DrLove42
10-30-2010, 11:25 AM
Right...not having my codex yet (Grrrrr....) i don't know the exact wording right now.
But the Helion stun claw lets you rip an IC out of a squad with your helions in your hit and run move. Now questions that came up in my store
In an example your helions assault a guardsmen squad which has a commisar attached. They win, and force a morale check on th guardsmen. Can you hit and run before that check, taking the commisar with you? Thus reducing the Ld of the squad, and taking away the execution for stabilty option he provides.
I understand the answer if just the helions assault is probably no....as the test is made before Hit and Run.
But what if the squad is engaged with a 2nd enemy squad...say some Wracks, at a much lower Init. Can you H+R before the Wracks attacks? Not useful for commisar, but imagine pulling a Pain Boy out of a squad...taking away the squads FNP before more attacks crunch them?
My personal opinion was that H+R was done after all combat was resolved, and any tests were made. But there was a lot of support for the other camp as well...
For me even if you can't use these "tricks" the Stun claw still offers a lot of promise, dragging someone out so you remain locked in combat and can't be shot, but the squad is then vulnerable to more shooting...
But the Helion stun claw lets you rip an IC out of a squad with your helions in your hit and run move. Now questions that came up in my store
In an example your helions assault a guardsmen squad which has a commisar attached. They win, and force a morale check on th guardsmen. Can you hit and run before that check, taking the commisar with you? Thus reducing the Ld of the squad, and taking away the execution for stabilty option he provides.
I understand the answer if just the helions assault is probably no....as the test is made before Hit and Run.
But what if the squad is engaged with a 2nd enemy squad...say some Wracks, at a much lower Init. Can you H+R before the Wracks attacks? Not useful for commisar, but imagine pulling a Pain Boy out of a squad...taking away the squads FNP before more attacks crunch them?
My personal opinion was that H+R was done after all combat was resolved, and any tests were made. But there was a lot of support for the other camp as well...
For me even if you can't use these "tricks" the Stun claw still offers a lot of promise, dragging someone out so you remain locked in combat and can't be shot, but the squad is then vulnerable to more shooting...