Switch Theme:

Agressors on fortifications  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
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.




Made in es
Fresh-Faced New User




I have been looking for ways to protect these beautiful antihorde m!/&$·$&%·ers, but appars from a mixed deathwatch squad could not come up with a way.

Then I looked to the imperial fortifications, which allow infantry units to get inside (the doors seem to be primaris-proof, unlike standard transports).

The think is, if they deploy inside, or the came inside last turn, as they did not technically mode, could you get the double shooting ability? (this would look so cool as imperial fists building a fast building for defense)

Thank you in advance.
   
Made in gb
Horrific Hive Tyrant





I have a short answer, but there are then some caveats.

Yes. This works. They haven't moved.

Caveat 1.
There is a view that unit abilities do not function while embarked even if you can shoot and those abilities directly relate to shooting. There are long threads of unresolved argument about this. I don't subscribe to it, but I feel I have to mention it.

Caveat 2.
Can you really say that a unit in the void that is not on the battlefield "remained stationary"? I think so, but I think it is arguable that to be stationary you have to be somewhere where distance and movement are a thing.
   
Made in de
Nihilistic Necron Lord






Germany

Read the core rules about transports. A bunker is a transport, units embark on it.

Embarked units cannot normally do anything or be affected in any
way whilst they are embarked.


The bunker gives them permission to shoot, thats all they can do, no more, no less. They cant use their fire storm rule, because that would affect them in any way whilst they are embarked. Which is not possible by the transport rule.
   
Made in gb
Horrific Hive Tyrant





 p5freak wrote:
Read the core rules about transports. A bunker is a transport, units embark on it.

Embarked units cannot normally do anything or be affected in any
way whilst they are embarked.


The bunker gives them permission to shoot, thats all they can do, no more, no less. They cant use their fire storm rule, because that would affect them in any way whilst they are embarked. Which is not possible by the transport rule.


It's not that simple. "Normally". This is not a normal situation. They have been permitted to shoot. They have rules that affect their shooting, which therefore come into play.
   
Made in de
Nihilistic Necron Lord






Germany

 Stux wrote:

It's not that simple. "Normally". This is not a normal situation. They have been permitted to shoot. They have rules that affect their shooting, which therefore come into play.


Yes, they have permission to shoot, but no more, no less. The transport rule forbids them from doing anything else, or be affected in any way, by any rule.
   
Made in gb
Horrific Hive Tyrant





 p5freak wrote:
 Stux wrote:

It's not that simple. "Normally". This is not a normal situation. They have been permitted to shoot. They have rules that affect their shooting, which therefore come into play.


Yes, they have permission to shoot, but no more, no less. The transport rule forbids them from doing anything else, or be affected in any way, by any rule.


Rules come into play when a situation allows them to. The Aggressors' rule works when they shoot. They have been given permission to shoot, therefore the rule applies, overriding the transport rules.
   
Made in gb
Grim Dark Angels Interrogator-Chaplain





Cardiff

Oh not the “transports stop you using a unit’s own rules” thing again? Didn’t we go round and round on how wrong that was recently!?!?

 Stormonu wrote:
For me, the joy is in putting some good-looking models on the board and playing out a fantasy battle - not arguing over the poorly-made rules of some 3rd party who neither has any power over my play nor will be visiting me (and my opponent) to ensure we are "playing by the rules"
 
   
Made in gb
Horrific Hive Tyrant





 JohnnyHell wrote:
Oh not the “transports stop you using a unit’s own rules” thing again? Didn’t we go round and round on how wrong that was recently!?!?


We did. Yet here we are.
   
Made in gb
Grim Dark Angels Interrogator-Chaplain





Cardiff

 Stux wrote:
 JohnnyHell wrote:
Oh not the “transports stop you using a unit’s own rules” thing again? Didn’t we go round and round on how wrong that was recently!?!?


We did. Yet here we are.


Joyous.

 Stormonu wrote:
For me, the joy is in putting some good-looking models on the board and playing out a fantasy battle - not arguing over the poorly-made rules of some 3rd party who neither has any power over my play nor will be visiting me (and my opponent) to ensure we are "playing by the rules"
 
   
Made in au
[MOD]
Making Stuff






Under the couch

Let's not, and say we did.

 
   
 
Forum Index » 40K You Make Da Call
Go to: