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![[Post New]](/s/i/i.gif) 2014/06/20 16:59:54
Subject: Walkers, transports, and locked combat
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Ork-Hunting Inquisitorial Xenokiller
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So other day I was using the new orkanauts. Well, the issue was that I was charged by a unit. Walkers are locked in combat until they die or win. Well, while locked in combat, can a unit disembark from it, given tht the access point was not blocked?
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![[Post New]](/s/i/i.gif) 2014/06/20 17:02:52
Subject: Walkers, transports, and locked combat
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Longtime Dakkanaut
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that is an interesting one. as there are no rules for transports engaged in combat, and the access point was not blocked, I think there is nothing to prevent diembarking. same with squiggoths.
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![[Post New]](/s/i/i.gif) 2014/06/20 17:07:36
Subject: Walkers, transports, and locked combat
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Fixture of Dakka
Vanished Completely
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Generally, we have permission to Disembark so there would need to be a Restriction stating 'unless locked in combat' to overwrite it in this situation. I do not, personally, like metal boxes as all of mine do not have fire-points so I could be overlooking such a Restriction though inexperience.
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This message was edited 1 time. Last update was at 2014/06/20 17:08:35
8th made it so I can no longer sway Tau onto the side of Chaos, but they will eventually turn aside from their idea of the Greater Good to embrace the Greatest of pleasures. |
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![[Post New]](/s/i/i.gif) 2014/06/21 05:31:35
Subject: Walkers, transports, and locked combat
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Stalwart Veteran Guard Sergeant
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Assuming that you can disembark while your transport walker is locked in combat, what are the particulars for if you can change the facing of your walker during combat? I don't think there is any way to do so without being given a chance to pile in, but if you are given a pile in chance, can you face it in any direction you want? Never mattered much before.
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![[Post New]](/s/i/i.gif) 2014/06/21 06:04:37
Subject: Walkers, transports, and locked combat
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Auspicious Daemonic Herald
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Leonus wrote:Assuming that you can disembark while your transport walker is locked in combat, what are the particulars for if you can change the facing of your walker during combat? I don't think there is any way to do so without being given a chance to pile in, but if you are given a pile in chance, can you face it in any direction you want? Never mattered much before.
Walkers turn to face the enemy as per the rulebook
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![[Post New]](/s/i/i.gif) 2014/06/21 06:06:21
Subject: Walkers, transports, and locked combat
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Sneaky Lictor
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Leonus wrote:Assuming that you can disembark while your transport walker is locked in combat, what are the particulars for if you can change the facing of your walker during combat? I don't think there is any way to do so without being given a chance to pile in, but if you are given a pile in chance, can you face it in any direction you want? Never mattered much before.
You turn and fight as normal, unless immobilized, then you cannot turn.
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In the works
Warhammer 40k. Enjoy it or go play something else. Life is too short to complain.
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![[Post New]](/s/i/i.gif) 2014/06/21 06:18:50
Subject: Walkers, transports, and locked combat
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Never Forget Isstvan!
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Walkers have to face their enemy in assault, so if his access point is on his front facing, models inside would not be able to get out.
If its on the rear, they could, assuming no enemy models were wrapped around him and within 1" of the access point.
Note that if the walker suffers a stunned result, and the models inside fail their leadership check, they would not be able to move and thus not be able to exit that turn.
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![[Post New]](/s/i/i.gif) 2014/06/21 06:51:05
Subject: Walkers, transports, and locked combat
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Captain of the Forlorn Hope
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CrownAxe wrote: Leonus wrote:Assuming that you can disembark while your transport walker is locked in combat, what are the particulars for if you can change the facing of your walker during combat? I don't think there is any way to do so without being given a chance to pile in, but if you are given a pile in chance, can you face it in any direction you want? Never mattered much before.
Walkers turn to face the enemy as per the rulebook
Are you talking about this line?
" Against an Immobilised Walker, models always roll for armour penetration against its rear armour. This is because, unlike other vehicles, the Walker turns to face its enemies and rampages through the melee." (Emphasis mine, Vehicles section, walkers and assaults sub-section)
because if you are, I underlined the rule and emphasized the fluff...
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"Did you notice a sign out in front of my chapel that said "Land Raider Storage"?" -High Chaplain Astorath the Grim Redeemer of the Lost.
I sold my soul to the devil and now the bastard is demanding a refund!
We do not have an attorney-client relationship. I am not your lawyer. The statements I make do not constitute legal advice. Any statements made by me are based upon the limited facts you have presented, and under the premise that you will consult with a local attorney. This is not an attempt to solicit business. This disclaimer is in addition to any disclaimers that this website has made.
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![[Post New]](/s/i/i.gif) 2014/06/24 00:50:52
Subject: Walkers, transports, and locked combat
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Growlin' Guntrukk Driver with Killacannon
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Eihnlazer wrote:If its on the rear, they could, assuming no enemy models were wrapped around him and within 1" of the access point.
That is not how the Disembark rules work. It is far more complicated and conditional. You place the disembarking model in contact with the base of hull of the vehicle and wholly within 2" of an access point. If enemy models surrounding the vehicle do not leave at least a 3" gap (1" base and 1" on either side from an enemy model) that an embarked model can wholly disembark within 2" of an access point, then they cannot disembark. Simple, right?
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I don't write the rules. My ego just lives and dies by them one model at a time. |
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![[Post New]](/s/i/i.gif) 2014/06/24 02:27:50
Subject: Walkers, transports, and locked combat
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Hellish Haemonculus
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DeathReaper wrote: CrownAxe wrote: Leonus wrote:Assuming that you can disembark while your transport walker is locked in combat, what are the particulars for if you can change the facing of your walker during combat? I don't think there is any way to do so without being given a chance to pile in, but if you are given a pile in chance, can you face it in any direction you want? Never mattered much before.
Walkers turn to face the enemy as per the rulebook
Are you talking about this line?
" Against an Immobilised Walker, models always roll for armour penetration against its rear armour. This is because, unlike other vehicles, the Walker turns to face its enemies and rampages through the melee." (Emphasis mine, Vehicles section, walkers and assaults sub-section)
because if you are, I underlined the rule and emphasized the fluff...
What makes you think that one part of the rules text is fluff and the other rules?
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![[Post New]](/s/i/i.gif) 2014/06/24 03:03:36
Subject: Walkers, transports, and locked combat
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Powerful Phoenix Lord
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Jimsolo wrote: DeathReaper wrote: CrownAxe wrote: Leonus wrote:Assuming that you can disembark while your transport walker is locked in combat, what are the particulars for if you can change the facing of your walker during combat? I don't think there is any way to do so without being given a chance to pile in, but if you are given a pile in chance, can you face it in any direction you want? Never mattered much before.
Walkers turn to face the enemy as per the rulebook
Are you talking about this line?
" Against an Immobilised Walker, models always roll for armour penetration against its rear armour. This is because, unlike other vehicles, the Walker turns to face its enemies and rampages through the melee." (Emphasis mine, Vehicles section, walkers and assaults sub-section)
because if you are, I underlined the rule and emphasized the fluff...
What makes you think that one part of the rules text is fluff and the other rules?
Can you give a rules definition for "rampages through melee"?
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Greebo had spent an irritating two minutes in that box. Technically, a cat locked in a box may be alive or it may be dead. You never know until you look. In fact, the mere act of opening the box will determine the state of the cat, although in this case there were three determinate states the cat could be in: these being Alive, Dead, and Bloody Furious.
Orks always ride in single file to hide their strength and numbers.
Gozer the Gozerian, Gozer the Destructor, Volguus Zildrohar, Gozer the Traveler, and Lord of the Sebouillia |
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![[Post New]](/s/i/i.gif) 2014/06/24 03:50:57
Subject: Walkers, transports, and locked combat
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Captain of the Forlorn Hope
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Happyjew wrote:Can you give a rules definition for "rampages through melee"?
No one can, and that is why the part I emphasized is Fluff
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This message was edited 1 time. Last update was at 2014/06/24 03:51:15
"Did you notice a sign out in front of my chapel that said "Land Raider Storage"?" -High Chaplain Astorath the Grim Redeemer of the Lost.
I sold my soul to the devil and now the bastard is demanding a refund!
We do not have an attorney-client relationship. I am not your lawyer. The statements I make do not constitute legal advice. Any statements made by me are based upon the limited facts you have presented, and under the premise that you will consult with a local attorney. This is not an attempt to solicit business. This disclaimer is in addition to any disclaimers that this website has made.
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![[Post New]](/s/i/i.gif) 2014/06/24 04:14:45
Subject: Re:Walkers, transports, and locked combat
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Hellish Haemonculus
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"engages in melee combat" seems like a pretty reasonable guess, given the context.
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![[Post New]](/s/i/i.gif) 2014/06/24 04:50:53
Subject: Re:Walkers, transports, and locked combat
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Captain of the Forlorn Hope
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Jimsolo wrote:"engages in melee combat" seems like a pretty reasonable guess, given the context.
So do you get any bonuses, penalties, or are there any additional rules that govern Rampaging through melee? Or it that just fluff?
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This message was edited 1 time. Last update was at 2014/06/24 04:52:13
"Did you notice a sign out in front of my chapel that said "Land Raider Storage"?" -High Chaplain Astorath the Grim Redeemer of the Lost.
I sold my soul to the devil and now the bastard is demanding a refund!
We do not have an attorney-client relationship. I am not your lawyer. The statements I make do not constitute legal advice. Any statements made by me are based upon the limited facts you have presented, and under the premise that you will consult with a local attorney. This is not an attempt to solicit business. This disclaimer is in addition to any disclaimers that this website has made.
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![[Post New]](/s/i/i.gif) 2014/06/24 07:28:01
Subject: Walkers, transports, and locked combat
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Decrepit Dakkanaut
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Hey, rampaging also sounds likethe Rampage USR - so that means, as it is close, that all walkers get Rampage now?
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![[Post New]](/s/i/i.gif) 2014/06/24 10:28:00
Subject: Walkers, transports, and locked combat
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Furious Fire Dragon
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nosferatu1001 wrote:Hey, rampaging also sounds likethe Rampage USR - so that means, as it is close, that all walkers get Rampage now?
Seems like rai to me.
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![[Post New]](/s/i/i.gif) 2014/06/24 11:29:46
Subject: Walkers, transports, and locked combat
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Hellish Haemonculus
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nosferatu1001 wrote:Hey, rampaging also sounds likethe Rampage USR - so that means, as it is close, that all walkers get Rampage now?
Sure, why not?  As long as we're arbitrarily deciding that one part of the rules are fluff and one part aren't, let's also just hand out USRs.
Back on-topic though: I don't think being locked in combat would prevent a transport from letting the unit inside disembark, provided that they can do so legally using the rules for disembarking. Automatically Appended Next Post:
Pretty sure he's joking, danny. It's RAR. Rules as Ridiculous.
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This message was edited 1 time. Last update was at 2014/06/24 11:30:30
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![[Post New]](/s/i/i.gif) 2014/06/24 12:01:03
Subject: Walkers, transports, and locked combat
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Decrepit Dakkanaut
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Jimosolo - simple, explain the rule attached to it. Explain the ingame effect that section has in terms of in game rules. IF it has none, it is fluff.
It is, fully, fluff. AS fluff as "hatches are blown"
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