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Made in fr
Fresh-Faced New User




Hello,

Another tricky question : do you allow slave snares to wound enemy models locked in Hth ?

Our house rules in France would be against it but we are trying to update these house rules in order to be in line with international standards in order to better prepare the european tournament championship (ETC).

Thanks in advance,
Wilme
   
Made in us
Longtime Dakkanaut





Being a DE player my gut says no. Though I readily admit to never seeing anything FAQ'd concerning it. Personally I'd put it in the same category as shooting at a CC, it's just something you can't do.
   
Made in us
Executing Exarch






Odenton, MD

I agree that they can't be used against units in HtH combat. I would point out that you can't tank shock into combat, or shot into combat. I would think snares fit into one of those categories.
   
Made in se
Stealthy Space Wolves Scout





RAW I can't find anything that prevents it.

In one game turn an Imperial guardsman can move 6", kill a few guys with his flamer, assault 6", kill two more guys with his bayonet, flee 12", regroup when assaulted, react 6", kill one more guy with his bayonet and then flee another 12".
So in one game turn an Imperial guardsman can move 42" and kill more than 5 people. At the same time a Chimera at top speed on a road can move 18"... 
   
Made in fr
Fresh-Faced New User




Hello,

Could you post the english RAW on the effect please ?

I only have the french translation, which more often than not has translations problems (read inaccuracy)

Thanks,
Wilme
   
Made in us
[ADMIN]
Decrepit Dakkanaut






Los Angeles, CA

Clthomps wrote:I agree that they can't be used against units in HtH combat. I would point out that you can't tank shock into combat, or shot into combat. I would think snares fit into one of those categories.


Slave Snares are not used during a tank shock. They are used when the vehicle passes over an enemy unit during the movement phase.

Since a skimmer is free to pass over a combat, it can indeed use slave snares against an enemy unit locked in combat.

I.e. it meets all the requirements and there is no proviso preventing it.


Honestly I don't see why it shouldn't be allowed in such a situation except for the 'fluff' reason that it would be hard to snare models fighting in combat, but that's not a reason not to follow the rules.


I play (click on icons to see pics): DQ:70+S++G(FAQ)M++B-I++Pw40k92/f-D+++A+++/areWD104R+T(D)DM+++
yakface's 40K rule #1: Although the rules allow you to use modeling to your advantage, how badly do you need to win your toy soldier games?
yakface's 40K rule #2: Friends don't let friends start a MEQ army.
yakface's 40K rule #3: Codex does not ALWAYS trump the rulebook, so please don't say that!
Waaagh Dakka: click the banner to learn more! 
   
Made in fr
Fresh-Faced New User




Hi,

That question was based on the fact that hit from slave snares are resolved during the shooting phase and the chapter about "SHOOTING INTO &
OUT OF CLOSE COMBAT" (page 40 of the rulebook) :
Likewise, while especially twisted and soulless commanders may wish their warriors to fire indiscriminately into the middle of close combats in the hopes of hitting the enemy, this is not permitted. The events in a close combat move too quickly and the warriors themselves will be understandably hesitant about firing on their comrades.


Allowing slave snares to only hits the enemy units while locked is ok with you ?

Thanks,
Wilme
   
Made in us
[ADMIN]
Decrepit Dakkanaut






Los Angeles, CA


In the English version, casualties from Slave Snares occur in the movement phase although they do count towards the shooting phase's morale check.

So yes, I would have no problem with a DE player using slave snares on one of my units in CC as the rules allow it.


I play (click on icons to see pics): DQ:70+S++G(FAQ)M++B-I++Pw40k92/f-D+++A+++/areWD104R+T(D)DM+++
yakface's 40K rule #1: Although the rules allow you to use modeling to your advantage, how badly do you need to win your toy soldier games?
yakface's 40K rule #2: Friends don't let friends start a MEQ army.
yakface's 40K rule #3: Codex does not ALWAYS trump the rulebook, so please don't say that!
Waaagh Dakka: click the banner to learn more! 
   
Made in us
Sslimey Sslyth




You haven't seen true hilarity until a Raider's slave snares take the last wound off of a carnifex.

The imagery is priceless.
   
Made in us
Longtime Dakkanaut





yakface wrote:
In the English version, casualties from Slave Snares occur in the movement phase although they do count towards the shooting phase's morale check.

So yes, I would have no problem with a DE player using slave snares on one of my units in CC as the rules allow it.



I can accept that. Would you also then consider the DE under the Snares have to check for wounds? In the case mentioned where a Raider w/ Slave Snares moves over a CC? I'd find that immensly enjoyable taking back my own troops as slaves .
   
Made in de
Dakka Veteran




RAW wise, yes they can. There is nothing either indicating or preventing DE from using Slave Snares in CC.

Is it beardy, maybe. ( I am also a DE player too, and wouldn't even consider this as an option)

I am with Rymafyr on this one I would totally allow it if he had to roll to see if his own troops where caught too.

DA 3rd Co. w/duelwing 6000+ pts
Mostly tanks 2000+ pts
Ultras 3rd Co and 1st Co. 7000+ pts
Harald Deathwolf's Co. 7000+ pts
4000+ pts (Daemonhunters)
Kabal of the Hydra 5000+ pts
Skullrippa'z Freebootaz 6000+ pts
Plague Marine Force 2000+ pts
and not finished until I own some of every army
 
   
Made in ie
Pestilent Plague Marine with Blight Grenade







hmmm i dont think s.o
   
Made in se
Stealthy Space Wolves Scout





Rymafyr wrote:
yakface wrote:
In the English version, casualties from Slave Snares occur in the movement phase although they do count towards the shooting phase's morale check.

So yes, I would have no problem with a DE player using slave snares on one of my units in CC as the rules allow it.



I can accept that. Would you also then consider the DE under the Snares have to check for wounds? In the case mentioned where a Raider w/ Slave Snares moves over a CC? I'd find that immensly enjoyable taking back my own troops as slaves .

Unless it's a enemy unit you are not allowed to use Slave Snares against it but as long as the DE unit is an enemy unit you can hit them.

In one game turn an Imperial guardsman can move 6", kill a few guys with his flamer, assault 6", kill two more guys with his bayonet, flee 12", regroup when assaulted, react 6", kill one more guy with his bayonet and then flee another 12".
So in one game turn an Imperial guardsman can move 42" and kill more than 5 people. At the same time a Chimera at top speed on a road can move 18"... 
   
Made in us
Devastating Dark Reaper






Just move your skimmer over the Enemy models locked in HTH and you wont hurt yourselves. It only applies to what you move over so it shouldn't be a issue.



The Eldar, more than any other army, should not only look at the output of each unit individually, but the synergy of multiple units together and their role in the force as a whole. - Fable 
   
Made in au
Quick-fingered Warlord Moderatus






Ragewind wrote:Just move your skimmer over the Enemy models locked in HTH and you wont hurt yourselves. It only applies to what you move over so it shouldn't be a issue.
It only applies to enemy models you move over, you can skim back and forth over your own units to your hearts content and never snare them, there's no reason for this to change in assault.

Interceptor Drones can disembark at any point during the Sun Shark's move (even though models cannot normally disembark from Zooming Flyers).


-Jeremy Vetock, only man at Games Workshop who understands Zooming Flyers 
   
Made in us
Longtime Dakkanaut





Thanks for clarifying. Sigh...I was so hoping for the other answer. I agree that I wouldn't neccessarily use this as a tactic, but it all depends on the circumstance. Horde armies come to mind.
   
Made in se
Stealthy Space Wolves Scout





D6 S4 hits and moving in a suboptimal fashion for 15 points is not very good anyway IMO.
Compare it to a deffrolla.

This message was edited 1 time. Last update was at 2009/02/15 18:33:33


In one game turn an Imperial guardsman can move 6", kill a few guys with his flamer, assault 6", kill two more guys with his bayonet, flee 12", regroup when assaulted, react 6", kill one more guy with his bayonet and then flee another 12".
So in one game turn an Imperial guardsman can move 42" and kill more than 5 people. At the same time a Chimera at top speed on a road can move 18"... 
   
 
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