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carbine squads and pinning
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Old 14 Aug 2008, 01:55   #1 (permalink)
Shas'Vre
 
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Default carbine squads and pinning

now i never really knew pinning rules properly from the last rules. BUT looking over the new rules i realised something... a squad of fire warriors with carbines can make an enemy unit take up to 12 pinning tests!

the reason for me saying this is because it says... if a unit has taken any unsave wood from A pinning weapon it must take a pinning test and later on...a unit may be called apon to take further pinning tests in a single turn. am i right in thinking this and have i stubled apon something... or am i mistaken/you all knew bout it already???

oh wait with drones thats up to 14 pinning tests hehe
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Old 14 Aug 2008, 03:06   #2 (permalink)
Shas'El
 
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Default Re: carbine squads and pinning

I thought this as well, but it's actually incorrect. It says if you take any unsaved WOUNDS from a pinning weapon. You take your saves for wounds at the end of units turn to shoot. This means that if any of the wounds are unsaved you immidiately take a pinning test.

However, if the next unit is full of pinning weapons then you may force another pinning test with the next unit. It's a little confusing the way it's written. But you definitely cant force that many pinning tests from one units shooting. It's a little disappointing, but that's the way it works.
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Old 14 Aug 2008, 07:07   #3 (permalink)
Shas'La
 
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Default Re: carbine squads and pinning

Would make for a very slow game and some serious abuse from some players if every time a bullet/ pulse went into an enemy squad they had to check their trousers. :P
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Old 14 Aug 2008, 09:54   #4 (permalink)
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Default Re: carbine squads and pinning

The wording of the rulebook states "Wounds from a Pinning Weapon". It makes no mention of a "unit with Pinning Weapons" or similar. Even just "Wounds from Pinning Weapons" would justify the idea of one test per squad.

The way the rule is worded indicates the test is per-weapon. In other words, if 12 Pulse Carbines inflict 12 Wounds, that is indeed 12 Pinning Tests!

By contrast, if an Eldar Shrieker Cannon inflicts three wounds, the unit takes one Pinning Test.
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Old 14 Aug 2008, 10:02   #5 (permalink)
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Default Re: carbine squads and pinning

Hello Fish of Pins? I doubt Ld 10 can save against the shots out of 24 that made it through their armor save. > But, how likely is that still?
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Is that penetration only for vehicles?
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Old 14 Aug 2008, 10:07   #6 (permalink)
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Default Re: carbine squads and pinning

24? Will you be using two squads?
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Old 14 Aug 2008, 11:29   #7 (permalink)
Shas'Ui
 
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Default Re: carbine squads and pinning

Yes 2 mounted units of 12 was the example I used, based off the dual FoF strat mentioned in the stickied tactica.

For me I run 4 mounted units of 8 to cover objectives at 2500 pts, but it thins the assaultiness of each unit quite a bit, so I went back to all pulse rifles.

Its still under live-fire testing, but if pinning does work that I'd rather run all carbines, pin them, then choose the opportune moment to charge in.
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Quote:
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Quote:
Originally Posted by Khathecleric
My love runs her Sisters with melta, so it does get rather hot for my suits when she's around. :P
I just gotta comment that I LOVE all the inuendo in this statement right here... hehe
Quote:
Originally Posted by GyrfalconXV25
Quote:
Originally Posted by Watchdog
Quote:
Originally Posted by GyrfalconXV25
Is that penetration only for vehicles?
What else would you like to penetrate?
Sisters of battle for starters.....
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Old 14 Aug 2008, 16:07   #8 (permalink)
Shas'Vre
 
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Default Re: carbine squads and pinning

it def read to me like it was a roll a wound... they must be thinking that theres very few armies with more than one or two pinning weapons per squad out there...
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Old 14 Aug 2008, 18:12   #9 (permalink)
Shas'La
 
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Default Re: carbine squads and pinning

Like Eldar Rangers, SM Scouts, Guard Heavy weapon teams w/ mortars or any Tau unit w/ pulse carbines? I think its one per squad.
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Old 15 Aug 2008, 00:52   #10 (permalink)
Shas'Ui
 
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Default Re: carbine squads and pinning

From Wargamer, it looks like number of tests per wound to me. :P

Also, if it does work like that, choosing carbines mean the fish can also hang loose at 18" firing both SMS and BCs, safe from charge range, while the FWs literally nail the non-Fearless to the ground. And given the opportune moment, get another fish to close to 6", drop FWs, carbine and charge.
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Quote:
Originally Posted by Jedibean
Quote:
Originally Posted by Khathecleric
My love runs her Sisters with melta, so it does get rather hot for my suits when she's around. :P
I just gotta comment that I LOVE all the inuendo in this statement right here... hehe
Quote:
Originally Posted by GyrfalconXV25
Quote:
Originally Posted by Watchdog
Quote:
Originally Posted by GyrfalconXV25
Is that penetration only for vehicles?
What else would you like to penetrate?
Sisters of battle for starters.....
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