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Author Topic: Guardcon 40K question  (Read 630 times)
Vulkaan
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« on: July 17, 2011, 02:42:22 AM »

I couldnt find any FAQ on this although I am sure there is some.

What happens with units such as Quad Launchers / Heavy Mortars (Imperial Armour) in games where they come on as reserve.

They are immobile units.

Sorry if this is obvious - but I havent played 40k for an age


Edit: Title edited to help clarity
« Last Edit: July 18, 2011, 02:06:43 AM by wouster7 » Logged
Lazarus
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« Reply #1 on: July 17, 2011, 05:10:43 AM »

What type of unit are they, do that have any form of movement or once deployed they are immobile.

unit from reserve just move on the normal movement inchs, if they have no movement i think just just get stuck at the board edge or cant come on.
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Psyker
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« Reply #2 on: July 17, 2011, 07:31:00 AM »

I don't think guardcon allow Forge World rules
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Lazarus
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« Reply #3 on: July 17, 2011, 07:50:30 AM »

Yes we do.  Grin Grin

For 40k anyways.
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Hunter_Flood
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« Reply #4 on: July 17, 2011, 09:54:55 AM »

The quad launcher and heavy mortar are immobile artillery units, you'll have to deploy them on the table during deployment or have them as the deep striking unit. Other than that they won't be able to come on from reserve without an artillery tractor (which you won't be able to have as the rules for this tournament only state the use of one imperial armour unit).
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Tuatara
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« Reply #5 on: July 17, 2011, 10:02:04 AM »

The quad launcher and heavy mortar are immobile artillery units, you'll have to deploy them on the table during deployment or have them as the deep striking unit. Other than that they won't be able to come on from reserve without an artillery tractor (which you won't be able to have as the rules for this tournament only state the use of one imperial armour unit).

The towing vehicle is a dedicated transport choice for them. Wouldn't that mean it is part of the same unit? Bit of a sticky one, as they will count as separate kill points, but I would have thought it still counted as one unit. Oddly enough though, the transport is 139 points, while the mortar and quad launchers are only 50 points. You pay almost three times the price to tow the darn thing. Hope they are allowed, I would love to see them on the table.
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Vulkaan
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« Reply #6 on: July 17, 2011, 10:06:55 AM »

yeah i dont happen to own the tractors anyway.

I would have thought they move on and stop.

I will do some more digging to see what I can find.
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Vulkaan
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« Reply #7 on: July 17, 2011, 10:33:03 AM »

As hunter-flood said

in the rulebook

they deepstrike
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« Reply #8 on: July 17, 2011, 10:45:52 AM »

Its is one Squad or Unit

Transports are parts of a Unit or Squad so you can use it.
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« Reply #9 on: July 17, 2011, 10:57:49 AM »

here's another question - I'm curious as to why you refer to the 200pts reserve unit as using the drop pod assault rules, because there's nothing that rule refers to with how that unit operates in these games - unless they count as coming in a drop pod?

or are they just coming in via deep strike, always on the third turn, and that's it? 
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« Reply #10 on: July 18, 2011, 12:08:46 AM »

Where does it say Via droppod rules.

my pack says this

The Sky is Falling

On the 3rd turn of every game.

At the start of the PLAYERS turn there extra 400 points (200 per player) reserves come in to play. These come in Via the Deep-strike rules Even if the Unit/model does not have this rule.
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« Reply #11 on: July 18, 2011, 04:39:07 AM »

i think it said that ages ago, and i've just remembered it from back then - doh.  though the new wording raises a few more questions, first of which is if there was a particular reason why the DS unit is just removed from play and doesn't roll on the mishap table as per regular DS rules?
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Hunter_Flood
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« Reply #12 on: July 18, 2011, 04:40:14 AM »

Where does it say Via droppod rules.

The Sky is Falling

On the 3rd turn of every game.

At the start of the PLAYERS turn there extra 400 points (200 per player) reserves come in to play. These come in Via the Deep-strike rules Even if the Unit/model does not have this rule.


Deep striking artillery... >_>
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« Reply #13 on: July 19, 2011, 11:22:33 AM »

no answer for my question?  because my next was to see if this ruling effects drop pods if taken with the unit
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« Reply #14 on: July 19, 2011, 01:58:51 PM »

The Sky is Falling

On the 3rd turn of every game.

At the start of the PLAYERS turn there extra 400 points (200 per player) reserves come in to play. These come in Via the Deep-strike rules Even if the Unit/model does not have this rule.

Models do Scatter and if they come within less than 1" of an other unit the Models are removed from play. Also if they Hit impassable terrain or go off the board.

Also if the model already has special rules for deep striking these rules override those rules no questions asked. 
« Last Edit: July 19, 2011, 02:47:09 PM by Lazarus » Logged

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« Reply #15 on: July 19, 2011, 02:42:18 PM »

For all who did not get the Email these are the special rules. Yes the fun part is anything can deep strike even artillery but if you scatter over impassible or off the board or over another model they DIE.


feeling like a broken record, but this is including drop pods too?
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« Reply #16 on: July 19, 2011, 02:44:44 PM »

Sorry Dave i though you where a broken record  Grin

OK i hope this is more clear. I though following normal deepstrike rules was clear but i see not.

Rules for this are on Page 95 of Mini Rule book. Follow these to the letter and there will be no issue.

The Sky is Falling

On the 3rd turn of every game.

At the start of the PLAYERS turn there extra 400 points (200 per player) reserves come in to play. These come in Via the Deep-strike rules Even if the Unit/model does not have this rule.

Models do Scatter and if they come within less than 1" of an other unit Also if they Hit impassable terrain or go off the board. Role On the Deep Strike Mishap Table as normal.

Also if the model already has special rules for deep striking these rules override those rules no questions asked.  

« Last Edit: July 19, 2011, 02:59:32 PM by Lazarus » Logged

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« Reply #17 on: July 19, 2011, 04:12:28 PM »

cool, thanks Matt Smiley sorry to be pedantic about it, just wanted to clarify because i obviously want to bring a unit along in a drop-pod.

now i have to see if you'd let me use a regular drop pod as a counts-as for a lucius pattern dreadnought drop pod Cheesy

my guess is no?
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« Reply #18 on: July 19, 2011, 05:36:25 PM »

That will be fine
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« Reply #19 on: July 19, 2011, 05:40:38 PM »

 Shocked Shocked Shocked

i think i might be bringing two IA counts-as units after all to this, thanks Laz!

edit:
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Also Units from Imperial Armour are allowed (Limited to one model/unit to a max of 250 points.)

oops, belay that. i don't think i'll waste my one IA choice on a 50pt dedicated transport
« Last Edit: July 19, 2011, 05:57:50 PM by NeckFace » Logged
Hunter_Flood
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« Reply #20 on: July 19, 2011, 05:56:37 PM »

Shocked Shocked Shocked

i think i might be bringing two IA counts-as units after all to this, thanks Laz!

Rules state you can can only have one IA unit in a list.
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« Reply #21 on: July 19, 2011, 06:00:29 PM »

yeah i think we both caught it at the same time
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Hunter_Flood
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« Reply #22 on: July 19, 2011, 06:55:09 PM »

Laz, reckon you could make it 250pts worth of IA units, without the 1 unit restriction?
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« Reply #23 on: July 19, 2011, 07:03:47 PM »

255 please  Tongue
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« Reply #24 on: July 19, 2011, 07:08:13 PM »

i'm getting crazy now, ignore me.  its just fun looking through some of the stuff in the imperial armour books, and seeing what can potentially be used.
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« Reply #25 on: July 20, 2011, 02:02:11 AM »

i high a point cost and there will be some supper cheese units. So No haha

Remember the you have have IA units in the army not just the extra 200 points. So you could have a full IA army made up
« Last Edit: July 20, 2011, 02:05:13 AM by Lazarus » Logged

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Vulkaan
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« Reply #26 on: July 20, 2011, 03:19:35 AM »

it seems pretty hard to make 1kpoints of guard that a) doesnt suck and b) isnt all mech
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Hunter_Flood
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« Reply #27 on: July 20, 2011, 04:45:47 AM »

it seems pretty hard to make 1kpoints of guard that a) doesnt suck and b) isnt all mech

I managed to make a pretty decent guard list out of 1k points. It has 2 LR Demolishers and 2 griffons as the only vehicles.
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« Reply #28 on: July 20, 2011, 05:01:38 AM »

the idea is to make a list with your team mate and work together not try and just make two 1k armys that can do everything
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Vulkaan
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« Reply #29 on: July 20, 2011, 11:10:36 AM »

thats what we are trying to do

i suppose for me it is because i have been outof the loop for so long
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