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Blood Angels v2.08

 Post subject: Re: Blood Angels v2.08
PostPosted: Sun Apr 11, 2010 8:19 pm 
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Rug wrote:
BL raises a good point about Red Thirst only effecting Infantry...



Is this all i raise? I rewrote the wholeproposal after all :D

And you should notice that Vehicles in Wh40k aren't affected by morale effects altogether but gain Blastmarkers in Epic nevertheless.

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 Post subject: Re: Blood Angels v2.08
PostPosted: Sun Apr 11, 2010 8:19 pm 
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Rug wrote:
Crazy not dumb. Rhinos engaging warengines and the troops not being able to disembark, vehicles destroying themselves and possibly passengers in dangerous terrain with no enemy even close? Well E&C does think BA need a downside!


Troops can not disembark as part of a counter-charge move when the transport is contacted by 2 units per DC, but disembarking from a Rhino charging to BtB is allowed at the end of the Charge move. The troops will not be trapped.

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 Post subject: Re: Blood Angels v2.08
PostPosted: Sun Apr 11, 2010 9:55 pm 
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Rug wrote:
Spectrar Ghost wrote:
Rug wrote:
Crazy not dumb. Rhinos engaging warengines and the troops not being able to disembark, vehicles destroying themselves and possibly passengers in dangerous terrain with no enemy even close? Well E&C does think BA need a downside!


Troops can not disembark as part of a counter-charge move when the transport is contacted by 2 units per DC, but disembarking from a Rhino charging to BtB is allowed at the end of the Charge move. The troops will not be trapped.


Can't find this? As far as I'm aware troops can't dismount if there are 2 or more enemy/DC in contact with you (1 DC). Red Thirst presents unique and unusual circumstances which is why I hate it!


Rulebook wrote:
1.7.5 Transport Vehicles

Transported units may disembark at the end of any move after the move in which is it was picked up... Disembarking units may be placed within 5cms of the transport vehicle. If the formation has engage orders then they may be placed in base contact with an enemy unit.... Units may embark or disembark as part of a counter-charge move (see
1.12.4), unless the transport vehicle carrying them is already in base contact with two enemy units – in which
case they must stay on board (they are trapped inside!).


The trapping is only if the units are receiving an assault, as it makes little sense to drive up to a Titan, ram it, then say "Oh, how do we get out?".

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 Post subject: Re: Blood Angels v2.08
PostPosted: Sun Apr 11, 2010 10:11 pm 
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Rug wrote:
If units must move their full speed and remain in coherency will that leave a clump of infantry with a chain of vehicles out infront?


That is an issue which doesn't feel right... a slight alteration to

On a failed Action Test formations take a Blast Marker as normal, and then instead of a Hold action they
must Engage the closest eligible enemy formation,
Infantry must move at full speed towards the enemy (Whilst maintaining coherency) and attempting to reach base-to-base with all units if possible.
Vehicles can't end their move further away from the enemy than they started.


Would fix the problem with transports running into Close Combat leaving marines strung miles behind, and also Whirlwinds and Predators running into cover.


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 Post subject: Re: Blood Angels v2.08
PostPosted: Sun Apr 11, 2010 10:17 pm 
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mageboltrat wrote:
Rug wrote:
If units must move their full speed and remain in coherency will that leave a clump of infantry with a chain of vehicles out infront?


That is an issue which doesn't feel right... a slight alteration to

On a failed Action Test formations take a Blast Marker as normal, and then instead of a Hold action they
must Engage the closest eligible enemy formation,
Infantry must move at full speed towards the enemy (Whilst maintaining coherency) and attempting to reach base-to-base with all units if possible.
Vehicles can't end their move further away from the enemy than they started.


Would fix the problem with transports running into Close Combat leaving marines strung miles behind, and also Whirlwinds and Predators running into cover.


How about:
"On a failed Action Test formations take a Blast Marker as normal, and then instead of a Hold action they must Engage the closest eligible enemy formation, All units must move at the maximum speed of the slowest unit in the formation."

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 Post subject: Re: Blood Angels v2.08
PostPosted: Sun Apr 11, 2010 11:10 pm 
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that's why I said can't end up futher away rather than must be closer... means that you can just stay stationary with vehicles unless you have infantry which you need to remain in coherency with, and then you can use the extra move to go round obstacles so you don't suffer as often from terrain damage.


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 Post subject: Re: Blood Angels v2.08
PostPosted: Sun Apr 11, 2010 11:40 pm 
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Rug wrote:
That quoted rules section doesn't say troops can't get trapped when charging.

The point is is that transports can only usually get b2b with 1 enemy and wouldn't usually let themselves ram a Titan. I think this is a unique situation.


The quoted rules section doesn't say anything about units being trapped except while talking about countercharges. I don't think anywhere else does either. Since it talks about trapped units only in the context of countercharging, it implies that units may only be trapped for their countercharge move. I will review elsewhere to see if I can find other situations.

Edit: This is the only sentence in the book that talks about being 'trapped':

"Units may embark or disembark as part of a counter-charge move (see 1.12.4), unless the transport vehicle carrying them is already in base contact with two enemy units – in which case they must stay on board (they are trapped inside!)."

This is clearly in reference to the countercharge move in particular, and therefore would not apply to a standard charge move.

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 Post subject: Re: Blood Angels v2.08
PostPosted: Mon Apr 12, 2010 12:58 am 
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Rug wrote:
Exceptional circumstances like Warengines...

I think Ghost has solved this question whilst I was out..

Quote:
The "Whirlwinds are getting a speed boost" is a really weak argument, they're indirect arty, most players try to get 3 turns of shooting. Now they can't safely deploy in cover and will keep BMs from failed activations.

They'll take 1 BM, which they'll more than likely shed in the end phase. Being forced to move through Dangerous Terrain is a bigger issue however... potentially, it's a good thing for the external balance of the list, to balance out those 35cm Rhinos and Predators.

Quote:
How about "The formation must engage and move to achieve the maximum number of combatants as possible, if no units can reach ff or cc the formation remains stationary."

This dramatically reduces silly and abusive situations. Thoughts?

Could work better.
I'd like to hear other opinions on Rug's proposed modification of the proposed rule. 8)

Quote:
Are Land Raiders meant to be a pain to buy now? BA are meant to have lots.

Could go back to pairs for 125pts a pair. Or just drop to 75pts.

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 Post subject: Re: Blood Angels v2.08
PostPosted: Mon Apr 12, 2010 1:04 am 
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Quote:
Quote:
How about "The formation must engage and move to achieve the maximum number of combatants as possible, if no units can reach ff or cc the formation remains stationary."

This dramatically reduces silly and abusive situations. Thoughts?

Could work better.
I'd like to hear other opinions on Rug's proposed modification of the proposed rule. 8)


It's not a bad version, though it will still end up with strung out units with a couple of rhino in combat. and the rest of the infantry miles away.


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