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Willing Inquisitorial Excruciator




Falls Church, VA

Grey Templar wrote:i would say the Dreadknight cannot make the Shunt during the Scout move as the scout move isn't "During the Game"

he could scout and get a 1st turn assault because of moving like Jump Infantry or shunt 1st turn for some nasty shooting options on side armor or exposed enemy units.


Except that the scout move is during the game, according to the rules. The line of "during the game" and "before" is the roll for first turn, once you start scout moving, infiltrating, etc etc, the game has begun
   
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Chicago

Marius Xerxes wrote:So let me get this right.

The feel the game hasent started even though you (or your oppoennt) are declaring the use of USR's and moving models around the table accordingly.

Right.

targetawg wrote:
Except that the scout move is during the game, according to the rules. The line of "during the game" and "before" is the roll for first turn, once you start scout moving, infiltrating, etc etc, the game has begun

Well, look at pages 92 and 93 of the BGB. In every mission scenario, it tells you the step-by-step instructions for what to do. In all 3, the words "Start the game!" appear after it tells you to perform scout moves.

That seems to mean that deployment, infiltrators, and scout moves all happen before the game.

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Scouting is during the game, the deployment phase of the game. Deployment happens before either players first turn, as no movement phase has been reached yet in the game, the Scout movement and any ability used to move the unit dosen't effect what can be done in the movement phase. As you haven't done ANYTHING in the movement phase yet.

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Dominar






So you can't turbo boost bikes or go Flat Out in a skimmer during the Scout move?
   
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Fast vehicles going Flat out, and bikes turbo boosting both state simply "when moving" not During the game, nor in their movement phase, nor anything else to that effect.

Flat out and turbo boost is any time they move.

I only have the leaked play-test Dex and i am thoroughly certain at least some of the text has changed(PTs change the unit to JI, so a DK wound no longer be a MC in that wording); but the Shunt is similarly worded "When moving" which would allow for a pre-game scout move shunt, and then a second shunt during the game. Again though this is purely off of the play-test-dex.

If the Final Dex retains the "when moving" verbiage you can get 2 Shunts out of a Scouting unit with PTs(untill they FAQ it that you cannot, which will happen).

This message was edited 1 time. Last update was at 2011/03/14 21:12:46


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Fireknife Shas'el





Reedsburg, WI

I don't know. Might just make SW players invest in either a rhino or razorback for thier longfangs as a cheap 1st turn precaution against this tactic (something that some SW players invest in anyways for DOW deployments).

If the DK blows up the transport, the longfangs will likely emerge unscathed...which will not be good for the DK during next turn's shooting phase. If they don't go for your longfang's rhino then you just disembark and lose 1 turn of shooting.

Or DH players might just remain a small % of the wargaming population and therefore, SW players will plan on sticking to thier current tournement lists hoping to dodge the bullet.

This message was edited 1 time. Last update was at 2011/03/14 21:56:02


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Manchester, NH

Even if teleporting is allowed during a Scout move, even with Dreadknights moving as Jump Infantry, screening/bubble-wrapping should still work.

If the DK Scouts to 12.0001" away from your forward screen, its base will still not be able to clear said screen with a 12" move.

Armies like razorspam can simply sacrifice a few of their razorbacks at the front of their DZ to eat the charge. The DK is so tall that it appears it will not even get cover saves from the dead razor, unlike other T1 charge units/armies (like Shrike).

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far away from Battle Creek, Michigan

interceptors are a much better option for this tactic than dreadknights.

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PDX

This seems to be all about when you consider the game starting. Is it from the first roll to see who goes or from the start of the very first turn.

Shunting is limited to "Once per game.." and "instead of moving". What that says to me is that once and only once can in Shunt, but it can happen any time it could move, including Scouting.

   
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BRB Page 92, Pitched battle: "Deploy any Infiltrators and make any scout moves. Start the game!"


BRB Page 93, Spearhead: "Deploy any Infiltrators and make any scout moves. Start the game!"


BRB Page 93, Dawn of War: "Lastly, Players make any scout moves. Start the game!"

Pretty sure the Game doesn't start until after scout moves are made.

Although i am sure when GW does put out an FAQ on the GK codex we will see one of three things:
1) Shunting is not allowed as part of a Scout move, because the game hasn't started yet.
2) Shunting is allowed as part of a Scout move but also counts as the 1/game.
3) Shunting is allowed in the Scout move and doesn't count against the 1/game, because the game hasn't started yet.

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PDX

This is a real stretch between RAW and RAI. "Start the game!" just means begin playing, in my book, despite how it may be literally interpreted. The game as a whole starts when deployment begins and you should only be able to Shunt ONCE during the entire game, ever. However, since it replaces a movement, you should be able to use it to Scout.

I hope that GW opts for this, as it seems the most logical as intended, versus the literal option. That being said, I should just expect the opposite.

   
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Start the game is here == to "turn sequence starts"

Given you can turboboost / go flat out and it even counts as a prior movement phase as regards close combat / cover save generation NOT being able to shunt seems unlikely.
   
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Oh, I am thoroughly certain it is #2; I am just also pointing out RAW as a devil's advocate.

It is also likely to be Played as #2(and referred to as that euphemism) until the FAQ comes out.

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Sweden

wyomingfox wrote:If the DK blows up the transport, the longfangs will likely emerge unscathed...which will not be good for the DK during next turn's shooting phase.


Just why would a 4-wound T6 2+ save MC be scared of Long Fangs shooting it? If anything I'd prefer them to shoot the DK, as that's a lot of krak not going down range.

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Actually...I forgot that the DK was 2+.

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