Login |  Register |  FAQ
   
Post new topic Reply to topic  [ 43 posts ]  Go to page Previous  1, 2, 3

Rules Questions for new player

 Post subject: Rules Questions for new player
PostPosted: Fri Jun 20, 2008 2:10 pm 
Brood Brother
Brood Brother

Joined: Wed Aug 31, 2005 12:52 pm
Posts: 4262
I'm afraid that in that situation your activation is wasted. Do you play with pre-measuring allowed? If so you can check you can still firefight before activating.


Top
 Profile  
 
 Post subject: Rules Questions for new player
PostPosted: Fri Jun 20, 2008 7:32 pm 
Brood Brother
Brood Brother
User avatar

Joined: Sun Nov 26, 2006 4:40 pm
Posts: 111
Location: Gloucestershire
Not generally no. Seems like cheating as we used to play 40k  :D
( personal preference i know! )

Would you say it were more strategic to use it as you would be able to do things more precisely?


Top
 Profile Send private message  
 
 Post subject: Rules Questions for new player
PostPosted: Fri Jun 20, 2008 8:43 pm 
Brood Brother
Brood Brother

Joined: Wed Aug 31, 2005 12:52 pm
Posts: 4262
If your opponent agrees I'd suggest giving it a go. It may speed up play a bit as you needn't ponder if you can reach something. Still leaves you with some tough decisions to make.


Top
 Profile  
 
 Post subject: Rules Questions for new player
PostPosted: Fri Jun 20, 2008 8:44 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri Jun 24, 2005 3:06 pm
Posts: 9684
Location: Montréal, QC, Canada

(Hena @ Jun. 20 2008,20:20)
QUOTE
It's definitely more strategic as you make up your plan on what you can do instead of what you think you can do. I would heartily recommend using pre-measuring.

Considering all the "high tech" sensors, from Imperial Auspexes to Eldar "psychics", I think *not* pre-measuring is implausable.

And I hate going back to non-premeasure games... and then failing a charge, or something, by 1mm... *laugh*

But, do what you like best!

_________________
"EPIC: Total War" Lead Developer

Now living in Boston... any EPIC players want to meet up?


Top
 Profile Send private message  
 
 Post subject: Rules Questions for new player
PostPosted: Fri Jun 20, 2008 9:27 pm 
Brood Brother
Brood Brother

Joined: Mon Mar 13, 2006 8:16 pm
Posts: 422
Location: Boston, MA
I always premeasure for one simple reason.

I can guess accurately almost every time, my friend Rashid almost always messes up.

By premeasuring we can eliminate that gap in personal ability and let tactical thinking come further to the fore.

_________________
Fear is for the enemy, fear and bullets.
-James O'Barr, the Crow


Top
 Profile Send private message  
 
 Post subject: Rules Questions for new player
PostPosted: Fri Jun 20, 2008 10:46 pm 
Brood Brother
Brood Brother
User avatar

Joined: Wed Nov 16, 2005 7:20 pm
Posts: 5483
Location: London, UK

(DaCone2 @ Jun. 20 2008,14:07)
QUOTE
Good good. Yet more question: ( from game today, sorry about this! )
All Tau stuff is using the forgeworld list. ?:)

1) If I declared an engage on a Crisis group and they move 10cm away due to their jetpacks. Now, when i try and move my units they are out of firefight range, does this also mean that i lose the ability to fight an assault and also to shoot as you can't on ?engage orders?
I would recommend pre-measuring - especially against the Tau :p
To the question, if none of the attackers ends up in range of an enemy unit, the assault stalls and nothing else happens (because you have declared an engage move)

2) In the drones rules, it says that they can be allocated any type of hit. ( AP / AT ) Does this mean that pure FW infantry units with drones can now be hit by AT weapons but only take hits on the drones?
As I understand it, it is best to think of drones as a form of purchased "shield". When shot at, the player can elect to take hits on the drones rather than the main units in the formation. In this case, both the Crisis suits and the drones are type "inf", so cannot be targetted by AT fire (purely AT fire will lay a BM, but that is all). However, when they are added to an AV formation, it can be targetted by both AT and AP fire. However, the player may elect to take AT hits on the Drones instead.

3) Markerlights. In the FW book it says the unit using the markerlight "Can illuminate any number of target units" so does that mean if a tetra detachment of 4, is within 30cm and fires on a steel legion tank company, all of the steel legion vehicles are marked? Is there a limit to the number of missiles that could be fired from being lit up once?Yup - it makes any and all formations in range (and LOS) easier to hit.

Also, it says aside for a few things, the normal shooting rules apply. So given that a hammerhead group can't split fire, if they use their guided missiles at a target out of LoF, they can't fire at another unit? The rules seem fairly clear but in 40k, the unit carrying the missile doesn't count as firing when it is used.In E:A, each formation can only shoot at a single enemy formation - no split firing is allowed even for the biggest Titan (though some houserule otherwise - check the AMTL list)

4) Can units rally on the same turn that they are broken. So can a unit of leman russes get broken and withdraw, then rally in the same end phase so it can come out fighting the turn after it was broken?Correct again - formation breaks, withdraws two moves, and at the end of the turn it gets a chance to rally. If it fails, it withdraws again and waits to the end of the next turn etc.

5) And last but not least, if a mechanised unit loses some of its transports, is it restricted to the slowest speed for the rest of the game? Seems a bit easy to gimp marines this way given they are likely to survive a transport being killed. Can you sacrifice the spare units ( maybe taking blast markers for doing so ) so that the unit can move in the transports as normal?You have got the gist of things - Formations are deliberately restricted to having just enough transport to carry the troops. If some transport is lost, the player must then choose to move the formation at infantry speed, or he may elect to leave troops behind (which are then eliminated) and move at transport speed, giving the formation a BM for each unit lost.

Sorry for so many questions . . . no-one around where i live to ask in person ?:(
Going to show the game to a person who used to do epic tomrrow so that should be fun.That is what these forums are for

_________________
"Play up and play the game"

Vitai lampada
Sir Hemry Newbolt


Top
 Profile Send private message  
 
 Post subject: Rules Questions for new player
PostPosted: Wed Jul 09, 2008 3:16 pm 
Brood Brother
Brood Brother
User avatar

Joined: Sun Nov 26, 2006 4:40 pm
Posts: 111
Location: Gloucestershire
Well, thanks to your suggestions we are trying it and it is very useful indeed! ( when i remember to use it anyway  . . . :) )

Ginger, Thanks for those rules clarifications, with regards to the markerlight one, would that mean that a single stand of firewarriors would be able to light 3-4 formations instead of just the one that it fired at? ( although lighting the entire detachment )
Is this in the SG rules cos it doesn't really go into that much detail in the forgeworld book. Seems a bit strange given that you can't split fire.

ANOTHER two questions from the last game on saturday:
Is supporting fire in an assault, supressed by blast markers? ( I'm pretty sure its not, just making sure. )

I can remember a rule about assault transports with units inside, in that if they had two stands in base contact then the unit is stuck inside and cannot disembark ( even as a reaction to charging ). I am sure i read this somewhere but i'll be damned if i can find it. Is that right?

Suppressing fire due to blast markers. Units are supressed from the back to the front, so if 3 blast markers were on a mechanised company and there were 2 infantry and a chimera in the back row, what would happen?
Would all three be supressed>
Would the chimera, both stands and another two stands be supressed? ( given that only 1 shot between 2 )
My friend is asking if it can ignore the chimera and just supress the next infantry instead ( which is faster to work out )


Top
 Profile Send private message  
 
 Post subject: Rules Questions for new player
PostPosted: Wed Jul 09, 2008 4:32 pm 
Hybrid
Hybrid
User avatar

Joined: Sat Feb 17, 2007 11:25 pm
Posts: 9532
Location: Worcester, MA
Hena's right.  If the transport is a WE though there would need to be 2 times it's starting DC of enemy units in base to base contact with the WE to trap the units being transported inside.

Also, if they aren't trapped inside, the transported units wouldn't be able to counter-charge the enemy units in base to base with the WE because those units count as contacting a number of units equal to the WEs starting DC.

Try remembering that in a game. :p

_________________
Dave

Blog

NetEA Tournament Pack Website

Squats 2019-10-17


Top
 Profile Send private message  
 
 Post subject: Rules Questions for new player
PostPosted: Wed Jul 09, 2008 7:18 pm 
Brood Brother
Brood Brother
User avatar

Joined: Sun Nov 26, 2006 4:40 pm
Posts: 111
Location: Gloucestershire
Cheers for that Hena, so put vehicles at the front usually? That way they won't be suppressed but would have no problems with firing? But not in assaults. That would silly. :)
How does suppression work with units that can't actually fire? If a leman russ company had some griffons and 2 blast markers and was firing at a target out of the griffons range, could you still suppress something that can't fire?

I think i have worked out what i was getting confused about now. The text for the FW book and the specialist games PDF are very different:

SG
"All enemy units within 30cm range and LOF of at least one unit with markerlights are considered to be marked. However,
Tau units that are broken or have marched that turn cannot use their markerlights. The action the markerlight unit is carrying
out does not have any impact on guided missiles (except ‘March’, as noted above).
Guided missiles must either be guided by a markerlight or be fired unguided. If they are fired unguided, they follow all the
normal shooting rules. If a missile is guided by a markerlight, the firing unit does not need a line of fire to the target unit and
receives a +1 to hit modifier. However, hits may only be allocated to units from the target formation that are marked by a
markerlight. Apart from that, all the normal shooting rules apply. Tracer missiles which are fired unguided from orbiting
spacecraft may only be targeted at War Engines – Tracer missiles which are fired guided from orbiting batteries function as
normal."
*The markerlight is mentioned in the notes part of the unit card*

FW
"Guided Missiles must be guided by a markerlight to be fired. If they are guided by markerlights, hits may only be allocated to units from the target formation that are within range and line of fire of a unit with markerlights. As long as this requirement is met, the firing unit does not need a line of fire to the target itself, but must still be in range.

The tau unit illuminating the target may not be broken, suppressed or have marched this turn. It doesn't have to belong to the firing formation itself, can be used to illuminate any number of target units, and the action it performs does not alter the markerlight value in any way ( no +1 for sustained fire or -1 for double, for example ), unless specifically stated ( e.g. the +1 to hit with pathfinders multiple markerlights. ) This aside, the normal shooting rules apply."
*The markerlight is in the weapons section of the unit card*

I'm really sorry if i'm sounding a bit pedantic but its the being in the weapons bit that confused me, wasn't sure if i needed to actually fire at a particular formation to use it etc :oops:

Dave, . . . uh?  :oo:





Top
 Profile Send private message  
 
 Post subject: Rules Questions for new player
PostPosted: Wed Jul 09, 2008 8:48 pm 
Purestrain
Purestrain

Joined: Thu Feb 13, 2003 10:52 pm
Posts: 9617
Location: Nashville, TN, USA
Quote: (DaCone2 @ 09 Jul. 2008, 19:18 )

How does suppression work with units that can't actually fire? If a leman russ company had some griffons and 2 blast markers and was firing at a target out of the griffons range, could you still suppress something that can't fire?

There are 2 requirements for a unit to be eligible to be suppressed - range and line of sight.  Those are the only requirements listed in the rulebook.

That means the ability to actually fire is not required.  One-shot weapons that have been fired, slow-firing weapons on a non-firing turn, and even small arms weapons that cannot use ranged fire (but do have a 15cm range specified on the datafax) can all be considered suppressed.  All restrictions are irrelevant as long as the unit has range and LoS.

In your question, the Griffons are out of range so they cannot count for suppression.

_________________
Neal


Top
 Profile Send private message  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 43 posts ]  Go to page Previous  1, 2, 3


Who is online

Users browsing this forum: No registered users and 12 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  


Powered by phpBB ® Forum Software © phpBB Group
CoDFaction Style by Daniel St. Jules of Gamexe.net