View Full Version : Vehicles and assaults - the WRECK loophole...
Denzark
07-02-2012, 01:24 PM
As I understand it, unless an OT or Assault vehicle, you cannot assault if you disembarked in that player turn movement phase. So unless fast or some other rule I haven't twigged comes to pass, the FURTHEST you could move in your metal box AND assault second turn is 6" - assuming you then get out first turn. Because even a stationary vehicle doesn't let you charge same turn as disembark.
So why would you use a non-OT/A veh to get your troops into close combat - they could walk behind a vehicle going that fast a la panzer grenadiers.
I see a possible loophole. Speed towards the enemy. Hopefully they shoot your box dead with the wonderful new glance rules. You disembark in their shooting turn and hopefully don't pin. As you didn't disembark in your player turn movement phase, you are free to charge. RAW.
What do you think of that?
kjolnir
07-02-2012, 02:30 PM
I haven't read up on that part of 6th yet, but in 5th, you could always disembark, move, shoot, and assault if your transport vehicle had not yet moved before the unit inside gets out. Is that different in 6th?
Denzark is right. You can't assault after disembarking. There is no exemption for disembarking from vehicles that have not yet moved. Another slap in the face to both transports and assault-based armies.
This really is going to be the shooty foot edition. Like 4th.
Wildcard
07-02-2012, 02:38 PM
Kjolnir, yes, that has changed in 6th..
Unless open topped or assault vehicle, you cannot assault on the (game)turn you exit the vehicle.
Thus, wrecking the vehicle wont work.
I dont remember excactly where, but in the BRB it was said somewhere that you can assault out of an assault vehicle even if it was wrecked. (could be tho that this means only wrecks through immobile or psychic perils of the warp glances like gk fortitude f.ex). That in turn would suggest, that even if wrecked and you are forced to exit vehicle, you aren't allowed to assault..
SonicPara
07-02-2012, 02:54 PM
They nerfed fleet and now you can't charge from a vehicle even if it hasn't moved? Eldar bein nerfed all day errday
Melon-neko
07-02-2012, 02:57 PM
What is says is that "After disembarking... ... but cannot declare a charge in their subsequent Assault phase" (pg 79)
When a vehicle is wrecked, they disembark using 'mostly' normal rules(pg 80)
And of course, if a vehicle explodes, the models are placed in the wreckage and it makes no mention of disembarking >.>
As for why you would use transports? A standard rhino can move 12 then flat out 6 inches. Infantry cannot run that fast. Whether or not you think that is a good reason I don't want to argue about, I'm simply pointing out that transports move faster than infantry
Denzark
07-02-2012, 03:08 PM
Kjolnir, yes, that has changed in 6th..
Unless open topped or assault vehicle, you cannot assault on the (game)turn you exit the vehicle.
Thus, wrecking the vehicle wont work.
I dont remember excactly where, but in the BRB it was said somewhere that you can assault out of an assault vehicle even if it was wrecked. (could be tho that this means only wrecks through immobile or psychic perils of the warp glances like gk fortitude f.ex). That in turn would suggest, that even if wrecked and you are forced to exit vehicle, you aren't allowed to assault..
It doesn't say GAME turn and the rules specify that when the term 'turn' is used then it means player turn unless it specifically says game turn. Even so if it meant game turn if you went second this would still work.
DarkLink
07-02-2012, 03:38 PM
You can at least cover no man's land faster. Move 12" turn one, then move 6 and disembark turn 2. But it's a needed nerf to razorback/rhinos. No more stupid parking lots.
DrLove42
07-02-2012, 03:43 PM
You can at least cover no man's land faster. Move 12" turn one, then move 6 and disembark turn 2. But it's a needed nerf to razorback/rhinos. No more stupid parking lots.
That and no more holding objectives from inside vehicles
DarkLink
07-02-2012, 04:41 PM
Right. Vehicles still have a lot of advantages, but now they're so easy to kill you need to have a lot of screening elements to protect them. Hide your whole army inside transports and let your opponent get close, and half your army will be burning wrecks by turn 3.
Transports definitely got the nerf bat. On the other hand, they deserved it. Transports dominated fifth. I think they'll probably be worthwhile for some things in sixth, but not ubiquitous.
Interestingly, Land Raiders, I think, came out pretty well in comparison. The extra hull point and the extra value of the assault vehicle rule makes them a far bigger step up from a Rhino than it used to be.
DarkLink
07-02-2012, 07:26 PM
I think the use of transports will be very limited. Vehicles are now backline gunships. You need to screen them to give them cover and keep guns out of range of them, and let them shoot. Any other use and you'll either blow up very quickly, or blow something up and die alongside it. Transports will give you a good turn 1 movement, then have to sit back and hide and try to live to tank shock turn 5-7.
Iceman
07-02-2012, 07:53 PM
I think that vehicles now work like they do in real life. They have better mobility and are better armored but do not rule the battlefield more or less with impunity.
Denzark
07-03-2012, 03:38 AM
Respectfully Iceman this neither reflects real life nor do vehicles work like that in real life.
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