Destroyed - Explodes and difficult ground/craters

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Re: Destroyed - Explodes and difficult ground/craters

Postby Crablezworth » Sat Oct 09, 2010 6:06 pm

Henshini wrote:Wrecks are dangerous, exploded vehicles are just difficult.


The first part is true, the second part is arbitrary. It says put down a crater or difficult ground (if you have it). A crater has to be defined and difficult ground isn't anything (they probably should have said difficult terrain). There's clear terrain, difficult terrain, impassable terrain and area terrain. Chalk it up to GW's crappy writing.
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Re: Destroyed - Explodes and difficult ground/craters

Postby An00bis » Sun Oct 10, 2010 12:43 am

in tournaments where I dont have craters available, I put dice down at the corners of the vehicle, lift the vehicle and presto, you have your "crater" marked out.
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Re: Destroyed - Explodes and difficult ground/craters

Postby natesnation » Sun Oct 10, 2010 1:57 am

I recently ran into an interesting problem, involving my Nob Bikers assaulting a rhino. When the rhino blew up, a crater was put down that was about an inch on all sides larger than the vehicle. The eventual effect was that the bikers were suddenly in terrain, and would have had to make a dangerous terrain check to get out (dangerous terrain being the most sure way to kill nob bikers). My opponent was cool about it, though, and since the bikers were not on top of the vehicle when it cratered, they didn't need to be in the terrain.
I could see it going the other way, though, where the opponent intentionally puts my bikes into terrain and then insists that I take a test.
I think what I'm going to do is make some craters that are the exact size and shape of my vehicles, and take those around with me.
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Re: Destroyed - Explodes and difficult ground/craters

Postby Tokkan » Sun Oct 10, 2010 9:29 am

The problem with craters being the exact size and shape as vehicles...

Is that when things blow up, they don't always stay the exact same size as the footprint of the original.

What I've done a few times, when things were only partially glued (Like the two side sections of rhinos being assembled, but not glued to the rest of the rhino), is just pull it apart and leave it in a heap where the vehicle used to be.

Unfortunately, this doesn't lend itself to all types of tanks, or ones that were assembled and then painted.

Anyways, throwing my hat into here, I use craters. Small ones for rhinos and walkers, bigger ones for land raiders, or if there were multiple vehicles that blew up next to each other (Like, say, a rhino exploded and left a small crater, and then a second one exploded near it, leaving a bigger crater in between the two. Specifically, the one that's shown in the moonscape image.)
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Re: Destroyed - Explodes and difficult ground/craters

Postby Twinlinked » Mon Oct 11, 2010 8:17 am

i made 3 wrecked rhinos on big bases for craters when i play at my place,

but at GW or most other places i play whatever works best in the situaton,

my thinking is, if craters is the biggest problem i have with the current iteration of 40k then we are doing pretty well,

i have certainly played games and put craters down and others where i haven't

:S

i'm not much help really :)

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Re: Destroyed - Explodes and difficult ground/craters

Postby Crablezworth » Mon Oct 11, 2010 2:55 pm

I just think craters should be an option if both players want to include them. Also, it's tacky as hell IMO to have craters that don't match the board I'm playing on.
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Re: Destroyed - Explodes and difficult ground/craters

Postby Lothlann » Thu Oct 14, 2010 5:06 pm

The crater size is vehicle + d6 as described in the explosion description and anyone caught in it is hit with a str 3. I would make it an average radius rather then make a rectangular explosion. Most explosions would be between 7-12 inches if i had to guess. I would only use the hull for this, as a valkarie explosion would be huge if you included the wings, but again it would make sense for the wings to fly off ect ect.

As for having craters, you dont have to buy them, to make a crater they are cheap. just get some carboard and a bit of somthing like green stuff or puty or drywall filler.

Difficult ground isn't difficult terrain imo. I think they wanted to reference like open ground since it wasn't an origional terrain piece, it doesn't confer a cover save, but to move threw it is difficult, But its flat like ground not like a piece of terrain.

Pre-game all terrain should be discussed, you should just discuss the implications of exploded vehicles.

thats my 2 cents anyways.
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Re: Destroyed - Explodes and difficult ground/craters

Postby Twinlinked » Thu Oct 14, 2010 11:36 pm

Lothlann wrote:Difficult ground isn't difficult terrain imo. I think they wanted to reference like open ground since it wasn't an origional terrain piece, it doesn't confer a cover save, but to move threw it is difficult, But its flat like ground not like a piece of terrain.



wrecks count as difficult and dangerous terrain

a crater would be a piece of terrain you can certainly hide in the whole left behind when your rhino blew up..

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Re: Destroyed - Explodes and difficult ground/craters

Postby Lothlann » Fri Oct 15, 2010 6:54 am

it says difficult ground REPRESENTING a wreckage or a crater (the wreckage or crater is just to show where it is on the table). It does not create a crater as where the wreckage result has it has its own section explaining it. The ground is simply difficult test to move threw, you get no cover save.
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Re: Destroyed - Explodes and difficult ground/craters

Postby Tickron » Fri Oct 15, 2010 7:42 am

On page 21 , under the cover chart, craters and wreckage fall under the 4+ save
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