Ah yes, you're right.
I'd play that a blip or stealer outside the door entry point can open it.
As long as both players abide by the same rules in ambiguous situations it shouldn't be a prob.
Ah yes, you're right.
I'd play that a blip or stealer outside the door entry point can open it.
As long as both players abide by the same rules in ambiguous situations it shouldn't be a prob.
Well, yes players can actually get along, but I made a translation, so I have to care about such things to be able to word those rules correctly
I have always treated Entre areas as a 'vertual' board section 1 square wide and that has the property Blocks LOS & LOF, this I find tends to solve rules anomalies like this.
It's infinate iseze mens that it can hold as many models as I whant and movement cost's are ignored, becuse there infinite :P
Sorry for any miss-spellinging's. I am a severe dixlexic and cant spell for toffy.
New question:
If the Genestealer player happens to have only one blip to draw, and should have 2 by the rules of the mission, can he shuffle the used blips immediately (to have another), or only in the following turn?
The rulebook says "When no blips are left in the stack, take the used ones, shuffle them, etc..."
Of course I could be generous, but it could also make a difference in a tight situation![]()
Would anyone happen to have a pdf of the rulebook for the Deathwing expansion that they could email me? PM me if you have and I'll let you know my email address.
A canny player reveals all his 3 genestealer blips at this point so that he can weight the blip pile in favour of extra genestealers, keeping the 1's on the board.
answers found.
Last edited by KaptiDavy; 29-12-2011 at 21:58.
This has probably been asked before but how many broodlords does the genestealer player get?
Does he only get a single broodlord that doesn't return once killed or can he replace any 3 blip with a broodlord if it's not in play at that moment?
The broodlord is such a hardcase I couldn't imagine my opponent being allowed to put it right back into play if I managed to kill it. It's also referred to as "the broodlord" rather than "a broodlord" or simply broodlords.
Still, my opponents has almost never been able to stop my marines in any of the missions.
Last edited by snottlebocket; 29-12-2011 at 16:02.
Only 1 Broodlord per mission - rulebook, p23. "Revealing the broodlord"
and a question:
As I understand, the genestealers lurking outside are not part of the game, so they can't attack a marine standing right in front of an entry zone - does this mean that I can effectively secure entry zones by placing marines on adjacent squares?
Does this mean that any blip or genestealer trapped inside an entry zone (lurking) are blocked from gameplay for the following turns? i.e. the genestealer player have less figures or the blip won't be mixed again with the rest of the pile
Last edited by KaptiDavy; 31-12-2011 at 21:18.
Quick question. If you have a marine on overwatch and he jams, is he SOL until the marines next turn? Or, is this why you should save some command points to unjam so he can continue splattering stealers? Or, as my brother in law argues, the next free shooting phase would be sacrificed to clear the jam so the marine would only miss 1 movement of blasting on overwatch?
Thanks!
If you have any command points, you can clear the jam right after the genestealers' next action (if that happens in the LOS of a marine)
So you jam, miss one reaction to clear the jam by spending a command point, and you're back on overwatch
However, I have had it argued by the marine player (who had no command points left) that shooting and clearing the jam take the same action so he should be allowed to unjam his storm bolter in place of firing during the next bug movement during an overwatch. To me, the rules are pretty clear that you must fire (does not mention being able to clear jams) so in my mind, you would have to save a couple of command points if overwatch is going to be critical.
That's it - but english isn't my native language, so I had some difficultiesunjam his storm bolter in place of firing during the next bug movement during an overwatch![]()
Can anyone answer this question:
As I understand, the genestealers lurking outside are not part of the game, so they can't attack a marine standing right in front of an entry zone - does this mean that I can effectively secure entry zones by placing marines on adjacent squares?
Does this mean that any blip or genestealer trapped inside an entry zone (lurking) are blocked from gameplay for the following turns? i.e. the genestealer player have less figures or the blip won't be mixed again with the rest of the pile?
@ KaptiDavy
1st.
It depends on the Marines facing and los, if he is facin INTO the entry area then yes those blips are indead traped and can't do anything, however, they can still be converted into stealers (cuss there not in line of sight) however, models that have lurked for at least one turn are free to try and enter the board (visa vis lurking rules, lurking rules also say that the models/blips count as in play) however the maine blocks the entry squres so they can't enter the board (and so be shot at if on OW), however, models only need to be in the frunt of a model to be attack vs HtH so unfortunatly for that mairne is is looking at potentaly 54 attacks that he can do nothing about (upto 6 per stealer and upto since it don't have to move) since he cant see to shoot back (can get HtH kills for the same resion the stealer can attack him), So unless the mishion spersificaly alows you to sucre entry areas this is gona be a very bad place to stand (I personlly veaw entry areas as areas of the hulk that eather open up on eather large open areas/space or conduit openings that the terminator can't get into) with lots of dribelries crawling along (aka the false ceiling scene from Alien's, this is also infered in the all the text acompanying the game)
If you are gona try this make shure it's the sargent with thunder hammer doing it cuss you is gona be in alot of combat.
As these blips becuss they are 'in play' lurking yes when blips are resicled they an not added to the pile and lurking models count towards the max that the genestealer player can have in play at any one time.
2nd
Also clearing the Jam, and fireing are both, Actions,
So you clear the jam, for 1 Command point, losing overatch becuse you have performed an action.
stealer Act's again (hopfully not HtH attack)
Return fire for another command point and hope you kill the SOB, or if he can't reach you this turn (and you have the CP) spend 2 Cp to reset Overwatch.
if you reset overwatch you do NOT get to shot imedatly cuss the stealer hasn't moved since you set overwatch
if the stealer moves again after this you pray to the lady for good rolls and you kill them and don't jam again or that you have CP left to blow every steler incoming away.
Last edited by Morty; 09-02-2012 at 19:02.
Sorry for any miss-spellinging's. I am a severe dixlexic and cant spell for toffy.
Thanks!
I've already found some answers - the Rulebook says that BLIPS lurking outside are not part of the game, so I suppose 'Stealers are still capable of nasty things
The answer for the question whether stealers can attack out of an Entry Zone might come from here as it isn't from the official Q&A.... who knows?
The other part however (about clearing the jam) has been already answered correctly which means you don't lose Overwatch by clearing your bolter.
Thanks!
(me again...)
May I activate a Marine with Command Points? (e.g. Spending them on his first action in the turn before spending his Action Points)
Today I did this, because I had to go back to another figure after seeing if the flamer guy burned all those stealers (and didn't want to waste his APs for doing so), and as the FAQ says I can spend CPs any time, even while another figure is activated...
Using command points does not 'activate' a marine, so yes you may move him with cp's, and still activate him normally after. Command Points can be used any time (more or less) without affecting the standard rules in most cases. The quote you make is a case that you may interrupt one marine to use cp's on another and then come back to the original marine - you have not activated the other model to do so, and is great for moving models out of your way.
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Hi there,
Does anybody still play the game? :-)
I do, I've a friend at my place for a week and we are fervently playing SH. We came to a problem in mission XI where marines can use power field generators (PFG). Indeed if used in the center square of a crossroads, a PFG can delay genestealers in a corridor for 3 whole turns. My question is : if genestealers are queuing up behind a PFG, and the first one destroy the PFG (after 2 turns of attacking it), would it be possible for the genestealer behind it to attack and kill it to then be able to move on, hence not losing a whole turn doing nothing .
To say it in a nutshell, are genestealers allowed to attack each other? It doesn't say they can't in the rulebook, and in my opinion it fits the hive mind spirit. What do you guys think?
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Models painted 2011= 45 / 2012 = 62 / 2013 = 32
Originally Posted by snottlebocket