Login |  Register |  FAQ
   
Post new topic Reply to topic  [ 92 posts ]  Go to page Previous  1, 2, 3, 4, 5 ... 7  Next

Scout screen vs. Air Assault

 Post subject: Re: Scout screen vs. Air Assault
PostPosted: Fri Sep 07, 2012 3:46 pm 
Brood Brother
Brood Brother
User avatar

Joined: Thu Feb 13, 2003 5:13 pm
Posts: 36989
Location: Ohio - USA
The title of the thread made me think I was back at the Infantry Officers Course !!!! :o :eh ;D

_________________
Legion 4 "Cry Havoc, and let slip the Dogs of War !" ... "People sleep peaceably in their beds at night only because rough men stand ready to do violence on their behalf."


Top
 Profile Send private message  
 
 Post subject: Re: Scout screen vs. Air Assault
PostPosted: Fri Sep 07, 2012 3:47 pm 
Brood Brother
Brood Brother

Joined: Wed Aug 31, 2005 12:52 pm
Posts: 4262
Sometimes TC does feel like boot camp :gah


Top
 Profile  
 
 Post subject: Re: Scout screen vs. Air Assault
PostPosted: Fri Sep 07, 2012 3:50 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri May 05, 2006 2:57 am
Posts: 20887
Location: Harrogate, Yorkshire
Rug: both Tyranids and Necrons feature teleporting WE's in the EUK loss which roll 1 dice for bm's (by convention, not explicitly spelled out in the army lists as you suggest).

NetEA FAQ has teleporting WE's roll 1 dice per DC, last I looked, and certainly the Necrons were playtested as such years ago.

_________________
Currently doing a plastic scenery kickstarter


Top
 Profile Send private message  
 
 Post subject: Re: Scout screen vs. Air Assault
PostPosted: Fri Sep 07, 2012 3:52 pm 
Brood Brother
Brood Brother
User avatar

Joined: Sun Aug 21, 2011 1:32 pm
Posts: 695
Location: Geneva, Swizerland
Rug wrote:
There is no difference between EUK and NetEA rules, there is only one set which is the GW one.

Teleporting warengines are not in said rules, it's a special rule which only comes up in certain lists, I wasn't aware NetEA has an official line, EUK certainly won't, they'll do it differently from list to list to make them balance.

The differences being talked about here are purely interpretation of a single set of rules, every community has it's own meta and habits even on this forum! 99% goes unnoticed until you play a game outside of your group, and then you might need to play 3 or 4 games before any difference comes up. It just so happens that due to the relatively active and united tournament circuit here in the UK there are some common interpretations.

An FAQ would be totally counter productive IMO as it would be devisive and largely ineffective. You either want to play toy soldiers or you don't, you either have a fun agreeable opponent or you don't.


So, what is EUK's "convention" on this specific question.

Also, I would like to state that this is not anecdotic. Many armies can deploy air assault, and many armies have vulnerable artillery. To have to defend the artillery with AA or not is a big difference, especially if it has to be enough AA to kill the Bomber.

Cheers,

LotM

_________________
"War is not about who is right, but about who is left". - B. Russell


Top
 Profile Send private message  
 
 Post subject: Re: Scout screen vs. Air Assault
PostPosted: Fri Sep 07, 2012 4:00 pm 
Brood Brother
Brood Brother

Joined: Wed Aug 31, 2005 12:52 pm
Posts: 4262
The chance that any experienced UK tournament player would throw away an air assault on artillery early in the turn is remote to zero.

To do so would waste an expensive activation and leave the WE transport vulnerable to counter attack on the ground, the most dangerous place for such assets.

In my experience trying to hard to defend against air assaults wastes points and ends up with formations out of position. If your opponent is using 400+ points to kill around 250 (on average) I'll take that most of the time.


Top
 Profile  
 
 Post subject: Re: Scout screen vs. Air Assault
PostPosted: Fri Sep 07, 2012 4:08 pm 
Hybrid
Hybrid
User avatar

Joined: Tue Apr 19, 2011 12:03 pm
Posts: 6355
Location: Leicester UK
@LoM as discussed in this thread, according to the 'screen from behind' FAQ you are unable to screen against an air assault, the transport craft will always be able to land in both zones of control and engage the 'target'

if you feel this is wrong, seemingly like EUK, then feel free to play it an alternative way, EUK event wise, it will *still* only be an issue if the players disagree, if I was playing against meph, we would agree to play it as outlined above, if played against someone else, I would probably go with the EUK interpretation, only if there is a dispute is a ruling required

the fact that AFAIK in several years of EUK tournaments, this has never come up, just demonstrates how situational it really is!

_________________
Just some guy

My hobby/painting threads

Army Forge List Co-ordinator


Top
 Profile Send private message  
 
 Post subject: Re: Scout screen vs. Air Assault
PostPosted: Fri Sep 07, 2012 4:11 pm 
Brood Brother
Brood Brother

Joined: Tue Apr 26, 2005 4:58 pm
Posts: 599
The last time discussed general consensus among the EpicUK committee was that a scout screen completely overlapping another formation with their ZOC (and not intermingled presumably) does stop an air assault.

Also regards another rule issue raised in this thread, consensus on War Engines teleporting was they roll one dice for blast markers.

Not sure either rule is specifically covered in either the NetEA FAQ or the GW FAQ, both are fairly open to interpretation and could in reality be ruled on differently at an EpicUK tournament dependant on the tournament organiser who obviously has final say on the day.


Top
 Profile Send private message  
 
 Post subject: Re: Scout screen vs. Air Assault
PostPosted: Fri Sep 07, 2012 4:12 pm 
Brood Brother
Brood Brother

Joined: Wed Aug 31, 2005 12:52 pm
Posts: 4262
E&C... I still don't play barrages the way Jervis wants most games >:D


Top
 Profile  
 
 Post subject: Re: Scout screen vs. Air Assault
PostPosted: Fri Sep 07, 2012 4:13 pm 
Hybrid
Hybrid
User avatar

Joined: Tue Apr 19, 2011 12:03 pm
Posts: 6355
Location: Leicester UK
no need for an FAQ for this one, it could probably be covered in the pre-game 5 minute chat.... 'can scouts screen air assaulters? no? okay then, let's play with toy soldiers and tiny tanks! wooo! go epic!'

_________________
Just some guy

My hobby/painting threads

Army Forge List Co-ordinator


Top
 Profile Send private message  
 
 Post subject: Re: Scout screen vs. Air Assault
PostPosted: Fri Sep 07, 2012 4:23 pm 
Brood Brother
Brood Brother

Joined: Wed Aug 31, 2005 12:52 pm
Posts: 4262
Gents, GW use language in a sloppy way when writing rules, deliberately if you believe some of the commentary from Jervis/Rick. They claim it encourages players to discuss and come to an agreement during the game.

The 5 min warm up is the place to discuss such things, and before anyone asks, no the document "What to ask in the 5 min warm up" has never been produced or ratified... though someone did volunteer to do this a long time ago, and it wasn't me before anyone asks :)


Top
 Profile  
 
 Post subject: Re: Scout screen vs. Air Assault
PostPosted: Fri Sep 07, 2012 4:27 pm 
Brood Brother
Brood Brother
User avatar

Joined: Sun Aug 21, 2011 1:32 pm
Posts: 695
Location: Geneva, Swizerland
Though I agree that wasting an Air Assault on an simple artillery formation, the consequence is quite doifferent with arty companies of the different lists.

I understand people in the UK never play them (I don't htink there is even one list with an IG arty comapny for example), but I have seen quite a few around here.

Now "Wasting" 2 SM Assault detachements and a thunderhawk to kill an arty company sounds like a valid strategy. Especially if the assault is supported by terminators, other thunderhawks, etc.

If this can be stopped ny 4-8 sentinels, or requires 6-9 Hydras is quite different.

_________________
"War is not about who is right, but about who is left". - B. Russell


Top
 Profile Send private message  
 
 Post subject: Re: Scout screen vs. Air Assault
PostPosted: Fri Sep 07, 2012 4:36 pm 
Hybrid
Hybrid
User avatar

Joined: Tue Apr 19, 2011 12:03 pm
Posts: 6355
Location: Leicester UK
if you want to cluster your artillery company so it can be screened by some sentinels, I'd be more concerned about avoiding the orbital barrage myself....... plus it's not hard to deal with really..... turn 1, marines/eldar will probably win the initiative, they can easily alpha strike one of your screen formations (warhounds, predators, revenants, void spinners, fire prisms, etc etc) then retain and air assault through the hole.....

_________________
Just some guy

My hobby/painting threads

Army Forge List Co-ordinator


Top
 Profile Send private message  
 
 Post subject: Re: Scout screen vs. Air Assault
PostPosted: Fri Sep 07, 2012 4:53 pm 
Brood Brother
Brood Brother
User avatar

Joined: Wed Nov 16, 2005 7:20 pm
Posts: 5483
Location: London, UK
AFAIK, there is only one 'official' FAQ as others have said, which is on the GW site.
Dave has copied this into the new Compendium, but there were several contentious questions that have arisen over the years (scout screening being one), and Neal was going through a list of these to provide suitable pronouncements in due course.
Here is Neal's approach to FAQ
Here is the list of FAQ questions Neal was looking at
And his initial views on suggested changes in 2012

There was an extensive and convoluted debate on the 'screening against air assault' issue here, which we are in danger of repeating again.

Onyx wrote:
Basically yes, an air assault can land in multiple zones of control and engage the nearest formation.
I am part of the NetEA rules/FAQ team headed by nealhunt.
The new FAQ will be made available when nealhunt has time to update it.
IIRC, this view was in the minority - most people following Neal's opinions (and those of the E:A ruleset) which generally prohibit units from entering the ZoC of an enemy unit that is not the target of the assault.

This means that if a target is "screened" by scouts, then the player must use another formation to clear away part or all of the screen in order to carry out the assault. Equally, where there is protective AA, this must be nullified or the player runs the risk of losing the air transport to a 'lucky shot'.

Either way these and other questions are not insurmountable, and provide the colour and character to E:A as a game, so I would be very unhappy indeed if Onyx is correct regarding the FAQ revision.


Top
 Profile Send private message  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 92 posts ]  Go to page Previous  1, 2, 3, 4, 5 ... 7  Next


Who is online

Users browsing this forum: No registered users and 4 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  


Powered by phpBB ® Forum Software © phpBB Group
CoDFaction Style by Daniel St. Jules of Gamexe.net