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Eldar hit-and-run vs ZoC...

 Post subject: Re: Eldar hit-and-run vs ZoC...
PostPosted: Thu Jan 20, 2011 12:50 pm 
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It just makes using scouts for area denial virtually impossible against eldar.

When all is said and done the situation is going to be extremely rare but is a bonus the eldar have that I hadn't thought of before. I'd look for more ways to exploit this if I could be bothered :)


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 Post subject: Re: Eldar hit-and-run vs ZoC...
PostPosted: Thu Jan 20, 2011 12:56 pm 
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Not really. The Eldar still can't violate the ZoC. Their opponent can still deny coverage. The Eldar player still would be able to shoot against these scouts. The only difference is that they are able to move away further and still shoot.

Hmm, then again, shooting could break the scout formation, thus allowing the Eldar to move forward. Yeah, I guess you are right that in some instances it renders scouts less useful. What would happen at if that occurred? Would the Eldar player take his shoot-move-move, and then the broken scouts move away? Or would the broken formation be forced to move prior to the completion of the Eldar's move-move?

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 Post subject: Re: Eldar hit-and-run vs ZoC...
PostPosted: Thu Jan 20, 2011 1:25 pm 
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The formation still have to move out of ZoC though Dave: how is that different to any other race?

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 Post subject: Re: Eldar hit-and-run vs ZoC...
PostPosted: Thu Jan 20, 2011 1:30 pm 
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I'd suggest in the interest of fairness that the Eldar player moved first.

Eldar have always had this slight advantage against scouts though, as they can shoot, attempt to break the fm and then move accordingly - when not in the scout's ZOC. This example is a tad different though, as they did start within the scout's ZOC, so in this particular instance I would probably move the Eldar first and then have the scouts make their break move.


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 Post subject: Re: Eldar hit-and-run vs ZoC...
PostPosted: Thu Jan 20, 2011 2:06 pm 
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I'll explain.

Towards the end of the game I have a set of scouts that I move to put an enemy formation in their zone of control so that they can no longer move to claim an objective. By doing this I force them to move away from me first.

However, the enemy is eldar, so they get to shoot at the offending formation, remove the ZOC and can now move in any direction they like and claim the objective.

It basically makes your scouts static pillboxes vs Eldar, when they needn't be.


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 Post subject: Re: Eldar hit-and-run vs ZoC...
PostPosted: Thu Jan 20, 2011 2:11 pm 
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Broken formation moves first, just like a loser in an assault is what I'd do.


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 Post subject: Re: Eldar hit-and-run vs ZoC...
PostPosted: Thu Jan 20, 2011 2:27 pm 
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[quote=1.13.3 WIthdrawals]Unless the rules specifically state otherwise, a broken formation may choose to make a withdrawal immediately after the action that caused it to break is resolved.[/quote]

Does this imply immediately after the action of shooting, or immediately after the activation? In other armies it would not matter, but there is a distintion here.

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 Post subject: Re: Eldar hit-and-run vs ZoC...
PostPosted: Thu Jan 20, 2011 2:29 pm 
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As ever with GW rules writing you have to fill in the gaps for yourself!

I'd still let the broken formation move before the attacker so it mirrors assault resolution.


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 Post subject: Re: Eldar hit-and-run vs ZoC...
PostPosted: Thu Jan 20, 2011 2:51 pm 
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Spectrar Ghost wrote:
Quote:
Unless the rules specifically state otherwise, a broken formation may choose to make a withdrawal immediately after the action that caused it to break is resolved.


Does this imply immediately after the action of shooting, or immediately after the activation? In other armies it would not matter, but there is a distintion here.

"Action" is misleading terminology here. It would be after the shooting is resolved, not after the formation's entire activation process.

Basically, it's just like if an assaulting formation were broken by OW fire - they Withdraw immediately after being firedc on, not after the Engage action is completed.


Last edited by nealhunt on Thu Jan 20, 2011 5:18 pm, edited 1 time in total.

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 Post subject: Re: Eldar hit-and-run vs ZoC...
PostPosted: Thu Jan 20, 2011 3:02 pm 
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Mephiston wrote:
Towards the end of the game I have a set of scouts that I move to put an enemy formation in their zone of control so that they can no longer move to claim an objective. By doing this I force them to move away from me first.

The ZoC rules don't require people to "move away" first. They only have to leave the ZoC:
Quote:
If a unit finds itself in an enemy zone of control for any reason,
then it must either charge the enemy or leave the zone of
control when it next takes an action (note that this will require
an action that allows it to charge or move).

As long as the units can move legally (not over enemy units, impassable terrain, etc.) to leave the ZoC, there are no other restrictions. They can take off in any direction they like. Scouts always run the risk that an enemy might just blow past them if they get too aggressive.


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 Post subject: Re: Eldar hit-and-run vs ZoC...
PostPosted: Thu Jan 20, 2011 3:29 pm 
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Thanks for the clarification.

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 Post subject: Re: Eldar hit-and-run vs ZoC...
PostPosted: Thu Jan 20, 2011 3:41 pm 
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Neal, are you saying that it is perfectly legal to move deeper into a ZOC if you later leave it?

So if my scouts put 1cm of ZOC on them you can move through 19cm of ZOC to leave the over side, terrain, models and their ZOC permitting? If so that is certainly not how I've interpreted things.


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 Post subject: Re: Eldar hit-and-run vs ZoC...
PostPosted: Thu Jan 20, 2011 3:51 pm 
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Mephiston wrote:
I'll explain.

Towards the end of the game I have a set of scouts that I move to put an enemy formation in their zone of control so that they can no longer move to claim an objective. By doing this I force them to move away from me first.

However, the enemy is eldar, so they get to shoot at the offending formation, remove the ZOC and can now move in any direction they like and claim the objective.

It basically makes your scouts static pillboxes vs Eldar, when they needn't be.


Good point...

Yes, I would say the most sporting way of resolving things would be to NOT allow the Eldar player to shoot first but to leave ZoC before any shots were fired.

I cannot see a parralel being made with Overwatch to be overtly usefull seeing as this happens during the opposing formations action, not come your turn
Example:
-Guard inf formation on Overwatch
-scouting enemy unit moves into ZoC of overwatching guard
-Guard choose to ignore scouts in favour of beefier targets
-enemy player manages to outactivate guard until only the overwatching unit remains for activation.
-Come which time the guard MUST move away or assault.

If the guard had chosen to use overwatch against the scouts then, yes, they could have stayed put but that's not a problem with the hit and run rules.

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 Post subject: Re: Eldar hit-and-run vs ZoC...
PostPosted: Thu Jan 20, 2011 4:09 pm 
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The overwatch is covered as they are deemed to have activated when they set themselves on overwatch, not when they shoot.

If they are still in the scouts ZOC when they next activate they have to get out like everyone else (apart from the sneaky elves!)


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 Post subject: Re: Eldar hit-and-run vs ZoC...
PostPosted: Thu Jan 20, 2011 5:11 pm 
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I personally believe the "sporting" option is fairest. Can we please try to opt out on confusing and "gamey" options?


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