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40K Intro - Basic 5th Edition Rules - Series 2 Part 1 - WS, BS, etc

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Uploaded by on Dec 23, 2008

Time to start up the tutorials again.

Series 1 was shot as a tutorial surrounding a 40K game. Series 2 takes a different approach to touch on various aspects of the game that might not materialize during the course of a 40K table top game. We start Series 2 with the most basic principles of the 40K rule set. Namely, unit characteristics....

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Uploader Comments (doremicom)

  • subscribed. you own at explaining. thnx for the series.

  • @vidowboo Thank you very much.

  • you probably get this a lot but thank u for making this vid

  • you are very welcome. I completely appreciate the comment.

  • @doremicom i could describe you best as Beasts of war version 2.0, you may have a smaller budget but you rarely get rules wrong and when you do you post a video explaining what you did or said wrong and honestly this gaming community needs people like you to bring more into the hobby

  • @cld1472 Thank you so much for the great comment. I did respond to your dreadnaught question in a PM. Really tough question, but I broke it down pretty well.

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  • was it just me, or was anyone else waiting for that pen to leave a mark in the codex, lol?

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  • I have been watching your videos for a while and just bought my first soldiers today, you were a great help and I will continue to watch your videos in order to gain an understanding of the game. Subscribed!

  • @sameo1000, another response is Immobilizing a walker can have two effects, it must be able to "Pivot" if immobile, if the dreadnought cannot move, it can pivot i place because of it's turret-like build, so close combat it can still protect it's rear armor. However an Ork Killa-kan is immobilized, it is incapable of pivoting because of the way the vehicle is built, it can turn only 45 - 90 degrees making it impossible to protect it's rear armor because it can't move.. Defilers can pivot too.

  • @sameo1000, i will answer this question for you. Dreadnoughts can turn to face their opponents in close combat, there is a loophole within this rule. <if the dreadnought is surrounded the walker can be hit from the rear because it it being attacked from all sides by models with equal or greater initiative value than the walker. If the walker is attacked by two squads with different I-3 and I-4 the dreadnought is capable of turning to handle each value, however I-5 all around is impossible.

  • @mixindave1 If the frag launcher is "Heavy #" then yes it is a Move OR shoot situation, Assault weapons move and then shoot at max range, Rapid fire can either Move and shoot 2 shots at 1/2 range or not move and shoot 1 shot at full range. Pistols are Treated as Assault weapons with the added bonus that they add an extra attack to model carrying it.

  • If i'm not mistaken don't Dreadnoughts have the exception to the "always attack the rear" in Assault rule since they are walkers they can turn their bodies to face an enemy?

  • Excellent videos, your whole series, gold, invaluable =)

  • thanx

  • @doremicom ure welcome and i finally know what it all means know. :)

  • sorry to be a nuisance, a marine with a frag launcher can only move or fire right? can he fire it each turn? or does he require a turn to reload?

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