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Do units get a 3+ cover save for turbo-boosting in scout move? Yes or no?  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Do units get a 3+ cover save for turbo-boosting in scout move? Yes or no?
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Other - I will explain by posting

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Made in us
Longtime Dakkanaut




Core, they would have to get their 3+ cover save, or else you would have to ignore all the other rules that go with the scout move. It is all or nothing.
Let me restate it more clearly.

the start of the game is a 'new beginning'; things that happened before the game (or in other games) can't be in effect during the game. Sure, if there was an 'enemy shooting phase' during deployment, then the TB would provide a 3++ save. But movement during deployment should not effect actions in the actual game.

Think of it this way. You are playing me, and on the last turn you TB your bikes. Then the game ends.
Then you play Antonin, his turn would be the 'following enemy shooting phase', but you would not try and count it. Because you did not TB during that game.
Well, when you TB in deployment, you did not TB during that game either. You used a movement rule during deployment
   
Made in us
Sickening Carrion




Wa. state

Problem is there are things that happen in the depolyment phase that effect the 'battle' (the players turns)
Scouts can move, units may infilitate.
Auspex's allow a pre battle shooting.
If this shooting did enough wounds to cause a morale test and the unit failed would you then no longer treat them as falling back?
As it didn't happen in this game, that would be the same as the turbo-boosting example you are using.
The game starts in Set-up, the 'battle' in turn one .
Again GW never seems to define their terms well.

Who are all these people, and why aren't they dead? 
   
Made in us
Foolproof Falcon Pilot






SeattleDV8 wrote:Problem is there are things that happen in the depolyment phase that effect the 'battle' (the players turns)
Scouts can move, units may infilitate.
Auspex's allow a pre battle shooting.
If this shooting did enough wounds to cause a morale test and the unit failed would you then no longer treat them as falling back?
As it didn't happen in this game, that would be the same as the turbo-boosting example you are using.
The game starts in Set-up, the 'battle' in turn one .
Again GW never seems to define their terms well.


Exactly...

If all this is before the game, and things before the game cannot effect the game itself, then we have major issues with more things than turbo-boos. Taske auspex, for example: killing a squad by shooting at it via auspex wouldn't even give you the KP...it didn't happen inthe game. Also, using auspex to nail a squad with pining weapons wouln't pin them by Core's logic; and, if you broke such a squad from shooting pre-game.,it would suddelnly be un-broken at the start of turn 1. Way too many problems creep up when you try to claim that things that happen prior to turn 1 don't carry effects into the game. It is the same thing with Turbo-boost.

As the rules are written, Turboboost protects you through the next enemy shooting phase..whether you used it as a scout move or nduring normal turns. There is no rule granting an exception to the protection the turbo-boost gives, depending on when you use it.

This message was edited 1 time. Last update was at 2009/02/17 23:46:00


   
Made in us
Longtime Dakkanaut




Scouts can move, units may infilitate.

Not an issue. Those things are 'done' by the time the game starts, it only changes where models are standing.

killing a squad by shooting at it via auspex wouldn't even give you the KP...it didn't happen inthe game.
Again, it doesn't have to. Counting KP is an 'after game' action, and the rules say units destroyed, that can easily include those killed during deployment.

If this shooting did enough wounds to cause a morale test and the unit failed would you then no longer treat them as falling back?
Better case.
Also, using auspex to nail a squad with pining weapons wouln't pin them
And even better...

Hmmm.... damn. i really want a RAW way to stop the TB, move, shoot.... still keep 3+ save.
But, realistically, I think the Scout/TB = 3++ is intended to work; or GW would have listed the exception when they FAQ'd it.

Personally, I would be comfortable with the 'total break' at the game start. (TB, Pin, fall back, etc.) But I think it is clear the game doesn't work that way.

Oh well.

   
Made in us
Yellin' Yoof





To see what Mr. John Spencer and GW said about I emailed in. Here's his response:

Hello,
Answers to your questions are below.
Thanks!

John Spencer
Customer Service Specialist

Please do not delete previous email threads as this will help us serve you better!

Games Workshop
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Q
If a turbo-boost is made as part of a scout move (example: ork deffkoptas) before the first turn and the opponent of the ork player shoots at the deffkoptas, do they get a 3+ cover save or just user their 4+ armor save? (Keep in mind the ork player hasn't taken his first turn yet).

A
They would get the 3+ cover save

If you're not having fun, you're doing it wrong.  
   
Made in us
Major






far away from Battle Creek, Michigan

Common sense dictates that they get the cover save.

PROSECUTOR: By now, there have been 34 casualties.

Elena Ceausescu says: Look, and that they are calling genocide.

 
   
Made in us
Longtime Dakkanaut




yeah, but that situation is not the tricky part.

Deffcopters turbo boost as part of the scout move.
Then Orks get first turn, and the deff copters move 12" and shoot.

On the opponents turn, they shoot at the deffcopters. Since that is *still* the 'following enemy shooting phase', they still get a 3++ cover save.

That is the issue at hand.
   
Made in us
Nimble Pistolier





i thought that you only got to move 6 in total in the Scout move?

501 Agathonian Grenadiers
Blood Angels strike force

Glory for the first man to die!

the caption says " when there is something scary at the front, put something even scarier at the back." 
   
Made in us
Yellin' Yoof





coredump wrote:yeah, but that situation is not the tricky part.

Deffcopters turbo boost as part of the scout move.
Then Orks get first turn, and the deff copters move 12" and shoot.

On the opponents turn, they shoot at the deffcopters. Since that is *still* the 'following enemy shooting phase', they still get a 3++ cover save.

That is the issue at hand.


Ok, deep down we know you can't take 2 moves in a row and the first move being a scout move and the second being a normal move and expect to still get a 3+ cover save. While I agree that this isn't supported by RAW, I'm not going to be TFG or try and do this to anyone... no matter how competitive a game it is.

However, that being said, I'd love to see an FAQ or errata saying specifically that you don't get the scout move, move, shoot, assult, 3+ cover.

If you're not having fun, you're doing it wrong.  
   
 
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