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Made in us
Annoyed Blood Angel Devastator



DFW Texas

A few questions arose the other night during a game. My friends and I are still trying to grasp all the rules so bare with me. Also forgive my many questions in one thread I did not want to get in trouble if it is possible for making multiple threads at once. If I should make several threads about the questions please let me know.

1) Wolf Scouts - If they are placed last and move 6" before the start of the 1st players turn
#1 - does it count as their move for their players turn or do they get to move an additional 6" when their turn comes around?
#2 - are they allowed to shoot heavy weapons if they moved before the 1st player turn?
#3 - are they allowed within the 12" enemy visibility limit?

2) Land Raider - Are more than one squad allowed to use it as a transport at once since it is not dedicated?

3) And they shall know no fear - Do Space Wolves
#1 - fall back if they have failed a Ld check in the shooting phase?
#2 - fall back if they have failed a Ld in assault?
#3 - how would the no retreat rule apply to the above? (maybe a scenario to clear this up for me)

4) Counter attack
#1 - If already engaged in an assault but get charged by another unit can they roll for counterattack against the new unit?

5) Assault
#1 - If a unit is in combat and gets assaulted by another unit does the original unit have to be killed before the 2nd assaulting unit can be attacked?
#2 - If one squad is being assaulted by 2 squads lets say 10 marines and 2 marines(the 2 were in combat 1st) and 10 wounds were scored in that assault does the original unit of 2 take all 10 wounds or are the 2 marines killed and 8 wounds are assigned to the remaining squad of 10?

Any clarifications are appreciated.

This message was edited 1 time. Last update was at 2011/01/09 04:43:02


 
   
Made in us
[DCM]
Tilter at Windmills






Manchester, NH

It's okay to make one thread, but it's a good idea to make the thread title descriptive of the contents, so people reading through the forum know what it's about. I'm going to edit the title and then come back and give you some answers.


Automatically Appended Next Post:
skull boy wrote:1) Wolf Scouts - If they are placed last and move 6" before the start of the 1st players turn
#1 - does it count as their move for their players turn or do they get to move an additional 6" when their turn comes around?
#2 - are they allowed to shoot heavy weapons if they moved before the 1st player turn?
#3 - are they allowed within the 12" enemy visibility limit?


1. See page 76 and 92 of your rulebook. It's a bonus move that happens before you roll for Seize the Initiative.
2. The scout move doesn't happen during the turn, so it doesn't affect the 1st turn at all.
3. See page 76 again. It specifically answers this question.

skull boy wrote:2) Land Raider - Are more than one squad allowed to use it as a transport at once since it is not dedicated?


See pages 66 & 67 of the rulebook. If you buy the LR as a Dedicated Transport for a specific unit, only that unit (and any attached Independent Characters) may deploy into it at the start of the game; no other units. But any unit can embark onto any friendly transport during the game, assuming that unit fits, and doesn't have any rules forbidding it from embarking in transports.

skull boy wrote:3) And they shall know no fear - Do Space Wolves
#1 - fall back if they have failed a Ld check in the shooting phase?
#2 - fall back if they have failed a Ld in assault?
#3 - how would the no retreat rule apply to the above? (maybe a scenario to clear this up for me)


1. Yes. See pages 43-46 of the rulebook, and p24 of your codex for the exceptions ATSKNF gives you.
2. Ditto.
3. No Retreat is explained on page 44 of the rulebook. When any non-Fearless (p.75) unit loses an assault, they have to take a Morale test. If they fail, and if the enemy unit isn't still busy fighting another unit which DIDN'T fail a Morale test, then you roll for Sweeping Advance (p.40). Each side rolls a d6 and adds their Initiative value. If the winners roll LOWER than the unit which failed the Morale test, then the broken unit escapes the combat. They fall back, and the winners Consolidate (p.40 still). If the winners roll EQUAL OR HIGHER than the broken guys, they catch them trying to run away. For most units, that means the losers are ALL automatically killed/removed from the table. For units with ATSKNF, instead of being wiped out automatically, they just take No Retreat wounds. Fearless units skip the whole Morale test and Sweeping Advance stages and just immediately take the No Retreat wounds.

skull boy wrote:4) Counter attack
#1 - If already engaged in an assault but get charged by another unit can they roll for counterattack against the new unit?


Nope. Page 74 of the rulebook specifically tells you no.

skull boy wrote:5) Assault
#1 - If a unit is in combat and gets assaulted by another unit does the original unit have to be killed before the 2nd assaulting unit can be attacked?
#2 - If one squad is being assaulted by 2 squads lets say 10 marines and 2 marines(the 2 were in combat 1st) and 10 wounds were scored in that assault does the original unit of 2 take all 10 wounds or are the 2 marines killed and 8 wounds are assigned to the remaining squad of 10?


1. No. Read pages 34-35 and page 41 very carefully.
2. Any model which is in contact with only one unit has to throw its attacks against that unit. Any model which is in contact with multiple enemy units can and must choose between them; they can even split their attacks between the two units, if they have more than one. This is called "allocating attacks" and you have to do it at each Initiative step BEFORE rolling to hit with any of the models at that Initiative step.

This message was edited 2 times. Last update was at 2011/01/09 05:01:21


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
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Made in us
Annoyed Blood Angel Devastator



DFW Texas

Thanks so much. hopefully this will sink in before the next game.
   
Made in us
[DCM]
Tilter at Windmills






Manchester, NH

You're welcome!

When I started out, I read the book comprehensively, then read it AGAIN after every game or couple of games I played. I always found stuff I had forgotten, or which was relevant to a game I had just played, which helped me remember it the second time.

Also, if you have time, don't be afraid to pause to check on a rule during the game too. My rule of thumb, especially if my opponent corrects me on something, is that I always remember it better if I read it and see it myself.

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! 
   
Made in us
Longtime Dakkanaut




And on that note.... it will greatly benefit you to take Mann's answers with a grain of salt. He is just some guy on the internet; sure he sounds confidant.... but that doesn't mean he is right.

He provided pages, go and read the info and see if he is correct. And in either case, make sure you understand the correct answer, and why it is the correct answer. It will help you learn it better, and it will make it easier to find when you forget it again. (Which *will* happen)




For those confused, no I am not casting doubt on Mann's answers.... just highlighting the benefits of checking/learning on ones own.

   
Made in us
Annoyed Blood Angel Devastator



DFW Texas

I've read the Rule book and codex many times played a handful of games (all against the same army pretty much, so not to burden myself with a lot of rules from other armies). It just seems like every game something new comes up that is a head scratcher. But luckily any questions can be quickly answered by posting on the forums.
   
Made in us
[DCM]
Tilter at Windmills






Manchester, NH

The forums are awesome. Even if guys like Coredump do post totally-reasonable caveats which cast small shadows of doubt regarding my perfect trustworthiness and infallibility.


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! 
   
Made in gb
Decrepit Dakkanaut




I think you might not quite have fully answered 2 Mann - I think the OP was asking if more than one unit could be embarked at the same time, to which the answer is no* - the rules only allow one embarked unit, but its on the same pages as Mann provided.

Its not explcitly denied, but more importantly it isnt allowed, and the rules are written telling you what you can do, mostly.

*You can attach ICs to the unit that is embarked, or even just have a whole load of ICs in the vehicle, but they are ALL one unit at this point so it doesnt matter.

This message was edited 1 time. Last update was at 2011/01/09 09:58:24


 
   
Made in us
Annoyed Blood Angel Devastator



DFW Texas

nosferatu1001 wrote:I think you might not quite have fully answered 2 Mann - I think the OP was asking if more than one unit could be embarked at the same time, to which the answer is no* - the rules only allow one embarked unit, but its on the same pages as Mann provided.

Its not explcitly denied, but more importantly it isnt allowed, and the rules are written telling you what you can do, mostly.

*You can attach ICs to the unit that is embarked, or even just have a whole load of ICs in the vehicle, but they are ALL one unit at this point so it doesnt matter.


I always thought there was one unit allowed, but my friend was thinking otherwise for some reason.
   
Made in gb
Decrepit Dakkanaut




The only (non super heavy) exception I can think of is the Stormraven, and that is given specific permission.
   
Made in us
[DCM]
Tilter at Windmills






Manchester, NH

Good catch!

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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