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![[Post New]](/s/i/i.gif) 2011/09/28 03:49:15
Subject: [V5] YMTC - Fast Transports moving flat-out & getting destroyed
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[ADMIN]
Decrepit Dakkanaut
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FOR THIS POLL, PLEASE ANSWER HOW YOU CHOOSE TO PLAY THE GAME, NOT NECESSARILY WHAT THE RULES AS WRITTEN (RAW) SAY.
Feel free to post how and why you voted, but please DO NOT ENGAGE OTHERS IN DISCUSSIONS/ARGUMENTS ABOUT WHAT YOU THINK THE RULES SAY. Please create a separate thread if you feel the urge to have this kind of discussion.
The rules for 'Vehicle Terrain Effects' say (rulebook, pg 57): "Vehicles are not slowed down by difficult terrain, but treat all difficult terrain as dangerous. Roll a D6 for every vehicle that has entered, left or moved through one or more areas of dangerous terrain during its move. A result of 2-6 on the dice means that the vehicle can carry on moving. A result of 1 means that the vehicle halts immediately and suffers and immobilised damage result, so if it was attempting to enter difficult terrain it stops just outside"
The rules for 'Fast Transport Vehicles' say (rulebook, pg 70): "Passengers may not embark onto or disembark from a fast vehicle if it has moved (or is going to move) flat out in that Movement phase."
The Games Workshop online Rulebook FAQ ( pg 6) says: "Q: If a transport vehicle is destroyed in the same [player] turn as it moved flat out what happens to any embarked models? A: They are removed as casualties."
QUESTION: If a fast transport is destroyed during its own movement phase (during a ram/tank shock, a skimmer destroyed by terrain, etc), how exactly do you determine whether or not the vehicle counts as moving flat out or not?.
Before you answer this poll, please read and think about the details of this other poll here.
OPTION A. I play that the transport only counts as moving flat-out if it is destroyed after having already moved more than 12". So even if the player intended to move the vehicle much further (especially in the case of a ram where a vehicle has to move its maximum distance if successfully explodes its target[s]), if the vehicle is destroyed before it can reach that distance then it doesn't count as having moved flat-out and its passengers are allowed to disembark.
OPTION B. I play that a player moving a fast transport must declare whether or not he intends to move the vehicle flat-out or not. If the vehicle is declared to be moving flat-out and is then destroyed during that movement, the passengers would not be able to disembark and would be destroyed (regardless of how far the vehicle actually moved before it was destroyed). This would be especially true with a ramming vehicle, which is required (by the rules) to move as fast as possible.
OPTION C. Something else entirely. Reply what is it below.
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This message was edited 2 times. Last update was at 2011/09/28 03:51:56
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![[Post New]](/s/i/i.gif) 2011/09/28 07:22:56
Subject: [V5] YMTC - Fast Transports moving flat-out & getting destroyed
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Decrepit Dakkanaut
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A fits the rules, B does not.
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![[Post New]](/s/i/i.gif) 2011/09/28 07:26:04
Subject: [V5] YMTC - Fast Transports moving flat-out & getting destroyed
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Dakka Veteran
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I agree, A meshes with similar situations.
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5000 points (Blue rods are better than green!)
5000 points (Black Legion & Pre-heresy Sons of Horus) |
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![[Post New]](/s/i/i.gif) 2011/09/28 13:02:45
Subject: [V5] YMTC - Fast Transports moving flat-out & getting destroyed
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Furious Fire Dragon
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The key is "or is going to move" So you declare moving flat out, roll the test, fail and bad things happen.
Homer
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The only "hobby" GW is interested in is lining their pockets with your money.
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![[Post New]](/s/i/i.gif) 2011/09/28 13:50:53
Subject: [V5] YMTC - Fast Transports moving flat-out & getting destroyed
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Lone Wolf Sentinel Pilot
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It never says you have to declare flat out, you simply move and state at the end whether or not it has gone flat out.
Similarly, if a non skimmer is in terrain and attempts to move, but immobilizes itself, it is still allowed to shoot all its weapons as it has not achieved any movement passed 0".
Arguing for option B means that you could point to a Vendetta, not move it at all and declare that it has moved flat out to get a cover save.
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Q: How many of a specific demographic group are required to carry out a simple task?
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![[Post New]](/s/i/i.gif) 2011/09/28 13:55:55
Subject: [V5] YMTC - Fast Transports moving flat-out & getting destroyed
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Nasty Nob on Warbike with Klaw
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nosferatu1001 wrote:A fits the rules, B does not.
This, if you think otherwise please read the movement rules once more.
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![[Post New]](/s/i/i.gif) 2011/09/28 16:00:46
Subject: [V5] YMTC - Fast Transports moving flat-out & getting destroyed
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Decrepit Dakkanaut
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Homer S wrote:The key is "or is going to move" So you declare moving flat out, roll the test, fail and bad things happen.
Homer
Incorrect. That line simply stops you disembarking / embarking models and then trying to move flat out - it does nothing more. It prevents you performing a later action (moving flatout) if you perform another action, same as Turboboosting is prevented by casting Doom at the start of the phase.
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![[Post New]](/s/i/i.gif) 2011/09/28 20:08:25
Subject: [V5] YMTC - Fast Transports moving flat-out & getting destroyed
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Brainy Zoanthrope
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Haven't had this come up but my assumption would be that it needed to travel more than 12 inches to be considered flat out.
Saying it counts as flat out when not moving more than 12 inches seems to be double penalizing it. If it was trying to gain a cover save you'd say no, regardless of if he intended to move farther. Why should you then turn around and say yes it was flat out those models are dead.
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![[Post New]](/s/i/i.gif) 2011/09/28 21:32:15
Subject: [V5] YMTC - Fast Transports moving flat-out & getting destroyed
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Warplord Titan Princeps of Tzeentch
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The rules on disembarking passengers don't affect the rules for moving vehicles, therefore before disembarking you must determine whether a vehicle is moving Flat Out or not.
If it is moving Flat Out, disembarkation is impossible. If it is not, then the models have the option to disembark during their movement.
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text removed by Moderation team. |
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![[Post New]](/s/i/i.gif) 2011/09/28 21:40:17
Subject: [V5] YMTC - Fast Transports moving flat-out & getting destroyed
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Decrepit Dakkanaut
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If it HAS moved flat out, you cannot disembark
If you disembark, it CANNOT move flat out.
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![[Post New]](/s/i/i.gif) 2011/09/28 21:42:45
Subject: [V5] YMTC - Fast Transports moving flat-out & getting destroyed
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Heroic Senior Officer
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If it is GOING TO MOVE flat out, you cannot embark or disembark either. So if it intends to make a certain type of movement, hmmm, intends to move................
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Don "MONDO"
www.ironfistleague.com
Northern VA/Southern MD |
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![[Post New]](/s/i/i.gif) 2011/09/28 21:45:08
Subject: [V5] YMTC - Fast Transports moving flat-out & getting destroyed
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Decrepit Dakkanaut
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Yep, and as pointed out - if you INTENT to turboboost, you cannot cast Doom. Intend again.
If you INTEND to assault, and dont have fleet, you better not run!
If you INTEND to assualt, and arent relentless, you better not shoot a heavy weapon!
The game is full of if then constructs, this is no different.
Doesnt make it have any actual rules merit now, does it? Certainly not in this thread, where only actual distance moved counts for anything
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This message was edited 1 time. Last update was at 2011/09/28 21:45:58
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![[Post New]](/s/i/i.gif) 2011/09/28 21:56:53
Subject: [V5] YMTC - Fast Transports moving flat-out & getting destroyed
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Heroic Senior Officer
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But that's the question, isn't it, whether intent does apply or not.
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Don "MONDO"
www.ironfistleague.com
Northern VA/Southern MD |
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![[Post New]](/s/i/i.gif) 2011/09/28 21:58:41
Subject: [V5] YMTC - Fast Transports moving flat-out & getting destroyed
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Sinewy Scourge
Grand ol US of A
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The point is you don't have to declare how far you intended to go. If you embarked or disembarked a squad then you can't go flat out. If you plan on embarking or disembarking when you stop moving the transport then you better not go flat out.
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d3m01iti0n wrote:
BT uses the Codex Astartes as toilet paper. They’re an Imp Fist successor, recruit from multiple planets, and are known to be the largest Chapter in the galaxy. They’re on a constant Crusade, keeping it real for the Emperor and not bumming around like the other guys. They hate psykers and can’t ally with them. They’re basically an entire chapter of Chaplains. CC lunatics. What every Space Marine should aspire to be, if not trapped in a Matt Ward nightmare.
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![[Post New]](/s/i/i.gif) 2011/09/28 22:24:09
Subject: [V5] YMTC - Fast Transports moving flat-out & getting destroyed
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Decrepit Dakkanaut
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don_mondo wrote:But that's the question, isn't it, whether intent does apply or not.
And it doesnt. because at no point HAVE you gone flat out if you move 0" and get immobilised. Find a single quote, anywhere, that says that intended distance affects what speed bracket you are in - not whether you can embark or disembark passengers, but your actual movement "rate"
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![[Post New]](/s/i/i.gif) 2011/09/28 22:32:59
Subject: [V5] YMTC - Fast Transports moving flat-out & getting destroyed
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Huge Bone Giant
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Better. Ramming means the vehicle has to move "at the highest speed it is capable of". While turning to see what that means, I pass the section on moving squadrons where it says "all of its vehicles move at the same speed (i.e. they all move at combat speed, at cruising speed, etc.)" I note that there is no mention of distance. I keep turning to see what THAT means. I see that Vehicles and Movement states that moving certain distances means that the vehicles count as moving a certain speed. From that I have discerned that we are all talking about 2 different things. Distance moved means your speed is set at a value. That value must be the highest possible for ramming, even if it is not the same value the distance would declare. As I read it. Editing to add: Erp. . .reading this I thought it was the discussion thread. Too many pages open. My apologies yakface.
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This message was edited 4 times. Last update was at 2011/09/28 22:39:52
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