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Made in us
Anointed Dark Priest of Chaos






A couple of questions that I seriously can't find the answer to in the rulebooks (so please offer page numebr if you have it):

1. If a non-fast vehicle moves over 6" (say 12") but is open topped can a unit that is being transported shoot even though the vehicle obviously can not?

2. Dangerous terrain: Do you roll ANY time you move in it? Say I move into it during my movement phase and check, then launch an assault with same unit do they check again in assault phase? What if they must consolidate or sweep and they are still in it do they check again? The description of dangerous terrain simply says "move" and not "movement phase", etc.

This message was edited 1 time. Last update was at 2009/07/12 00:23:38


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Made in gb
Decrepit Dakkanaut




1) No, look at the rules for embarked passengers. There is no difference between closed and open topped when it comes to speed restrictions.

2) Yes, any time but only once per phase
   
Made in au
Gore-Soaked Lunatic Witchhunter






Australia (Recently ravaged by the Hive Fleet Ginger Overlord)

1. I don't know. I'd think not.

2.No, only once. But it is at ANY point you may have gone through it. (Can't be bothered to find page, someone else will do it)

Smacks wrote:
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Made in us
Anointed Dark Priest of Chaos






1. I just can't find anyplace where it states that transported units can't fire in this situation...

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Made in au
Gore-Soaked Lunatic Witchhunter






Australia (Recently ravaged by the Hive Fleet Ginger Overlord)

I know that if the vehichle is shaken, they can't fire (i think) but I think they count as moving if vehichle moves. (meaning no heavy bolter)

Smacks wrote:
After the game, pack up all your miniatures, then slap the guy next to you on the ass and say.

"Good game guys, now lets hit the showers"
 
   
Made in us
Anointed Dark Priest of Chaos






nosferatu1001 wrote:

2) Yes, any time but only once per phase


This is very bad new for Attackers in Planetstrike:

Defender rings his defense perimeter with dangerous terrain( with a ring of barbwire outside that to slow those entering the dangerous terrain ring).

Attacker moves into it and has to test(also forced to stop 1"from enemy manning the defense line if he gets that far).

Checks again when assaulting enemy defending the defense line (and will still be standing in it) , and if they flee, sweep or consolidate after said combat they have to check again?!?

3 checks in one turn if you want to assault enemy units manning the defense line...


Automatically Appended Next Post:
Emperors Faithful wrote:I know that if the vehichle is shaken, they can't fire (i think) but I think they count as moving if vehichle moves. (meaning no heavy bolter)


Right, but say it is an open topped battlewagon carrying 12 tank busters. Can it drive around 12" (13" with red paint job) a turn with the tank bustas firing their 12 rockets (which are assault weapons)? I can't find anything in the rulebook that says no, and I have been through the book multiple times trying to find the answer. makes a huge difference when it comes to how a mech ork army functions so i want to get it right...

This message was edited 4 times. Last update was at 2009/07/12 00:40:38


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Gore-Soaked Lunatic Witchhunter






Australia (Recently ravaged by the Hive Fleet Ginger Overlord)

No, it is only once per turn. I don't think it is every phase.

Smacks wrote:
After the game, pack up all your miniatures, then slap the guy next to you on the ass and say.

"Good game guys, now lets hit the showers"
 
   
Made in gb
Hanging Out with Russ until Wolftime







CT GAMER wrote:Right, but say it is an open topped battlewagon carrying 12 tank busters. Can it drive around 12" (13" with red paint job) a turn with the tank bustas firing their 12 rockets (which are assault weapons)? I can't find anything in the rulebook that says no, and I have been through the book multiple times trying to find the answer. makes a huge difference when it comes to how a mech ork army functions so i want to get it right...

Page 66:
Models firing from a vehicle count as moving if the vehicle moves, and may not fire at all if the vehicle moved at Cruising speed that turn.

Page 70:
Fast vehicles are capable of a third level of speed, called 'flat out' . A fast vehicle going flat out moves more than 12" and up to 18". This represents the fast vehicle moving at top speed, without firing its guns and is treated in all respects exactly the same as moving at cruising speed for a vehicle that is not fast.

Fast Vehicles moving >6" is still Cruising Speed for the purposes of Passengers, so they may not fire.

This message was edited 1 time. Last update was at 2009/07/12 00:49:58


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Made in us
Anointed Dark Priest of Chaos






Gwar! wrote:
CT GAMER wrote:Right, but say it is an open topped battlewagon carrying 12 tank busters. Can it drive around 12" (13" with red paint job) a turn with the tank bustas firing their 12 rockets (which are assault weapons)? I can't find anything in the rulebook that says no, and I have been through the book multiple times trying to find the answer. makes a huge difference when it comes to how a mech ork army functions so i want to get it right...

Page 66:
Models firing from a vehicle count as moving if the vehicle moves, and may not fire at all if the vehicle moved at Cruising speed that turn.

Page 70:
Fast vehicles are capable of a third level of speed, called 'flat out' . A fast vehicle going flat out moves more than 12" and up to 18". This represents the fast vehicle moving at top speed, without firing its guns and is treated in all respects exactly the same as moving at cruising speed for a vehicle that is not fast.

Fast Vehicles moving >6" is still Cruising Speed for the purposes of Passengers, so they may not fire.


Well that clears that up. Thanks for that.

Now question two...

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Hanging Out with Russ until Wolftime







Page 14:
Roll a D6 for every model that has entered, left or moved through one or more areas of dangerous terrain during its move.

Page 16:
[...]models running through dangerous terrain must test as normal.

Page 34:
Roll for difficult or dangerous terrain if necessary, and if the model is killed by a dangerous terrain test, start the assault again with the next closest model.

It is pretty clear you take Dangerous Terrain Tests whenever you move, regardless of phase.

This message was edited 1 time. Last update was at 2009/07/12 01:01:20


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Made in us
Anointed Dark Priest of Chaos






Gwar! wrote:Page 14:
Roll a D6 for every model that has entered, left or moved through one or more areas of dangerous terrain during its move.

Page 16:
[...]models running through dangerous terrain must test as normal.

Page 34:
Roll for difficult or dangerous terrain if necessary, and if the model is killed by a dangerous terrain test, start the assault again with the next closest model.

It is pretty clear you take Dangerous Terrain Tests whenever you move, regardless of phase.


Thats how I played it (and my boyz payed for it). My son ringed his defensive perimeter with dangerous terrain and ringed that with barbed wire as I described above and it took a toll. Planetstrike attackers beware...

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Made in gb
Decrepit Dakkanaut




It;s also what I said, just with rules quotes and everything
   
Made in gb
Hanging Out with Russ until Wolftime







nosferatu1001 wrote:It;s also what I said, just with rules quotes and everything
That is because I am a professional Troll good sir, and you would do well to remember it :3

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Made in us
Incorporating Wet-Blending






Glendale, AZ

nosferatu1001 wrote:

and if they flee, sweep or consolidate after said combat they have to check again?!?

3 checks in one turn if you want to assault enemy units manning the defense line...



Gwar has already covered much of the DT rules, but I see he missed this line so I'll clear this up for you.

When Falling Back, Dangerous terrain causes tests ans normal (BGB pg. 45), Sweeping advances do NOT actually involve movement at all (BGB pg. 40), and Consolidation ignores Difficult Terrain, and does not trigger Dangerous Terrain checks (BGB pg. 40).

So unless you lose combat and successfully fall back without getting swept, there's only 2 Dangerous terrain checks. And just to clarify in advance, Defenders React and Pile In moves also ignore Difficult Terrain, and do not trigger Dangerous Terrain checks.

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Gore-Soaked Lunatic Witchhunter






Australia (Recently ravaged by the Hive Fleet Ginger Overlord)

Gwar totally = (Edit) Modesty

This message was edited 1 time. Last update was at 2009/07/12 11:26:37


Smacks wrote:
After the game, pack up all your miniatures, then slap the guy next to you on the ass and say.

"Good game guys, now lets hit the showers"
 
   
 
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