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Snap Fire & Damage Buildings

 Post subject: Snap Fire & Damage Buildings
PostPosted: Sat Mar 07, 2009 8:24 am 
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I have few questions about the rules that have been asked on the french Epic forum. It seems that players do not interpret the rules the same way and they asked me to ask there.

1) Snap Fire: When a unit has already discovered its FF order (so has been activited) can it snap fire ?

NetEpic Gold page 18 says:
Units on First Fire Orders: Activating a unit on First Fire Orders is usually done to Snap Fire at a moving enemy, but it may be done to gain a tactical advantage (e.g. an obvious order such as, “This artillery battery is on


Does this mean that only units that have not discovered their order may Snap Fire ?

I would say 'No' but...It depend how you understand what is an activation.


2) No Snap Fire with template weapons: does this mean the Noise Marines can't snap fire ?

NetEpic Gold page 19 says:
You
may not Snap Fire with template weapons or any unit classified as artillery.


3) About structural integrity:

NetEpic page 27 says:
Structural Integrity: This represents how many times you have to hit a building before it falls down. Buildings that are damaged but not destroyed have a chance of falling down on their own. Every time a structure fails an Armor Save, give it an SI counter. In the End Phase roll a D6, and if it’s equal or less than the number of SI counters, the building falls down.

Does the roll to know if the building falls down only apply during the turn it was damaged or on each end phase of the game ? If on turn 1 I put 3 SI points on a building and it did not fall, may it has a chance to fall on next turn or do I have to put another SI point on turn 2 to be sure my opponent will roll another SI test ? The question come from "In the End Phase", should it be: Only in the end phase of the turn it gets SI or in Each end phase when a building as SI points.

Thanks for your help :)

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 Post subject: Snap Fire & Damage Buildings
PostPosted: Sat Mar 07, 2009 2:38 pm 
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1) I do not use this rule as it slows the game down but if this rule must be used then I would agree that no this does not activate the unit. You have declared the units intention, the unit has still to activate.

2) From the description it quite clearly says that you can't. However, I fail to see why it is disallowed. Perhaps it is to prevent some sort of games play problem. Like snap firing on moving target as it passes another unit... maybe?

3)You make one roll for each attack just like an armour save. If it fails then it loses an SI point. If the building only had one then it collapses right then and there. If it had two or more then more hits must be caused to destroy it, in the same way. If the weapon that struck the building is listed as "Destroys Buildings" then no mater how many structural points the building has left, if it fails a roll it is gone.

Additionally... IF a building is damaged and survives to the end phase it must also make a structural integrity test to see if it still collapses. Roll a D6 and hope you roll more than the number of SI counters accrued on the building. You roll once in each end phase for each building that is damaged.

Hope this helps...  :grin:

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 Post subject: Snap Fire & Damage Buildings
PostPosted: Sat Mar 07, 2009 2:47 pm 
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Hi,

1.: Activated units cannot snap fire anymore. I also had a problem figuring this one out, and therefore my guess is, you guys are not familiar with the "pass" rule. I just found it a week ago, because it is only a very small paragraph not completely clear for newcomers imho:

Activating Units
Pick a detachment and reveal its orders, then make any desired movement. You do not have to move a unit because of its orders, but once the next detachment has been activated you may not change your mind – commanders do not have the commodity of hindsight in battle! Both players continue to alternate moving detachments until all units have moved.
You may not “passâ€Â


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 Post subject: Snap Fire & Damage Buildings
PostPosted: Sun Mar 08, 2009 7:14 am 
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1. Agree with Sanjuro.  If you "activated" a FF unit to stall, that unit cannot Snap Fire...it has already been Activated.  

2. Can't.  I guess we could make the distinction between BP with an @ not being able to, but those without an @ being able to I suppose, but is it that big a deal?

3. WH has it.  Test when shot, and any damaged building must test again in every end phase.




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 Post subject: Snap Fire & Damage Buildings
PostPosted: Sun Mar 08, 2009 10:06 am 
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So for the question about Snap Fire/Pass/First Fire Activation, this means:

- I have a devastators detachment. In the movement phase, I activate it and discover its First Fire order. My opponent charge this detachment -> My detachment can not defend by firing at the charging unit as I have shown my order.

This become quite more complicated as in the "Pop-up attack definition", it says:

"A unit making a Pop-Up attack can only be targeted by units on First Fire Orders that Snap Fire


This means that during the First fire phase, I may still have some units that have not display their orders ? I thought that at the end of movement activation phase, all orders were revealed ? As only the units with order hidden can Snap Fire, I would never be able to Snap Fire a mini doing a pop-up attack.

For quick-draw devices like the tarantula that may snap fire without penalty or AA units that may Snap Fire aerial units, if I have discovered they order, they may not Snap Fire at all.

Obviously, I do not understand why a unit that as revealed it's FF order could not be able to snap fire anymore. It's just the same order but it was revealed, so your opponent knows your intentions for this unit and know that he should not come too close.

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 Post subject: Snap Fire & Damage Buildings
PostPosted: Sun Mar 08, 2009 10:28 am 
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In my group we play it as a unit that is being charged always can shoot at the charger if he is in FF. As with many other rules that had been changed it might very well be that we havent interpreted the rules correctly. But. To me it sounds strange if you cant shoot at a unit that is charging if you he knows that you are just waiting for him.

How do you others do?

I think I have to read about the "pass" rule.. - And now a few minutes later after reading it all makes a bit more sense.. I guess if you activate and show a FF order then you "pay a price". That price being losing the snap fire ability.

Another rule I have to bring to the table. Perhaps my friends are fed up on me now.. :D

/Peter




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 Post subject: Snap Fire & Damage Buildings
PostPosted: Sun Mar 08, 2009 11:06 am 
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With regards to Snap Fire, I had waaaay back when I joined asked about this with regards to Daemons and Greater Daemons charging a unit on First Fire orders also.

Does this then mean that a unit with First Fire orders that has yet to reveal those orders gets to shoot a Greater/Daemon as it attempts to engage it in close combat, all be it with a -1 to hit modifier? Doesn't this get round the Daemon special ability of not being able to First Fire a Greater/Daemon in close combat. That's a new rule mugging an old established rule surely?

Hmmm, no wonder I don't use the Snap Fire rule for units that don't have the special Snap Fire ability. It's a nice idea, in part but it just doesn't work IMO without knocking more established rules that do work.

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 Post subject: Snap Fire & Damage Buildings
PostPosted: Sun Mar 08, 2009 12:05 pm 
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Napalm also asked about the Snap Fire on Charging Greaetr Daemon:

- You just say "my greater daemon charges"
- Opponent can try to snap fire it with whatever units in Snap Fire
- Finaly, Greater Daemon engage the unit he wants

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 Post subject: Snap Fire & Damage Buildings
PostPosted: Sun Mar 08, 2009 12:11 pm 
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So the answer is yes? you can get around the "No First Firing" at Greater/Daemons rule...

Well that doesn't seem right.  :sad:

Used to be you could charge into close combat and your ability to horrify your opponent would mean he couldn't fire. So this has been changed via the every unit can Snap Fire back door.

3. WH has it.  Test when shot, and any damaged building must test again in every end phase.

I think what Zap means is that he agrees with me, cool  :smile: . Who gets to decide who's points are correct, I thought we just discussed things here and reasoned it out for ourselves as a team?.. Is there a Tsar of NetEpic?.. with maybe the exception of Primarch, obviously. :tongue:




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 Post subject: Snap Fire & Damage Buildings
PostPosted: Sun Mar 08, 2009 9:50 pm 
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I was playing this exactly like Scream.
So it means that against a typical eldar player, you have to pass with almost all your army?
Same thing for the unit that cannot shoot at something charging it, it's totally unrealistic:
They're in first fire, prepared to shoot at something, but they cannot shoot at the thing running torward them.

And got the same questions:

I do not understand either why a unit that as revealed it's FF order could not be able to snap fire anymore. They've done nothing, you've just revealad an order.

What happens when the movement phase is over? Everything without revealated order do nothing and just sit there?
If it becomes normal first fire order, what's the point with passing? Something in first fire cannot move so it's not an inconvenient either.


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 Post subject: Snap Fire & Damage Buildings
PostPosted: Mon Mar 09, 2009 12:03 am 
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Hmmm, no wonder I don't use the Snap Fire rule for units that don't have the special Snap Fire ability. It's a nice idea, in part but it just doesn't work IMO without knocking more established rules that do work.

More good points that back my claim. (I hadn't considered the pass vs. Eldar but yes that's what you're expected to do it would seem.) Do we really need this rule. Does it bring something to the game or just slow it down and make established rules break?

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 Post subject: Snap Fire & Damage Buildings
PostPosted: Mon Mar 09, 2009 3:53 am 
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Quote: (scream @ 08 Mar. 2009, 09:06 )

This means that during the First fire phase, I may still have some units that have not display their orders ? I thought that at the end of movement activation phase, all orders were revealed ?

No, any unrevealed orders are flipped when the unit is activated....though I guess it should be obvious what order they have so I guess not that big a deal.  (ok, just checked rules as written...should really just be "when activated" and reference to the movement phase removed.)

In my group we play it as a unit that is being charged always can shoot at the charger if he is in FF. As with many other rules that had been changed it might very well be that we havent interpreted the rules correctly. But. To me it sounds strange if you cant shoot at a unit that is charging if you he knows that you are just waiting for him.


They can.  Read the Snap Fire rule and particularly the last sentence.


More good points that back my claim. (I hadn't considered the pass vs. Eldar but yes that's what you're expected to do it would seem.) Do we really need this rule. Does it bring something to the game or just slow it down and make established rules break?

I'd be happy to see any reference to "reveal a First Fire unit to stall" removed from the rulebook.  We don't use it, and as seen doing it breaks other stuff.  If you've run out of units with movement orders, just let your opponent finish the turn and get on with shooting I say  :vD




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 Post subject: Snap Fire & Damage Buildings
PostPosted: Mon Mar 09, 2009 10:25 am 
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So what do the rules look like without the stall tactic?

Also, again what happens to Daemons that charge against units on First Fire. -1 to hit is way better than not able to shoot but not for the Daemons. Perhaps due to the horror factor snap fire... (can we call this opportunity fire to avoid confusion with snap fire units) ...should be at a -2 to hit or something against Daemons while they move into close combat. This would only effect the unit being engaged IF the Daemon would PIN it in close combat.

It's a bit long winded, but what do you all think?

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 Post subject: Snap Fire & Damage Buildings
PostPosted: Mon Mar 09, 2009 10:39 am 
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I would say:

- activate your daemon
- tell your opponent wich unit is the target of the charge
- the targetted unit will not be able to snap fire at the daemon
- your opponent can activate any non targeted unit to snap fire at the daemon
- if the daemon is not killed by the snap fire, place it in CC with the target of the charge

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 Post subject: Snap Fire & Damage Buildings
PostPosted: Mon Mar 09, 2009 10:43 am 
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Ok, that makes sense. I'll give it a try IF I can convince the other v5 players... I'll need a length of rope, a chair, a basement and a... feather.  :oo:

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