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GasmaskGreg
12-15-2009, 12:06 PM
When the rules say that a Trampling Jack makes a melee attack with power equal to the 'jack's strength, would this mean that a Juggernaut tramples for 12 or for 24?

24 would just be stupid....but the phrasing is strange.

"....Target suffers a damage roll with a POW equal to the current STR of the trampling model..."

Notice that it doesn't say "with a P+S equal to the current STR of the trampling model"

On a side note, pVlad's feat could make for some devastating trample action, as typically you couldn't run down the entire rank-and-file of a unit since you have to end your movement in an open space. Think of all the goopy ruin an extra 4 inches could get you...true, it's also a great idea to just use his feat for the charge, but if you were up against alot of small bases....who knows?

hoya4life3381
12-15-2009, 12:16 PM
Your Juggie would trample at STR 12 which is still enough to kill most infantry.

Yes a jack trampling under Vlad's feat tramples 11 inches and is quite a terror.

GasmaskGreg
12-15-2009, 12:27 PM
Still, it seems silly that my Juggernaut can't just run into a tide of small bases and end his movement somewhere along the way. I mean, pretty much anything he runs over will be nothing but warm, sticky goop...

Collateral damage doesn't have an attack roll, right? Kind of like a deviated Aoe?

Also, if I read the Marauder's Combo Smite correctly, anything it slams with that special attack takes 2d6+20 damage? Jeebus, Khador is a wrecking ball...

Avecrien
12-15-2009, 12:35 PM
Marauders are great. I wish I had more. I'd like to field 3 in a 15pt game and just knock things around.

GasmaskGreg
12-15-2009, 01:06 PM
The mere thought of having a marauder lead a 3-pronged warjack assault...knocking the foe over...having your other two charge the fallen wreck.....

Goosebumps

Avecrien
12-15-2009, 01:39 PM
In Mk1 my pVlad melee lists had a marauder more often than not because of how much fun that was. Walk over 7 inches and knock over a couple heavy beasts, send in some kodiaks and berserkers to smish thems. I still love the Marauder, but we have a lot of competition for which heavies to bring in any list nowdays. I think thats a good thing.

Tevesh
12-15-2009, 01:56 PM
P+S means "Power plus Strength"

So, when a Juggernaut attacks with an axe it states P+S because it adds Power the weapon with the Juggernaut's Strength. This is so if something affects power or strength, there won't be confusion.

Notice that guns have POW or Power, they don't use Strength. Trample just uses Strength.

Voltimor
12-15-2009, 02:21 PM
Would Marauders be good for Karchev chain attack still get UR bonus ?

vytzka
12-15-2009, 09:54 PM
Would Marauders be good for Karchev chain attack still get UR bonus ?

Naturally.

Malkav13
12-16-2009, 06:46 AM
The Marauders also work great with Irusk in both of his forms. You can slam one of them over a group of enemy models, or into a model and use Irusks spell to keep the slammed jack standing.

Avecrien
12-16-2009, 08:28 AM
pIrusk grants extra spd too, and that's what makes a Marauder shine for me. Because he can walk up and slam you can contact the target at the precise angle you want him to be slammed at.
Slam model A into model B. Bombard knocked down models without boosting to hit. Send berserkers to mop up whats left without worrying about focus. Giggle. And if there were infantry around, all the better.

If you do slam/toss the marauder into the enemy, if you line him up right he can still slam something else back towards you. That's a good feeling.