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![[Post New]](/s/i/i.gif) 2009/02/13 09:46:09
Subject: [DE] Slave snares
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Fresh-Faced New User
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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
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![[Post New]](/s/i/i.gif) 2009/02/13 15:56:21
Subject: [DE] Slave snares
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Longtime Dakkanaut
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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.
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![[Post New]](/s/i/i.gif) 2009/02/13 16:22:13
Subject: Re:[DE] Slave snares
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Executing Exarch
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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.
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![[Post New]](/s/i/i.gif) 2009/02/13 16:53:37
Subject: [DE] Slave snares
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Stealthy Space Wolves Scout
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RAW I can't find anything that prevents it.
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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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![[Post New]](/s/i/i.gif) 2009/02/13 17:20:36
Subject: [DE] Slave snares
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Fresh-Faced New User
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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
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![[Post New]](/s/i/i.gif) 2009/02/13 17:45:21
Subject: Re:[DE] Slave snares
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[ADMIN]
Decrepit Dakkanaut
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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.
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![[Post New]](/s/i/i.gif) 2009/02/13 18:56:58
Subject: Re:[DE] Slave snares
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Fresh-Faced New User
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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
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![[Post New]](/s/i/i.gif) 2009/02/13 20:00:44
Subject: [DE] Slave snares
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[ADMIN]
Decrepit Dakkanaut
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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.
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![[Post New]](/s/i/i.gif) 2009/02/13 20:42:11
Subject: [DE] Slave snares
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Sslimey Sslyth
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You haven't seen true hilarity until a Raider's slave snares take the last wound off of a carnifex.
The imagery is priceless.
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![[Post New]](/s/i/i.gif) 2009/02/14 05:49:23
Subject: [DE] Slave snares
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Longtime Dakkanaut
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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  .
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![[Post New]](/s/i/i.gif) 2009/02/14 09:07:37
Subject: [DE] Slave snares
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Dakka Veteran
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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.
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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
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![[Post New]](/s/i/i.gif) 2009/02/14 13:26:01
Subject: [DE] Slave snares
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Pestilent Plague Marine with Blight Grenade
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hmmm i dont think s.o
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![[Post New]](/s/i/i.gif) 2009/02/15 00:53:44
Subject: [DE] Slave snares
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Stealthy Space Wolves Scout
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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.
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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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![[Post New]](/s/i/i.gif) 2009/02/15 07:59:03
Subject: Re:[DE] Slave snares
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Devastating Dark Reaper
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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.
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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 |
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![[Post New]](/s/i/i.gif) 2009/02/15 09:36:03
Subject: Re:[DE] Slave snares
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Quick-fingered Warlord Moderatus
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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.
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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 |
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![[Post New]](/s/i/i.gif) 2009/02/15 16:39:49
Subject: [DE] Slave snares
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Longtime Dakkanaut
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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.
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![[Post New]](/s/i/i.gif) 2009/02/15 18:32:59
Subject: [DE] Slave snares
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Stealthy Space Wolves Scout
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D6 S4 hits and moving in a suboptimal fashion for 15 points is not very good anyway IMO.
Compare it to a deffrolla.
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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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