Polaris Posted October 28, 2009 Share Posted October 28, 2009 To test out the new board I am building my friend and I decided to play a small 500 point-ish game. The army lists went something like.. Deamon Hunters HQ BC with psycannon GKT GKT GKT Troops 5 man IST squad with 2 melta /w Rhino Heavy Land Raider Crusader Tau - I really dont know the units, I am just kinda going by what I was on the board. 1 Broad Side battle suit ( with str 10 ap 1 cannon and smart missles) 1 Broad Side suit with fusion blaster (anti infantry) 10 x kroot 10 x Fire Warriors 1 transport ( dont know the name) We deploy, and I win the roll off. Turn 1 - DH Not much for me to do. My Land raider has the termis in it and charges up 12". Nothing in range My rhino moves, again, nothing in range. Tau Moves hit kroot into cover, bring the 2 broad sides forward. Keeps his transport still. Turn 2 - DH I move the LR another 12" down into a river bed. It barely fits ( dooms me later in the game). The broad side with the fusion blaster gets a melta to the face. Since melta is double the broadsides toughness it instant kills him. Take was easy. The kroot are also in range so I open up the the hurricane bolters. 2 die. The Rhino pushs towards the other broadside. Nothing in range Tau The broadside with the cannon blows up my rhino. 1 storm trooper dies. It then uses its smart missiles to blow the storm troopers that got out of the rhino. I have 1 left : / The kroot race to the front of my land raider Turn 3- DH The LandRaider is in range of the last broadside. A melta takes it out. I open up on the kroot with my hurricane bolters that now roll twice the amount of shoots ( bolters are rapid fire at half the distance) 4 kroot die. The rest are so close to my assult ramp I cant see them. Tau. The transport full of fire warriors moves over the other side of my Land Raider. Blocking my other exit point. At this time, I have NO clear exit points on my land raider. (terrain is blocking my other side door, and the kroot are by the assault ramp). His troops disembark and assult my land raider, throwing emp grenades. Nothing happens (yet) Turn 4 DH I try to back up the land raider. My opponent tells me that I can not do this, because his unit locked it in assault. We check the the rule book and fail to find anything saying other wise. I blow up his transport with the melta, 3 fire warriors die. Tau- Uses another emp grenade on my land raider, this time wrecking it. Since all of the exit points are blocked the terminators die and the game ends. Just for fun we decide to pretend they can get out. Turn 5 - ( in summery ) Terminators kill everything It was a really fun game. Land Raider rushing was very satisfying ( mwahahaha ), I still dont know what to think about that "vehicle locked in assault" rule though. Link to comment https://bolterandchainsword.com/topic/183237-deamonhunters-vs-tau-battle-rep/ Share on other sites More sharing options...
kiwitexansfan Posted October 28, 2009 Share Posted October 28, 2009 It was a really fun game. Land Raider rushing was very satisfying ( mwahahaha ), I still dont know what to think about that "vehicle locked in assault" rule though. I'm by no means a rules expert but I', 99% sure you can't lock a vehicle in assault. Link to comment https://bolterandchainsword.com/topic/183237-deamonhunters-vs-tau-battle-rep/#findComment-2167371 Share on other sites More sharing options...
Gibious Posted October 28, 2009 Share Posted October 28, 2009 Without a WS it can not ever be in assult. Page 63 Successive turns. -Gib- Link to comment https://bolterandchainsword.com/topic/183237-deamonhunters-vs-tau-battle-rep/#findComment-2167594 Share on other sites More sharing options...
Polaris Posted October 28, 2009 Author Share Posted October 28, 2009 Without a WS it can not ever be in assult. Page 63 Successive turns. The BRB says " If a vehicle that has been assaulted, and has survived, does not move its successive movement phase, enemy models will still be in base contact with it.....etc etc..." I took that as " if the vehicle has been assaulted it can not move" but after reading it again it never says the vehicle CANT move. Link to comment https://bolterandchainsword.com/topic/183237-deamonhunters-vs-tau-battle-rep/#findComment-2167652 Share on other sites More sharing options...
Hackbar Posted October 29, 2009 Share Posted October 29, 2009 Without a WS it can not ever be in assult. Page 63 Successive turns. The BRB says " If a vehicle that has been assaulted, and has survived, does not move its successive movement phase, enemy models will still be in base contact with it.....etc etc..." I took that as " if the vehicle has been assaulted it can not move" but after reading it again it never says the vehicle CANT move. More than that, why would it say "If a vehicle that has been assaulted, and has survived, does not move...." unless the vehicle in question can move? The rules for normal assault don't say "If the enganed squad doesn't decide to just walk away, they will remain locked in combat." It says they're stuck until somebody falls back or uses some other means to escape. (Hit and Run, for example) With the exceptiopn of vehicles with a WS value, vehicles are never 'locked in combat.' People can walk up and hit them, and then they can just drive away rather than hang around, so long as they're not immobiliuzed, stunned, etc. Not only could you have moved, you probably could have Tank Shocked his kroot, melta'd the transport (a Devilfish) and bailed out through the side hatch to assauult and wipe the fire warriors. Link to comment https://bolterandchainsword.com/topic/183237-deamonhunters-vs-tau-battle-rep/#findComment-2167672 Share on other sites More sharing options...
Polaris Posted October 29, 2009 Author Share Posted October 29, 2009 Not only could you have moved, you probably could have Tank Shocked his kroot, melta'd the transport (a Devilfish) and bailed out through the side hatch to assauult and wipe the fire warriors. Realized this after the fact haha. I guess it pays to study the rule book. Its hard to sit down and really read the rules when you are playing an exciting match! Link to comment https://bolterandchainsword.com/topic/183237-deamonhunters-vs-tau-battle-rep/#findComment-2167759 Share on other sites More sharing options...
silversmith82 Posted October 30, 2009 Share Posted October 30, 2009 Your list is illegal, you need 2 troops choices. You only have 1. Link to comment https://bolterandchainsword.com/topic/183237-deamonhunters-vs-tau-battle-rep/#findComment-2170007 Share on other sites More sharing options...
Polaris Posted October 31, 2009 Author Share Posted October 31, 2009 Your list is illegal, you need 2 troops choices. You only have 1. We played a 500 pt game, ignoring the F.O.C. Link to comment https://bolterandchainsword.com/topic/183237-deamonhunters-vs-tau-battle-rep/#findComment-2170090 Share on other sites More sharing options...
Brother Swas Posted November 2, 2009 Share Posted November 2, 2009 There's quite a bit wrong here. Are you sure you're playing 5th edition? If a transport's exit points are blocked, they can make an Emergency Disembark. Look it up. A single broadside unit cannot target a transport, blow it up, then shoot the models inside. All of a unit's firing is resolved at the same time. You shouldn't even be looking at vehicle results or making saves until a unit is done firing everything in the unit. That being said, if a unit blows up a transport, it is free to assault the models that emerge, or another unit may shoot the models that emerge. A land raider is fundamentally incapable of being locked in assault. Did your opponent know that you were ignoring the force org completely? His list doesn't look nearly as cheesy as yours is. As has been established, models that are in base to base with a vehicle that does not move away from them may strike the vehicle in the vehicle owner's assault phase. Of course, during your turn you would probably move to the minimum 1" away and then charge back in for the extra attack. Rapid fire is 12", not half way (Normally, rapid fire weapons may fire at full distance if stationary with one shot or up to 12" with two shots even if they move.). Don't have my codex here to check on the exact wording of what hurricane bolters count as. Keep in mind this is only Rapid Fire weapons- Don't try and use this with Storm Bolters, for example, as they are assault two, and do not get any extra shots. Sometimes after a game like this, it's helpful to sit down and read the paragraphs pertaining to the game you just played. It will clear up so many issues. Also, be wary of treating things like they were treated in 4th. Few things are exactly the same, so you actually have to pay attention instead of just assuming things. Link to comment https://bolterandchainsword.com/topic/183237-deamonhunters-vs-tau-battle-rep/#findComment-2172651 Share on other sites More sharing options...
Polaris Posted November 4, 2009 Author Share Posted November 4, 2009 If a transport's exit points are blocked, they can make an Emergency Disembark. Look it up Could not find anything on it, can I get a page number please? the exact wording of what hurricane bolters count as. From the DH codex, page 32. " Each hurricane bolter counts as three twin linked boltguns" Did your opponent know that you were ignoring the force org completely? His list doesn't look nearly as cheesy as yours is. Yes, we agreed to ignore it since it was only a 500pt. game. I dont think my list was "Cheesy" at all. He could how won easily if he prioritized. He went for my Rhino instead of my LR. Sometimes after a game like this, it's helpful to sit down and read the paragraphs pertaining to the game you just played. It will clear up so many issues. Also, be wary of treating things like they were treated in 4th. Few things are exactly the same, so you actually have to pay attention instead of just assuming things. I agree COMPLETELY! This was our first game so we expected to miss some stuff. Thanks for helping me clear it up! Link to comment https://bolterandchainsword.com/topic/183237-deamonhunters-vs-tau-battle-rep/#findComment-2174428 Share on other sites More sharing options...
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