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. |
|
 |
![[Post New]](/s/i/i.gif) 2013/01/03 07:11:39
Subject: night fighting rules
|
 |
Been Around the Block
|
So one of my buddies that is WAAC type of player pointed out that when it is night fighting on turn 1, the rules do not state that it stays night fighting rules for the rest of the game. It states that it stays until end game if it become night during turns 4,5,6, or 7. but not for turn 1.
He pointed it out in the rules when I rolled night attcker for my warlord and chose to use it on turn one. Now it is pretty obvious that it is RAI, but what gets me is that He actually showed me in the rulebook and he is right, all it says is that you use the night fighting rules on game turn one, and the paragraph ends going on to what happens if you roll into night fighting. So does this mean that by a loophole in RAW that someone could actually make it daytime on turn 2?
You make da call!
|
'Ardest Orks 1000pts-1500.
1V1 10-2-1 - - - - - - -
1V1V1 2-0-0 -
Talio Squad (1st/2nd/10th companies
1V1 2-0-1
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/01/03 07:16:15
Subject: night fighting rules
|
 |
The Hive Mind
|
So you're saying its "pretty obvious" that the entire game will be night fighting?
No. Just turn one.
|
My beautiful wife wrote:Trucks = Carnifex snack, Tanks = meals. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/01/03 07:36:54
Subject: night fighting rules
|
 |
[DCM]
Tilter at Windmills
|
The rule is clear. If Night Fighting is in play on turn 1, that's the only turn it's in effect. If you roll for it to begin on turn 5 or later, it lasts for the rest of the game.
|
Adepticon 2015: Team Tourney Best Imperial Team- Team Ironguts, Adepticon 2014: Team Tourney 6th/120, Best Imperial Team- Cold Steel Mercs 2, 40k Championship Qualifier ~25/226
More 2010-2014 GT/Major RTT Record (W/L/D) -- CSM: 78-20-9 // SW: 8-1-2 (Golden Ticket with SW), BA: 29-9-4 6th Ed GT & RTT Record (W/L/D) -- CSM: 36-12-2 // BA: 11-4-1 // SW: 1-1-1
DT:70S++++G(FAQ)M++B++I+Pw40k99#+D+++A+++/sWD105R+++T(T)DM+++++
A better way to score Sportsmanship in tournaments
The 40K Rulebook & Codex FAQs. You should have these bookmarked if you play this game.
The Dakka Dakka Forum Rules You agreed to abide by these when you signed up.
Maelstrom's Edge! |
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/01/03 09:29:47
Subject: night fighting rules
|
 |
Veteran Wolf Guard Squad Leader
|
Mannahnin wrote:The rule is clear. If Night Fighting is in play on turn 1, that's the only turn it's in effect. If you roll for it to begin on turn 5 or later, it lasts for the rest of the game.
100 percent accurate. I perfer having it turn 1 way over having it any of the other turns, unless I'm playing DE and it gives me the advantate
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/01/03 10:12:52
Subject: Re:night fighting rules
|
 |
Been Around the Block
|
So what is the point of night attacker for a warlord? why isn't it called "dawn attacker" if you are attacking that close to sunrise? I really can't see any advantage at all on having only 1 turn of night fighting.
|
'Ardest Orks 1000pts-1500.
1V1 10-2-1 - - - - - - -
1V1V1 2-0-0 -
Talio Squad (1st/2nd/10th companies
1V1 2-0-1
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/01/03 12:25:43
Subject: Re:night fighting rules
|
 |
Roaring Reaver Rider
|
scorpio2069 wrote:So what is the point of night attacker for a warlord? why isn't it called "dawn attacker" if you are attacking that close to sunrise? I really can't see any advantage at all on having only 1 turn of night fighting.
If you have units that rely on getting close to the enemy (assault units, units that you want on rapid fire range, melta stuff etc) their chances of survival are better during that first turn of night fighting. On the next turn if you were the one to get the first turn you get to shoot without the night fighting rules being a problem... and DE just laugh when others hate night fighting.
|
I shall rule the world someday utilizing my cuteness. And I already have one minion to help me do it!
Hollowman wrote:
Of course it makes sense. When there are a bunch of BDSM clowns doing Olympic gymnast routines throughout your unit, while also cutting off heads, you tend to get a bit distracted.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/01/03 16:32:31
Subject: Re:night fighting rules
|
 |
Loyal Necron Lychguard
|
gaovinni wrote:scorpio2069 wrote:So what is the point of night attacker for a warlord? why isn't it called "dawn attacker" if you are attacking that close to sunrise? I really can't see any advantage at all on having only 1 turn of night fighting.
If you have units that rely on getting close to the enemy (assault units, units that you want on rapid fire range, melta stuff etc) their chances of survival are better during that first turn of night fighting. On the next turn if you were the one to get the first turn you get to shoot without the night fighting rules being a problem... and DE just laugh when others hate night fighting.
Well, tau certainly don't hate night fighting.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/01/03 16:43:31
Subject: Re:night fighting rules
|
 |
Roaring Reaver Rider
|
Kevin949 wrote: gaovinni wrote:scorpio2069 wrote:So what is the point of night attacker for a warlord? why isn't it called "dawn attacker" if you are attacking that close to sunrise? I really can't see any advantage at all on having only 1 turn of night fighting.
If you have units that rely on getting close to the enemy (assault units, units that you want on rapid fire range, melta stuff etc) their chances of survival are better during that first turn of night fighting. On the next turn if you were the one to get the first turn you get to shoot without the night fighting rules being a problem... and DE just laugh when others hate night fighting.
Well, tau certainly don't hate night fighting.
Sorry. My knowledge of Tau rules is very limited.
|
I shall rule the world someday utilizing my cuteness. And I already have one minion to help me do it!
Hollowman wrote:
Of course it makes sense. When there are a bunch of BDSM clowns doing Olympic gymnast routines throughout your unit, while also cutting off heads, you tend to get a bit distracted.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/01/03 17:02:56
Subject: Re:night fighting rules
|
 |
Longtime Dakkanaut
|
gaovinni wrote: Kevin949 wrote: gaovinni wrote:scorpio2069 wrote:So what is the point of night attacker for a warlord? why isn't it called "dawn attacker" if you are attacking that close to sunrise? I really can't see any advantage at all on having only 1 turn of night fighting.
If you have units that rely on getting close to the enemy (assault units, units that you want on rapid fire range, melta stuff etc) their chances of survival are better during that first turn of night fighting. On the next turn if you were the one to get the first turn you get to shoot without the night fighting rules being a problem... and DE just laugh when others hate night fighting.
Well, tau certainly don't hate night fighting.
Sorry. My knowledge of Tau rules is very limited.
Basically they shoot you, shoot you, shoot you, shoot you...and more shoot you...
Oh... and they can see in the dark..
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/01/03 17:46:45
Subject: Re:night fighting rules
|
 |
Morphing Obliterator
|
scorpio2069 wrote:So what is the point of night attacker for a warlord? why isn't it called "dawn attacker" if you are attacking that close to sunrise? I really can't see any advantage at all on having only 1 turn of night fighting.
The night attacker trait allows you to choose if you want to use the Night Fighting rules on turn one, eliminating the 50% chance that it will be active on first turn, or either allows you to ignore the night fighting rule meaning there will never be night in your game.
|
CSM 10k points
IG 3k points
Orks 2k points
WoC 3.5k points
VC 2.5k points
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/01/03 21:14:22
Subject: Re:night fighting rules
|
 |
Jovial Plaguebearer of Nurgle
|
It's not super clear. I've made the same mistake. It is still a mistake.
If Night Fighting is in effect on turn 1, it is ONLY in effect on turn 1.
|
Death Guard - "The Rotmongers"
Chaos Space Marines - "The Sin-Eaters"
Dark Angels - "Nemeses Errant"
Deathwatch |
|
 |
 |
|