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Posted: Tue May 09, 2006 4:06 pm
yeah but thats to take down 1 tank. my 1500 point list has 6. and each one has 60 or more points in upgrades on it. I would drop 35 off two and 10 off 3 more freeing up nearly enough points for another exterminator
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Posted: Tue May 09, 2006 4:56 pm
well off the topic of tanks what do you think of the use of medics, does anyone besdies me think there useful?
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Posted: Wed May 10, 2006 12:39 am
I use medics for squads with plasma guns. Guns go zap but with a medic you can save the gun for another day, if lucky.
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Posted: Wed May 10, 2006 4:08 am
Singis 17 well off the topic of tanks what do you think of the use of medics, does anyone besdies me think there useful? I've got three in my army. I've only planned three squads so far.
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Posted: Wed May 10, 2006 6:30 am
Lt. Brookman I use medics for squads with plasma guns. Guns go zap but with a medic you can save the gun for another day, if lucky. You can't the plasma gun is double toughness of a guardsman so a medic cannot save him
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Posted: Wed May 10, 2006 7:16 am
acctually GW says you can save them with the medic.
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Posted: Wed May 10, 2006 7:25 am
Mat acctually GW says you can save them with the medic. The codex says it can't be used on instant death (double toughness) or weapons that negate a save (power weapon, rending)
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Posted: Wed May 10, 2006 7:44 am
I dont know why it says that cause the rules say it shouldnt work. Ill have to contemplate it further
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Posted: Wed May 10, 2006 8:00 am
ok here we go rule book time.
On a roll of 1 to hit, the weapon has overheated and injured the model firing it. The model must make an Armour Save or it suffers a wound. Now that tells me that yes the medic could save him cause if he had suffer a S7 hit he would not have gotten a save. The wound comes from the hot sufface of the weapon he is holding not from what it is shooting
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Posted: Wed May 10, 2006 2:20 pm
Funny, I remember that when the gun overheats, we always get a chance to make a saving throw, as no mention is made of rolling to wound first, just that the gun overheats and that an armour save is to be made. I have yet to hear an GW employee tell me that I can't use the medic ability to try and save a man from being fried by his own gun.
I wonder why GW makes notes about storm troopers being better at handling plasma weapons then with their increased armour save then.
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Posted: Wed May 10, 2006 2:22 pm
Lt. Brookman Funny, I remember that when the gun overheats, we always get a chance to make a saving throw, as no mention is made of rolling to wound first, just that the gun overheats and that an armour save is to be made. I have yet to hear an GW employee tell me that I can't use the medic ability to try and save a man from being fried by his own gun. I wonder why GW makes notes about storm troopers being better at handling plasma weapons then with their increased armour save then. It's an instant hit because he is holding the gun, and it overheats on chance. He can't think "s**t, this gun's gonna go off" and drop it when you roll a 1.
I'd assume that the medic would be smart enough to heal wounds to the hands and allow him to continue firing a gun. If he can save a man who's been s**t/flamed, he can save a man who's been burn by a gun.
-Mykal
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Posted: Wed May 10, 2006 2:27 pm
oh on this note the wound taken by the Gets Hot roll has no S or AP value. So no Instant death
the answer on 2 other forums is " Yes the Medic can save him"
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Posted: Thu May 11, 2006 12:32 am
As I already knew. This means that medics are not useless after all.
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Posted: Thu May 11, 2006 6:03 am
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