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Bike Question


Mercy 0f Spades

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Hehe...yeah...turboboosting from the edge of your deployment zone to the edge of his deployment zone. Now you can drop your deepest termie 3" off the board edge without scatter! As things stand, a single squadron or demisquadron can reasonably drop one squad 3" outside the enemy's deployment zone...even dropping two of them backs them up a few inches and has them getting in each other's way. With turbo-scouting, a single attack bike can jet into position to spirit in 3 squads in battle-ready formation in the heart of the enemy deployment zone! I dunno about you, but I think being able to deploy 15-17 termies in the enemy deployment zone on turn one without scatter (and still have two squads ready to come in behind them, probably also without scatter, since the bike is now the least of the enemy's worries) is...a bit OP. Less OP, and still pretty cool, would be allowing our ELITE scouts (the sergeant, that is) to buy a telehomer as wargear. Still forces some realistic standoff from the enemy (the bikes can actually get you a lot closer unless the scouts are out of LOS), but you get an infiltrating homer for under 100 points. Bonus, you don't deploy your infiltrating homer till after you see the enemy's disposition, which is fantastic if you're deploying first.
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you can turbo boost...its very regional this perspective....you just have to explain to the TO that the 5th ed FAQ about ALL USR over rules the USR of a previous ed codex. Greece and in Sussex, you are alowed to do this (tournaments, not friendly games examples)

 

Edit: FAQ overules both rulebook and codex. Hence its fully official that bikes CAN turbo boost on the scout move

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FAQ overules both rulebook and codex. Hence its fully official that bikes CAN turbo boost on the scout move

 

 

Maybe...I don't have my books in front of me. It depends on whence we derive the position that ravenwing bikes can't scout boost. The main rulebook FAQ overrides the the main rulebook, but not the codex. The codex FAQ overrides the codex, which in turn overrides the main rulebook, so in a way, the codex FAQ overrides the main rulebook indirectly, but the reverse isn't true. So if it's something in the codex that leads us to the position that ravenwing can't scout boost, then unfortunately, the main FAQ, since it only modifies the main rulebook, which is trumped by the codex, has no power to override the codex.

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FAQ overules both rulebook and codex. Hence its fully official that bikes CAN turbo boost on the scout move

 

 

Maybe...I don't have my books in front of me. It depends on whence we derive the position that ravenwing bikes can't scout boost. The main rulebook FAQ overrides the the main rulebook, but not the codex. The codex FAQ overrides the codex, which in turn overrides the main rulebook, so in a way, the codex FAQ overrides the main rulebook indirectly, but the reverse isn't true. So if it's something in the codex that leads us to the position that ravenwing can't scout boost, then unfortunately, the main FAQ, since it only modifies the main rulebook, which is trumped by the codex, has no power to override the codex.

 

Correct.

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look, as far as GW is concerned they release the FAQ to their product to correct any indiscrepancies. Also as its fully and perfectly accepted by the community that i play in the bikes can turbo boost in the scout move (as long as i got the FAQ to prove it) my only concern is to all you DA players out there who are nt trying these lists out.

 

You may justify it as you want, in the end what a representative of gw answers will always be the thing that happens, i asked this person via facebook(south european GW managing representative) :

 

"Hey [Name Erased] i got a queestion for you buddy, can a Ravenwing squad turbo boost in the scout move? The codex says it cant, but the 5th ed FAQ states that you CAN turbo boost in scout moves...which is it?"

 

and he replied:

 

"Faq's are bizarre beasts . In theory they out rank codexes and the rulebook . Have it with you and let your opponent know . Its one thing to be able to turbo boost for scout move and a completely different thing to surprise your opponent with it."

 

So once again. This is enough for me to play with the list i want that allowed me to turbo boost in the scout move....

 

Use this info at youre discretion gentlemen

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Do not confuse the Errata section with the FAQ. The following is from the GW website, and in my experience most players ignore reading the description and just click to the .pdf

 

"The Errata have the same level of 'authority' as the main rules, as they effectively modify the published material. They are 'hard' material. It is a good idea to read them and be aware of their existence, but luckily there are very few of them for each book.

 

The FAQs on the other hand are very much 'soft' material. They deal with more of a grey area, where often there is no right and wrong answer - in a way, they are our own 'Studio House Rules'. . . In other words, you might prefer to skip the FAQs altogether and instead always apply the good old 'roll a dice' rule whenever you meet a problematic situation."

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look, as far as GW is concerned they release the FAQ to their product to correct any indiscrepancies. Also as its fully and perfectly accepted by the community that i play in the bikes can turbo boost in the scout move (as long as i got the FAQ to prove it) my only concern is to all you DA players out there who are nt trying these lists out.

 

You may justify it as you want, in the end what a representative of gw answers will always be the thing that happens, i asked this person via facebook(south european GW managing representative) :

 

"Hey [Name Erased] i got a queestion for you buddy, can a Ravenwing squad turbo boost in the scout move? The codex says it cant, but the 5th ed FAQ states that you CAN turbo boost in scout moves...which is it?"

 

and he replied:

 

"Faq's are bizarre beasts . In theory they out rank codexes and the rulebook . Have it with you and let your opponent know . Its one thing to be able to turbo boost for scout move and a completely different thing to surprise your opponent with it."

 

So once again. This is enough for me to play with the list i want that allowed me to turbo boost in the scout move....

 

Use this info at youre discretion gentlemen

 

I'll exercise my right not to pay him any heed. In my experience, if you ask seven GW employees the same question, you'll get at least seven answers that all contradict one another...nevertheless, people persist in finding a GW employee who will tell them what they want to hear, then insist that it's canon.

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DA Codex wording only affects DA units regardless of interpretation.

In regards to the question.. it's a bit of dead horse beating... unless they lift up the restriction in FAQ's we still can't turbo-boost. Frankly ,for me, the extra 12" move provided by scout has been sufficient so far... :)

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Well, if you're DWAing off of the bikes, the 3+ cover is pretty equally important with the ability to get multiple DW units exactly where you want them off of a single telehomer... Otherwise, yeah, the save is pretty important. I HATE losing my bikes on the top of turn one for lack of that save!!!!
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although I'd love to use it if it where possible RW can not scout turboboost and I see why this is so.

 

Playing my usual Deathwing (5 units) and replacing 2 speeders with another RAS would make it possible to scout move 3 units of RW up the field one left, one right and one in the middle, that would enable me to place my units of deathwing doom where ever I liked in the enemy deployment zone on T1. Fun as that would be that would just kill several enemy's because I'd be to close for them to counter. (And don't forget that the RW iunits back a hefty metl punch themselves aswell, they'd blow up tanks and lock units in cc for a turn, supported by the Deathwing CML's and the turn after that 3 units of Deathwing would be in close combat.

 

In a word, it would be broken versus any army mainly dependend on shooting, and although it would greatly boost my current army I can see that it would be a bad idea.

 

To be absolutely clear on how FAQ's rulebook and codexes overruyle eachother;

 

You start with the main rulebook. Errors and unclear bits are fixed in the rulebook FAQ, thus overruling the normal rulebook.

Then codexes, they overrule the main rulebook, so that is was possible for example for our DA to have a 4+ in close combat stormshield or thunderhammer while the one in the main rulebook worked differently.

Then the DA FAQ overrides the DA codex on certain bits and that is the final word.

 

So how does it work on the turbo boosting in the scout move.

 

Main rulebook; Somewhat unclear on if this is allowed or not. --> Allowed? Unclear!

Main rulebook FAQ; Explicitly allows turboboosting in the scout move. --> Allowed? Yes!

Dark Angel Codex: has a specific note DISallowing turbo boosting in the scout move. Codex >> Rulebook, so allowed? No!

Dark Angel Codex FAQ: Does not change or remove the Codex statement, henche the final verdict; Not allowed

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@ krewl,

 

How is that interaction that you described between DW/RW any different than C:SM scout bikes and drop pod assault?

While I agree with you that it is effective, it is not more effective or even as effective as some other armies alpha strike options.

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I don't really know actually, but I find Deathwing works really well right now. I've played them for some prety impressive tournement results and beeing able to choose to be in charge range T2 from armies like guard would make them even more powerfull, especially on games where I had T1 so I'd have a 5 in 6 chance of dropping, nuking 3 things with meltaguns, shooting 3 x 2 kraks and have next turn assaults lined up.

 

Just seems like it would make my army even more overpowered.

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