Master Of Malfeasance X Posted February 20, 2009 Share Posted February 20, 2009 1) If a transport moves over 12" then no one can disembark. 2) If a skimmer moved flat out (12-18") and is immobilized, it crashes and is destroyed. 3) If an Eldar skimmer moves flat out and is then immobilized or wrecked (4 or 5) it crashes and everyone inside dies because they can't disembark. Does this seem reasonable? If so, that's pretty bizarre that you would want a 5 rather than a 6, but whatever. Anything that keeps the 700 point eldrad/seer council of doom away from my lines is fine by me. Link to comment https://bolterandchainsword.com/topic/161069-skimmer-transport-rules/ Share on other sites More sharing options...
Castus Xanthis Posted February 20, 2009 Share Posted February 20, 2009 I just read that section and I can't find anything about a transport moving 12" or more and not being able to disembark. IIRC that was back in 4th ed. Link to comment https://bolterandchainsword.com/topic/161069-skimmer-transport-rules/#findComment-1890795 Share on other sites More sharing options...
bt2278 Posted February 20, 2009 Share Posted February 20, 2009 I just read that section and I can't find anything about a transport moving 12" or more and not being able to disembark. IIRC that was back in 4th ed. p.70: Fast Transport Verhicles... Link to comment https://bolterandchainsword.com/topic/161069-skimmer-transport-rules/#findComment-1890944 Share on other sites More sharing options...
Hymirl Posted February 20, 2009 Share Posted February 20, 2009 No, the destroyed result clearly states they disembark. Obviously it would overrule the previous limitation... ++ Edited. Let's keep this to a good ol' rules discussion without the personal remarks eh?. ++ Link to comment https://bolterandchainsword.com/topic/161069-skimmer-transport-rules/#findComment-1891003 Share on other sites More sharing options...
Reglor Posted February 21, 2009 Share Posted February 21, 2009 I just read that section and I can't find anything about a transport moving 12" or more and not being able to disembark. IIRC that was back in 4th ed. p.70: Fast Transport Verhicles... Also note that its not moving over 12" that prevents you from disembarking, its moving flat out. A normal vehicle (or even a fast one) can move up to 18" on a road and the troops can still disembark. Link to comment https://bolterandchainsword.com/topic/161069-skimmer-transport-rules/#findComment-1891156 Share on other sites More sharing options...
Steelmage99 Posted February 21, 2009 Share Posted February 21, 2009 This discussion has been on several general forums allready. There is a rather harsh RAW way of looking at it and then there are houserules. We can rehash the discussion here of course. This being a PA-forum (with acces to only a single fast transport), I believe the result will be the RAW one. Link to comment https://bolterandchainsword.com/topic/161069-skimmer-transport-rules/#findComment-1891466 Share on other sites More sharing options...
Praeger Posted February 21, 2009 Share Posted February 21, 2009 This being a PA-forum (with acces to only a single fast transport), I believe the result will be the RAW one. This being a RULES section where anyone can ask questions about any army they wish, I think the answer would be great to know so i can be sure that my Dark Eldar will be easily able to continue killing power armoured armies. Got to love those old 3rd edition codexs which are still valid :) Link to comment https://bolterandchainsword.com/topic/161069-skimmer-transport-rules/#findComment-1891473 Share on other sites More sharing options...
DevianID Posted February 21, 2009 Share Posted February 21, 2009 Doesnt the skimmer rule prevent you from disembarking that turn only? Thus in the enemies turn, if they shoot and destroy your vehicle, you are no longer bound by the restriction that you can not disembark, even though you moved flat out in the previous turn. I dont have the exact verbage though, but it seems that you only would run into the 'unable to disembark' problem if you move flat out and have to make a dangerous terrain, or tank shock and get death or glory'd. And also, I support the position that the vehicle destruction rules for disembarking overrules the standard disembarking rules. Think about it, normally you can only disembark in the movement phase, so any vehicle destroyed results generated in the enemys shooting/assault phase would kill the passengers as it is not the movement phase. Plus there is no provision for killing the passengers from a disembark unless the entire hull is blocked by impassable terrain/enemy models, as you can even disembark from areas other than an access point now, though you cant act normally in your next turn if you do so. Link to comment https://bolterandchainsword.com/topic/161069-skimmer-transport-rules/#findComment-1891831 Share on other sites More sharing options...
Steelmage99 Posted February 21, 2009 Share Posted February 21, 2009 Most of the problems arise when a fast skimmer transport decides to end its move in difficult terrain. Because now it is indeed "that turn". Link to comment https://bolterandchainsword.com/topic/161069-skimmer-transport-rules/#findComment-1891865 Share on other sites More sharing options...
Hymirl Posted February 21, 2009 Share Posted February 21, 2009 Its the same theory for units that embark in the same turn being unable to disembark. The prevention is against voluntary actions, the destroyed result is a compulsory one, since compulsory movement always takes priority thats the one you follow. Link to comment https://bolterandchainsword.com/topic/161069-skimmer-transport-rules/#findComment-1891991 Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.