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Author Topic: BFG 2010 FAQ Corrections (1 of 2)  (Read 2672 times)

Offline flybywire-E2C

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BFG 2010 FAQ Corrections (1 of 2)
« on: August 16, 2010, 03:30:35 AM »
THIS IS PART ONE OF TWO PARTS DUE TO POST LENGT RESTRICTIONS! Hi everyone! I think I have found all the different rule corrections, conflicts and just pain OOPS listed here and on the BFG-List. Rather than answer them all separately in all the places I found them, I thought it would be more useful to collate it all in one place. If there are any I missed or if there is anything here I screwed up, the fault is all mine. PLEASE let me know if there are FAQ topics that still need to be addressed or corrected, if there is anything here that didn't paste in correctly, or if you just happen to have some questions or comments. In particular, I'd like to thank Commx, Vaaish, Horizon, Zhukov and others.  Enjoy!

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Ramming and size: There are four sizes concerning the leadership check to ram. From biggest to smallest: Defence>Battleship>Cruiser>Escort. The worst this test can be is on 3D6 and the best it can be is on 1D6. For example, an Ork Rok would need to pass a leadership check on 3D6 against an escort or cruiser, 2D6 on a battleship or 1D6 against another defense.
This example on page 13 is wrong. Being a Defence, a Rok would roll 2d6 against another Defence, and 3d6 against anything 'smaller', including a battleship. This is stated correctly later during the Space Hulk entry.
FIXED!

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Ships that do not count critical damage normally and instead take an additional 1Hp of damage (such as Ork Roks or Kroot Warspheres) have this damage cumulative upon them when in a squadron. For example, if a squadron of three Roks is fired upon by a Retribution battleship and takes a total of 13 hits, all critical damage rolls must be made for the first Rok before declaring it destroyed. If three critical damage hits are rolled in this manner, they cause an additional 3Hp of damage and are applied to the first Ork Rok destroyed in the squadron. As shields still work normally, this applies a total of 6Hp to the second Rok before its critical damage rolls are made.
 I think this example is trying to tell us that inflicting critical hits on things like Roks will cause the extra damage to be added to the total amount of hits the squadron takes instead of having it 'go to waste', but to be honest I have no idea...
CORRECTED. This entire example needed to be better worded with a easier-to-understand example, and I have changed it to the following:
Capital ships in a squadron that are being fired upon to the point that one of the capital ships is destroyed must roll for and apply all critical damage before counting as destroyed. For example, if a squadron of three Dauntless light cruisers is fired upon by a squadron of three Carnage cruisers and takes a total of 13 hits, all critical damage rolls must be made for the first Dauntless before declaring it destroyed. This means if the first Dauntless rolls a Thrusters Damaged (+1Hp) and Engine Room Damaged (+1Hp) criticals in the process of being destroyed, there remains a total 9 remaining shots to be applied to the next closest Dauntless light cruiser, with shields, blast markers, etc. still taking effect normally. This rule in particular applies to ships that do not count critical damage normally and instead take an additional 1Hp of damage, such as Ork Roks or Kroot Warspheres.

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Defences and Blast Marker Removal: You remove D6 blast markers from each defence in each end phase after all other actions in the end phase. This only applies to stationary defenses, not planetary defenses that behave as ships (such as monitors or system ships).
 I would reword 'stationary Defences' to 'Defences that start the game with a Speed of 0cm' to prevent people from interpreting it as applying to standby or otherwise slowed Monitors and other such nonsense.

FIXED!

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All Vengeance grand cruiser variants (both Imperial and Chaos) listed in Armadas on pp.14-16 and 38-39 completely ignore prow critical damage, regardless of the cause. If any critical damage rolled against the table results in a Prow Armament Damaged critical hit, it is assumed the critical damage did not take place, and it does not move up to the next higher critical damage. If the critical damage is caused by the ship taking a hit, the hit itself still counts normally.
That one is rather unexpected. Although I do like the sound of it, I'd still like to know why this was included please. :)
The reason we did that is because the Vengeance is the only capital ship in the game that doesn’t have a prow weapon. What that means is there is now a 1/3 chance of getting an Engine Room Damaged (+1Hp) critical hit instead of a 1/6 chance for every other capital ship in the game. Savvy players that have caught on to this have swamped these ships in assault boats. Making this rule seemed characterful for a model with an enormous and otherwise useless prow, and it is a much easier fix than inventing a prow weapon to put on this ship, recalculate all the point costs for this ship in both Imperial and Chaos fleets, try to figure what the weapon should be and apply restrictions, etc.

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Before the game starts, the owning player can decide if the Ramilies will rotate or not. Once the decision is made, it cannot be changed throughout the game. If it is decided that it will rotate, it does so for 45 degrees once per game turn (no more or less) at the beginning of the owning players movement phase. The Ramilies otherwise does not move in any way during the course of the game, it still counts as defenses, and this movement does not alter nor can it be altered by any command checks or special orders the Ramilies can make. If the owning player decides the Ramilies Star Fort will rotate, then it cannot have ships dock with it for the duration of the game.
 Finally! You wouldn't believe how long I've been waiting for that rule (even though I do not actually have a Ramilies or even an Imperial Fleet). It just makes so much more sense to have it spin and actually be useful. ;D
I like this very much as well. George Hillyer clued me onto this when we played a 4,000 per side game of Imps vs. Chaos. He concentrated his fleet’s firepower to quickly kill one quadrant of the Ramilies, then moved his entire fleet into that quadrant so he could ignore it completely while he decimated my Imps that were otherwise nearly 900 points less to start. It was a brilliant tactic that convinced me the most expensive model in the game was broken if it could be neutered so easily.

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Flame of Asuryan‟s weapons: The port and starboard pulsar lances should be labelled Keel. They share a single weapon entry and so will be affected when weapons strength is halved for whatever reason. The launch bays carry Vampire Raiders at no extra cost. The port and starboard pulsar lance fire arcs are left/front and right/front respectively.
 First it mentions that they share a single entry, but then it gives them two different arcs. Is this really supposed to be the case?
FIXED! I rephrased this to say it counts as occupying a single position on the ship, like the Void Stalker prow pulsars that fire in two arcs.

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Ork fleets have access to the Grunt escort. By definition, this escort has the same profile as the Ork Brute with the following changes: 35 points, Armor 6+/5+, 2 turrets. Special rule: The Ork Grunt is constructed primarily to act as a huge armored assault ship. It counts as having 4HP when attempting to board or being boarded. Otherwise this vessel has no special ramming abilities different from any other Ork escorts. Grunts may be easily represented by mounting Brute models on a large (battleship) base. Only by basing these models on a large base may they use the Grunt profile and point cost. Heh, Escorts with a Boarding value of four. That seems very Orky but probably needs to be reworded as such. Right now, people might think they also have 4HP to take the 'damage' following a boarding action.
FIXED! This was cribbed (and slightly altered) from the Ork Klanz article on p.22 of Fanatic Magazine issue #5.

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Feeder Tentacles and Massive Claws may not attack a ship that made contact during the opponents turn. However, the Tyranid player can elect in its own turn to remain in contact so that feeder tentacles and massive claws can take effect normally.
Does this mean the Tyranid vessel's minimum movement distance is waived in such an instance?
FIXED! Essentially it acts the same way as a boarding action for massive claws in that it can elect to attack instead of moving. Feeder Tentacles already can be used at any point of movement to one enemy ship per turn so this is just a clarification.

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In addition to the fleet requirements on p.92 of Armadas, the fleet must have at least six escort drones for every hiveship in the fleet. Any ship attempting to fire upon a hiveship suffers -1ld when attempting to ignore closer targets if a squadron containing only escort drones is in base contact with and in between the hiveship and the firing vessel.
 Although I'm not too fond of the mandatory use of half the allowed escorts as Escort Drones, the Leadership penalty might make them actually useful for their intended purpose. I'll have to run the maths on that soon. ;)
FIXED! This was not intended to limit Kraken, but it was intended to prevent players from using fleets of just hiveships and cruisers, which is against the theme of this fleet. I have changed how this is phrased to strongly encourage the use of escort drones without requiring it. Now the fleet list says the fleet must have at least six escorts per hiveship instead of saying what kind of escorts they must be.

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If the Eldar get a Transport using 'their' rules, why don't the Necrons and Tyranids get such a thing? Although the former might not actually have any in the first place, surely Tyranids could use some sort of Spore-carrying transport or Defences?
Necrons and Tyranids are too unusual and different as races to even consider using transports. Tyranids in particular are already brutal in a planetary assault to give them something like transports. Kraken already make brilliant defense monitors, and I included a rule to create Tyranid fireships!

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A fleet of purely Demiurg capital ships can be fielded, but if so used, the point costs are those on the special notes of pp.110-111 of Armadas. A pure Demiurg fleet may include Kroot Warspheres following eth requirements on p.112 of Armadas. In a pure Demiurg fleet, up to one Stronghold commerce vessel may be taken for every two Bastion commerce vessels in the fleet, though there is no limit to the number of Bastions the fleet may contain. If desired, the fleet may have one squadron of up to six escorts from any one of either the Imperial, Chaos or Tau fleet lists for every full 1,000 points of Demiurg ships in the fleet, based on Bastions costing 300 points each and Strongholds costing 400 points each. A Pure Demiurg fleet used in this manner is not restricted to the rule forcing Demiurg ships to attempt to disengage when crippled.
 400 and 300 points for Strongholds and Bastions seems 'a little' high to me. Do you really consider it to be more powerful than an Emperor?
FIXED! This should have referred to VP’s , not their core point values.

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Ordnance markers in a wave must be spread and moved so they are always in contact with each other, and they cannot be stacked.
I suggest adding "offensive" at the Start of the following sentence. Otherwise a fighterscreen as one wave is impossible and with fighters nobody ever had problems of abuse with single-file lines. A wave is considered offensive als long it contains anything than pure fighters.
This will be too difficult to fix without adding too many exceptions. For instance, what do we do about Ork Fighta-bommas? Does this mean they can’t use their FB’s to screen? Besides, there is far less utility to using massed fighters in a wave than there is by spreading them out in a straight line as individual markers spaced close together but not actually touching.

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Any ship described as being on standby may not move, fire weapons or launch ordnance. It may however attempt to Brace and repair critical damage. Turrets and shields work normally. While on standby, ships obviously count as defences against the gunnery table, with all modifiers applied normally.
Perhaps it would be wise to mention the Leadership test it may take to become Alert here as well? In a similar vein, is said Leadership test the only way to become Alert. I would assume that getting damaged and the such would also be quite alarming.
FIXED!
Check out the BFG repository page for all the documents we have in work:
http://tinyurl.com/23nul8q
:) Smile, game on and enjoy!           - Nate