Hi!
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Ok, time to kick this off.
Firstly, apologies if these answers are in the book (I did look, promise) or if I am overthinking somewhat
In no particular order.
-Transport: Can units begin embarked in their transports
Guessing yes, but its always good to know for sure.
Yes they can.
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- Transport: Can models being transported be dropped off during movement?
IE: Rhino moves forward 5 cm, drops off troop stand (both units lose 5 cm movement) then Rhino continues to move the remainder of its movement. Obviously coherency might be an issue if you move too far away.
Reading the information on core rules page 27 and the examples, I would say yes.
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- Nob Command: Can Ork mobs be given commands by Nobs being transported?
IE: Ork Detachment is within 10cm of a Warboss and his Nobs that are currently in their Battlewagons. Can they be given order tokens?
Yes.
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- Charging/Compulsory movement: If a unit has compulsory orders, is there a minimum distance they must move?
IE: Goffs seem clear they have to move between 10 - 20 cm when out of command, but other cards have a mix of language - must, may, will etc. This sort of ties in to the other ideas I am still formulating about tidying up the language a little as it does lead to some confusion.
Best example I can give is the Madboys.They roll a charge order. How far must they move? Can they "charge" 0cm to remain on a objective.
Same with Kult of Speed. If they are on instinctive, must they move the full possible distance?
If a movement range for compulsory movement is not specifically stated, assume that the FULL charge move must be taken.
Compulsory movement is not meant to be confused with "charge orders". A unit on charge orders may not move at all if it didn't want to (although giving them such orders not to move would be dubious), since no order really makes movement obligatory (and some like first fire have no move).
A compulsory move is different from a charge order as there is no choice for the formation other to move its full charge rate in whichever direction the compulsory move dictates (usually retreat).
Your madboy example, could move "0cm" if indeed the roll dictates a "charge order". It would be another debate if such orders to that unit are compulsory or not.
Another case of lack of clarity of the rules.
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- Models out of formation: The book states if a stand/vehicle is out of formation it must regain coherency next turn (unless on FF). What happens if it can't? Does it just move as close to its "parent" as possible and then keep trying each turn after that? Other possibilities might be that it gets removed if it can't do it in one turn (harsh, but stops people bumbling around on their own for too long).
They move as close as they can for as long as it takes (the whole game if for whatever reason they can't regroup).
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What happens if there are two groups (or more) that have become out of formation. Does the largest group count as in formation? Can you chose. Some detachments have a clear "leader" stand, but not all. Maybe something to consider, all units must declare one "leader" stand that is where coherency is drawn from. If the model is destroyed, immediately promote another. (Very Warmachine)
This is a shortcoming of the second edition rules (thus net epic as well), where the "leader" doesn't behave very "leader-like". Rules closer to what you hint at existed under 1st edition, where leaders where very integral and things like regrouping or splitting up formations existed.
Without such a rules framework under these rules to cover such things it is family in the "house rules" category.
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- Can Skimmers move over models?: The book states jump packs can move over enemy/friendly troops, but what about skimmers?
I have always assumed that they could and have played them that way. I think the "safe" interpretation is that they could go over any unit that cannot pin them. Meaning most units except other skimmers.
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- Mekboy Gargant Weapons: The rules technically state you can choose any two weapons right? Going off the classic model, I would say you get one Deluxe Custom Cannon, then can choose one of the three other weapons (Buzz saw/Krusher/Super Lifta Dropper), I would ususally go this way a I am a fan of WYSIWYG but of course if you convert your own Gargs then YMMMV.
I think your interpretation would be the most accurate. Although I'd imagine those into custom builds or their models would like the more open interpretation.
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-Great Gargant Damage Grids: Differentiating the weapon boxes for damage purposes?
Should the damage boxes be read as follows: (Treat the grid as A-E/1-5) Need to draw a picture here...
Front:
A/1 = Turret
A/2 = Arm weapon
A/3 = Arm weapon
B/2 = Ammo for arm weapon (side note, Ammo = Magazine table right?)
Side:
B/1 = Turret
B/2 = Arm weapon
B/3 = Arm weapon
C/3 = Arm weapon
Rear:
A/1 = Turret
A/2 = Arm weapon
A/3 = Arm weapon
Probably a good recommendation when redoing these for Platinum, but I agree it is somewhat a little too "liberal" in defining what weapon certain hit locations refer to.
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- Multiple damage weapons: Are the attacks separate? Are they rolled simultaneously or sequentially?
EG: Scorpion tank. Concentrated Pulse Laser. You get two shots, both hitting on a 3+
If you hit, does that immediately become D3 hits, each of which must be saved separately, or is it one hit which must be saved, which then becomes D3 damage for models that have multiple damage points (eg Super Heavy and Titans).
If I understand the question correctly it would be the former interpretation. Once you hit it inflicts d3 hit each saved separately. They all go to one target as per its rules.
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On that note...
When you hit a titan with a Scorpion, you roll to hit, then do you choose D3 locations to hit, each of which must be saved separately and does its own damage, or is it D3 hits on the one location. Are these sequential or simultaneous. It does make a difference when rolling against damage tables.
The latter all hits go to one location, save each separately. They would be simultaneous, so only the highest damage rolled on the failed saves would apply.
This one is a good catch by the way.
Primarch