Yeril Posted December 9, 2008 Share Posted December 9, 2008 I was running an army with a bunch of close combat oriented scouts, I was going to Infiltrate 18" away from him, Scout mvoe 6" towards, Regular move 6" towards and then Charge 6" towards, getting in close combat first turn. HOWEVER, My opponent started claiming that "You must infiltrate MORE than 18" away" Meaning that I cannot infiltrate exacly 18" away, the closest I can get is 18.0000000000000(ect.)000001" away, which means after my 18" charge move I'm still 0.0000000000000(ect.)000001" away, and not in base to base. After some arguing we eventually hit the compromise of my scouts suddenty dissapearing in a puff of smoke, ready to outflank in from reserve. Anyway, just here for alittle clarification, you can infiltrate 18" away.. right? Link to comment https://bolterandchainsword.com/topic/154486-infiltrating-over-18/ Share on other sites More sharing options...
Legatus Posted December 9, 2008 Share Posted December 9, 2008 Not according to the rulebook. You have to be more than 18" away if within sight. After the scout move and the first turn move that means the models are now more than 6" away, which means they legally cannot assault. Link to comment https://bolterandchainsword.com/topic/154486-infiltrating-over-18/#findComment-1801762 Share on other sites More sharing options...
jur Posted December 9, 2008 Share Posted December 9, 2008 I think it should be possible. You start more then 18 inch away. You make your scout move 6 inch. Then you make your normal move 6 inch. After that you can make your run move, wich is between 1 and 6 inch. This total between 13 and 18 inch before assault. After that you have your assault move for 6 inch. In this case a maximum assault from 23 inch away should be possible i think. Link to comment https://bolterandchainsword.com/topic/154486-infiltrating-over-18/#findComment-1801849 Share on other sites More sharing options...
flintlocklaser Posted December 9, 2008 Share Posted December 9, 2008 Legatus has it totally right - the rule he's quoting is the Infiltrate USR, p. 75 of the BBB. And jur's idea won't work - a unit taking the "Run" move during shooting cannot assault in the following Assault phase (p. 16 in the BRB, the box section marked 'RUN!'). Hope that helps. Link to comment https://bolterandchainsword.com/topic/154486-infiltrating-over-18/#findComment-1801869 Share on other sites More sharing options...
jur Posted December 9, 2008 Share Posted December 9, 2008 Sorry, forgot about that. Link to comment https://bolterandchainsword.com/topic/154486-infiltrating-over-18/#findComment-1801871 Share on other sites More sharing options...
flintlocklaser Posted December 9, 2008 Share Posted December 9, 2008 No worries, I'm still getting used to the Run! rule myself. Plus stuff that has Fleet can run and still assault, which clouds the issue further (although I think the only SM stuff that gets Fleet are Khan on Moondrakkan and Libbies using that power I can't remember the name of). Link to comment https://bolterandchainsword.com/topic/154486-infiltrating-over-18/#findComment-1801882 Share on other sites More sharing options...
Legatus Posted December 9, 2008 Share Posted December 9, 2008 Naturally there are certain units that can perform first turn assaults because of infiltrating. Scouts can do it if the army is led by Shrike, since they now can fleet. Scoutbikes can do it, since after infiltrating they can scout move up to 12" before the game and then are well within their charge range. Normal infantry that is not able to fleet will not be able to do it though. Link to comment https://bolterandchainsword.com/topic/154486-infiltrating-over-18/#findComment-1801939 Share on other sites More sharing options...
flintlocklaser Posted December 9, 2008 Share Posted December 9, 2008 Thanks for pointing that out about Shrike, Legatus. I haven't really looked at him, forgot he gave Scouts fleet. Good point on the scoutbikes too - I've actually ordered some for my DIY army, but using them for a turn 1 assault isn't something I had thought about - until now! Something to add to the bag of tricks! Link to comment https://bolterandchainsword.com/topic/154486-infiltrating-over-18/#findComment-1801942 Share on other sites More sharing options...
Doctor Thunder Posted December 10, 2008 Share Posted December 10, 2008 There are actually quite a lot of units that can preform first turn assaults, so we shouldn't be too surprised when it happens. Link to comment https://bolterandchainsword.com/topic/154486-infiltrating-over-18/#findComment-1802553 Share on other sites More sharing options...
Yeril Posted December 10, 2008 Author Share Posted December 10, 2008 Awwh, So no supprise attack scouts? ^_^ Ah well, a second turn charge is still decent. Link to comment https://bolterandchainsword.com/topic/154486-infiltrating-over-18/#findComment-1802715 Share on other sites More sharing options...
Shiodome Posted December 11, 2008 Share Posted December 11, 2008 scout bikers can assault silly distances... infiltrate, scout move 24" (turbo boost), move (12"), assault (6"). so can deff kopters :'( Link to comment https://bolterandchainsword.com/topic/154486-infiltrating-over-18/#findComment-1803912 Share on other sites More sharing options...
rockdeity Posted December 13, 2008 Share Posted December 13, 2008 or you can just break line of sight and put them > 12" for first turn assault. Link to comment https://bolterandchainsword.com/topic/154486-infiltrating-over-18/#findComment-1806062 Share on other sites More sharing options...
HiveFleetEzekial Posted December 13, 2008 Share Posted December 13, 2008 scout bikers can assault silly distances... infiltrate, scout move 24" (turbo boost), move (12"), assault (6"). so can deff kopters :'( Only if they have "Fleet..". Link to comment https://bolterandchainsword.com/topic/154486-infiltrating-over-18/#findComment-1806065 Share on other sites More sharing options...
Chaplain Morty Posted December 13, 2008 Share Posted December 13, 2008 scout bikers can assault silly distances... infiltrate, scout move 24" (turbo boost), move (12"), assault (6"). so can deff kopters :'( Only if they have "Fleet..". Ya not so much. You scout move before frist turn, move on frist turn then assault. You dont need fleet for that. (if they are scout bikes that is) Link to comment https://bolterandchainsword.com/topic/154486-infiltrating-over-18/#findComment-1806128 Share on other sites More sharing options...
eyescrossed Posted December 13, 2008 Share Posted December 13, 2008 scout bikers can assault silly distances... infiltrate, scout move 24" (turbo boost), move (12"), assault (6"). so can deff kopters :'( You can't turbo boost for a scout move. Well, not how I read it... Link to comment https://bolterandchainsword.com/topic/154486-infiltrating-over-18/#findComment-1806136 Share on other sites More sharing options...
Doctor Thunder Posted December 13, 2008 Share Posted December 13, 2008 scout bikers can assault silly distances... infiltrate, scout move 24" (turbo boost), move (12"), assault (6"). so can deff kopters :'( You can't turbo boost for a scout move. Well, not how I read it... Here, read this: http://www.games-workshop.com/MEDIA_Custom...ok_Oct_2008.pdf Link to comment https://bolterandchainsword.com/topic/154486-infiltrating-over-18/#findComment-1806143 Share on other sites More sharing options...
eyescrossed Posted December 13, 2008 Share Posted December 13, 2008 YES!!! Link to comment https://bolterandchainsword.com/topic/154486-infiltrating-over-18/#findComment-1806175 Share on other sites More sharing options...
Legatus Posted December 13, 2008 Share Posted December 13, 2008 or you can just break line of sight and put them > 12" for first turn assault. Nope. Your unit has to stay away more than 12" with their scout move as well. So there really is not much difference between setting up >18" in plain sight and then moving forward 6" or setting up >12" out of sight and then shuffle around somewhat while staying >12" away. In both cases an infantry unit will not be able to assault at first turn. Link to comment https://bolterandchainsword.com/topic/154486-infiltrating-over-18/#findComment-1806404 Share on other sites More sharing options...
maniclurker Posted December 14, 2008 Share Posted December 14, 2008 Only if they have "Fleet..". HFE... :cuss? Link to comment https://bolterandchainsword.com/topic/154486-infiltrating-over-18/#findComment-1807813 Share on other sites More sharing options...
King_Pash Posted December 14, 2008 Share Posted December 14, 2008 Ok, let me summarize this overdrawn and strung out argument: 1) You have to Infiltrate OVER 18" (if seen). 2) Scout moves (turbo boosted or not) cannot bring you closer than 12" to the enemy. 3) Assaults in turn 1 have nothing to do with deployment. There are plenty of ways of getting a turn 1 assault (jump pack Infiltrators, fleet armies, Scout bikes, Ork Trukks, Ravenwing etc etc.). Does that pretty much summarize what everyone wanted to say? Link to comment https://bolterandchainsword.com/topic/154486-infiltrating-over-18/#findComment-1807845 Share on other sites More sharing options...
with an iron fist Posted December 16, 2008 Share Posted December 16, 2008 I think it should be possible.You start more then 18 inch away. You make your scout move 6 inch. Then you make your normal move 6 inch. After that you can make your run move, wich is between 1 and 6 inch. This total between 13 and 18 inch before assault. After that you have your assault move for 6 inch. In this case a maximum assault from 23 inch away should be possible i think. USR_Fleet units can assault, not that it matters. You'd need Shrike or it's clone as a marine. Link to comment https://bolterandchainsword.com/topic/154486-infiltrating-over-18/#findComment-1809271 Share on other sites More sharing options...
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