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Ram

 Post subject: Ram
PostPosted: Fri May 09, 2008 9:03 am 
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I do not fully understand how to use the RAM unit.

It is stated that it is based on the mole and that it is a tunneler.

The rules say about the mole:

Mole: These are intermediate-sized tunnelers capable of transporting 10 infantry stands. They are Tunnelers and may initially appear anywhere on the board as per the Deep Strike rules.

The rules say about the ram:

Ram: Nicknamed the ground torpedo, this design is based on the classic Mole Tunneler and forgoes cargo capacity for an improved digger and more armour. It is designed as a siege-breaker and titan-killer, and can also clean minefields. Rams may only be bought as support for tunneling companies.
If a Ram attacks a building, the building must make a save at ?8 TSM or be destroyed due to the huge structural damage caused by the Ram. The Ram also rolls a die and on a 4+ it gets hit by debris, must make a save at ?1 TSM and stops movement for the turn. This roll is made whether the building is destroyed or not.
Rams can move along the surface and attempt to crush infantry, cavalry and walker-class units in their way. Move the Ram and roll a die as each unit is encountered and on a 4+ it?s killed, otherwise it moves aside and the Ram continues. Models moved do not lose their actions (such as with the Eldar Wave Serpent).
Rams that attack larger units with an underground charge, surfacing directly underneath the target. Airborne units such as Skimmers & Fliers may not be attacked at all, and only one Ram may attack an opponent in a turn. Once an underground charge is declared, the opponent may immediately Snap Fire at the Ram while is going underground but no further firing at the Ram is possible. Note also that charged units are not pinned until the Combat Phase, and can fire and be fired upon during the Movement and First Fire phases as usual.
The underground attack is resolved like any other Close Combat but the target?s CAF is halved due to the difficulty of scoring a hit on the Ram coming from below and the weaker bottom armour of the target. Superheavies and units with a hit location template are hit D6 times to random bottom locations, but only once if the unit is Agile. If the Ram survives it is placed next to the target on the opposite side from where the Ram was coming, facing in the direction of travel.

Now... The Ram is a tunneler. But can he Deep-strike like the other tunnelers. I cant find anything about this in the rules, and nothing about him deviating when coming up from the ground either. If he can deep-strike I do not understand when he can be fired upon since he can just start the game underground and then come up wherever he wants (without deviating) Or can he only do short "jumps" underground, dive under again and go for another 30 cm?

Sorry for all the text.  ???

/Pete

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 Post subject: Ram
PostPosted: Sat May 10, 2008 3:49 am 
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No Deep Strike.  It moves across the ground like a surfaced Mole.  If it charges something it digs down and resurfaces underneath....you Snap Fire as it is digging down.

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 Post subject: Ram
PostPosted: Sat May 10, 2008 7:24 am 
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Humm.. Could be used against tyranids I guess. I mean their titans are bound to get close to your big targets.

/Pete

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 Post subject: Ram
PostPosted: Mon May 12, 2008 1:46 am 
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It is probably less effective against 'Nids as they are Agile.  It is potentially very good against Imperials and Orks as it bypasses shields, halves their CAF and does D6 hits!

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