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  1. #11

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    Quote Originally Posted by Lerra View Post
    As far as I'm aware, units that enter play via a drop pod count as having deep-striked, at least for the purposes of movement and assault. You can't assault out of a drop pod, and dreadnoughts can't shoot because they count as having moved "full out".

    Here is my understanding of dreadnought smoke from a drop pod: You always have to pop smoke during the movement phase. A dreadnought coming out of a drop pod doesn't get its movement phase, but it can pop smoke while it is disembarking because it is deep striking instead of taking a movement phase. So either it pops smoke while disembarking, or not at all.

    That's why we decided that it must pop smoke before the inquisitor shots go off. Either that, or the shots go off before the dreadnought disembarks, and the inquisitor can only shoot at the drop pod.
    if you can find where it says a dread can move full out then id agree with you but as a dread can move 6" and fire, riding in a drop pods doesnt change that. from what i know and what i have read the dread can land disembark and then fire he cannot assautl but he can shoot

    if you know something i missed please provide page and rule

  2. #12

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    Lerra's wrong about dreads not being able to shoot after exiting a pod, as I [url=http://www.lounge.belloflostsouls.net/showpost.php?p=21808&postcount=5]explained[/url]. A walker exiting a pod counts as having moved at cruising speed (as it has entered by Deep Strike), which would ordinarily mean it cannot fire any weapons, unless the walker was Fast (which no walkers currently in the game are). However, as page 72 explains, walkers always shoot as if they were stationary vehicles, even if they've moved - so even though this is the one time a walker's existence it counts as having moved at cruising speed, it can still shoot as if it were stationary.

  3. #13

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    as i thought.. thanks for putting it into proper context

  4. #14
    Veteran-Sergeant
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    Quote Originally Posted by DarkLink View Post

    3. BRB, pg 62. "Once per game, after completing its move, a vehicle with smoke launchers may trigger them... but will count as obscured in the next enemy shooting phase..."
    Smoke launchers only grant you a cover save in the enemy shooting phase, so while a Dreadnought could use them, it wouldn't get a cover save.
    I'm confused about why you say a dred will not get a cover save in the next enemy shooting phase; just like any other rhino/whirlwind/landraider/vehicle?

    Mycroft

  5. #15

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    He meant you wouldn't get a cover save against the mystic shots. What DarkLink was saying is that the total sequence goes like this:

    FRIENDLY MOVEMENT PHASE
    1. Drop pod carrying dreadnought Deep Strikes.
    2. Dreadnought disembarks.
    3. Dreadnought pops smoke.
    4. Inquisitor with mystic shoots (or inquisitor with two mystics gives his shots to another eligible unit).

    ENEMY SHOOTING PHASE
    1. Dreadnought receives a cover save for popping smoke.

  6. #16

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    what are you using that can affect a dread anyway?

  7. #17

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    If the inquisitor has two mystics, how about a triple helping of bastion-breacher shells?

  8. #18
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    Jan 2010
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    Or Multimelta Gun-Servitors

    Nabterayl is spot on with his comments about the turn order. I'm a frequent user of mystics, and because they act outside the 'normal' sequence of play it often gets confusing.

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