Ready, set, begin the game?

locarno24

Cosmic Mongoose
To phrase it in a less silly manner; can I begin the game with a squad's 'ready' option set?

For example, if I'm dug in in a defensive position and have a mission to hold my ground; wouldn't you expect people to start with machineguns already set up on bipods?
 
if its a special scenario then thats between you and your bud, but probably not as they wouldnt normaly know what sorta attack is comming and so wouldnt set up bipod till they knew enemy were comming from said direction.
 
Lorcan Nagle said:
there's no point in beginning readied, as you can't carry the ready action over from turn to turn like you used to in SST.

Oh?

You start readied, shoot twice in first turn with readied MG...Instead of one shooting action. Extra shooting action with readied MG sounds usefull enough for me(remember that the MG's don't shoot better if they are readied but after being set up. This just takes ready action but after that you can shoot as many times getting bonus dices until you move...).

Albeit this assumes there's visibility to enemy but in specific scenario that might be possible(and of course in those cases you can state that MG's start readied).
 
tneva82 said:
Lorcan Nagle said:
there's no point in beginning readied, as you can't carry the ready action over from turn to turn like you used to in SST.

Oh?

You start readied, shoot twice in first turn with readied MG...Instead of one shooting action. Extra shooting action with readied MG sounds usefull enough for me(remember that the MG's don't shoot better if they are readied but after being set up. This just takes ready action but after that you can shoot as many times getting bonus dices until you move...).

Albeit this assumes there's visibility to enemy but in specific scenario that might be possible(and of course in those cases you can state that MG's start readied).

Yeah, if you can start with the MGs setup that's a different story, but some units have to be readied to do things, and there's a variety of actions that require the units to be readied in the main rules - and you can't carry readies over for them.
 
Lorcan Nagle said:
there's no point in beginning readied, as you can't carry the ready action over from turn to turn like you used to in SST.

Nothing I can find in the BF Evo basic rules says you can't carry a ready over. Actually Ready actions are barely mentioned apart from to refer you to special rules on unit cards.

My Brit EFTF Infantry, if I ready my Minimi Para then all subsequent shoot actions gain the damage dice in the forward arc, bonus dice only being lost if the model moves, so that seems to imply that the effexts of a Ready action can spill over into other turns.

LBH
 
lastbesthope said:
Lorcan Nagle said:
there's no point in beginning readied, as you can't carry the ready action over from turn to turn like you used to in SST.

Nothing I can find in the BF Evo basic rules says you can't carry a ready over. Actually Ready actions are barely mentioned apart from to refer you to special rules on unit cards.

My Brit EFTF Infantry, if I ready my Minimi Para then all subsequent shoot actions gain the damage dice in the forward arc, bonus dice only being lost if the model moves, so that seems to imply that the effexts of a Ready action can spill over into other turns.

LBH

If you ready to deploy an LMG, its' effects remain until you move, but you can't you ready to use with your next subsequent action (like the old SST MI tactic of readying so you can jump on your reaction) - it's not important for the base rules cos none of the units have action that may need readying (LMG setup excepted), but the main rules give you some options for things to do while readied.
 
It seems that almost all the rules concering Ready actions are on the Unit cards, so it'll be on a case by case basis it seems.

Thjough the advanced rulebook previews show two uses for making ready actions , one mentions readying before moving but doesn't explixitly state that the Ready must be in the same turn as the move but it might say so elsewhere in the book I suppose.

LBH
 
Well it was mentioned that there were several options to use a ready action.

I think we can make an educated guess about some uses:

Various unit specific special abilities
Covered advance action
To fire beyond a weapon's max range
Reroll misses

I'm curious to see what other global uses there are for a ready action (not unit specific).

I wonder if a ready action is still required for jumping in SST. If so, they'd better be able to shoot at the same time still. If not, then seperating the jump and shoot could work for balance.

As for MI not getting a jump reaction, this is balanced out by the bugs getting no charge action.

So I see a situation where bugs move to within 6" charge range. MI react by moving back a bit out of the 6" range. Bugs move forward again. Then on the MI turn the MI ready, bugs react by moving forward and getting into attack range on the MI, but can't attack. MI jump out of harm's way.
 
Well then, that's pretty interesting. Guess I'll have to wait until the previews are released so I can see for myself.
 
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