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drop pod and deathwind rule.

 Post subject: drop pod and deathwind rule.
PostPosted: Sat Oct 22, 2011 1:25 pm 
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Hello, for be sure, shuold you list me all the complete rule of the drop pod?
Particulary, the effects fo the deathwind?

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 Post subject: Re: drop pod and deathwind rule.
PostPosted: Sat Oct 22, 2011 3:56 pm 
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You should plot a separate drop point for each of the formations you're dropping and the orbital barrage.

When you activate your Strike Cruiser or Battle Barge you choose the order in which you do things, I usually start with the barrage. Resolve your attacks from that and place BMs but do not check to see if formations have been broken yet.

For each drop point place a marker there, move it 15cm in any direction you like and then roll 2d6 and scatter the point in a random direction. If the point lands on impassable terrain or in enemy zone of control the opponent moves it to the closest point out of ZoC or where it can land. If the drop point lands off board you loose the formation.

Next, for every enemy unit within 15cm of the drop point roll to hit it with the Deathwind, ignoring LoS but granting concealment bonuses and cover saves if the units are within cover (just not behind it). Again, don't check to see if enemy formations are broken yet.

Finally, deploy one unit within 5cm of the drop point and all other units within 5cm of a unit that has already been deployed and within 15cm of the drop point. These units may not be placed in enemy ZoC or in impassable terrain.

Repeat this process for each formation you are dropping, only checking to see if enemy formations are broken after everything has landed, fired and deployed.

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 Post subject: Re: drop pod and deathwind rule.
PostPosted: Sat Oct 22, 2011 8:12 pm 
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One minor note here, if you have multiple drop pods, you place a drop pod and resolve the effects of its Deathwind attack before placing the next Drop pod. As Dave says, you only determine broken formations after all the attacks are completed(see FAQ 4.3 spacecraft)

The point being that if you do this, it is possible to strip away the defender's front line units allowing subsequent Drop pods to penetrate to more strategic formations, but all remaining enemy units retain their ZoC which does limit the impacts of this practice.


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 Post subject: Re: drop pod and deathwind rule.
PostPosted: Sat Oct 22, 2011 10:52 pm 
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So, each drop pod make the attack on 15 cm?
An example: 4 marines dropped, 4 drop pod, 4 different attack?

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 Post subject: Re: drop pod and deathwind rule.
PostPosted: Sun Oct 23, 2011 12:32 am 
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Yes, every formation you drop via drop pod gets a deathwind attack for things within 15cm of the drop point after you move and scatter it.

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 Post subject: Re: drop pod and deathwind rule.
PostPosted: Sun Oct 23, 2011 12:51 am 
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another thing, when the rule say: every single unit within 15cm, mean every single model or mean every single "detachment",
for example, if within 15cm there is a detachment of 12 stand, 4 of them in the rage, is 1 attacck or 4 attack?

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 Post subject: Re: drop pod and deathwind rule.
PostPosted: Sun Oct 23, 2011 7:48 pm 
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Ok, to try to be clear, let us assume that you take a Space Cruiser, in which you may carry up to 20 units. You elect to take 2x Tactical formations, and 2x Devastator formations.
At the start of the game, you will plot the turn that the space Cruiser comes on, and you will plot where its bombardment will land. You will also plot the 4x zones where the Marine formations will land. (it is usually a good idea to keep them fairly close together to provide mutual support)
When the Space Cruiser activates you do the following:-
  1. Determine whether there are any troops under the Space Cruiser bombardment, and roll for each unit affected (enemy or friendly).
  2. Nominate a Marine infantry formation and determine where the drop pod actually lands. Carry out a deathwind attack against *all* enemy units within 15cm of the drop pod. Then deploy the infantry units in 5cm of each other and within 15cm of the drop pod.
  3. Declare the second formation, deploy the drop pod, carry out another set of deathwind attacks against *all* enemy units within 15cm of that drop pod and then deploy its infantry.
  4. Declare the third formation, deploy the Drop pod, carry out deathwind attacks within 15cm of that drop pod and then deploy its infantry.
  5. Declare the fourth and last formation, deploy the drop pod, carry out Deathwind attacks within 15cm of the drop pod and deploy the final set of infantry.
  6. Now the enemy checks each affected formation and withdraws any that are broken
Note that Deathwind attacks only affect enemy units; they do not attack Marine units in range. Also each Deathwind attack puts a BM on every enemy formation that is in range.


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 Post subject: Re: drop pod and deathwind rule.
PostPosted: Sun Oct 23, 2011 8:05 pm 
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caregadras wrote:
So, each drop pod make the attack on 15 cm?
An example: 4 marines dropped, 4 drop pod, 4 different attack?

A formation of however many marines has a single Deathwind Pod, which attacks all enemy units within 15cm of the point it/the formation lands.


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 Post subject: Re: drop pod and deathwind rule.
PostPosted: Sun Oct 23, 2011 9:15 pm 
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Many many thanks! now is all clear.

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 Post subject: Re: drop pod and deathwind rule.
PostPosted: Thu Oct 27, 2011 5:05 pm 
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This may be a bit stupid question, but as a confused newbie who just got drop pods I have to ask anyway. After the drop, can I still on the following turns use the drop pod weapons to shoot normally? If so, will they be their own formation then? Or will they be just terrain or something?


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 Post subject: Re: drop pod and deathwind rule.
PostPosted: Thu Oct 27, 2011 5:10 pm 
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No, the drop pod is effectively just a pretty marker once it's landed.

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 Post subject: Re: drop pod and deathwind rule.
PostPosted: Thu Oct 27, 2011 5:19 pm 
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Okay, thanks for the very quick answer. I haven't played the game much and I'm playing with people who have played it even less so there's a lot of things we don't know.


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