Showing posts with label tips. Show all posts
Showing posts with label tips. Show all posts

Monday, July 27, 2009

Transport Contents Tip


Here is another part of my line of simple gaming tips. Nothing fancy just sharing some things I have seen done that work for some people.

Tank Riders:

Sometimes especially when you are like me and have a number of unpainted hard to distinguish rhinos it is hard to remember who is riding in what and what is still occupied. One solution to this is to place a representive figure on top of the rhinos. So if Pedro and the Honour Guard are in that Rhino place Pedro on top. If Sternguard are in that one place a sternguard on it. Just keep moving the rhino and guy together and your opponent will never have to ask who is in that rhino.

The above pic is pretty grainy but you can see the two rhinos with 1K Sons units sitting there. I might be helpful to place people who intend to shoot out the firepoint to remind you to have them fire.

Sunday, July 19, 2009

Fast Re-Rolling Tip


Nothing to magical here but just sharing a little tip on speeding up your play. There are a lot of rerolls around in 40K. One thing I like to do roll the reroll die at the same time as the normal roll die. This can essential cut the dice rolls down a ton. For example I often have a Predator with TL Lascannon and 2 heavy bolters in my mech list. So when I roll to hit I will roll 6 white dice and 2 red dice. White dice are the heavy bolter and the red are the TL lascannon. When I am picking up the dice to move on to wounding or armor penetration I just have to check both red. If they both miss pick both up if not pick one up since 1 hit and 1 miss or 2 hits both yield infact 1 hit. Same thing works for difficult terrain tests with dozer blades. Roll 2 dice as long as 1 is not 1 you are fine.


Now you might say that but the second die is final. That is way you can only use this trick on things where the result is either pass or fail with no penalty to get the die roll(Bosspole). If I passed the first roll I would not have rolled the second so the other die is ignored. If I failed the first then the other die is the pass. All the odds work out the same since the each dice roll is indepedent. If both dice succeed, I use my logic since I know I am limited to 1 success.


Now for scatter dice you do not want to do this trick since they are not purely pass/fail the numbers and directions matter.


This trick is great for those Vulkan buffed Thunderhammer Termis. Since the weapons are mastercrafted not Twin Linked you only get to reroll 1 miss each. So that means you have to roll each termi seperately. Roll three dice and reroll 1 miss on the charge. Instead just roll four dice and know that the max hits is 3.