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In a game earlier today, my Caladius Assassin was bombed into oblivion by a Blitza-bommer.
It has this rule:
Boom Bomb: Each time this model ends a Normal move, you can select one enemy unit it moved over during that move and roll one D6: on a 4+, that unit suffers D6 mortal wounds.
I assume this is not a Ranged Attack, so Lone Operative has no effect. Is this correct?
And is there any way to defend against bomb attacks?
BorderCountess wrote: Just because you're doing something right doesn't necessarily mean you know what you're doing...
ccs wrote: True bombing silliness (and arguments) ensue when your foe realizes that thier units locked in CC are still valid targets.
I don't know how my aircraft pilots are so accurate they can hit only the enemy during an ongoing CC scrum.... but I'll take it!
Does this mean you can bomb units inside of transports?
No. Units in transports are not on the table. You cannot fly over something not on the table.
You can bomb the transport though!
And I guess hiding in a transport would kinda count as a defense by default.
I really feel like you should be able to bomb a unit in an OPEN TOPPED transport.
Well, OPEN TOPPED is not a thing in this edition, so...
Errrr... I said "Firing Deck," right?
Automatically Appended Next Post:
Lord Damocles wrote: Bombs being precision weapons is just balancing out when flamers used to be the best AA.
I assume the Sisters' Immolator.
Don't most aircraft stay at their maximum ranges and just zoom by to drop off bomb and fly to their max gun ranges?
It doesn't make sense for them to stick close since they can't hold objectives...
On flames as the best AA:
There was a time long ago when you needed 6s to hit flyers.
Flames, using the template, ignored that.
So if you could get such template weapons lined up right, in range, etc....
In more modern times shooting at most aircraft involved a -1 to hit. Torrent weapons ignored that penalty.
On movement:
The ideal for aircraft is to be able to fly in a □ pattern.
But there's plenty of times where you'll want/need to start angled into the board, not fly as far as possible & then turn inwards, fly further than intended, etc.
its also not possible to stay out of every enemies range.