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Post by macnam on Sept 6, 2010 12:12:41 GMT -5
You activate models one at a time and each can do different things, even within a unit, so yes. You may have unit coherency issues if you try to charge something far enough away, though. Basically, your conclusion was the same as mine. But if abbysdad is not pulling our leg, then that seems like it is an incorrect assumption. Given that's he's dead wrong on #2 ("move to get off the ship" isn't supported mechanically) I have my doubts about the rest of his answers as well. In fact, looking at the rules for charging, there's no mention at all of needing LoS at the beginning of the activation. It's directly contraindicated by the fact that you can make a free facing change at the start of your movement, which would allow you to charge a target that was behind you initially. In short, either his answers are mostly wrong, or the rulebook needs some major editing to make it match the way he thinks the game is intended to be played.
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Post by mkcontra on Sept 6, 2010 18:21:03 GMT -5
Basically, your conclusion was the same as mine. But if abbysdad is not pulling our leg, then that seems like it is an incorrect assumption. Given that's he's dead wrong on #2 ("move to get off the ship" isn't supported mechanically) I have my doubts about the rest of his answers as well. In fact, looking at the rules for charging, there's no mention at all of needing LoS at the beginning of the activation. It's directly contraindicated by the fact that you can make a free facing change at the start of your movement, which would allow you to charge a target that was behind you initially. In short, either his answers are mostly wrong, or the rulebook needs some major editing to make it match the way he thinks the game is intended to be played. Ok, let's all chill out a bit. Now, it's my understanding of the ruleset that a model needs line of sight to charge at the start of its activation. Thus, a squadmate could open a door and enable a charge by another model. Regarding the routing off a ship situation, similarly to AE-ww2, if a routing squad has the ability to actually leave the ship (shuttle, it's docked to their own ship, whatever), it would in-fact leave the ship, just like a routing unit would rout off the board during a ground mission. However, if there is no way off the ship, since rout > suppression, the unit would be stuck in that room and could later be un-routed. Let's give AbbysDad a chance to clarify before we begin questioning anything.
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Post by abbysdad on Sept 6, 2010 22:15:06 GMT -5
OK, sorry for the delay in getting back to this topic.
I apologize if the brief answers the other day were confusing.
Let's try this again.
1.) Which takes precedence: Rout or Suppression?
Rout should always take precedence over suppression.
2.) On a star ship, when a unit routs and reaches its starting compartment, what can it do?
If possible, a model attempting to rout off the board during a star ship mission should attempt to move off the ship/board edge. If that is not possible, then it can do nothing but cower like Tom said. Otherwise, they will stay in cover until their drive is greater than 0.
Personally, I'd play this like Tom and others have said. The starting compartment represents the board edge, the models reach it and then high tail it off the ship.
3.) What happens when the routing unit becomes pinned and then has to seek cover, but the only cover available is outside of its starting compartment?
This was confusing in the earlier post. Rout takes precedence, therefore, the need to move to cover due to suppression is ignored.
4.) Can I activate a unit with more than one model, have one of the models in the unit open a door, so that the other models in the unit can then declare a charge against a target on the other side of the door?
This was also confusing the other day.
Units/squads are activated at the same time, although each model acts independently. Therefore, one model in the unit could move and spend AP to open a door, giving line of sight to a possible charge target for the other models in the unit.
The other models in the unit, if they have line of sight to the target, can attempt to charge the target. They must follow all of the rules for sprinting (i.e., moving in a straight line unless some special rule allows them to do otherwise, etc. see page 17) which means that they have to be able to see a target in order to charge it. Otherwise, they're just sprinting.
There is no requirement for a model to have line of sight to a charge target at the beginning of its activation. However, charging uses all of the available AP, so if they have to move to see the target then they can't charge during that activation.
If they make it into base to base contact with the target model during the charge, they are in close combat. As long as they are in close combat, they do not have to worry about the 4 inch unit coherency at the end of their turn (page 14). If they do not make it into base to base contact, they have sprinted that distance, and must maintain unit coherency.
Similarly, if the charging models do make it into base to base contact with the target(s) then the model they left behind to open the door needs to spend all of its available AP, as soon as possible, to regain unit coherency because it is not in close combat.
I hope this clears things up. Again, I apologize for any confusion. Please feel free to post your ideas here if you guys come up with a different way of playing these situations that you believe is better.
All the best,
Chris
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Post by Cilionelle on Sept 7, 2010 4:06:35 GMT -5
2.) On a star ship, when a unit routs and reaches its starting compartment, what can it do? If possible, a model attempting to rout off the board during a star ship mission should attempt to move off the ship/board edge. If that is not possible, then it can do nothing but cower like Tom said. Otherwise, they will stay in cover until their drive is greater than 0. Personally, I'd play this like Tom and others have said. The starting compartment represents the board edge, the models reach it and then high tail it off the ship. It would be good to have this made clear in some errata then Chris, saying that the starting compartment acts as the table edge. The other models in the unit, if they have line of sight to the target, can attempt to charge the target. They must follow all of the rules for sprinting (i.e., moving in a straight line unless some special rule allows them to do otherwise, etc. see page 17) which means that they have to be able to see a target in order to charge it. Otherwise, they're just sprinting. There is no requirement for a model to have line of sight to a charge target at the beginning of its activation. However, charging uses all of the available AP, so if they have to move to see the target then they can't charge during that activation. I couldn't find any mention in the rules about needing to see a target in order to charge. I think that wasbthe confusing thing about the earlier response. Can you point us in the direction of the right page for this? I imagine I may well have missed it.
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Post by Darkson on Sept 7, 2010 11:41:55 GMT -5
Macnam note this is not that type of forum please remember to play nice.
We will make sure to post a FAQ/Errata about Bounty on the Darkson site. We have a new webmaster that is going through the site and cleaning/adding content.
Please feel free to post other thoughts on rules that are not clear and the Darkson crew will work to clear it up to make your Bounty games more enjoyable.
Cheers, Robert
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Post by dijit80 on Sept 7, 2010 12:19:52 GMT -5
Thanks for clearing that up Abbysdad. Duncan
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