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Made in au
Crazed Cultist of Khorne




OK this is not my first forum post, however I am still learning about the game. I was speaking with a friend that says that scouts have a rule that states that you have to act pretty much as though you dont know that they are there, and you can only acknoweledge their existence if you have a unit within 6 inches. This doesn't really make sense to me. How can they really stop you? and it just seems stupid that you would have to ignore some scout with sniper rifles taking out your units. Is this a real thing or is he just pulling it out his butt?
   
Made in us
[DCM]
Tilter at Windmills






Manchester, NH

He is making it up.

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Made in au
[MOD]
Making Stuff






Under the couch

Interestingly enough though, people have been making up similar rules for infiltrators since at least 2nd edition...

 
   
Made in au
Crazed Cultist of Khorne




Yeh i thought so, isnt the rule when it comes to that is that they can start on the other side of the board or something like that?
   
Made in au
Frenzied Berserker Terminator






Infiltrators don't have to deploy inside their own deployment zone, but have other restrictions. Scouts get a free move before the start of the game. Units with either rule can Outflank instead, allowing them to come onto the table from reserves via one of the short table edges (or the opponent's table edge, in the case of SW Scouts). There are no other special rules that come into play, aside from army-specific rules or wargear.

See pp74, 75 and 94, respectively.

This message was edited 1 time. Last update was at 2011/07/09 23:44:56


 
   
 
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