Wednesday, August 27, 2008

Oh, you Beast!

Having played my first 5th-ed game I came across one really surprising and irritating rule:
Moving within ruins (page 83): "Only certain troops are capable of clambering to the upper levels of ruins. Accordingly, only infantry, jump infantry, jetbikes, monstrous creatures and walkers may move on the upper levels of a ruin - and only if the model can physically be placed there. Other units may only move on the ground level of the ruin."

I play 'Nids. My favorite units are the Raveners and Homogaunts both of which are beasts as described in the 'Nid codex.

Well, my first game was against Democratus and his Chaos. He had placed all his beginning troops on the second floor of a ruin. It gave the humorous look of "woman on a chair afraid of mice".

Aside from that, I am a little peeved at this rule. I understand not wanting bikes on the upper floor of a ruin, but have GW not heard of "dismounting"? I mean, if the ruin is strong enough to hold a walker can 14 homogaunts be any heavier?

So far other than this little peeve, I like 5th-ed rules so far. Being the casual player the game does go faster and I like that I had a draw even with one of the better players of our group.

Now if Witch Hunters and 'Nids can get an updated Codex all will be well...

6 comments:

Democratus said...

One of the better players? Sweet! Thanks for the compliment!

The beast rule is a little odd. I guess they don't want dogs or snakes climbing ladders - and the poor Hormagaunts got lumped in with them.

Hopefully we'll see an FAQ about this some time. At the least they should allow units with Flesh Hooks to climb up levels.

Ethereal Council, Dalyth Prime said...

Since Flesh Hooks let you climb vertically impassible terrain, models that have them should certainly be able to scale building walls.

And yeah, snakes climbing ladders. Next thing you know, they'll be trying to allow snakes to climb TREES. oh, wait...

Ethereal Council, Dalyth Prime said...

An interesting look at the chapter on Unit Types... (italics mine)

"Except for the rules detailed in this section for each unit type, these units follow the same rules as infantry." (BRB, p.51)

"MOVEMENT: Beasts and Cavalry move just lke infantry." (BRB, p. 54)

"ASSAULT: Beasts and cavalry have the 'fleet' special rule (see page 75).
Beasts and cavalry are capable of making an especially fast assault to charge their enemies. When assaulting they move up to 12".
If assaulting through cover, beasts and cavalry are slowed by difficult terrain-- roll for the distance they can move just as you would for infantry, but double the result of the highest scoring dice.
Otherwise, they assault just like infantry." (BRB, pl 54)

The rules for Moving through Ruins are not in the Unit Types section.

Atreides said...

Is it me or does this sound like a good reason to call these so-called "Rulez Boyz" that I've been hearing about for so many years? I can buy that they don't want Juggers of horses up there, but gaunts? I call shenanigans...

Psyberwolfe said...
This comment has been removed by the author.
Psyberwolfe said...

Ethereal Council, Dalyth Prime said... "The rules for Moving through Ruins are not in the Unit Types section."

This is absolutely right. These rules are then modified by the more specific Ruins rules on p. 83, "Only certain troops are capable of clambering to the upper levels of ruins. Accordingly, only infantry, jump infantry, jetbikes, monstrous creatures and walkers may move on the upper levels of a ruin – and only if the model can physically be placed there. Other units may only move on the ground level of the ruin."

Yet another example of how GW rule books work. General Rules being modified by more specific rules.

Ethereal Council, Dalyth Prime also said... "Since Flesh Hooks let you climb vertically impassible terrain, models that have them should certainly be able to scale building walls."

Which is how many are playing this currently and a great work around to this somewhat goofy rule. (On the other hand Rough Riders shouldn't be allowed to get to the top floor of a ruin.) Also in this edition if Hormies assault into terrain without flesh hooks they get what they deserve.

It is quite entertaining that the hormies had CSM's treed which keeps them in one place for the steelers and screamer killers to go get them. Also if you occupy the ground floor you will pull up cover from the dudes on the upper floors.

Unfortunately in this situation it falls under where do you draw the line? If this week one type of beast/ cavalry can ignore the ruin because it doesn't seem right then why can't another beast/ cavalry unit do it next week? I think flesh hooks are the best answer because Codex overides BRB, and it gives one a reason to take flesh hooks.