|
Post by zephyr40k on Aug 11, 2013 18:46:35 GMT -5
(1) Is there a minimum move distance per turn with flyers? Or do we presume that in the future, even hypersonic fighters have hover capability? Yes, I know we can play with the alternate vehicle turning rules, and IMHO those ought to be mandatory for non-VTOL flyers. Or maybe make a negative-perk for flyers "minimum speed:" Must move at least half its maximum movement distance every turn.
(2) Jump/glide monsters vs. full flight monsters vs. hypersonic monsters: Any real difference besides the move range?
Also, I may have missed this, but I dont remember seeing anything saying foot troops cant assault flyers in flight. Is that correct?
Another question, non-flyer related: Can we put non-artillery weapons into mobile-artillery vehicles? I don't see anything in the rules that precludes this, but the Barracks software only lets you put artillery in them. I'm thinking that would be a good way to simulate assault-gun or tank-hunter vehicles.
|
|
|
Post by zephyr40k on Aug 13, 2013 18:49:02 GMT -5
Another question: "Combat Drugs" and assaults. Assaults require 2 actions, but to activate Combat Drugs requires 1 activation. Which basically means you can never use Combat Drugs in an assault, unless the unit also has Swarm. Is this correct?
|
|
|
Post by zephyr40k on Aug 13, 2013 18:57:29 GMT -5
Question re: Dread. When, exactly, do you roll for the Condition Brown for gruntz units within the area of effect? Immediately upon entering the AOE, or when the units affected by Dread activate? If the former, does that mean I can have a scout-size flying hypersonic monster with Dread and Elite Skill and make a double-move of 24" and sweep it across the table, passing over and potentially Browning every enemy gruntz unit in the entire army each turn?
Also if I roll for Condition Brown as soon as the enemy grunts squad is in the area of effect, I can push an enemy unit around by moving so they're just in range, then they fall back, then continuing my move up so they're back in range, push them back again, et cetera, therefore potentially Browning the same gruntz squad several times in one move. Or if a squad makes its Mental roll, I can just back the monster up an inch, go forward an inch and try again, repeat as necessary until the squad Browns out and falls back.
Yes, this seems like a cheezy abuse of the rules, totally. Perhaps clarify Dread so it works more like interdiction fire?
|
|
|
Post by twogunsblazing on Aug 13, 2013 19:38:12 GMT -5
Question re: Dread. When, exactly, do you roll for the Condition Brown for gruntz units within the area of effect? Immediately upon entering the AOE, or when the units affected by Dread activate? If the former, does that mean I can have a scout-size flying hypersonic monster with Dread and Elite Skill and make a double-move of 24" and sweep it across the table, passing over and potentially Browning every enemy gruntz unit in the entire army each turn? Yeah, that's a good point. I would say it is immediately as the gruntz become positioned within the AE, regardless of which side has caused them to become within the AE. So I reckon you could fly across the table rather quickly forcing a series of condition brown checks. Looking at it in this light does make it a rather powerful game effect for a rather cheap point cost...it could certainly cause havoc among your opponents ranks. Also if I roll for Condition Brown as soon as the enemy grunts squad is in the area of effect, I can push an enemy unit around by moving so they're just in range, then they fall back, then continuing my move up so they're back in range, push them back again, et cetera, therefore potentially Browning the same gruntz squad several times in one move. Or if a squad makes its Mental roll, I can just back the monster up an inch, go forward an inch and try again, repeat as necessary until the squad Browns out and falls back. Yes, this seems like a cheezy abuse of the rules, totally. Perhaps clarify Dread so it works more like interdiction fire? Not sure if you could push an enemy unit around the table in the same turn if that is what you mean. I think once a unit is in condition brown, it can't be forced to take another condition brown check again (hence not be forced to run again), until the condition brown has been removed...although the rules don't say this specifically that I can find....
|
|