deton8r
Guardsman
Bending rules and asking dumb questions
Posts: 72
|
Post by deton8r on Jun 8, 2010 11:17:32 GMT -5
So you've got creed, you give a russ scout, it does a scout move before the game starts and pops smokes (opponent has first turn). before game starts you roll a 6 and steal initiative, your russ can move and fire as normal but in your opponents turn (the secound turn of the game) your russ is obscured. smokes come into effect during your opponents next shooting phase. Funny as hell but your a git if you call it!
|
|
|
Post by Ymmot (M.I.A) on Jun 8, 2010 11:19:22 GMT -5
Smoke launchers are used in the shooting phase...
|
|
|
Post by Laughing Man on Jun 8, 2010 11:21:21 GMT -5
Yeah you can't do that
|
|
deton8r
Guardsman
Bending rules and asking dumb questions
Posts: 72
|
Post by deton8r on Jun 8, 2010 11:45:02 GMT -5
smoke launchers are used at the end of your movement, havent got a rulebook handy atm but have a look.
|
|
|
Post by Callus on Jun 8, 2010 14:07:32 GMT -5
They're used instead of shooting in the shooting phase.
Callus
|
|
|
Post by RedsandRoyals on Jun 8, 2010 14:26:20 GMT -5
They're used instead of shooting in the shooting phase. Callus Actually, look at Pg 62 in the rulebook. It just says "after finishing it's move", not "During the Shooting Phase". This means you CAN pop smoke after moving, but before going to shooting (otherwise your movement phase would have to end the moment you pop smoke, if you follow RAW). Whether or not you can pop smoke during a scout move is another question entirely (I suspect you can). Reds
|
|
|
Post by commissargaunt on Jun 8, 2010 15:11:44 GMT -5
I would say that popping smoke after scouting would be allowed, but shooting after it would not, seeing as all of the other scout-based ideas like this that have been FAQd seem to generally agree that anything you do whilst scouting counts as having done it on turn one for the purposes of various things like this.
You can pop smoke, but not shoot on turn one. You could theoretically however, pop smoke after scouting then move on turn one with this logic. Personally I would have no problem with this but smoking then shooting is a no-no.
Anyway that's just my general idea.
|
|
|
Post by RedsandRoyals on Jun 8, 2010 15:14:36 GMT -5
Well, you can't shoot "in the same turn that you pop smoke", so, since you technically popped smoke in "Turn 0", I think you could shoot on turn 1, since it lasts until after the enemy shooting phase
Reds
|
|
|
Post by commissargaunt on Jun 8, 2010 15:22:52 GMT -5
Reds, my point is that in almost all of the FAQs for things happenning "before the game" and what turn they occour on the general consensus from GW is that they take place on turn 1, mainly to simplify things.
My point is that there is no "Turn 0" and scout moves are said to take place officially on turn one before movement.
|
|
|
Post by RedsandRoyals on Jun 8, 2010 15:35:48 GMT -5
Fair point. I'm just pointing out that if the opponent has first turn, then the smoke and its effects are gone by the time the player who popped smoke actually gets to move and shoot in the first game turn. That's why I'm not so sure. The smoke is already "Void" by that point, so by RAW, they could shoot that turn.
Reds
|
|
|
Post by commissargaunt on Jun 8, 2010 15:47:56 GMT -5
Good point. But I'd still say no to shooting, you'd still have benefitted from the smoke when they shoot at you, so its still a pretty powerful ability.
I think the easyest way to solve this is just to say that you cannot pop smoke after scouting, it makes things too complicated and there are arguments both ways that could halt gameplay for a while. For the sake of fluid gameplay I would say no smoking after a scout move.
|
|
|
Post by RedsandRoyals on Jun 8, 2010 16:23:54 GMT -5
Yeah, I'd say no to scout smoking too, although if it did come up I'd probably have the person roll off to see if they could shoot or not in the next turn. We're pretty free wheeling about stuff like that at my local store though, so I'm not sure how well that would work in a Tourney setting.
Reds
|
|
|
Post by Hetfiltrator on Jun 8, 2010 18:41:20 GMT -5
Smoke launchers are used in the shooting phase... I don't believe you.
|
|
|
Post by Ymmot (M.I.A) on Jun 8, 2010 19:16:12 GMT -5
Because it turns out I was wrong. Darn.
|
|
deton8r
Guardsman
Bending rules and asking dumb questions
Posts: 72
|
Post by deton8r on Jun 8, 2010 19:58:45 GMT -5
lol, like I said in the beginning if you take the rules word for word then your obscured during your opponents shooting phase but seeing as you moved during you first official turn and did not pop smokes after then you are still eligible to shoot. My local gaming group discovered it while playing around with the new BA pred, we also immediatlly set a house rule that if you did scout and pop smokes then gain initiative then you either choose to shoot and not be obscured or keep the obscured but not shoot. But by the book theres nothing to say you cant do both
|
|
|
Post by flipchuck on Jun 9, 2010 13:40:24 GMT -5
Actually, if for some reason, your tank moves AFTER you pop smoke, you will stop being obscured. Because, the smoke won't follow you when you move.
Even if you pop smoke and not move, you still can't shoot. I think that's in the rules. Something about the smoke blocks the line of sight.
So if you scout your tank, pop smoke, gain the int. Move again and shoot, go ahead but you won't be obscured during the other player's first turn.
|
|
|
Post by Gabriel Lupus on Jun 22, 2010 3:45:59 GMT -5
Maybe you could counterbalance it out for the benefit of all? example:
You give the Russ scout, move it and pop smoke. You then steal the initiative and get 1st turn. You choose not to move the Russ any further and shoot it's weapons. but now all it's targets gain a cover save/obscurred as your tank is firing through smoke. The effects of the smoke remain through your opponents turn 1 as per normal smoke rules.
Just an idea...
|
|
|
Post by ssgtdude (M.I.A) on Jul 11, 2010 2:11:43 GMT -5
Actually since a scout move is not technically part of the movement phase you wouldn't be able to pop smoke after the scout move. It would be far better to go ahead and just use the scout move to outflank with the russ instead of trying a cheese move of popping smoke during scout move.
|
|
|
Post by ElegaicRequiem on Jul 11, 2010 7:51:46 GMT -5
The Baal can pop smoke during the scout move, I don't see why a russ couldn't. No official word on if that actually gets you the benefits without the drawbacks, though.
|
|
|
Post by ssgtdude (M.I.A) on Jul 11, 2010 15:32:44 GMT -5
The Baal can pop smoke during the scout move, I don't see why a russ couldn't. No official word on if that actually gets you the benefits without the drawbacks, though. remember, the RAW though. If it doesn't say it can't doesn't mean that it can. the rules are written to explain what you can do. we as players can't make up rules for what is intended with the belief the designers missed the point If a rule does not say you can do it. then you can't. The Baal is an exception to the no smoke on scout because it says it can. As far as I know it is the only vehicle that has that entry.
|
|
|
Post by Macfeegle on Jul 12, 2010 1:14:24 GMT -5
Based on the FAQ on the Blood Angels, we're all now playing that you can pop smoke at the end of the scout movement phase on any vehicle that is able to, this then obscures you for the opponents shooting. We only do this however if we are going second and do not try to seize initiative.
|
|
|
Post by ssgtdude (M.I.A) on Jul 12, 2010 21:06:16 GMT -5
You know this is the first time during the game (5th ed etal) that other army FAQ's apply to other armies.
if it isn't in your armies rules it isn't in your army rules. Some armies are more versitile then others. Why are we applying other army rules to all armies? Who started this and where is the noose and why are they not hanging so that we can use them for a Pinata.
|
|
|
Post by Macfeegle on Jul 12, 2010 22:39:33 GMT -5
Our LGS has always looked at FAQs provided to other armies for 3 editions to see if they realistically apply to another army. Interestingly, half our players were already scouting and popping smoke with other armies prior to this latest FAQ.
GW update the army FAQ far more often than the Rules FAQ.
This is not an army specific piece of equipment, it is smoke launchers. Other armies have vehicles that can scout and have smoke launchers ergo...
It is not changing statlines for equipment, e.g. Dark Angels storm shields vs. Space Marines.
I think what most people are forgetting is these come as a result of a Frequently Asked Question for an army. If few are asking the question in relation to the same thing on another army it is not an FAQ.
An alternative way to look at it, is that it is GW looking at what is currently an extremely popular army geared towards assault and addressing the potential "whingers" who don't approve of a tactic being used in BA that was already being used elsewhere. Remember, this is not the first army that could scout with vehicles equipped with smoke launchers.
|
|
|
Post by Rolling Thunder on Jul 13, 2010 6:01:40 GMT -5
I agree with Mac. Precedent has been established, and unless Blood Angels have magical bloodsnazz of the blood god's bloody handed bloodwrath that sets their bloody vehicles above everyone else for some reason, I'd say it applies.
Besides, the Baal is the first vehicle with Scout on the actual profile that has smoke launchers.
|
|
|
Post by Macfeegle on Jul 13, 2010 9:52:53 GMT -5
I agree with Mac. Precedent has been established, and unless Blood Angels have magical bloodsnazz of the blood god's bloody handed bloodwrath that sets their bloody vehicles above everyone else for some reason, I'd say it applies. Besides, the Baal is the first vehicle with Scout on the actual profile that has smoke launchers. *cough* Scout sentinels *cough*
|
|