Re: [Epic] Blast Markers and Morale

From: Erik K. Rutins <snowdo1_at_...>
Date: Tue, 2 Sep 1997 20:28:06 -0400

LONG response...

Question 1:

Only what's in range can soak blast markers. If you have 4FP in range,
it can soak the 4 Blast Markers. If not, they have to come from the AT
shots. Per your example, you would have 4FP and 6AT shots in range.
The 4 Blast Markers could be used to negate the 4FP, leaving you with 6
AT shots to fire.

Question 2:

When you have blast markers on a detachment, you have to pass a test to
set overwatch and/or move in the movement and assault phases. Space
Marines are already stubborn, so their Supreme Commanders only really
come in handy when there are firefights or assaults (or non-Space
Marine troops within 30cm of the SupCom). So, only one re-roll, ever.

Question 3:

I'm not sure if this is clear in the rules. We play that you total the
blast markers. The rules encourage treating linked assaults as one
assault, so the blast markers would be totalled for the side. So, if
both detachments were actually in combat, you would have a total of 6
BMs for the marines.

However, you describe detachment B as supporting within 15cm. This
doesn't work - the only detachments that can support other detachments
are war engines. For everyone else, it has to be within your
detachment to count. So in your example, because the bikes are in
another detachment and their detachment is not in close combat, they
cannot support or have any other effect on the combat.

When a combat is lost, each detachment takes a number of blast markers
equal to the number you lost by (i.e. 3). However, you cannot take
more blast markers than you had units actually in contact. This means
that the marines could take up to three (if they had at least three
units in contact). The bikes, again, would take none since they could
not support or otherwise be involved in the combat. If a war engine
were supporting (but not actually in contact) it would also take no
blast markers as it was not in contact.

How many blast markers you can place depends on the number of units in
contact at the beginning of the combat, not after casualties. As with
shooting and firefights, place blast markers first, then resolve
casualties.

Question 4:

Only Broken detachments need to take a rally test. You become broken
by losing an assault or firefight. Once you are broken, you can rally
at the end of the turn by rolling over the number of blast markers you
have on you (as long as don't have more blast markers than units in the
detachment - in this instance you can't rally until you reduce the
blast markers further).

If you were not broken, it doesn't matter how many blast markers you
have on you - you can shoot, firefight and assault just like anyone
else. BUT you do need to pass the blast marker tests during the next
turn to see if you can overwatch and/or move.

If you're broken, you assault and firefight at 1/2 value. The only
move you can make is a retreat move. Thus, someone would have to move
up to you to initiate the assault/firefight.

If an enemy unit is within 15cm of you, you're in the firefight. There
is no such thing as a 'targeted' firefight - once you've moved up your
units, everything within 15cm fights. Again, you can only support
another detachment if you are a war engine detachment.

Blast markers affect victory when you're playing with the morale rules.
 I'm tired of typing... read it in the front of the Battles Book. ;-)

Regards,

- Erik

"Look within. Within is the fountain of good, and it will ever bubble
up, if you will ever dig."
- Marcus Aurelius
Received on Wed Sep 03 1997 - 00:28:06 UTC

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