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Made in pl
Sniping Gŭiláng





Warsaw

Hi all, nice to be part of the team

And as for the question:
In our gaming group, we often play in teams 2vs2 or 3vs3. I'd like to ask, are there some official / semi official rules regarding what in this case means "friendly units", for purpose of aura skills (IG Straken), ati-DS Inquisitor, or reserves accelerators (Tau Pathfingers, IG Astropath)? This came up last game, when my Inquisitor assigned my team mates Marines to shoot at incoming DS. So, is there some place where we can look for rules for this kind of games, or we have to house-rule everything?


"Any problem caused by a tank, can be solved by a tank." - Peter Griffin

 
   
Made in us
Storm Trooper with Maglight



Buffalo NY, USA

It's easier to just treat them as seperate armies fighting for a mutual objective. Keep the aura rules seperate.

ComputerGeek01 is more then just a name 
   
Made in us
Loyal Necron Lychguard






Palm Beach, FL

Typically it's played that no special rules from one army affect another. Land Raiders underneath a KFF is not something I want to play against.
   
Made in us
The New Miss Macross!





Deep Fryer of Mount Doom

Kubik wrote:Hi all, nice to be part of the team

And as for the question:
In our gaming group, we often play in teams 2vs2 or 3vs3. I'd like to ask, are there some official / semi official rules regarding what in this case means "friendly units", for purpose of aura skills (IG Straken), ati-DS Inquisitor, or reserves accelerators (Tau Pathfingers, IG Astropath)? This came up last game, when my Inquisitor assigned my team mates Marines to shoot at incoming DS. So, is there some place where we can look for rules for this kind of games, or we have to house-rule everything?



basically, the official stance is that they don't affect another players army. i personally don't have a problem if wargear affects another player IF they have access to that exact same piece of wargear and/or are using the same codex. so, teleport homers for a codex: space marine ultramarine army work for an allied codex: space marine imperial fists player. as for character effects, i'd say no. there is no way a squad of tactical marines (each of whom is on average twice as old and has 4x the combat experience of an IG commander) will take orders or be affected by an aura (like straken's). but those are just my own house rules.
   
Made in pl
Sniping Gŭiláng





Warsaw

Hm... I do agree about Orders, and stuff. It would lead to extremely overpowered combo.

So what is your opinion about Inquisition? Both SM and IG can take guys from there, so in theory (and fluffwise) inquisitor can assign SM or IG unit to shoot at deep striking enemy.

"Any problem caused by a tank, can be solved by a tank." - Peter Griffin

 
   
Made in us
The New Miss Macross!





Deep Fryer of Mount Doom

Kubik wrote:Hm... I do agree about Orders, and stuff. It would lead to extremely overpowered combo.

So what is your opinion about Inquisition? Both SM and IG can take guys from there, so in theory (and fluffwise) inquisitor can assign SM or IG unit to shoot at deep striking enemy.


for fluff purposes, i'd personally be fine with an opponent doing it for an inquisitor's unit; an inquisitor can (according to fluff) order a space marine battle barge to virus bomb a planet so i don't think they'd have a problem ordering a squad of marines to shoot at the enemy during a battle. the catch here is that the inquisitor and the SM/IG are in the SAME army so there is no problem there. if you're talking about an inquisitor in one player's army ordering another player's marines, i don't think the rules allow it though. i can't quote a rule book sentance; the closest i can come to that is that the IG faq states that order from an IG officer can't be used for other armies. either way, in 40k the rules have to say you CAN do something in order to do it, not the other way around (that you can't). this also isn't against the fluff as plenty of marine chapters defy inquisition orders when they feel like it and frequently the =I= does nothing about it. the space wolves obliterated an Inquisition ship and then a fleet when they came to "convert" the planet to the official imperial religion.

This message was edited 1 time. Last update was at 2010/02/07 18:46:38


 
   
Made in au
[MOD]
Making Stuff






Under the couch

Kubik wrote: I'd like to ask, are there some official / semi official rules regarding what in this case means "friendly units", for purpose of aura skills (IG Straken), ati-DS Inquisitor, or reserves accelerators (Tau Pathfingers, IG Astropath)?


The rules (outside of Apocalypse) don't cover team games. So yes, you'll need to house rule it.

The closest you'll get to a ruling is the Imperial Guard FAQ, which clarifies that the Orders (which are applied to 'friendly' units) can only be applied to Imperial Guard units... suggesting that so far as GW are concerned, 'friendly' just means 'from the same army'...



If you're playing Apocalypse (which is probably best for team games), it mentions on page 20 of the Apocalypse book that special rules apply only to their own army.

 
   
Made in us
Growlin' Guntrukk Driver with Killacannon






insaniak wrote:If you're playing Apocalypse (which is probably best for team games), it mentions on page 20 of the Apocalypse book that special rules apply only to their own army.

Yep... if you're playing sizable team games (3k+ points total, so I assume you're there with 4 players) and you want rules for handling at least some of these issues and special rules and units for games of that size, then the apocalypse book is what you're looking for and would be worth a glance.

This message was edited 3 times. Last update was at 2010/02/07 21:02:46


 
   
Made in pl
Sniping Gŭiláng





Warsaw

I didn't know that there are rules for teams in apocalypse. Ok, thanks guys i think that's the answer i was looking for.

"Any problem caused by a tank, can be solved by a tank." - Peter Griffin

 
   
Made in us
Growlin' Guntrukk Driver with Killacannon






Kubik wrote:I didn't know that there are rules for teams in apocalypse. Ok, thanks guys i think that's the answer i was looking for.

They're there, but they're limited. The book is mostly special rules and units for large games.
I figured it was worth mentioning though, as it's about as specific as 40k team rules get.
   
Made in us
Boosting Space Marine Biker




Philadelphia, PA, USA

I would think in many cases it's best to keep them separate even for the same codexes. For example, say I want to bring Sicarius in my list and you want to bring Vulkan, and we each want their respective Chapter Tactics for our lists. At that point you get this flip flop on whether or not you want the benefits to apply or not---"Well, everybody should get the boost for his company banner, but I keep my mastercrafted meltas and he keeps his morale testing!" So, even for the same books I think it's a lot cleaner to just keep them separate. Really sucks when you want to follow someone's teleport homer or something, but that's the breaks.

   
Made in us
Fresh-Faced New User





In my house we pretty much always play some sort of team game. We have two spare armies for when my kids have friends come over. Play alot of 2 v 2 on the weekends. The way we generally do it first we come up with a fluff background saying like an IG city is being overrun by CSM/Orks/Nids. SMs come down in drop pods to help keep the city. IG and SM fight along side each other and are smart enough to not shoot or wound eachother but also do not know the commands/tactics of a foreign army and therefore do not receive bonus' either posotive or negative from an ally (no negetive effects since they are smart enough to not effect an "allied" army). Furthermore I would say two friends that both play the same army would be the only instance where this would be fair.

I think that each army has been designed certain ways over the years. and certain rules and commands are given to each individual army to make it equal on the battlefield and some armies simply can't receive the bonus' of another army for it would simply make it overpowering. Besides it's just not fair to pick and choose what can effect you and not (you can pick the ones you want and ignore the ones you don't want then your buddy will argue vice versa and it will be a game of bickering over what effects what and shouldn't effect what). all in all KISS (Keep It Simple Stupid) All or Nothing is the way to go. and Switch it up....try variations till you guys can make some house rules you all enjoy! (we find easiest to play just fight along side...ya cant effect your ally)
   
 
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