Page 2 of 22 FirstFirst 1 2 3 4 12 ... LastLast
Results 21 to 40 of 431

Thread: Rules Questions

  1. #21
    Chaplain iluvatar18's Avatar
    Join Date
    Jul 2009
    Location
    Colorado Springs
    Posts
    249

    Re: Rules Questions

    Wait, so won't it almost always be smarter for the genestealer player to flip "3" blips because that becomes 18 actions and can go other directions...

    Which is my other question. If the genestealer players ops to reveal the blips, can the genestealers make actions the turn they flip (Since I know you can't move the blip than reveal)? Otherwise they are very open to kill...
    If animals weren't meant to be eaten, why were they made out of food?

    Quote Originally Posted by Mannimarco View Post
    aint never any naked nids

  2. #22

    Re: Rules Questions

    Quote Originally Posted by iluvatar18 View Post
    Wait, so won't it almost always be smarter for the genestealer player to flip "3" blips because that becomes 18 actions and can go other directions...

    Which is my other question. If the genestealer players ops to reveal the blips, can the genestealers make actions the turn they flip (Since I know you can't move the blip than reveal)? Otherwise they are very open to kill...
    Well that's where all the strategy comes in. It may be more beneficial to have the marine player worry about what number is under the blip, but if you're just want to run straight at him then yeah, it probably is better to reveal it.

  3. #23

    Re: Rules Questions

    Plus, blips take up less space than 3 'stealers. Obvious, but I've seen someone get 15 'stealers out of a 3x3 room.

    Hellebore, the reason a 180degree turn is not allowed is so that you can't turn right round if a 'stealer is sneaking up on you. As it stands, it takes 2 CPs and 2 'stealer actions for a Marine to turn right round. If a 180degree turn was a 2AP action, it would only take him 1 'stealer action.

    iluvatar18, the Marine player should be doing all his planning in the 'stealer turn (as well as having a general strategy to begin with). That way, you spend those 3 mins moving models, not thinking about where they should be.

  4. #24
    Chapter Master Hellebore's Avatar
    Join Date
    Apr 2005
    Location
    Australia
    Posts
    15,296

    Re: Rules Questions

    Quote Originally Posted by AndrewGPaul View Post
    Plus, blips take up less space than 3 'stealers. Obvious, but I've seen someone get 15 'stealers out of a 3x3 room.

    Hellebore, the reason a 180degree turn is not allowed is so that you can't turn right round if a 'stealer is sneaking up on you. As it stands, it takes 2 CPs and 2 'stealer actions for a Marine to turn right round. If a 180degree turn was a 2AP action, it would only take him 1 'stealer action.
    Good a sensible explanation. I hadn't thought about actions being performed in the stealers' turn, nor the fact that an action is an action irrespective of the number of APs used. Thus a space marine MUST spend two ACTIONS to turn around.

    Hellebore
    "Humanity's Insignificance pales in comparison to its Ego." (Sir Rumplestiltskin)

    "The capacity to think does not assign importance to your thoughts, it merely indicates you can." (Sir Rumplestiltskin)

  5. #25

    Re: Rules Questions

    Lurking question.

    If I read it right, the genestealer player can not activate a blip placed as a reinforcement that turn, if a terminator is within 6 squares of said entry point. However that blip can be activated the following turn even if there is still a terminator within 6 squares? Also any blips that happen to already be at an entry point may come on to the board as normal regardless of terminator presence?

  6. #26
    Chapter Master mattjgilbert's Avatar
    Join Date
    Mar 2005
    Location
    Worthing, UK
    Posts
    5,978

    Re: Rules Questions

    Flamer can move and turn and fire all in the same turn. A flamer cannot however, move (or turn) and fire as part of the same action.

    And yes...correct to the Lurking question.
    It's all fun and games until someone loses an eye... and then it's just fun!
    - - - - - - - - - - - - - - - - - - - -
    Support the Mantic Deadzone Campaign

  7. #27

    Re: Rules Questions

    Here's my interpretations of the rules questions so far. These are based on my readings of the 3rd ed rule books, and experience of the previous two versions!

    Flamers: The flamer can move and fire in the same action phase, but not the same action (as mattjgilbert said). A flamer marine could move (1 AP) and then fire (2 APs), spending 3 APs. It could not Move and Fire for 2APs in the wasy a storm bolter can move and fire for 1AP. This is demonstrated in the WD battle report of suicide mission, where action and command points are spent to run the flamer marine forward so he can flame the objective room in the Marine's action phase.

    Overwatch: I found nothing that said you could not set overwatch, or Guard, in the stealer phase if you had sufficient command points. It's part of the list of actions, therefore can be performed. It costing 2CMD points is neither here nor there. You could also use 2CMD points to fire a flamer in responce to a stealer move. The rules allow one action in responce to a genestealer action, not 1CMD point per action.


    turning: can't beat AndrewGPaul's answer!

    Lurking: this one is interesting, will have to check. in previous editions, being in 6 squares essentially 'sealed' the entry point. Will have to look at the rules more closely on Sat!

  8. #28
    Chapter Master rev's Avatar
    Join Date
    Nov 2006
    Location
    Honington
    Posts
    2,383

    Re: Rules Questions

    Quote Originally Posted by boxjuggler View Post
    Lurking question.

    If I read it right, the genestealer player can not activate a blip placed as a reinforcement that turn
    I think a stealer player can convert a blip off the board, and move stealers on rather than a blip?

    Quote Originally Posted by iluvatar18 View Post
    Wait, so won't it almost always be smarter for the genestealer player to flip "3" blips because that becomes 18 actions and can go other directions...
    Also, blips don't have a facing, so pay no APs to turn meaning that they move faster/more mobile even than regular stealers in some cases.

  9. #29
    Chapter Master mattjgilbert's Avatar
    Join Date
    Mar 2005
    Location
    Worthing, UK
    Posts
    5,978

    Re: Rules Questions

    Quote Originally Posted by nedius View Post
    Lurking: this one is interesting, will have to check. in previous editions, being in 6 squares essentially 'sealed' the entry point.
    The lurking rule has not changed. "Sealing" an enty area was a new action introduced in one of the supplements (Deathwing possibly). Lurking was always for 1 turn only and then the stealer player was free to move.
    It's all fun and games until someone loses an eye... and then it's just fun!
    - - - - - - - - - - - - - - - - - - - -
    Support the Mantic Deadzone Campaign

  10. #30

    Re: Rules Questions

    Quote Originally Posted by AndrewGPaul View Post
    Hellebore, the reason a 180degree turn is not allowed is so that you can't turn right round if a 'stealer is sneaking up on you. As it stands, it takes 2 CPs and 2 'stealer actions for a Marine to turn right round. If a 180degree turn was a 2AP action, it would only take him 1 'stealer action.
    But how can the marine turn at all if the stealer is sneaking up on him? Doesn't he need LOS to react during the stealers move? Or are you just talking about him turning around in his next marine turn and needing to use 1 more point than a stealer would?

    Also, the 2nd mission in the book uses that sealing rule. Both my friend and I failed hard at that one but I managed to redeem myself in the rescue mission!

  11. #31

    Re: Rules Questions

    I'd need to check the rules. IIRC, you can spend CPs on a Marine if a 'stealer ends an action in LOS of a Marine. However, the Marine on which the CPs are spent need not be the one with LOS.

    Alternatively, it could just be an oddity in rules layout.

  12. #32
    Veteran Sergeant Succurso's Avatar
    Join Date
    Jun 2009
    Location
    West coast scotland
    Posts
    90

    Re: Rules Questions

    I believe this question has already been asked. But no answer.

    When the stealer player gets his initial blips (2 in the case of suicide mission) and in his first turn he places them at whatever entrnace point he wants, does he get to move them that turn?

    And does he get his reinforcment blips in the first turn as well? (again 2 in the case of suicide mission)

    And do these get to move in the first turn as well? Or do they have to wait at an entrance for a turn?

  13. #33

    Re: Rules Questions

    I didn't have a lot of time to look over the game last night (never played the original, only space crusade which was different and cant remember that now anyway.)

    I have a couple of questions which I didn't immediately understand,

    On over watch, why shoot a door if it closes? Am I reading that right?

    With the flamer, what counts as being hit? From the pictures i see its a round template. Is it any moving space (square) touched by the template or all spaces in that section. When moving around a burning room, same question (squares touched or whole room).

    It might be clear in the rule book, but I read it late last night after footy training and was tired so might not have read it right.

  14. #34
    Chapter Master IAMNOTHERE's Avatar
    Join Date
    May 2006
    Location
    Bulford
    Posts
    4,015

    Re: Rules Questions

    I'll have a pop at these.

    With the overwatch one it's to do with a marine reacting to movement in his field of view but otherwise annoying.

    With the flamer it's everything in the section is hit. So if you fire it at a 3 square room you get a lot but if you fire it at a 2 square corridor you get a little.

  15. #35
    Veteran Sergeant JohnPublic's Avatar
    Join Date
    Jul 2009
    Location
    Austin, TX
    Posts
    118

    Re: Rules Questions

    Quote Originally Posted by AndrewGPaul
    Hellebore, the reason a 180degree turn is not allowed is so that you can't turn right round if a 'stealer is sneaking up on you. As it stands, it takes 2 CPs and 2 'stealer actions for a Marine to turn right round. If a 180degree turn was a 2AP action, it would only take him 1 'stealer action.
    Doesn't the marine have to have line of sight to the stealer performing the action to react to it with a CP? If so, you may not turn at all to try and face a stealer sneaking on you as you can not see him.

    Also, just to be clear, the nid player does get reinforcements on the first turn? Or does he only have the amount of blips that he "begins the game with?" For example, in Mission 1 will the nid player have two or four blips on his very first turn?
    A word to the wise is infuriating. - Hunter Thompson

  16. #36

    Re: Rules Questions

    I think a Marine needs LOS to the 'stealer to spend CPs, but those CPs can be spent on any Marine, not necessarily the one watching the 'stealer move.

    As for Overwatch, the 'stealer must be in LOS at the end of its action - if it closes a door, no shot, IIRC.

    Regarding reinforcement blips, I'd need to read the rules again before answering that one. Does the mission report in the lated WD (US #356 IIRC) imply one way or the other?

  17. #37
    Scout
    Join Date
    Apr 2009
    Location
    Peterlee, Co Durham, England
    Posts
    5

    Re: Rules Questions

    Quote Originally Posted by JohnPublic View Post
    Doesn't the marine have to have line of sight to the stealer performing the action to react to it with a CP? If so, you may not turn at all to try and face a stealer sneaking on you as you can not see him.



    Also, just to be clear, the nid player does get reinforcements on the first turn? Or does he only have the amount of blips that he "begins the game with?" For example, in Mission 1 will the nid player have two or four blips on his very first turn?
    yes a marine must have line of sight to a stealer performing an action to react to it, this was explained better in 1st edition.

    You start the mission with 2 blips and then you get 2 in your reinforcements phase, so you would have 4 blips on you first turn.
    Last edited by x_ReepeR_x; 03-09-2009 at 15:55. Reason: spelling

  18. #38

    Re: Rules Questions

    @reeper: yes you are completely right. white dwarf #357 (uk) shows this.

    @andrewgpaul if a door closes you shot the door this explained in the rules.

    @iamnothere how is it annoying i mean thats one less door you have to spend 1 ap opening.

    @sleby why you need to turn i dont know you auto turn if you win the fight so there no point.

    @shadow hunter yes you are reading that right its because the genestealer has done something and think of overwatch as making a marine REALLY twitchy.

    @boxjuggler you may puposely lurk but only 3 blips at a time. you cant move onto the board if there is a terminator within 6 squares until your next turn. no if the blip is on a purple arrow already it CANNOT move onto the board.

    @rev genestealers get free turning anyway

    a marine may do any action during the genestealer player turn.

    and remember folks you can ALWAYS move diagonally

  19. #39
    Chapter Master Bookwrak's Avatar
    Join Date
    Sep 2005
    Location
    Further West than that.
    Posts
    3,045

    Re: Rules Questions

    Quote Originally Posted by twistinthunder View Post
    @sleby why you need to turn i dont know you auto turn if you win the fight so there no point.
    Because you kill the stealer if you're already facing him and win the fight.
    Man, I've seen this all before, and there's only one way it can end. In blood, tears, and the limp-wristed flailing of nerd-slaps.
    How To Fight a Striking Scorpion: Do not make eye contact, if you do, you have been shot in the face.

  20. #40

    Re: Rules Questions

    Quote Originally Posted by x_ReepeR_x View Post
    yes a marine must have line of sight to a stealer performing an action to react to it, this was explained better in 1st edition.
    Quote Originally Posted by Page 11 of the rulebook
    Command points can only be spent in the Genestealer turn if a Space Marine model las line of sight to a Genestealer that has completed an action ...
    Each action witnessed allows a Space Marine to perform one action...
    No mention that the Space Marine performing the action has to be the one who witnessed the Genestealer's action.

    Quote Originally Posted by twistinthunder View Post
    @andrewgpaul if a door closes you shot the door this explained in the rules.
    Where in the rules?
    Quote Originally Posted by Page 13 of the rulebook
    he must take one shoot action each time a Genestealer performs an action within his line of sight and within a range of 12 squares. The overwatch fire is resolved after the Genestealer has performed its action, so if this action takes the Genestealer out of the Space Marine's range or line of sight then there is no shooting.

Page 2 of 22 FirstFirst 1 2 3 4 12 ... 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
  •