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2 battles and few questions

 Post subject: 2 battles and few questions
PostPosted: Wed Dec 12, 2007 6:18 pm 
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Hi,

this week-end we played 4 NetEpic battles and few questions without answers appeared. We played with the Gold rules, last codex (from the ML) and the flyer amendement rules:

- about Fallback:
when a unit fails a moral test, it receives a fall back order for the next turn. The unit must make a movement towards its deployment zone at charge speed. But what happens for units that charge speed bring outside the table ? Do they stop in their deployment zone ? Do they route because they are outside the table and are removed from the game ? Can they stop their fall back movement behind an obstacle where they can not be seen by an enemy (forest/building) ? I did not find some explicite explanations about it.

- about SnapFire:
Point defense are considered as always on FF, so this mean they can be used to Snap Fire. In the case I do not Snap Fire an enemy charging me but a unit moving at range, can I just do a Snap Fire with the PD or do I have to  Snap Fire with all my weapons ? If my Leman Russ detachment is in advance order, can it use it's PD to Snap Fire once it has moved ? Could it use the others weapons to do the normal ranged attacks in the advance fire phase ?

- about doomwings and firelord:
Can they attack some ground units with their flame template weapons if they are at high altitude ? I understand thaht rockets/bolts etc... do not suffer from the altitude but a flame template that is placed just like if the flyer was at low altitude...

- about "shoot the thin part" flyer ability:
all flyers and floaters have the "shoot the thin part" ability. In the rules, low altitude is said "between tree top and skycraper roof high". A titan is higher than tree top and close to skycraper roof but do not have this ability for it's carapace weapons ;). Couldn't the "shoot the thin part" ability be limited to flyers/floaters at high altitude ? If the flyer is at low altitude and try not being seen by the AA guns, it's surely not enough high to hit the top of the vehicule but will surely hit front/side/rear armor...

That's all folks ;)





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 Post subject: 2 battles and few questions
PostPosted: Thu Dec 13, 2007 2:55 am 
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Fall back - These guys are fleeing and they don't stop unless they pass a subsequent morale test.  They run straight off the board if they have the movement.  Wording could be clearer I agree.

Point Defense - Pretty much yes to all your questions.  Yes a unit can snap fire and just use the PD (of course if you aren't the target of a charge you need a 7 to hit).  Yes you can snap fire with PD even after your unit moved.  In both cases it can fire its other weapons in the combat phase.

Doomwings - you do make a good point.  I guess for simplicity's sake we just ignore this though.  Otherwise you might have to look at recosting the Doomwing and Firelord as their weapons are less effective etc. etc.

STTP - I like this.  I'll add it to the alternate Flyer rules :)

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 Post subject: 2 battles and few questions
PostPosted: Thu Dec 13, 2007 10:42 am 
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Thanks for your reply Zap.

About Fallback, so this means that a detachment that and infantery detachement that was not transported during the first turn and fails a moral test during the first turn will be outside of the table at the end of the second turn compulsary movement phase...

About the STTP and the alternative flyer rules, couldn't these alternative rules be the official ones ? (not optional). They runs well and all players who used them seems to appreciate them (at least on epic_fr, NetEpic players find them really good).

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 Post subject: 2 battles and few questions
PostPosted: Thu Dec 13, 2007 2:19 pm 
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I'm not quite sure I understand the question....but generally it is a bad thing to be near your table edge and fail a morale check.  I've seen a Hammerhead company lose 4 models to Squat missiles in turn one and all 3 survivors broke and retreated straight off the table.  Jetbikes are almost always in trouble if they break!  We play on a full 120cm wide table though, so its' not too bad  :;):

We like the alternate flyer rules down here too.  I'd be happy to make them the official rules and make the current ones the alternate if everyone else is happy and the big P agrees. :D

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 Post subject: 2 battles and few questions
PostPosted: Thu Dec 13, 2007 2:26 pm 
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Yes Zap, you understood the question ;)

In the last party our IG player was in big trouble against our Chaos player... our chaos player got in hand a bunch of chaos reward cards that inflict moral tests...the IG player did not pass a lot of them and about 50% of his army was on fall back order at the end of first turn (Leman Russ, Shadowswords...) so as he gave them advance order on first turn, with the fall back order of second turn, all those units went out of table...

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 Post subject: 2 battles and few questions
PostPosted: Fri Dec 14, 2007 2:46 am 
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Yes, Chaos can be brutal on low morale armies.  I guess we're lucky in that we have a good 20cm deployment zone, and if I'm up against armies that cause lots of morale checks I start as far forward as possible.  If I'm playing IG I always take an Inquisitor, and Squats a Fundamentalist!

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 Post subject: 2 battles and few questions
PostPosted: Sun Dec 16, 2007 2:35 am 
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Hi!

Its an old tactic. IG is VERY vulnerable to chaos powers, especially morale ones. Zap mentioned how you remedy this, but IG need to pack a lot of firepower and keep their distance for as long as possible. This includes using sacrificial units to "trick" the chaos player to prematurely play his cards were they do so against something less dangerous for the IG player.

A good example of this is using roughrider to strike deep and early. You force the chaos player to either use his cards then or risk losing his units to their high CAF.

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