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.