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Made in de
Fresh-Faced New User




Hi there,

maybe you can give me a help with this.

As I understand, units cannot disembark a transport that has moved before in that turn = Rhino moves turn 1, unit inside disembarks turn 2

Similar to Deep Strike with terminators, which may hit the table not before turn 2.


How is it with the Drop Pod? It says it may be set up even in turn 1 and then the unit inside MUST disembark at once after it has been set up.
Which is the correct way I have to do that (considering the movement phase (p.206) is divided in "1. move units" and "2. reinforcements" steps):

a) Drop Pod is set up turn 1 in "reinforcements" step and unit stays inside. Then in the "move units" step of turn 2 the unit disembarks (assuming disembarking is part of the "move units" step and only turn 2 can provide this step again)

b) The Drop Pod rules override all movement phase rules above and the Drop Pod ist set up in "reinforcements" step of turn 1 and immediately the unit inside disembarks in turn 1 as well (disregarding that disembarking should normally happen during "move units" step)


If b) is the correct way, what hinders me to drop of a load of OBSEC troops within each objective turn 1?
Except for the maximum points set up in reserves.
And the Drop Pod is restricted to few units.
And that it might not pay out too well anyway


Thank you!


This message was edited 1 time. Last update was at 2021/03/23 16:28:43


 
   
Made in us
Longtime Dakkanaut




The pod's specific ability overrules the general restrictions. That's why the ability exists.
   
Made in de
Fresh-Faced New User




Wow, thank you for the quick reply!

Another question regarding the Drop Pod deployment:

Do I have to open ALL hatches or may I leave some (all?) closed? I for sure cannot use the inbuild weapon in that direction then, but apart from that the scenery might not allow deployment otherwise. The rules say nothing concerning the look of the Pod once set up. Natural logic on the other hand might have something, too... ^^

   
Made in us
Jovial Plaguebearer of Nurgle





Kansas, United States

Amaurosis wrote:
Wow, thank you for the quick reply!

Another question regarding the Drop Pod deployment:

Do I have to open ALL hatches or may I leave some (all?) closed? I for sure cannot use the inbuild weapon in that direction then, but apart from that the scenery might not allow deployment otherwise. The rules say nothing concerning the look of the Pod once set up. Natural logic on the other hand might have something, too... ^^



It is my understanding that, when you deploy the pod, you choose at that time how you want the doors to be, open or closed. Nothing about their position dictates firing arcs or LOS issues, to my knowledge.

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Made in gb
Longtime Dakkanaut





 Octopoid wrote:
Amaurosis wrote:
Wow, thank you for the quick reply!

Another question regarding the Drop Pod deployment:

Do I have to open ALL hatches or may I leave some (all?) closed? I for sure cannot use the inbuild weapon in that direction then, but apart from that the scenery might not allow deployment otherwise. The rules say nothing concerning the look of the Pod once set up. Natural logic on the other hand might have something, too... ^^



It is my understanding that, when you deploy the pod, you choose at that time how you want the doors to be, open or closed. Nothing about their position dictates firing arcs or LOS issues, to my knowledge.


^this

Also regarding LOS - visibility is between models not from the weapon itself as was the case in older editions, so there is no way a model can block its own LOS.
   
Made in us
Longtime Dakkanaut





 Octopoid wrote:
Amaurosis wrote:
Wow, thank you for the quick reply!

Another question regarding the Drop Pod deployment:

Do I have to open ALL hatches or may I leave some (all?) closed? I for sure cannot use the inbuild weapon in that direction then, but apart from that the scenery might not allow deployment otherwise. The rules say nothing concerning the look of the Pod once set up. Natural logic on the other hand might have something, too... ^^



It is my understanding that, when you deploy the pod, you choose at that time how you want the doors to be, open or closed. Nothing about their position dictates firing arcs or LOS issues, to my knowledge.


Agreed with Octopoid, with a caveat. You can choose to have them open or closed, but however you set it down, you leave the doors in that position for the rest of the game. You don't have permission to change the settings of the doors after you've set the drop pod up.
   
Made in gb
Longtime Dakkanaut



Glasgow

It matters because a closed pod will block los from other models

While an open pod covers a much bigger geographic area for say deepstrike denial the spokes also enable single character models to be placed between so the drop pod doors are closer to the enemy encase you fail the charge
   
Made in us
Deathwing Terminator with Assault Cannon






U02dah4 wrote:
It matters because a closed pod will block los from other models

While an open pod covers a much bigger geographic area for say deepstrike denial the spokes also enable single character models to be placed between so the drop pod doors are closer to the enemy encase you fail the charge
Except that smart players will charge the pod and pile in & consolidate onto said single model...

This message was edited 1 time. Last update was at 2021/03/23 20:00:03


 
   
Made in us
Captain of the Forlorn Hope





Chicago, IL

 skchsan wrote:
U02dah4 wrote:
It matters because a closed pod will block los from other models

While an open pod covers a much bigger geographic area for say deepstrike denial the spokes also enable single character models to be placed between so the drop pod doors are closer to the enemy encase you fail the charge
Except that smart players will charge the pod and pile in & consolidate onto said single model...
The character is likely better in CC than the charging unit so maybe not all that smart.

However, he was talking about the LoS rule for shooting... You can get protection from a drop pod with the doors open, quite easily if the character that was in the pod, fails the charge by careful positioning.

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