Epic Armageddon Official Faq
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EPIC ARMAGEDDON OFFICIAL FAQ This document is the official FAQ for the Epic Armageddon rules system. The aim of the FAQ is to provide additional commentary on rules that some players find unclear or which we have found can cause confusion. Section 1.0: Epic Game Rules ZOC extends 5cm, if you were exactly 5cm you would be in the ZOC and this is not 1.1.3 Unit Datasheets allowed. In other words, you must remain Q: AND/OR designations are more than 5cm away from the enemy frequently used for weapons that have unit. a ranged fire and an assault mode. What is the difference between the Q: What are the options for a unit that two? finds itself in an enemy ZOC at the A: Some weapon systems are capable of start of its activation? being used in multiple ways. A weapon A: If a unit finds itself in an enemy ZOC for designated as “OR” may choose between any reason then it must either charge the the modes of fire on the datasheet each enemy or leave the ZOC when it next takes time it is used, whether in a typical an action. It cannot choose to remain activation or defending against an assault. stationary and stay in the ZOC, which A weapon designated as “AND” may use all means that the formation it belongs to will modes of fire simultaneously each time it is have to choose an action that allows the used. unit to move away or charge. 1.4.2 Beginning of Turn 1.7.4: Formations Q: With abilities that are used at the Q: At what point in an action do you start of the turn, who goes first? need to get units back into coherency? A: The player with the higher strategy A: This is covered specifically in section rating has the option of acting first or 1.7.4 of the movement rules. Coherency forcing the opponent to act first. applies at the end of each move made by a 1.6.2 The Action Test formation. If a formation is out of Q: When rolling for initiative to coherency when it takes an action, then it activate and order your formations, must choose an action that allows it to does a D6 roll of 1 automatically fail? make a move. A: No. This can lead to certain formations automatically passing an initiative test. 1.7.5: Transport Vehicles Space Marines, for example, will always Q: Does a unit loses its ZOC when in a pass a test unless modifiers apply to the Transport? For example, does a Scout roll, and Orks doing a double or charge in a Rhino loses its 10cm ZOC? action would pass automatically also. A: Yes. Units being transported lose their These advantages are built into the points ZOC (ie, use only the ZOC of the values used in the Grand Tournament army transporting unit). lists, and you should take them into account when working out the forces used Q: What happens to transported units in a scenario. if their Transport is destroyed? A: The units must make an Armour Save 1.7: Movement or a 6+ Cover Save to survive. Q: Can units move off the gaming table? Q: Do troops in a Transport lose all A: Only if specifically allowed to do so by a their Armour Saves when the special rule. Transport is hit by an MW or TK weapon? 1.7.3: Zones of Control A: No, saves that could be taken if the unit Q: Can you end your move exactly 5cm were hit directly by an MW may still be away from an enemy unit, or would taken. So, for example, Terminators with that mean entering its ZOC? Reinforced Armour would get a save A: You must stay out of the ZOC. As the against a MW hit. But unless the unit has an ability that gives them a save against transporting unit is killed during the MW or TK hits they would be destroyed Assault? automatically just as if they had been hit A: No, the normal rules would apply (i.e. by those weapons themselves. the units get their saves), as the rules do not say otherwise. As a rule of thumb you Q: Do Transports that are destroyed in should stick with the core game rule unless CC (or via AP fire for LVs) cause an exception is specifically noted. transported units to possibly be destroyed as with AT and MW fire? Q: If a formation loses an Assault and A: Yes. have to remove a Transport with units inside it, is that considered a TK hit Q: If a series of Transports containing since it does not allow saves, thereby infantry from their formation is removing the transported units charged, can the infantry bundle out of without saves as well? the Transports as part of a Counter- A: No, apply the normal rules. charge move? And would your answer differ if the Transports were in close Section 1.9: Shooting combat rather than a firefight? Q: I can’t find the AP or AT values for A: The answer does differ on whether the small arms like bolters or lasguns. Transport is in base-to-base contact or not. What are these values? If it is in base-to-base contact with two or A: The effect of small arms is included in more units (see section 1.7.5) then it is the unit’s firefight value, and used in an not able to move and can not therefore assault by units within 15cms of the enemy deploy any troops. If it is not in base-to- and not in base contact. So ‘firefights’ and base contact then it can move and as part small arms fire only happens as part of an of that move it can deploy troops. See assault. The thinking behind this rule is section 1.12.4 for restrictions on counter based on observations of the way combat charges. works in real-life. ‘Shooting’ in Epic represents the kind of long-range Q: If a Transport with two troops sustained shooting attacks you’ll often see inside is destroyed, and all of the in news-reels; the kind of thing where you troops inside the transport are see tanks or heavy weapons popping away destroyed how many Blast Markers are at a distant hillside at an invisible target: placed on the formation the aptly named ‘empty battlefield’ A: Four. One for being shot at, one for phenomena. An assault represents the destroying the Transport unit and two situation where troops have been ordered more for the units inside the transport to take and hold a position, and all hell breaks loose as they close in. If you saw Q: If a withdrawing Transport is the TV series ‘Band Of Brothers’ you’ll caught within 15cm of an enemy unit know what kind of thing I mean. This is the after finishing its Withdrawal Move, main reason that small arms are only are the transported units destroyed as really used in assaults, as they are not well? very effective at the kind of longranged A: Yes. suppressive fire represented by ‘shooting’ in Epic. Q: Are transported units considered to be in specific transporting units of Q: Can you withhold fire for later their formation? turns? A: You can play it either way. If it looks A: The player can choose which like being an issue for you, then bring it up units/weapons to shoot with and never has in the five minute warm-up period at the to fire if he doesn’t want to. start of the game. 1.9.2: Who May Shoot. Q: The Transport rules say that if a Q: What blocks line of sight (other Transport unit has two enemy units in than obvious terrain)? base-to-base the transported units a) Enemy models cannot disembark since they are b) War engines (friend or foe) trapped inside. Does this mean that c) Friendly models other than your they die without saves if the detachment - group - whatever d) Stands within your own 1.9.5 Roll To Hit detachment. Q: Is there any way to speed up the e) Ruins dice rolling when firing? f) Shoot at whatever’s in range and It is possible to speed up dice rolling not blocked by hills or large buildings? without altering the overall result of g) I misunderstood something... shooting by allocating hits against units A: The answer is b, e & f. Terrain blocks of the same type as a group, and then the LOF, units don’t. making all of the saves together, and finally removing casualties from the Q: Can a transported unit be models closest to the enemy. suppressed when a formation fires? For example, if a unit of six Space A: Only if it can shoot (only units in a Marines and Three Rhinos took 3 AP position to shoot can be suppressed). hits and 2 AT hits, then the defender could simply say "I allocate the AP hits Q: Can a unit without ranged weapons to the Marines and the AT hits to the (something with only FF or even Rhinos". He would then roll 3 dice for lacking that like an Ork Wildboy) be the Marines saves, removing any suppressed when a formation fires? casualties by eliminating the Marine A: In order to be suppressed a unit must units closest to the enemy, followed by have a line of fire and be in range.