Dark Lancers Renegade Astartes Chapter, Chaos Space Marines - 7,000pts
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Sometimes a post is so rotten I have to respond like dr.Cox -- My Dwarven painting log -- My Lizardmen painting log -- My Scurrying Skaven painting log -- My nurgle beastmen painting log --My Tau cadre painting log -- My knights of the white wolf -- My Ork painting log
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Finecast is like a watch from Armani - very expensive and waterproof.
Kaiserfaust!!! little plog of mine - http://www.warseer.com/forums/showth...e-clad-in-Iron
This line of reasoning sort of drives me nuts. To say that stubborn or Hold the Line are bad abilities because they only function when you lose combat just doesn't follow. Every unit can lose combat. Having the ability to stand there and hold another unit occupied while you shift that combat into your favor by flanking, or having the ability to stand there even in defeat and hold a more powerful unit up for several turns, is a serious amount of power in and of itself.
My hammerers can sink an enemy unit for several rounds of combat, even when the hammerers are getting the worst of it. If I can turn that combat around with support, I'm good to go. The Empire is *really* good at turning combat around, not only because they have some strong support options (detachments, swift cav and monstrous cav,etc), but also because of all the buff synergy their characters can provide.
I think he means just that a WP and a captain dont go well together.
The point of a WP is to grant hatred wich massively increases damage in the first round of combat. In order to maximise its use you want to take part in as many combats as you can, hopefully killing/routing the enemy in the first round and then moving on to another unit. Failing this you want to do enough damage in the first round that you can slowly win over the next few.
A captain grants that cold blooding thing, wich significantly increases your chances of passing a break test. In order to maximise its use you want a stubborn/steafast unit losing combat every turn to hold up a big nasty unit. You want combat to go on for a long time, or at least until you can get support there.
They contradict slightly.
The only thing I've learned from reading FAQs is that you absolutely cannot predict how GW will rule on things. Sometimes they'll follow the absolute, literal interpretation of what's there, sometimes they'll explain what they meant, and other times they'll invent a whole new meaning in order to balance a unit. Sometimes you'll get instances of each within the same FAQ.
And in this case, where the actual intent of the 'detachments get steadfast rule' is completely unknown, we can't even sensibly guess how GW will end up ruling on it.
Okay. Promise not to shoot the messenger:
"HtL" = "If a character with this rule is in a unit, this unit benefits from xyz"
Detachment benefits from HtL. -> Detachment benefits from "If a character with this rule is in a unit, this unit benefits from xyz"
Ergo detachment needs a character with this rule. Every character (a WP, WH, everyone) in every detachment has this rule if the parent has it through virtue of being accompanied by a GotE or Captain because it's transferred from the parent to the character in the detachment.
Sorry, that was badly phrased. I'm not thinking of it as a bad ability. In fact, it, like the Crown or some other stuff can be useful in any anvil, and an anvil can obviously perform very well if it holds up an enemy for a long time. With an army of stubborn and unbreakables, Ld 9-10 at possibly 18" and re-rolls, possibly at 18" as well I just kind of find it superfluous. There are limits to what one can add, and to what different kinds of players are willing to add to fulfill certain roles. In principle there's nothing wrong if you want to have another level of redundancy. The question, as always, is what we could get in the Captain's stead, and I'm aware that sometimes the answer is "nothing useful".
That's fine with me. It's just that I don't like to make an army list based on some assumptions and then find myself in a huge debate at the store prior or, even worse, during a game.
Last edited by Lord Solar Plexus; 31-05-2012 at 07:25.
In so far as Hold the Line is concerned, that's just a silly way to look at the rule. It's very clear that the intent is to have the Detachment of a unit under the command of the guy providing HtL, and that the benefit from it. That's like arguing that they don't share stubborn because they don't have a stubborn character in there with them, and the crown of command makes the character and any unit he's in stubborn.
Oh, I think it shows a deep-seated understanding of logic. Put a character in a parent. Your detachment now has the rule that "If a character with this rule...then". It's not necessarily apparent what Mr Crudace wanted. Transferring HtL while requiring the presence of a character would still be a boost.
One problem with this interpretation is that the rule says "is in a unit". Anyways, just saying. I'd prefer to see it FAQ'ed if they have nothing better to do at Nottingham.
Stubborn is phrased completely differently and does not require the presence of a character. It applies and transfers irregardless. Parent doesn't count negative mdifiers, detachment doesn't count negative modifiers.That's like arguing that they don't share stubborn because they don't have a stubborn character in there with them, and the crown of command makes the character and any unit he's in stubborn.
If you have to begin an argument with the word "technically" in a gaming environment, you're probably doing it wrong. I see the line of reasoning, but it fails the general sniff test regardless.
Really? IMO it works otherwise:
Regimental units rule - if a regimental unit has HtL rule (by a presence of either captain or GotE in it) it confers this special rule onto all of their detachments whilst they have at least one model in 3".
I'm sorry, but where that bonkers about necessary presence of another character in detachment to get HtL comes from? Do I have some exceptional copy of the book or just missing something?
Finecast is like a watch from Armani - very expensive and waterproof.
Kaiserfaust!!! little plog of mine - http://www.warseer.com/forums/showth...e-clad-in-Iron
The Hold the Line rule is written poorly. What it should say is: "Hold the Line! A unit with this special rule rolls 3D6 for any Break test it is required to take and uses the two lowest scores. This rule is transferred by a character to any unit he joins." What it actually says is "while a character with this special rule is in a unit, the unit blah blah blah". That means the detachment then gets the rule "while a character with this special rule is in a unit" meaning you need a character to "unlock" the rule. Your interpretation is absolutely the right way to play it, it's just a logical loophole from the way the Hold the Line rule is worded.
Given the colossal confusion over how Steadfast should be transferred, it's pretty clear Cruddace didn't really think all of the special rule transferals through.
... and then I won.
I can't see any problem with the definition of either rule to be honest. I am beginning to think there is a touch of interpreting RAW through RAI influenced eyes, but thinking its being looked at as RAW.