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War Engine DC in assaults

 Post subject: Re: War Engine DC in assaults
PostPosted: Mon Jan 23, 2017 4:37 pm 
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Two other areas where WE count as just one unit because it doesn't specifically say otherwise are:

1. In the Tournament scenario formations where half or more of the units (rounding up) are scouts can garrison. So a mingeddon steel legion formation of 2 shadowswords and 2 snipers is able to garrison.

2. No. of dice rolled when a WE is within range of another WE doing splash damage from a critical or a drop pod’s deathwind.


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 Post subject: Re: War Engine DC in assaults
PostPosted: Mon Jan 23, 2017 4:48 pm 
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And that is 2x DC units.


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 Post subject: Re: War Engine DC in assaults
PostPosted: Tue Jan 24, 2017 2:14 am 
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OK lots of responses. To clarify the question in terms of what is not covered by 3.3.1, the question of trapping inside is not covered. It doesn't say that it counts as DC units for the purposes of basing units, only that it can barge 2xDC non-WE units, and that 2xDC units can base it.

Here's the thing though: there is still quite a lot of inconsistency wrapped up here. I have no issue with this ruling (i.e. that in some aspects it is treating as being equivalent to DC units in assault, others not) and having a blanket "unless otherwise specified" is a straightforward and unambiguous answer which is good. However it does create quite a few oddities and some very subtle distinctions to be drawn (e.g. the one above) so deserves a mention in the FAQ that the EpicUK committee was inviting questions for. And also NetEA IMO.

Can we therefore confirm these:

- You don't place an extra blast marker for crossfire when damaging a WE, only if you destroy it (1.11)
- A single war engine cannot trap units inside their transports
- A war engine (e.g. gorgon, thunderhawk) can barge upto 2xDC infantry, but any units inside will be trapped if it contacts 2 or more. Likewise if you charge a WE, you can get 2xDC into BtB but only need 2 to trap the units inside
- You only roll one die for teleporting a war engine (NetEA FAQ will need correcting)
- You only roll one die for a war engine in dangerous terrain
- A war engine that fails a dangerous terrain test (1.8.1) is destroyed [note that this isn't damage, or an unsaved hit in the language of 3.2.2]
- Similarly, a war engine (e.g. revenant) that is out of formation at the end of the move is destroyed, but places only 1 BM on the rest of the formation
- However a war engine that ends a withdrawal move takes 1 damage per unit (WE or otherwise) within 15cm [explicit in 3.2.4]

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 Post subject: Re: War Engine DC in assaults
PostPosted: Tue Jan 24, 2017 10:22 am 
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Kyrt wrote:
- You don't place an extra blast marker for crossfire when damaging a WE, only if you destroy it (1.11)


I'm pretty sure that EpicUK have ruled that you DO get the extra BM for a point of damage to a war engine in crossfire

Quote:
- A single war engine cannot trap units inside their transports


Correct

Quote:
- A war engine (e.g. gorgon, thunderhawk) can barge upto 2xDC infantry, but any units inside will be trapped if it contacts 2 or more. Likewise if you charge a WE, you can get 2xDC into BtB but only need 2 to trap the units inside


From the FAQ:

'Troops are trapped inside a War Engine transport if it is contacted by two or more enemy units per point of starting damage capacity'


Quote:
- You only roll one die for teleporting a war engine (NetEA FAQ will need correcting)


Correct

Quote:
- You only roll one die for a war engine in dangerous terrain


Correct

Quote:
- A war engine that fails a dangerous terrain test (1.8.1) is destroyed [note that this isn't damage, or an unsaved hit in the language of 3.2.2]


EpicUK events play that a failed DTT causes a point of damage rather than destroying the war engine outright, while it's a linguistic point, it also talks in the war engine section about how many 'kills' a war engine can sustain, so it's not consistent, I'm fairly sure it's played the same way everywhere, I'm sure someone will come along to point out why

Quote:
- Similarly, a war engine (e.g. revenant) that is out of formation at the end of the move is destroyed, but places only 1 BM on the rest of the formation


this has never come up in any of my games, totally unsure as to how this would be played!

Quote:
- However a war engine that ends a withdrawal move takes 1 damage per unit (WE or otherwise) within 15cm [explicit in 3.2.4]


Correct

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 Post subject: Re: War Engine DC in assaults
PostPosted: Tue Jan 24, 2017 11:31 am 
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I wish the xfire BM on WE was written in a faq as it tends to benefit one side or the other so isn't really good for 5 min warm up.


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 Post subject: Re: War Engine DC in assaults
PostPosted: Tue Jan 24, 2017 12:14 pm 
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For failed Dangerous Terrain tests, I believe that's covered by:

3.1 WAR ENGINE MOVEMENT wrote:
War engines follow the same movement rules as any other unit. War engines that fail a dangerous terrain test suffer a hit (see the damage rules below).

So a single DC would be lost.


For Crossfire, I'm pretty sure during one of my games at the GT it was played as kills rather than causing damage, but we didn't call anyone over as we thought the Crossfire wording was clear.

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 Post subject: Re: War Engine DC in assaults
PostPosted: Tue Jan 24, 2017 2:39 pm 
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kyussinchains wrote:
Kyrt wrote:




Quote:
- Similarly, a war engine (e.g. revenant) that is out of formation at the end of the move is destroyed, but places only 1 BM on the rest of the formation


this has never come up in any of my games, totally unsure as to how this would be played!


It would depend on remaining DC, normally If a WE is destroyed you would recieve 1 bm per damage it lost (plus the BM for being shot at) so I don't see why this would be any different.
as an example - if it had 3 DC left and was destroyed for being out of coherency the remaining WEs would recieve 3 BMs.


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 Post subject: Re: War Engine DC in assaults
PostPosted: Thu Jan 26, 2017 2:03 am 
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Should probably have said upfront -this being the internet- that my examples are largely rhetorical. Pointing out that the rules and FAQs are not consistent. Most obviously captured in:
- how many dice for DTT (again rulebook is silent so should be 1)
- how many dice for teleport (FAQ says DC but nowhere is this in the rulebook)
- how many BMs does it take to trap units in a WE (FAQ says WE counts as 2xDC but there is no exception saying so)
- how many WEs does it take to trap units in a non-WE (lack of explicit exception means WE counts as 1 unit only)

Point is we can't just say "unless rules say so, assume a WE only counts as a unit".

Man this is fun

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