Page 20 of 22 FirstFirst ... 10 18 19 20 21 22 LastLast
Results 381 to 400 of 431

Thread: Rules Questions

  1. #381

    Re: Rules Questions

    Well I know there's no rule for the doors to be sealed, but if I want to play some old missions, I need a solution... that is not the rule system swap

    The other question is quite clear though It's just my usual opponent's habit to convert almost every blip right before they come into play.. but they have to remain blips if forced to lurk, I see - thanks!

    The 3 blips per entry zone rule is in the rulebook however, but the official FAQ says the other way, so WTF???

  2. #382
    Chapter Master wilsongrahams's Avatar
    Join Date
    Sep 2009
    Location
    United Kingdom
    Posts
    2,377

    Re: Rules Questions

    If you are playing old missions - use the old rules - walk up to it and close it as a door!
    My Warhammer painting log (High Elves, Vampires, Night Goblins, Skaven and Chaos Warriors: http://www.warseer.com/forums/showth...11#post4856611

    My 40k painting log (Blood Angels, Orks, Tyranids and Eldar: http://www.warseer.com/forums/showth...11#post5214911

  3. #383

    Re: Rules Questions

    walk up to it and close it as a door
    That would be my bet - knowing the similarities between editions... but I really don't wnat to use the old system

    And about Lurking... does the FAQ overwrite the rulebook?

  4. #384
    Chapter Master wilsongrahams's Avatar
    Join Date
    Sep 2009
    Location
    United Kingdom
    Posts
    2,377

    Re: Rules Questions

    In my opinion no, only an Errata does that. I haven't checked either, buit I think 3 is fine. Why you'd want to keep more than that off board is beyond me.

    As to using old rules - it's more using the proper mission objective than mixing editions etc. It's no different to destroying damping controls or cryogenic chambers - the old rules say score a hit, so do that with new weapons. Closing bulkheads is often a mission objective in the same way that in the new rules for mission 2 the entry areas can be sealed - assume the sealing in mission 2 is more securing and the bulkheads of other missions is a permanenet sealing off of other areas.
    My Warhammer painting log (High Elves, Vampires, Night Goblins, Skaven and Chaos Warriors: http://www.warseer.com/forums/showth...11#post4856611

    My 40k painting log (Blood Angels, Orks, Tyranids and Eldar: http://www.warseer.com/forums/showth...11#post5214911

  5. #385

    Re: Rules Questions

    Now that's more like it
    I asked this only because of the difference of the 1st and 2nd edition rules - I like it better when we actually have to spend that AP to secure the area....

  6. #386
    Chapter Master wilsongrahams's Avatar
    Join Date
    Sep 2009
    Location
    United Kingdom
    Posts
    2,377

    Re: Rules Questions

    Me too, though in 2nd ed there was no option of sealing areas in mission 2, and in 3rd ed (I can't say about 1st) it's an option only, and you can just sit back shooting, but I find the assault cannon will run out of ammo if you do that - the random deployment means he'll always be on point rather than the three bolters.
    My Warhammer painting log (High Elves, Vampires, Night Goblins, Skaven and Chaos Warriors: http://www.warseer.com/forums/showth...11#post4856611

    My 40k painting log (Blood Angels, Orks, Tyranids and Eldar: http://www.warseer.com/forums/showth...11#post5214911

  7. #387

    Re: Rules Questions

    Some thoughts about Mission 2:

    Reading the victory conditions carefully could shows that there are no chance of a tie, because the Genestealers actually MUST kill all Marines to achieve victory - and there's nothing written about conditions of a draw.
    So using a turn counter is completely useless in this case...
    The Marine player however can choose to achive victory by eliminating the genestealer force rather than sealing those entry ways (because that is written clerly in the description) - my opponent went into a room an shot my lovelies one by one

    and I have a question too:

    Same description says that the Marine player wins if he seals all entry ways. But we have to play along till the end of the Genestealer phase of the same turn that happens, right? So the marine blocking those entries can actually be killed... or should we play along till there are Genestealers on the board???

  8. #388
    Chapter Master wilsongrahams's Avatar
    Join Date
    Sep 2009
    Location
    United Kingdom
    Posts
    2,377

    Re: Rules Questions

    As far as I am aware, the game always ends the moment the victory conditions are met so it ends as soon as the entry areas are sealed. However, it would be difficult for a marine to do this without having already killed the genestealers coming from said entry areas. If there were genestealers in the entry area they would have been forced to lurk anyway and so would not be able to enter play and attack the marine before the end of the phase.

    The discussion about tracking turns, was to avoid a situation where both players are holding position, refusing to go and attack their opponent, and I suggested adding a turn limit if this is to be an issue, or to add the option of a draw if neither player is willing to move and they agree to end the game so they can start a more enjoyable one. Another alternative is to allow infinite stealers and force the marines to seal the entry areas - delaying will achieve nothing here so the marines will advance.
    Last edited by wilsongrahams; 17-07-2011 at 10:07.
    My Warhammer painting log (High Elves, Vampires, Night Goblins, Skaven and Chaos Warriors: http://www.warseer.com/forums/showth...11#post4856611

    My 40k painting log (Blood Angels, Orks, Tyranids and Eldar: http://www.warseer.com/forums/showth...11#post5214911

  9. #389

    Re: Rules Questions

    I have outmaneuvered the remaining three stealers to seal the entry (in the south end of the map), but then one still could have reached me in the same turn - but were killed by overwatch fire...

    It's actually the Mission Status Phase when the victory conditions are checked (by the rulebook)
    Last edited by KaptiDavy; 17-07-2011 at 10:13.

  10. #390
    Chapter Master wilsongrahams's Avatar
    Join Date
    Sep 2009
    Location
    United Kingdom
    Posts
    2,377

    Re: Rules Questions

    "It's actually the Mission Status Phase when the victory conditions are checked (by the rulebook)"

    You're right here. Well done that man - have a web-cookie!
    My Warhammer painting log (High Elves, Vampires, Night Goblins, Skaven and Chaos Warriors: http://www.warseer.com/forums/showth...11#post4856611

    My 40k painting log (Blood Angels, Orks, Tyranids and Eldar: http://www.warseer.com/forums/showth...11#post5214911

  11. #391

    Re: Rules Questions

    Destroying open doors sounds suspect to me.

    - If in turn 1 you place a blip on the first square next to an entry area, in the following turn would you play that if you convert the blip, stealers can be placed off board, or are they lost (I suspect lost)?

    Have seen the 3 blips per entry area rule, is there anything to stop you converting blips in entry areas to have 3 blips and a stack of stealers lurking off board?

  12. #392

    Re: Rules Questions

    Have seen the 3 blips per entry area rule, is there anything to stop you converting blips in entry areas to have 3 blips and a stack of stealers lurking off board?
    Same question came up last time (my opponent always wants to do some bad tricks with the stealers, hehe)

    See post #380 for the answer

    So either you convert them to come to the board or step right in as a blip and convert them later.

    There's no use converting them outside as the entry zones aren't part of the gaming area - so standing there your stealers won't be able to do anything
    Last edited by KaptiDavy; 19-07-2011 at 09:32.

  13. #393

    Re: Rules Questions

    Just had a swizz through the first edition rules.

    In those you can have 3 blips and a maximum of 3 stealers lurking at each entry point.

    Interestingly, a marine on the final square adjacent to the entry point could not attack lurking stealers, but stealers in the entry point can attack marines.

  14. #394

    Re: Rules Questions

    Attacking in and out of entry points is an interesting case, but 3rd edition says that the entry points are not part of the gaming area - blips waiting there have no role in the game.
    Even the FAQs have nothing about these

    and a question, of course

    the FAQ says:

    Q. Can the sustained fire bonus be carried over from the Genestealer player’s turn to the Space Marine
    player’s turn?

    A. Yes. Sustained fire is only lost due to the conditions described on page 19 of the rulebook. Note that
    overwatch sustained fire is a separate condition and would not carry over.


    I guess this is about firing in the Genestealer phase by spending a command point - and not hitting, then firing again in the next marine phase... but what about firing on the same stealer in two subsequent marine phases???
    Last edited by KaptiDavy; 20-07-2011 at 20:14.

  15. #395
    Chapter Master wilsongrahams's Avatar
    Join Date
    Sep 2009
    Location
    United Kingdom
    Posts
    2,377

    Re: Rules Questions

    Good point. Whether it's supposed to carry over or not I've always treated each turn as a seperate entity and once a marine's activation is done, my memory of his actions is limited to whether he is on guard or overwatch, and that's it. I don't try to recall which marines should still be gaining bonuses etc. The turn sequence (player 1, then player 2) interrupts gameplay to make this seem the easiest method.
    My Warhammer painting log (High Elves, Vampires, Night Goblins, Skaven and Chaos Warriors: http://www.warseer.com/forums/showth...11#post4856611

    My 40k painting log (Blood Angels, Orks, Tyranids and Eldar: http://www.warseer.com/forums/showth...11#post5214911

  16. #396

    Re: Rules Questions

    Sustained fire through turns doesn't work for me - it's too unwieldy.

    In a busy game you'd have to have a notepad handy to keep track of who'd done what.

    Counter to the spirit of the game IMO, but whatever works for you.

  17. #397

    Re: Rules Questions

    Quote Originally Posted by wilsongrahams View Post
    You can convert any and all blips any time you want. [...]
    This is how I've played it for 15 years without issue, and other players I know do the same. If it is wrong then everybody I know plays it wrong.
    Even if it doesn't often matter, the rulebook states that if a blip has already been activated this turn (i.e moved, opened/closed a door) then it can't be revealed (page 16, under "voluntary conversion")

    In other words, either you reveal it and then can activate the revealed genestealers, or the blip 's been activated and you can't reveal it (except of course if the activation puts the blip into a space marine's view, by opening a door for example)

    Quote Originally Posted by wilsongrahams View Post
    As I said I don't recall where I read it but I'm sure the question came up somewhere and you can shoot a door from the clear side, in which case the whole section immediately becomes flamed, hitting models in it etc. I'd probably say you can't open it until proven otherwise though.
    Page 12 : "...when open have no effect on the game" so you can't shoot/close assault an opened door.

    You can't also open a door which is IN a flamed section (page 21 under "flamers and doors").
    Nothing prevents you to destroy it from the clear side though, and the remaining squares of the section will be engulfed in flames, hitting any models that are on it.

    Quote Originally Posted by KaptiDavy View Post
    the FAQ says:

    Q. Can the sustained fire bonus be carried over from the Genestealer player’s turn to the Space Marine
    player’s turn?

    A. Yes. Sustained fire is only lost due to the conditions described on page 19 of the rulebook. Note that
    overwatch sustained fire is a separate condition and would not carry over.


    I guess this is about firing in the Genestealer phase by spending a command point - and not hitting, then firing again in the next marine phase... but what about firing on the same stealer in two subsequent marine phases???
    Even if there's nothing preventing you from doing that, it is important to remember this sentence from page 19 :

    "the sustainded fire bonus is lost if the SM takes any action other than a shoot action, or if the SM moves and fires, or if a model other than the target takes an action"

    IMO, there is little chance you'll be able to carry your sustained fire bonus over another turn.
    Visit and rate my fantasy log : A lot of green against a feeble mind
    Models painted 2011= 45 / 2012 = 62 / 2013 = 7
    Quote Originally Posted by snottlebocket
    These finecast threads read like obituaries. They're just lists of models I'll never buy again.

  18. #398

    Re: Rules Questions

    First, I have carried over the sustained fire bonus several times in today's game (keeping in mind the other rules about losing it, of course) - but I admit that it could be messy sometimes

    Then we had the situation in Mission 3, when the whole thing about lurking stealers arose again
    So if the stealer player wants to open the door on the picture, he has to move on to the map from spawn point B and open it, as the spawn points are not part of the game space (ie no blip or stealer can open it from spawn point A, as they cannot step into the map)

    Or maybe we can convert the first blip outside, and open the door
    But I don't think so....
    Attached Thumbnails Attached Thumbnails Click image for larger version. 

Name:	Mission 3 excerpt.jpg 
Views:	12 
Size:	25.0 KB 
ID:	114952  
    Last edited by KaptiDavy; 24-07-2011 at 21:32.

  19. #399

    Re: Rules Questions

    The entry area blip rules seem a bit daft in 3rd edition (taken word for word). I'd say it's an omission.

    If you can't convert blips off board, a SM with line of sight to an entry square can block blip entry indefinitely (blip cannot enter line of sight).

  20. #400

    Re: Rules Questions

    Rulebook, page 16 (Voluntary Conversion, last sentence):

    "The Genestealer player may choose to reveal a Blip that is off the board by an entry area"

    There's nothing about lurking stealers, but they cannot be held off the board by leaving a marine with LOS to any entry areas

    BUT this still leaves me with my question about that door in mission 3.... although we can assume that opening a door isn't that different from stepping onto the board (same AP cost for example) with a stealer converted off-board

Page 20 of 22 FirstFirst ... 10 18 19 20 21 22 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •