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Made in us
Lead-Footed Trukkboy Driver







Should I get the 4+ obscured save if I use smoke launchers, and then fleet/run with Dreadnoughts/Defilers?
   
Made in au
[MOD]
Making Stuff






Under the couch

There is nothing that suggests that the benefit of smoke launchers is lost if you run. So yes, you'll still get the save.

 
   
Made in us
[ADMIN]
Decrepit Dakkanaut






Los Angeles, CA


Agreed. And GW has made it pretty clear that you're still able to perform a 'instead of action' even if you're not able to do that action, in that they allow Star Engines to be used by a vehicle that isn't able to fire (is 'shaken').

So as long as you don't shoot (which you're not), then you can 'run' with the walker, even if you already fired smoke launchers that turn.


I play (click on icons to see pics): DQ:70+S++G(FAQ)M++B-I++Pw40k92/f-D+++A+++/areWD104R+T(D)DM+++
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yakface's 40K rule #2: Friends don't let friends start a MEQ army.
yakface's 40K rule #3: Codex does not ALWAYS trump the rulebook, so please don't say that!
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Made in au
Frenzied Berserker Terminator






It's also worth remembering that, as of the recent FAQ update, walkers cannot use smoke launchers after running. There's nothing stopping them from popping the smoke before they run or assault, though.

I guess the walker just makes sure it launches the grenades far enough so as to cover its entire movement.
   
Made in us
Sinewy Scourge





Long Island, New York, USA

Madness! wrote: Should I get the 4+ obscured save if I use smoke launchers, and then fleet/run with Dreadnoughts/Defilers?


BRB page 72 2nd paragraph under "Walkers Shooting" says that walkers can run like infantry and though this prevents them from firing and assaulting, they can still use smoke launchers if they have them.

I have found again and again that in encounter actions, the day goes to the side that is the first to plaster its opponent with fire. The man who lies low and awaits developments usually comes off second best. - Erwin Rommel
"For having lived long, I have experienced many instances of being obliged, by better information or fuller consideration, to change opinions, even on important subjects, which I once thought right but found to be otherwise." - Benjamin Franklin
 
   
Made in us
Unhealthy Competition With Other Legions




Lost Carcosa

Cheexsta wrote:It's also worth remembering that, as of the recent FAQ update, walkers cannot use smoke launchers after running. There's nothing stopping them from popping the smoke before they run or assault, though.


Was always RAW anyway. Smoke Launchers fire in the Movement Phase and RUN! is in the Shooting Phase. Pretty clear order of operations that imo never needed FAQ if the rules were read properly.

Not even a grey area in the wording.

Oh well.

Standing in the light, I see only darkness.  
   
Made in au
Frenzied Berserker Terminator






Marius Xerxes wrote:
Cheexsta wrote:It's also worth remembering that, as of the recent FAQ update, walkers cannot use smoke launchers after running. There's nothing stopping them from popping the smoke before they run or assault, though.


Was always RAW anyway. Smoke Launchers fire in the Movement Phase and RUN! is in the Shooting Phase. Pretty clear order of operations that imo never needed FAQ if the rules were read properly.

Not even a grey area in the wording.

Oh well.

The rules for Smoke Launchers say nothing about the model's movement phase; instead, it says that the vehicle could use them "after completing its move". Running movement is, well, movement so the RAW was that you could fire them after running.
   
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Longtime Dakkanaut




Assaulting is, well, movement; so are you saying they could pop smoke after assaulting??
   
Made in au
Longtime Dakkanaut






Cheexsta wrote: Running movement is, well, movement so the RAW was that you could fire them after running.


Wouldn't running be it's 'run' (or 'run move' at a strech)

"I already told you son, that milk isn't for developing bones. It's for developing character." - C&H 
   
Made in us
[ADMIN]
Decrepit Dakkanaut






Los Angeles, CA

coredump wrote:Assaulting is, well, movement; so are you saying they could pop smoke after assaulting??


They technically could have before GW's new rulebook FAQ came out.



I play (click on icons to see pics): DQ:70+S++G(FAQ)M++B-I++Pw40k92/f-D+++A+++/areWD104R+T(D)DM+++
yakface's 40K rule #1: Although the rules allow you to use modeling to your advantage, how badly do you need to win your toy soldier games?
yakface's 40K rule #2: Friends don't let friends start a MEQ army.
yakface's 40K rule #3: Codex does not ALWAYS trump the rulebook, so please don't say that!
Waaagh Dakka: click the banner to learn more! 
   
Made in us
Lead-Footed Trukkboy Driver







So the answer is "not anymore"?
   
Made in us
[ADMIN]
Decrepit Dakkanaut






Los Angeles, CA

Madness! wrote:So the answer is "not anymore"?


Correct. You can no longer run and then pop smoke because of the GW rulebook FAQ. But you can move and then pop smoke and then in the shooting phase run while 'smoking'. You just have to plan ahead.



I play (click on icons to see pics): DQ:70+S++G(FAQ)M++B-I++Pw40k92/f-D+++A+++/areWD104R+T(D)DM+++
yakface's 40K rule #1: Although the rules allow you to use modeling to your advantage, how badly do you need to win your toy soldier games?
yakface's 40K rule #2: Friends don't let friends start a MEQ army.
yakface's 40K rule #3: Codex does not ALWAYS trump the rulebook, so please don't say that!
Waaagh Dakka: click the banner to learn more! 
   
Made in au
Tough-as-Nails Ork Boy




Some Tau World

1) you can't shoot if you drive 12" in a rhino but you can still pop smoke.

2) rhinos can still use smoke when 'shaken'

3) if eldar use blade storm they cant shoot next turn but they can still run.

if everything else can perform an instead of action. i can't see why walkers can't



all ur base are belong to da

all the armies i used to beat b4 6ed




 
   
Made in us
Lord Commander in a Plush Chair






yorkskargrimironklaw wrote:1) you can't shoot if you drive 12" in a rhino but you can still pop smoke.

2) rhinos can still use smoke when 'shaken'

3) if eldar use blade storm they cant shoot next turn but they can still run.

if everything else can perform an instead of action. i can't see why walkers can't





I think you missed to valid points here:

If you pop Smoke, you [b]Can[/i] Still Run.

and

The FAQ clarifies that by "move" they meant "after they Move in the movement Phase" and that actually moving is not necessary to popping Smoke, but it must still be done in the movement Phase.

This is my Rulebook. There are many Like it, but this one is mine. Without me, my rulebook is useless. Without my rulebook, I am useless.
Stop looking for buzz words and start reading the whole sentences.



 
   
Made in us
Regular Dakkanaut





Where's the justification for using smoke even though you're shaken again?

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Decrepit Dakkanaut




Because you perform the action in th emovement phase, mainly
   
Made in us
Sinewy Scourge





Long Island, New York, USA

Magnalon wrote:Where's the justification for using smoke even though you're shaken again?


Because the rule in the smoke launcher box on page 62 BRB 3rd paragraph says you can.

I have found again and again that in encounter actions, the day goes to the side that is the first to plaster its opponent with fire. The man who lies low and awaits developments usually comes off second best. - Erwin Rommel
"For having lived long, I have experienced many instances of being obliged, by better information or fuller consideration, to change opinions, even on important subjects, which I once thought right but found to be otherwise." - Benjamin Franklin
 
   
Made in us
Nasty Nob on Warbike with Klaw




Stephens City, VA

albeit raw, it feels awkward to me. It definitely says you can tho so ...

   
Made in us
Lord Commander in a Plush Chair






How does it feel akward that the Vehicle takes a hit that frightens the Crew so badly, they cannot return fire... So instead they engage defensive measures?

Modern Pilots do this with Chaff/Defensive flares.

Modern Tank Commanders do it with... well with Smoke launchers.

Modern Troops do it with Smoke/Flash-bang grenades. or covering Fire.

This is my Rulebook. There are many Like it, but this one is mine. Without me, my rulebook is useless. Without my rulebook, I am useless.
Stop looking for buzz words and start reading the whole sentences.



 
   
Made in us
Nasty Nob on Warbike with Klaw




Stephens City, VA

You're comparing crew to a dead guy and remember ATSKNF . It only feels awkward because I didn't know the proper order to do it I suppose

   
Made in us
Lord Commander in a Plush Chair






The dead guy is still Crew. And not knowing Fear is different from Fearless; SM still Flee, and can be forced to Flee off table; They just regain confidence when their is sufficient space between them and the Enemy.

I did, however, give a poor example; the shaken hit could also represent a jarring hit that temporarily knocks out Targeting/Fire control where the crew cannot shoot so deploy countermeasures.

Also IG Sentinels can get Smoke launchers too; and they definitely know fear.

I'm not sure what you meant about the order it is done in making it feel awkward?

This is my Rulebook. There are many Like it, but this one is mine. Without me, my rulebook is useless. Without my rulebook, I am useless.
Stop looking for buzz words and start reading the whole sentences.



 
   
Made in us
Lead-Footed Trukkboy Driver







Main issue is: does a running dread get a 4+ Cover save from having launched smoke?
   
Made in us
[DCM]
Tilter at Windmills






Manchester, NH

Of course. Because smoke has no exception saying "unless you Run", and because Run also has no clause saying "this negates smoke".

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Death-Dealing Ultramarine Devastator




Seattle WA

What about assaulting? Could you pop smoke, charge a unit, and be in cover if you were out of the combat on the enemies turn?
   
Made in us
[DCM]
Tilter at Windmills






Manchester, NH

Of course.

The Smoke Launchers tell you what they do. And that continues to apply for as long as it says, unless you find an exception somewhere.

Adepticon 2015: Team Tourney Best Imperial Team- Team Ironguts, Adepticon 2014: Team Tourney 6th/120, Best Imperial Team- Cold Steel Mercs 2, 40k Championship Qualifier ~25/226
More 2010-2014 GT/Major RTT Record (W/L/D) -- CSM: 78-20-9 // SW: 8-1-2 (Golden Ticket with SW), BA: 29-9-4 6th Ed GT & RTT Record (W/L/D) -- CSM: 36-12-2 // BA: 11-4-1 // SW: 1-1-1
DT:70S++++G(FAQ)M++B++I+Pw40k99#+D+++A+++/sWD105R+++T(T)DM+++++
A better way to score Sportsmanship in tournaments
The 40K Rulebook & Codex FAQs. You should have these bookmarked if you play this game.
The Dakka Dakka Forum Rules You agreed to abide by these when you signed up.

Maelstrom's Edge! 
   
 
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