 20, 2007 2:09 am

f'ing FAQs...

Todd, when you kill the crew, it rampages on the closest unit, uncluding your own, So killing the crew 1st turn is very bad for the chaos player. Late game, not so much.
jer732 wrote:Birdoff makes me want to rage quit life
mattbird
 
Posts: 5595
Joined: Tue Aug 05, 2008 3:25 pm

Re: Effectively protecting a hellcannon

Postby -poxous » Tue Feb 20, 2007 2:38 am

Deploy away from it! :rolleyes

I have yet to use mine. If I do run chaos for the Colonial I will bring it for sure.
-poxous
 
Posts: 557
Joined: Tue Jul 22, 2008 10:03 pm

Re: Effectively protecting a hellcannon

Postby mattbird » Tue Feb 20, 2007 4:07 am

now, I typically set mine up so that the cannon itself is sandwhiched in base to base with 2 infantry units. Am I correct in thinking that if the crew does not have room to move up into hth due to those 2 units, that they do not join combat?
jer732 wrote:Birdoff makes me want to rage quit life
mattbird
 
Posts: 5595
Joined: Tue Aug 05, 2008 3:25 pm

PreviousNext

Return to Warhammer Fantasy

Who is online

Users browsing this forum: No registered users and 3 guests

cron