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Alot of pinning naysayers, but really, pinning is no more useless than a melta weapon. What good is a melta if you are out of range, or there are no tanks, or everything has an invuln save.
Pinning is a cheap benefit, most weapons that cause pinning are already good on their own, pinning is just an added bonus. Or in the case of the few pure pinning weapons, they are cheap to fit in. You may complain about high Ld and fearless armies, but when it happens to you, you'll curse pinning.
As far as the article, I think Fritz did fine, but was surprisingly short. There was no mention of using pinning to negate a units bonuses before being assaulted(pinned units get no benefit from cover when assaulted, or defensive grenades); and the pinning units to negate them stayed purely defensive and made no mention of pinning a troop as it's trying to move towards an objective to prevent a capture. This is even more effective against units like bike armies like Fritz's because you can pin that guarding bike squad BEFORE it can turbo-boost and control/contest an objective towards the end of a game.
The biggest issue with this army, is that now you are opened up to anti horde weapons. Which means Hvy bolters, hvy stubbers, massed assault cannons, etc will hurt you since you are not hidden in nice mobile sheds of doom.
And you take one pinning test per unit that shot at you and caused wounds. If you take 4 wounds from one sniper squad, then you take 1 pinning test. If the next squad shoots at you and causes pinning wounds again, it is one pinning test. Wounds occur at the exact same time, thus the option of having to take a pinning test occurs after you have calculated wounds etc.
But nice article Fritz and good to see you on board. It gives an interesting thought, but still the issue of nob bikerz would hurt the list. Also versus the all armor 12 IG list, this would get chewed up pretty quick. Hell hounds would love to go after those flip happy pointie eared jerks :).
However, how do you interpret the rules when they say "If a unit...suffers any unsaved wounds from a pinning weapon, it must immediately take a pinning test." p.31 BRB.
I note that it says a pinning weapon, not a unit firing pinning weapons, or a unit of pinning weapons, etc.
This has me interested, as it makes sniper units actually worthwhile as each shot has the (limited) potential to cause a pinning test.
You fire all weapons in a squad at the same time, you don't fire pinning weapons first and then bolters and then plasma. Its all one roll - weapons. You use different dice to remember what effect each weapon has but it is all one roll, even if you roll them separate.
you roll all the to wound rolls, ALL AT THE SAME TIME. Then you assign the wounds using different colored dice for each type of weapon and you roll saves ALL AT THE SAME TIME. If any of the "Pinning weapons" caused a wound, i.e. not the bolter or the plasma, you take a pinning test.
Remember the only time you EVERY roll separately is in close combat with initiative order. Each squads shooting is done simultaneously regardless of how you play it.
The 5th ed. rules state that you take a pinning test for each pinning weapon that causes an unsaved wound - that is where I have a stumbling block as it doesn't say each unit firing pinning weapons - therefore it seems feasible that a a unit of ratlings for example, that caused 3 unsaved wounds, would cause three pinning tests, to me that seems odd.
The statement I made was that I would ask my opponent to only make a pinning test for each different pinning weapon that they receive an insaved wound from in the same turn i.e. sniper rifle, mortar, griffon
I am unsure where you got the idea from that I would roll each weapon individually - having played WHFB since 2nd ed. and WH40K since it was known as Rogue Trader - I think I have a pretty good handle on how to mass roll.
I think the point I am asking about has some validity since we were discussing echos from 4th ed only a couple of days ago - this could appear to be one of them.
‘pinning’ weapons cause an enemy unit to take more
than one pinning test per turn?
A: Unless specified otherwise in the weapon’s description,
no. Only one pinning test is taken due to the firing of a single
enemy unit regardless of how many pinning weapons they
fired or how many wounds they inflicted [clarification].
If you play in tournaments or choose to follow the rules according to those people then there is your answer.
I do agree however that you cannot have that be the only thing your army can do. If it is a viable army without pinning but with pinning is just great then good, but if you are relying on the pinning it just won't do. Again I mean no offense to anyone this is just my opinion and experience. Also a very good article.
I think pinning is pretty much viable for Dark Eldar, Tyranids (if you commit to the Psychic Choir), and Tau (if you commit to using your markerlights in the right way). However, the presence of high Ld and fearless armies makes pinning a bit of a gamble in any real competitive setting unless it's a "Why not" thing. If you rely on it, you'll be sadly disappointed most of the time.
It seems a lot of players (myself included) play versus Dark Eldar wrong. A lot of it has to deal with not seeing the army a lot, and a lot of older rules becoming better through the transformation of 4th to 5th edition.
But yes, relying on pinning won't win you the game, using it at times will help you win the game :).
I try to keep at least a couple carbines in each tau unit for the same reason.
Frankly, the only armies that I can see this working against is Tau, IG and Eldar and pinning becomes rather ineffective if they're mechanized.
That said, I still take a unit of sniper scouts with Telion in friendly games. If you can drop that Nob with power claw and get a few more tags with the rifles you can rack up some pins. When hidden in cover they can distract an opponent just by being incredibly annoying.
My other favourite unit is my Grotesques, beat a unit in assault and they fall back. Correct me if I'm wrong (as I'm sure I will be!) but I'm sure I read in an FAQ that this applies to Fearless units too, something about no Ld test taken so no Ld test to automatically pass.
Another thing to mention too is that Pinned units don't get an advantage for being in cover when you assault them. Ideal for lower Initiative armies.
I find pinning more of a bonus then anything, I play with Marine Scout snipers and I am lucky to wound much less pin.
It seems most things out there that pin and arent ordinance have such low AP or are inherently difficult to wound with.
Everything else I agree with. Tau Carbines, despite being S5 are AP5, so even if you wound it's mostly saved unless you've really load up on them to increase your chances. Even then most units are at least LD 8+. At least Tau can use the Markerlights to force the LD down to help the chances of your opponent failing the test.
The trick to pinning is to use the effect in combination with a LD sapping ability if you have one available.
I think the idea of a pinning army is great, but will only work if the army is good itself. I'll explain myself: if you remove the pinning rule and the army still has chances, then it will only get better with pinning. What you will not achieve is to get a good army from a bad one only by adding pinning tests (IMHO, of course).
Also that is how we read the rule.
My Eldar list runs 2 units of 5 Pathfinders, 2 Serpants with Missiles and 3 War Walkers with dual Missiles, allowing for a maximum of 18 pinning tests in one turn (you can all can it before you start arguing pinning with me), now that may sound a lot but on average it isn't goiong to be that many, maybe 5-6 tops, so i MAY get to pin a single squad if i load my entire force into it...
to summarise, yeh pinnings good, but it's not THAT good
Pinning is a nice bonus for some weapons (like barbed strangler, eldar missile launcher) but I don't work my strategy around them.
Most units in fifth edition have immunities to pinning or are stubborn, etc. Pinning weapons work wonders against the Tau and Necrons though.
Pinning tests are done per group of shooting (and group of wounds), not per SHOT. Whomever says it's per shot is a douchebag and is wrong.
Take for instance a group of 10 Rangers fire at a group of 10 Space Marines. All the shots are fired at the same time, not individually.
Let's say the Rangers score 7 hits, two wounds, and the unlucky SM player rolls 2's. That's two (pinning wounds inflicted), so the SM player rolls for a pinning test ONCE, and since the SM captain is on the board, the Space Marine player rolls against a 10 LD and passes. :)
It's a fun little bonus for certain weapons, but definitely not the basis of your strategy. Unless you have PBS or Scream, then it's workable provided they aren't Fearless or in vehicles.
Have you ever seen a morter kill 2 tau ghosts and get the other two pinned, well I did! saved my whole right flank.
but to me pinning is nothing more then a usefull gimmik you get with a weapon. It really is nothing to rely on. Especially when you keep all the Armys in mind, which completely ignore moral checks (is that spelled right?) like: Tyranids, most of CSM, big Ork mobs etc.
In my last 5 or 6 games, my Griffons didn`t pin one single unit, which are about 20 morale checks.
WFW
Marlborough
Tyranids and Daemons would be an extremeproblem.
Also, Imperial Guard vehicles would get outright annoying. All you have are Wraithlords to take out vehicles unless you want to glace-spam the enemy with Harlequins
Chaos Space Marines and Space Marines would be the worst with their vehicles and high leadership. I'm not sure how reliably you can take out a Land Raider.
Let's see, guard pinning army- stormtroopers infiltrating with pinning weapons, PBS, sniper rifle upgrades for squads, mortars and barrage ordnace -
For any one that doesn't know what im talking about its just a change in the rules wording. Without going too much into detail they state that a pinning test must be taken immediately when a wnd is caused by a pinning weapon. It also says that if the unit passes they may have to make more than 1 per turn but they fail to adress what happens if more than one pinning weapon in the same firing unit causes a wnd. The options either being more tests for any additional pinning weapons until a test is failed or just 1 cumulative test for the unit.
The reality is as other have said there are units out there its hard to pin, but the reality is depending on which way gw goes with this rule it could be powerful. I use it the same was as I use lasguns, because i have never seen 5 terminators survive my 50man infantry squad
and sence wounds are taken at the same time there would only be one test taken for each groupe of weapons that caus pinning (like snipers) but feel free to bog them down with multipull units that have pinning
in outherwords i find that if you pick on a unit eventualy (usualy 2 turns) they fail the test or in the case of fearless units are no longer a thret to your plans anymore.
he explicitly said not to base your army on pinning, but that you shouldnt discount the benifits it can have. of course it sucks vs fearless, but thats like saying hormagaunts are rubish becuase they bounce off plague marines.
no, you shouldnt rely on pinning, but unless your a fool, you should be able to see the benifit "deleting" a unit for a turn has. a lazcannon is rubish if you fire it at a guardsman. so dont fire pinning weapons at the fearless unit. and the comment of "if you do 4 wounds with a pinning weapon they only take one test" well duh, but they just lost 4 men. thats a large portion of a squad, or at least a nice "i killed 4 men". not "omg wtf bbq i killed 4 menz butz the pinnin dint workz omgz pinnin is crap omgz"
i despair sometimes, i realy do
"erm, are you guys mental?"
read the first 20 posts and tell me its not a bunch of crazed loonies rambling about a topic they dont understand. read before you comment
maby try enlightening a group of ppl that do not understand what its about insted of puting them down.
what I was talking about was the rude manner in wich you made your point.
think befor you comment.
my read before commenting wasnt aimed at you, it was the crux of my point. the mental people in this threat who have started to rant about how the original post is trash becuase he talks about the theoretical value of pinning have not read the thread. they have just jumped to the conclusion that hes saying pinning is godlike.
and you have completly missread what i said also. i havent actually attacked anyone, i made a flippant remark backed up by valid points that if you actually read them, would enlighten your view of the game.
you have a valid point and i didnt not argue outherwise.
I only mentiond that you came off rude by saying "erm, are you guys mental?" and "omg wtf bbq i killed 4 menz butz the pinnin dint workz omgz pinnin is crap omgz" and in that sence came out as an agressive "know it all" sort of post.
and when you come off in such a manner it doesnt get any point across verry well
patronizing ppl in any general way isnt needed when there are rules being talked about. and yes,calling anyone mental or any outher demeaning names nomater how general ,it is attacking them and I made my point before by stating "singleing them out or as a group" in outher words a single person OR a group wich in a general sence you chose to attack the group of ppl that didnt get what the actual post was about.
sorry to keep this up but I believe both our points have been made.
But anyways, I think that Tau are undoubtedly the best army for pinning. (In fact the best army in general! Lol) Because if you take a few markerlights and rail rifles (and honestly, any Tau army without these, unless it's entirely mech/suits, needs to get some) and you have leftover markerlight hits at the end, just use them to reduce the enemy ld!
It's not something I'd base an army around (and this is coming from a Tau player who has markerlights and therefore the ability to impose massive Ld penalties for Pinning). There are far more important ideals to focus on with a typical 40k army. These are;
- Massed fire (to kill infantry models)
- High-Strength low-AP fire (to kill Monstrous Creatures and heavy infantry)
- Massed S7/8 fire (to kill transports/light skirmishers ie Landspeeder/walkers)
- Melta/S10/chainfists (to kill enemy tanks)
Then, as an afterthought, you can see pinning as a component of the army.
Lets take your example of Harlies having to assault the Tacticals before they can reach the Sternguard. You hope that a Pinning volley from Rangers etc will paralyse the Sternguard for that crucial turn that your Harlies are in the open. With Ld9, this isn't likely, so your nightmare scenario of 'kill Tacticals, watch Harlies evaporate under Hellfire dakka' is probably what will occur.
However, if you assaulted both units with something (so Harlies on the Tactical, Striking Scorpions/Warp Spiders on the other), you could tie up/maul the Sternguard in a seperate combat, while your Harlequin stand around looking pretty. In this scenario, the Sternguard don't have the option to rapid-fire your Harlies to death, as they're in combat. In your turn however, you can 'Hit and Run' with the Warp Spiders/keep hacking away with the Scorpions, and assault the Harlies at another target in range (or even join in the Sternguard combat to finish it).
Co-ordinated assaults and shooting is what really makes or breaks armies these days, from my game experience. A lone assault unit will die, it's just a question of what it takes with it in the death throes.
Don't mean to be rude ....I had a 1500 army made with the same purpose of pinning galore..but it doesn't worth..really too many stuff around is Ld proof.
Beside..you can pin with warp spiders and swooping hawks exarchs too. ;)
..but DE IG and TAU are better at pinning..
forcing pinning check on Ld 2 is quite nasty by anyone standards and guard need to prevent opponents getting in close quarters so it seems ideal _ the beauty of guard is they can be flexible enough to deal with fearless units/armies
3 choirs, hq command squad with snipers, vetern snipers for troops, then fill any points left with artrillery
viable?
The problem is that, like many other people who like Pinning, I view it as a "nice to have" ability, but not as the reason that you buy a unit. I don't get Ratling Sniper so that they can pin, I get them because they put out a good amount of wounds up to 36", with +1 to their Cover Saves, and ignoring enemy toughness (and FNP on a good roll) so they hurt MCs. If you're getting units or weapons JUST to pin, you will face many situations when they are useless (exception for the DE pin weapons that give LD penalties because they are just so good at pinning, and cheap vehicle upgrades to boot).
So, take 3 choirs because if you're facing Fearless units you're still putting out a S9 blast with great average AP. But the sniper weapons are just too expensive. You could do better, probably, with 2 choirs, 1 squad of Ratling Snipers, and a good amount of mortars (that put out more wounds than the rifles) in HWSs. That has the ability to put out a good amount of pinning, but also a good amount of wounds if you're facing stuff that is resistant to pinning. Also, don't overload on the mortar squads unless you're doing it for a theme, you will still need to have points for melta weapons and lascannons and autocannons, in order to break mechanized armies out of their crunchy outer shell so you can pin the nuts that were inside the box.
another good strategy is to pin a unit in a choke point or in the path of one of your opponents other units/vehicles, it works but watch-out your opponent might just start throwing dice at you
now if only it wernt for that dam "and they shall know no fear rule"
I always thought of this as a great anti LD and anti light vehicle balance. Great when spread thin. The army list is shockingly similar to one of my forces. 30 harlies with 40 pathfinders seeking refuge behind the veiled harlies for 2+ cover saves. I stack 40 shots on one unit coupled with doom and its dead. Or I spread the shots around to stop some guns from firing where possible and doom what the harlequins charge.
Nice article.