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Transport rules

 Post subject: Re: Transport rules
PostPosted: Fri Sep 05, 2014 8:17 pm 
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MagnusIlluminus wrote:
Technically, it is not currently a part of the RAW. As the rules are now, to use your example, you would move your Wave Serpent to where you wanted the troops to disembark, then your foe gets to activate a formation (possibly destroying or surrounding your Wave Serpents with the troops inside), then you get to activate the troops and have them disembark assuming they have survived and have space to do so. This is a side-effect of the alternating activation system.

It seems that most people are already doing it as per "B" above anyway, so it should probably be inserted into the rules. With one addition that I just realized that I overlooked. To the end of "B" above, add the following: "Also, when you activate a Formation that is transporting models from different Formation(s), you may have any or all of the models from the transported Formation(s) disembark as a part of the same activation."

Adding the above will clarify the point and cover models like Dropships as well.


Hi!

I've been doing "b" for years. I would agree that many are doing this anyway.

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 Post subject: Re: Transport rules
PostPosted: Sat Sep 06, 2014 3:57 pm 
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This sounds like the best way to proceed to me. I certainly had overlooked that it no longer worked that way in the rules, even with the alternate activation system. I'm happy to add option B complete with amendment to the core rules.

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 Post subject: Re: Transport rules
PostPosted: Sun Sep 07, 2014 7:11 pm 
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As with the others, we activate both the transports and contents in one go and carry out both orders, one after the other.

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 Post subject: Re: Transport rules
PostPosted: Sun Sep 07, 2014 8:07 pm 
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Mattman wrote:
As with the others, we activate both the transports and contents in one go and carry out both orders, one after the other.

Matt


Hi!

Seems we are in agreement. ;)

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 Post subject: Re: Transport rules
PostPosted: Sun Sep 07, 2014 8:17 pm 
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Indeed, result!

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 Post subject: Re: Transport rules
PostPosted: Fri Oct 10, 2014 7:17 am 
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@ringo wrote:
I do not think it is a mistake, I seem to recollect the discussion from way back when. It costs 5cm move to do so though.

Its been atound since 2002, at least!

For me it´s the same here.

For example: a unit of Marines moves to their Rhinos loosing 5cm for entering(Rhinos too) and another for disembarking(Rhinos too)
could be 5cm for moving next, another +5cm +5cm for em&disembarking, leaving another 5cm(on charge) to move.
Rhinos(on charge) have 40cm to move at all loosing 5cm+5cm for em&disembarking

If the transporting unit is not from the same "card"
we played just the same way if it is.

Remembering a rule, being able to give ANY transporting units(even from the same card) seperate orders, to keep things more "real".

Just activate the transporting unit immedeately with the transported one if necessary e.g. for transporting
after that you activate them seperately.

BTW hi guys ;D


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 Post subject: Re: Transport rules
PostPosted: Wed Oct 15, 2014 9:58 am 
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This new rule for transport would be a great benefit for the game.

I have a small 6 players NetEpic convention in december (for the Epic-day in France), I think it will be perfect for testing with different players.


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 Post subject: Re: Transport rules
PostPosted: Wed Oct 15, 2014 4:31 pm 
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scream wrote:
This new rule for transport would be a great benefit for the game.

I have a small 6 players NetEpic convention in december (for the Epic-day in France), I think it will be perfect for testing with different players.


Hi!

Let us know how it goes!

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 Post subject: Re: Transport rules
PostPosted: Wed Oct 15, 2014 6:50 pm 
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I think that it will work really well too, but there's nothing like a reasonable amount of play testing to prove it, or to pick up on anything that we missed. I'm looking forward to hearing how things turn out Scream :).

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 Post subject: Re: Transport rules
PostPosted: Thu Oct 16, 2014 7:21 am 
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I'll post feedback after play testing games.

I just see a possible "problem":

With this new transport rule, non mechanised infantry will have the possibility to act as mechanised infantry but will have the opportunity to play 2 activations separately and won't need to maintain coherency between transports and infantry stands. Whereas mechanised infantry have to maintain coherency between infantry and transports.

So this new transport rule will grant an advantage to non mechanised infantry unless you play the optional rule "Transports are Separate Detachments (NE Gold Rule book page 17 bottom left box)".


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 Post subject: Re: Transport rules
PostPosted: Thu Oct 16, 2014 4:12 pm 
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scream wrote:
I'll post feedback after play testing games.

I just see a possible "problem":

With this new transport rule, non mechanised infantry will have the possibility to act as mechanised infantry but will have the opportunity to play 2 activations separately and won't need to maintain coherency between transports and infantry stands. Whereas mechanised infantry have to maintain coherency between infantry and transports.

So this new transport rule will grant an advantage to non mechanised infantry unless you play the optional rule "Transports are Separate Detachments (NE Gold Rule book page 17 bottom left box)".


Hi!

Then perhaps that "optional rule" should no longer be optional is this form of transport rules are implemented.

The only other balance would be cheaper cast of mechanized formations versus those with non-integrated transport.

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 Post subject: Re: Transport rules
PostPosted: Thu Oct 16, 2014 4:24 pm 
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primarch wrote:
The only other balance would be cheaper cast of mechanized formations versus those with non-integrated transport.


This solution would involve so many changes that I'm not sure it should be a good way to explore.

IMHO, the "new" transport rule migh be ian Optional Rule that should also include the optional rule "Transports are Separate Detachments". So all units would be treated the same way and no army would take advantage with mechanized infantry or not.

Or the actual rule should become optional and new one the official one.


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 Post subject: Re: Transport rules
PostPosted: Thu Oct 16, 2014 6:32 pm 
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Tying together the two would be good compromise regardless of which becomes standard and which optional. Based on how people commented above (as far as I recall, everyone already uses the activating together as standard) activating together and "Separate Detachments" should probably be standard.

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 Post subject: Re: Transport rules
PostPosted: Thu Oct 16, 2014 7:09 pm 
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MagnusIlluminus wrote:
Tying together the two would be good compromise regardless of which becomes standard and which optional. Based on how people commented above (as far as I recall, everyone already uses the activating together as standard) activating together and "Separate Detachments" should probably be standard.


Hi!

Agreed, but should it be implemented in Gold or left for Platinum?

Standard rule for Gold or Optional?

Thoughts please. :)

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 Post subject: Re: Transport rules
PostPosted: Thu Oct 16, 2014 11:25 pm 
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I think that this is something to work into Gold, on the basis that most players I knew played it that way in Space Marine 2. The reason being that transports often couldn't enter the same terrain as infantry, meaning that it was often difficult to maintain the 6cm coherency for fire support units, such as Space Marine Devastators, which wanted to enter craters or trenches, where the Rhinos were unwilling to follow.

Plus the fact that it's already there as an optional rule, and the proposed change earlier in the topic about activations was how it worked in Space Marine without alternate movement. It all seems like a sensible revision to the core rules, rather than a more exotic change which would belong in Platinum.

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