Switch Theme:

Baal Pred. smoke during scout move and what happens turns after??  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Regular Dakkanaut





Baal pred makes it scout moves during the scout move and uses it smoke launchers. (as per the FAQ stating it can)

MY first turn, Baal pred shoot.

Opp first turn, Baal pred gets a +4 cover save as per the smoke launcher rules on pg. 62.


Legal???

This message was edited 1 time. Last update was at 2011/09/10 05:20:30


 
   
Made in us
Purposeful Hammerhead Pilot




Murrieta, CA

That sounds pretty janky to me.

But technically speaking this is RAW.

Space Marines (Anything but BA or GK): 6k
Tau: 3k

-Thaylen 
   
Made in us
Nasty Nob on Warbike with Klaw




Stephens City, VA

My thing is it states you may not fire the same turn as you used Smoke. As there is no turn (Scout Move) I would say you couldnt pop smoke. Shoot, count as obscured.

However popping smoke, counting as obscured, shooting seems relatively fine

   
Made in us
Regular Dakkanaut





Interestingly scout sentinel's with smoke launchers could argure this as well (also GK grand master - spear of light which grants scout moves to certain units) although there is not a specific IG or GK FAQ stating that these units can pop smoke during its scout phase.
   
Made in fi
Confessor Of Sins




An interesting abuse of RAW for sure... You'll not collect any sportsmanship points on that, so save it for 'Ard Boyz. Using it on friends might result in not getting games anymore.
   
Made in us
Shas'o Commanding the Hunter Kadre





Richmond, VA

I remember this, it works along the lines of if you use smoke in the scouting phase, it continues until it states the smoke ends. You can't shoot while smoke is on, so this cannot be done.

Desert Hunters of Vior'la The Purge Iron Hands Adepts of Pestilence Tallaran Desert Raiders Grey Knight Teleport Assault Force
Lt. Coldfire wrote:Seems to me that you should be refereeing and handing out red cards--like a boss.

 Peregrine wrote:
SCREEE I'M A SEAGULL SCREE SCREEEE!!!!!
 
   
Made in us
Regular Dakkanaut





Yes it was quite interesting as it had happened last month in a tourny I was in. I was to go second. So I scouted my baals and poped smoke as a defensive measure. I then managed to steal inititive on him. I shot with them on my turn but denied myself the cover save when he shot back at them.

However playing devils advocate.. If I had not stolen init. would you deny me my shooting in my turn if I had poped smoke during my scout move? no.. becasue I use them during deployment. Not during my turn. So why deny me my cover save?


Automatically Appended Next Post:
juraigamer wrote:I remember this, it works along the lines of if you use smoke in the scouting phase, it continues until it states the smoke ends. You can't shoot while smoke is on, so this cannot be done.


I see no rules to this of which you speak.

Once per game, after completing its move, a vehicle with smoke launchers can trigger them (it
doesn’t matter how far it moved). Place some cotton wool or other suitable marker on or
around the vehicle to show it is obscured. The vehicle may not fire any of its weapons in the
same turn as it used its smoke launchers, but will count as obscured in the next enemy Shooting
phase, receiving a 4+ cover save.

After the enemy’s Shooting phase, the smoke disperses with no further effect. Note that a
vehicle may still use smoke launchers even if its crew are shaken or stunned.

In fact, the 2nd paragraph above total refutes your statement.

This message was edited 1 time. Last update was at 2011/09/10 04:51:58


 
   
Made in us
Shas'o Commanding the Hunter Kadre





Richmond, VA

You go first, you scout move, you pop smoke.

Your turn comes first, movement, shooting, and assault.

Your opponents turn comes. This is the first time your opponent gets a shooting phase. After this the smoke goes away. You can't shoot while smoke is on, as I said, just in a vague way.

Desert Hunters of Vior'la The Purge Iron Hands Adepts of Pestilence Tallaran Desert Raiders Grey Knight Teleport Assault Force
Lt. Coldfire wrote:Seems to me that you should be refereeing and handing out red cards--like a boss.

 Peregrine wrote:
SCREEE I'M A SEAGULL SCREE SCREEEE!!!!!
 
   
Made in us
Regular Dakkanaut





juraigamer wrote:You go first, you scout move, you pop smoke.

Your turn comes first, movement, shooting, and assault.

Your opponents turn comes. This is the first time your opponent gets a shooting phase. After this the smoke goes away. You can't shoot while smoke is on, as I said, just in a vague way.


vauge is..... vauge, to say the least.
However RAW reads, which are actual rules, "The vehicle may not fire any of its weapons in the same turn as it used its smoke launchers" I used them during deployment, which is neither my turn, nor your turn, and specificly allowed because of the BA faq1.02.

I understand that you shouldn't be able to shoot and claim the cover save, but according to RAW its legal.

By the way, i agree that it may be a little beardy ( but I also think that Tau disruption pods are not fair at 5 points ).. Anyway i think that GW should FAQ the smoke launchers to : "At the start of your next turn the smoke disperses." that would solve the issue.

   
Made in au
Waaagh! Warbiker




Tau need all the help they cant get. dont hate.

"Da Mek'z tinker nd do their job
The boys 'll smash yah, so will da Nob
The Bos 'll stompa till your dead
Snikrot 'll kill ya wiff is hands behind is 'ead!"

^^^^ Ode to Snikrot, the Sneakiest, Stabbiest, Morkiest, Kommando to ever walk the face of whoever looked at him funny! Tourne W/D/L 6/0/0 Public W/D/l 24/2/8 All with my orksof course

squidhills wrote:It is for the same reason that Chaplains wear black: so that they will be inherantly more awesome than the guy in blue, and thus the purity of the Chapter is assured.

 
   
Made in us
Regular Dakkanaut





Tekeino wrote:Tau need all the help they cant get. dont hate.


hehe. not a hater. THey were actully my first army. I still play them. I use disruption pods too.!!
   
Made in us
Shas'o Commanding the Hunter Kadre





Richmond, VA

Just check back in the thread later when those guys who have the rulebooks bookmarked and organized show up so they can cite the rule for ya, until then, you can't pop smoke and shoot. RAW says this.

Desert Hunters of Vior'la The Purge Iron Hands Adepts of Pestilence Tallaran Desert Raiders Grey Knight Teleport Assault Force
Lt. Coldfire wrote:Seems to me that you should be refereeing and handing out red cards--like a boss.

 Peregrine wrote:
SCREEE I'M A SEAGULL SCREE SCREEEE!!!!!
 
   
Made in gb
Decrepit Dakkanaut




RAW you can pop smoke during the scout phase and, if you have first turn, you can shoot still, because it was not the same turn as the turn you popped smoke.

Silly RAW, expect it to get FAQd away
   
Made in us
Shas'o Commanding the Hunter Kadre





Richmond, VA

Well it looks like I have another strat to chalk up on my WAAC player ID kit. Thanks nos.

Desert Hunters of Vior'la The Purge Iron Hands Adepts of Pestilence Tallaran Desert Raiders Grey Knight Teleport Assault Force
Lt. Coldfire wrote:Seems to me that you should be refereeing and handing out red cards--like a boss.

 Peregrine wrote:
SCREEE I'M A SEAGULL SCREE SCREEEE!!!!!
 
   
 
Forum Index » 40K You Make Da Call
Go to: