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Regular Dakkanaut




So, tell me if I'm wrong, but does the Scout rule still let you deploy no matter what, or am I thinking of 4th ed? For instance, can scouts deploy during DOW?
   
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Sinewy Scourge




Grand ol US of A

Scout allows you move after infiltrators have set up but before the roll to steal initative. The unit moves at any speed it is allowed to normally (this includes turbo boosting or going flat out) as long as you stay 12" away from the enemy. It also allows you to outflank that squad.
Infiltrate is what lets you set up after you and your opponent have done normal deployment (if you both have scouts then roll off). You then are allowed to set up these guys 18" away from enemies or 12" if they cannot see your squad.

This message was edited 1 time. Last update was at 2011/08/31 20:29:26


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Akroma06 wrote:Infiltrate is what lets you set up after you and your opponent have done normal deployment (if you both have scouts then roll off). You then are allowed to set up these guys 18" away from enemies or 12" if they cannot see your squad.

...and no, it doesn't over-ride the DoW deployment rules.

 
   
Made in us
Resolute Ultramarine Honor Guard






Peoria IL

Related and fun to do (somebody call me out if illegal, as I do this almost every game). SM Scouts infiltrate at range 12 (can't see), Scout move to range 8 ish (assuming some movement loss for cover). Turn 1 Move, shoot, assault. Love doing this to IG and Necrons.

Or, scouts with bolters and heavy weapons, infiltrate without LoS, Scout move to range 11" or closer, 1st turn open up with Rapid Fire and Heavy Weapons in the squad can fire too!

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Lobukia wrote:Related and fun to do (somebody call me out if illegal, as I do this almost every game). SM Scouts infiltrate at range 12 (can't see), Scout move to range 8 ish (assuming some movement loss for cover). Turn 1 Move, shoot, assault.


Illegal, they must stay more than 12" away during a scout move even if out the enemy's LOS.

This message was edited 1 time. Last update was at 2011/09/01 04:16:01


 
   
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Twisted Trueborn with Blaster




goose creek, SC

Lobukia wrote:Related and fun to do (somebody call me out if illegal, as I do this almost every game). SM Scouts infiltrate at range 12 (can't see), Scout move to range 8 ish (assuming some movement loss for cover). Turn 1 Move, shoot, assault. Love doing this to IG and Necrons.

Or, scouts with bolters and heavy weapons, infiltrate without LoS, Scout move to range 11" or closer, 1st turn open up with Rapid Fire and Heavy Weapons in the squad can fire too!



How are you getting that much movement out of normal scouts in a scout move? Wouldn't you only get the 6 in of normal movement for your scout move as is the maximum range for these guys walking? Or are you trying to include running in there also which you wouldn't be able to do as that is done in the shooting phase which wouldn't count for a scout move.



Ah nevermind just realized you meant move to 8 in. away from the enemy not actually moving 8 in.

This message was edited 1 time. Last update was at 2011/09/01 04:23:33


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Peoria IL

Nungunz wrote:
Lobukia wrote:Related and fun to do (somebody call me out if illegal, as I do this almost every game). SM Scouts infiltrate at range 12 (can't see), Scout move to range 8 ish (assuming some movement loss for cover). Turn 1 Move, shoot, assault.


Illegal, they must stay more than 12" away during a scout move even if out the enemy's LOS.



I went hunting through the rule book, just found this and came back to the post to see how many called me out in the mean time. Dang! Can't believe no one ever caught this before (really can't believe I never caught this before).

Well, I feel a little silly

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You can get turn 1 assaults with scout bikers though, since they can scout move to no closer than 12", then on your turn, move 11" and assault the rest, great way to pop tanks round 1

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