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Post by Deleted on Apr 15, 2008 9:48:02 GMT -5
I know this has had to have been asked before, and I cannot remember if this is spelled out in the rules ... someone please let me know where it can be found ...
When my Armored Fist Squad debarks from their Chimera, does the Chimera need to stay within a certain distance of the AF Squad (ie. like the 2" squad cohesion rule) or can it move pell mell?
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Post by telecustom on Apr 15, 2008 12:39:20 GMT -5
Once your troops have bailed out they are independent from the Chimera. That means they fire at different targets and move separatly. (though they can mount up and move again)
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Post by Turtleboy(AWOL) on Apr 15, 2008 14:11:01 GMT -5
yep, 2units1cup.com
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Post by mccaptain on Apr 16, 2008 10:06:15 GMT -5
Also, I don't believe they even have to begin embarked.
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Post by Deleted on Apr 16, 2008 10:59:10 GMT -5
Thanks guys .. looking at mounts for my hq as well ... wanted to be sure I had movement freedom.
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Post by Deleted on May 7, 2008 21:48:53 GMT -5
And never start the game mounted. Always embark on the first turn if you actually plan on moving in the first few turns.
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Post by Deleted on May 9, 2008 7:13:33 GMT -5
why?
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Post by ssgtdude (M.I.A) on May 9, 2008 10:34:24 GMT -5
sunekune with current rules you don't know who gets first turn after deployment. YOu take a huge risk with your units starting embarked that the vehicle is blown up and the unit taken out with it. This sort of defeats the purpose since you will miss out on some of the units ability to shoot if you embark and move the chimera. Not to mention that you are limited to shooting at the same target that the Chimera shoots at.
In the new rules with deployment being different you are going to know if you have first turn. So it won't be a surprise to you that you can deploy second, deploy disembarked in a defensive stance, only to embark when you get your turn to move with the same limitations. Saving grace here will be that a glance will not be able to destroy a vehicle and your troops will be slightly safer after the move.
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Post by Rolling Thunder on May 10, 2008 12:14:13 GMT -5
Or you could use the 'real world' tactic for preventing armour from being shot at until ready to begin an attack- hide it behind terrain.
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Post by ssgtdude (M.I.A) on May 12, 2008 12:04:13 GMT -5
RT sometimes there just isn't enough terrain to hide behind.
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Post by Mabus on May 12, 2008 13:27:13 GMT -5
Yeah, that's telling you straight......
Anywho, I prefer to disembark ASAP. This way the transport can go do it's own thing as the infantry does the same.
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Post by Deleted on May 13, 2008 3:43:31 GMT -5
Cool ok. That all make sense. In deployment, do all the embarking squad need to be within 2" of the backdoor or is it satisfactory to spread them out a bit... if so do they all need to be within 6"?
Sorry to ask, rulebooks at my brothers...
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Post by ssgtdude (M.I.A) on May 19, 2008 10:00:48 GMT -5
I'm going off memory here, but I do believe that at least one model must be within 2" of the vehicle in question to embark.
However, as part of my sense of fair play as a player during deployment if I am going to immediately embark on my turn I will set up with the models with in 2"
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Post by Deleted on May 21, 2008 3:56:30 GMT -5
Ta, thanks very much...
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