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Improved comms
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Old 26 Dec 2006, 00:12   #1 (permalink)
Shas'O
 
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Default Improved comms

Does a vehicle with improved comms need to be on the table in order for the effect to be in play?
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Old 26 Dec 2006, 00:32   #2 (permalink)
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Default Re: Improved comms

After checking with the codex, I can't find an absolute answer for you. However, I think logically that the vehicles would have to be in play. I imagine that the vehicles need to 'see' the battlefield to help direct the reserves.
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Old 26 Dec 2006, 00:40   #3 (permalink)
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Default Re: Improved comms

Quote:
Originally Posted by Mage
After checking with the codex, I can't find an absolute answer for you. However, I think logically that the vehicles would have to be in play. I imagine that the vehicles need to 'see' the battlefield to help direct the reserves.
Yeah, that makes sense, thanks.
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Originally Posted by Colonel_Sanders
When all was finished, the battlefield was a smoking crater. UDC, Valoran, US Army, Tau, the Nazis, a random pirate ship, and a bunch of ninjas, all were enemies to the Vulture. All were turned into scrap metal. Or plastic. Depends which game system you play.
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Old 27 Dec 2006, 00:42   #4 (permalink)
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Default Re: Improved comms

It's never actually been answered i don't think. I can't find any FAQ with it in it.

If you wanted to be prick you could do it so that the vechile isn't in play yet. But logically it would work as stated by Mage
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Old 27 Dec 2006, 00:46   #5 (permalink)
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Default Re: Improved comms

Using common sense; I would agree with everyone else and say that the vehicle would have to be in play.
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Old 27 Dec 2006, 15:43   #6 (permalink)
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Default Re: Improved comms

That's why I see people take it on a sentinel, then have the sentinel hide behnd a hill or something until they get the stuff they really need in from reserve
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Old 27 Dec 2006, 16:22   #7 (permalink)
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Default Re: Improved comms

Quote:
Originally Posted by Fish Ead
That's why I see people take it on a sentinel, then have the sentinel hide behnd a hill or something until they get the stuff they really need in from reserve
That's what I was planning, what with sentinels acting as scouts, it seems fluffy. I'm going to be playing a drop troop army you see, so that means everything else will start in reserve. Even if the 'reserves' rule is not in play, then I'll still have half my army airbourne, so I still need a way to get them in from reserve quickly and reliably.

I could take a Salamander Command vehicle, but I don't like the model...perhaps I could convert a Chimera hull somehow? :shifty:
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Quote:
Originally Posted by Colonel_Sanders
When all was finished, the battlefield was a smoking crater. UDC, Valoran, US Army, Tau, the Nazis, a random pirate ship, and a bunch of ninjas, all were enemies to the Vulture. All were turned into scrap metal. Or plastic. Depends which game system you play.
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Old 27 Dec 2006, 18:51   #8 (permalink)
Shas'La
 
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Default Re: Improved comms

Hi all,

This thread convinced me to create an account here. I just couldn't let fellow guard players languish without the benefits of improved comms in reserve.

The 4.0.1 FAQ for imperial guard states:

"...Vehicles with improved comms confers this benefit even if in reserve"

http://us.games-workshop.com/errata/...d_faq_v4-0.pdf
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Old 27 Dec 2006, 18:54   #9 (permalink)
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Default Re: Improved comms

Thanks for grabbing that FAQ, droofus. I was reading the thread, thinking "where did I read that you could use them off the table.."

It's a trick that's central to a lot of Drop Troop armies success: two sentinels with Comms, giving you two re-rolls a turn.

Also, keep in mind that you can re-roll successful results as well!
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Old 27 Dec 2006, 19:01   #10 (permalink)
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Default Re: Improved comms

You're the man, Droofus. Well spotted!
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Quote:
Originally Posted by Colonel_Sanders
When all was finished, the battlefield was a smoking crater. UDC, Valoran, US Army, Tau, the Nazis, a random pirate ship, and a bunch of ninjas, all were enemies to the Vulture. All were turned into scrap metal. Or plastic. Depends which game system you play.
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