nealhunt wrote:
"It's not explicitly allowed in the rules": There is simply no way the rules are going to delve into every situation they create. A major design concept of the game is "simple rules to create complex situations and decisions," which is the exact opposite. Even without that design concept, though, it's simply not a reasonable expectation for every possible permutation to be explored.
its not just not explicitly stated, it is entirely unsupported. there is no portion of the rules that in any way deal with deploying less than the full purchased formation. the only time where such a thing is mentioned, is again, in the marine special rules, which refers to a single instance where it is allowed. it certainly doesnt then mean that it is allowed in other instances, infact, quite the opposite. if the marines did not need a special rule to allow them to do so, they wouldnt have the special rule allowing them to do so.
nealhunt wrote:
- Aircraft approach moves don't explicitly state you can end the move with units facing in opposite directions, but it is allowed.
- It's not stated in the intermingling rules that you can break a formation that is otherwise out of range, but you can "roll up" a flank by doing so.
- The hit allocation rules don't say you can "stretch" the range on weapons and it is counter-intuitive, but it is a result of applying the RAW.
- It's not stated you can make a Withdrawal move towards the enemy, but it is allowed.
- Nothing says you can take a Daemon Pact without any Daemons, but you can (and you might roll a 6 on Strategy to gain a daemon pool).
i've removed the "these were things you used to be able to do but we changed the rules so you couldnt" because they contribute nothing to either side of the arguement
of the remaining instances, i will note, however, that every single one of these things is something that while not explicitly discussed in the rules, is covered by following the rules that ARE written down. you can stretch range because the rulebook says how the rules work. you can withdraw towards the enemy because they tell you to move and dont tell you where.
the 'dropping units for fun and profit' thing is not following any rules written down, it is at best, ignoring the rules that are written, if not creating entirely new rules. "these rules do not specifically allow battlecannons to shoot at ork boyz but we can" is not the same as "the rules do not in any way discuss the ability to choose not to roll an armour save but we are going to pretend that it does because thats what we want it to say"
to put it another way, each of these examples is of a rule allowing you to do something by saying how the rule works, and the circumstances then being applied to those rules
the 'dropping units' thing, is the opposite. the rules do not say you can do something, the rules do not say you cannot do something, but there is no framework that you're following here, you're just making things up
a rulebook is a list of rules. it is a collection of things you can do, not a list of detailed exceptions of what you cant do, and everything else is fair game.