rpr wrote:
1. if WE with transport capacity (DC 3) is engaged in CC with say Reaver (DC 6), does reaver count as single unit, or as 6 units, thus trapping all the transported units inside? (assumption: even in this case, while it seems silly, WE's count as as many units as their DC)
I'd play it as 6 units, there's no where in the rules where it says explicitly (as with the number of units that can get the -1 to be hit from being in base contact WEs). The only thing that comes close is the last paragraph of 3.3.1.
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2. if WE (DC 6) is engaged in CC with WE (DC 3) and one infantry unit, can it then (counter-charge) "barge" 2.a) around the WE or even 2.b) away from WE (dragging it around) (while 2b is a bit too much, 2a seems rule-wise legal; however, I would rule that WE in CC with WE cannot charge move to avoid any issues)
You can't barge WE, once WEs are basing each other neither can move via counter-charges (3.3.1).
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3. if flyer is left in CAP (at the end of turn), 3a) it can be issued new command next turn or 3b) it must be issued new command 3c) it is automatically on CAP next turn and is never activated (here 3c is the only one that makes sense - why would they ever return to base - but we had some dispute so...)
dptdexys's quoted the relevant sections already. Either stand down and activate CAP formations next turn, or keep them on CAP like you do overwatch formations. No need to activate them then, but their CAP counts as their activation for that turn.
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4. can CAP units intercept intercept? (according to rules no, but I recall I have seen this kind of ruling at some point, so checking out... anyway, there is just faq that they cannot intercept another CAP...)
They can't, people have house ruled to allow it though.
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5. new (?) black legion has "sacrifice" rule for champion. Can it be used after summoning roll? (this is how we finally ruled it, but again, clarity asked for as there was a big discussion on this)
Steve54 can confirm, but I believe you have to sacrifice before you roll.
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6. "fickle masters" (summon daemons) do not "longer" state type of daemons, so RAW allows player to add greater daemons to pool (I'm sure that at some point it was limited to lesser daemons, but as said, did not find it in text or associated FAQs anymore)
The original PDF never stated the type. If a FAQ is needed we can add it, I've never heard of anyone trying to add greaters though.
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7. SM drop pods (and chaos dreadclaws) do not exactly prevent units (after the first) being set to enemy ZoC. While it may be argued that this is the normal rule of the game, OTOH everywhere in the game it explicitly states that units cannot be put to ZoC (disembarks etc.), so some RAW advocate might state that this time it is allowed. Maybe this could be clarified?
The Marines are disembarking from the drop pod, 1.7.5 says they can't disembark into an enemy ZoC.
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8. If supreme commander is transported in a spaceship, can spaceship activation be re-rolled using supreme commander power? (assuming no, as they are never counted as same unit like transport vehicle + unit is)
It can, see the third Q&A under 2.1:
http://www.tp.net-armageddon.org/faq/#specialist-unitsQuote:
9. (Emperor's Children list specific) Player can pick retinue with "6 csm, one with character", and then replace 2 or 4 of those CSM with noise marines. In final formation, can the character be in noise marine unit? (we ruled it that way, as there is no very good way to explain the character in original formation than the used text form, and thought that RAI is '6 units, add one character to it', but as RAW it is not allowed)
You're allowed to replace the unit, the character wouldn't go with it, it would be placed on the replacement as you did. It's worded the way it is to mirror the Black Legion list (no putting the characters on Rhinos, etc.).
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...okay, I think that is all. Thanks for the great work! As a small thing, it would be SUPER great to have some kind of change file for tournament pack (see 9th age project, for example), as most of our players check the rules once per year (if even that) and it is super-easy to miss a chance as usually there are none (conserning that player)
There's a commit log here:
https://github.com/dsusco/tp.net-armageddon.org/commitsAny changes would be in there and are usually summarized in the change title.