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Made in us
Fresh-Faced New User




what is the in depth reason as to why running has to be done in the shooting phase? wouldnt it be easier for both players (and consume less time) if a player decided to run the units he wanted and said they couldnt shoot when his shooting phase starts?
   
Made in no
Liche Priest Hierophant





Bergen

You are not presneting your sugestion very well. I asume you mean that they runn as part of the movement in the movement phase?

There are two objectives to this:

Unless you are Stephen Hawkings or Rainman chaces are you will not remember all of the rules in the rulebook and codex, lett alone play optimaly as your brain can only handel so mutch information. Running in the shooting phace means that there is less to remember for later.

It does ad an impact on the strategy. The timing of having movement being broken into two segments (if running) means that there are hidden values you do not yet know that could affect your choise. Likevice, if a tank get shots down then some of your units might be better of running to another place on the battelfield instead of having nothing in range.

   
Made in us
Novice Knight Errant Pilot





Baltimore

Especially for larger games, moving the running and flat out moves to the shooting phase makes it harder to forget that you can't shoot with that particular unit.

 
   
Made in ca
Twisted Trueborn with Blaster




Fredericton, NB

Not to mention the benefits of shooting with one unit and then promptly running/flat outing another one in front of them to block LOS

Know thy self. Everything follows this.
 
   
Made in za
Mutilatin' Mad Dok





It would be quicker - but then players would potentially forgot which of their units ran, and which can fire.
   
Made in im
Nasty Nob on Warbike with Klaw





Liverpool

Admittedly when playing with large Ork units I ask my opponents permission to add my run move to he normal movement phase move.
Moving blocks of thirty Orks twice is a time-consuming pain.
I'm happy to do it if they say No (none have to date), it does speed things up.
It's not that hard to remember which units can't shoot (I deal with big blocks, but MSU might cause a lapse in memory), but you could always come up with some 'run counters'.
   
Made in mx
Morphing Obliterator





Mexico

 grendel083 wrote:
Admittedly when playing with large Ork units I ask my opponents permission to add my run move to he normal movement phase move.
Moving blocks of thirty Orks twice is a time-consuming pain.
I'm happy to do it if they say No (none have to date), it does speed things up.
It's not that hard to remember which units can't shoot (I deal with big blocks, but MSU might cause a lapse in memory), but you could always come up with some 'run counters'.


Forgetting which units ran isn't the biggie here. As mentioned above your strategy changes since you can know before moving other units which will be the final position of said unit. For example if you plan to get into cover with your run movement say you need a 3+ to get there, you plan your other units moves with the uncertainty that the unit might or might not be in cover. If you roll the run at the movement phase you think different, knowing for sure if your unit will be indeed inside cover.

That being said I usually allow the run+move as well in friendly games.

CSM 10k points
IG 3k points
Orks 2k points
WoC 3.5k points
VC 2.5k points
 
   
Made in im
Nasty Nob on Warbike with Klaw





Liverpool

 Lord Yayula wrote:
 grendel083 wrote:
Admittedly when playing with large Ork units I ask my opponents permission to add my run move to he normal movement phase move.
Moving blocks of thirty Orks twice is a time-consuming pain.
I'm happy to do it if they say No (none have to date), it does speed things up.
It's not that hard to remember which units can't shoot (I deal with big blocks, but MSU might cause a lapse in memory), but you could always come up with some 'run counters'.


Forgetting which units ran isn't the biggie here. As mentioned above your strategy changes since you can know before moving other units which will be the final position of said unit. For example if you plan to get into cover with your run movement say you need a 3+ to get there, you plan your other units moves with the uncertainty that the unit might or might not be in cover. If you roll the run at the movement phase you think different, knowing for sure if your unit will be indeed inside cover.

That being said I usually allow the run+move as well in friendly games.

Hence why I ask my opponents permission first. Everyone's happy
   
Made in us
Powerful Phoenix Lord





Buffalo, NY

With opponents permission, I do this a lot with my Nids, at least those that have no shooting (Genestealers, Hormagants, Mawlocs...).

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 
   
Made in us
Dark Angels Librarian with Book of Secrets






Running is a replacement for shooting. That's why it happens in the shooting phase. I have seen a couple of times when people forget that they "ran" in the movement phase, and fired with those units that are now "miraculously" in range.

Just do stuff in the phase in which it belongs. It makes it easier for everyone.
   
 
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