So, we can redirect the rocket into a unit that is in close combat correct? As in we aim just to the side, or the corner of the enemy unit which is engaged, and then artillery dice it to it since it would be the nearest one (barring a terrible scatter shot into our own unit which could be in combat)
Per Tamurkhan page 179. (To save people without books handy)
“Firing the Deathshrieker: To fire the Deathshrieker, take a small counter or similar marker (no more than 1” across) and place it anywhere completely within a war machines line of sight, outside of the Deathshrieker’s minimum range and within its maximum range.
This target cannot be placed over friendly units or enemy models from a unit that is engaged in combat with friendly units. The weapon may however strike friendly targets by mistake as shown later."
Per this as it appears to be written, the spot would have to be in clear line-of-sight. Not anywhere behind the unit as that type of spot would not be actually see-able.
Neither here nor in the Forge World FAQ for Tamurkhan could I find any reference to any clarification points like “It fires as a stone thrower etc”
In reply to “So we can pick any spot next to a unit in combat so long it is not the unit.”
In all fairness I have never targeted empty space and have always played it by aiming at a viable enemy target as per other standard war machines useage. And then throw the malevolent ammunition rules at them
So going from tamurkhan, the rocket can target any area, unit, or other spot so long as it is in its line of site. So that would mean shooting it 1 inch away from the side of an enemy unit stuck in close combat would be viable, since the marker is not hitting anything yet but open ground (unlike a stonethrowers template where that would be impossible because the template would touch the enemy) and then the infernal incendiary rule will cause the 1" marker to move onto the closest unit friend or foe and in the case of a direct hit, it would be foe.
Now if we targeted the rocket directly at the line where both units meet so the marker is directly between them, and it does not scatter, then we can pick the direction in which it drifts in which in this case would still be the enemy unit in close combat because we would never pick our own unit.
Additionally, the deathrocket does not fire like a standard war machine, and does give us the option to just pick any spot in line of sight, even if that spot due to other rules would lead it to hit units stuck in close combat.
Is it cheesy? Hell yea.
Is it playing it as inteded? Yes it is.
Using a rocket to hit units in close combat wont be amazing against chaos warriors or ogres, but against t3 armies can be devestating, and additionally it is another reasonably reliable way to get an irondemon out of combat if it is stuck fighting some lame fast calv.
No wonder our armour gives us a 5+ ward vs flaming :x
Per Tamurkhan page 179. (To save people without books handy)
"Firing the Deathshrieker: To fire the Deathshrieker, take a small counter or similar marker (no more than 1" across) and place it anywhere completely within a war machines line of sight, outside of the Deathshrieker's minimum range and within its maximum range.
This target cannot be placed over friendly units or enemy models from a unit that is engaged in combat with friendly units. The weapon may however strike friendly targets by mistake as shown later."
Per this as it appears to be written, the spot would have to be in clear line-of-sight. Not anywhere behind the unit as that type of spot would not be actually see-able.
Neither here nor in the Forge World FAQ for Tamurkhan could I find any reference to any clarification points like "It fires as a stone thrower etc"
In reply to "So we can pick any spot next to a unit in combat so long it is not the unit."
In all fairness I have never targeted empty space and have always played it by aiming at a viable enemy target as per other standard war machines useage. And then throw the malevolent ammunition rules at them
Abecedar
I didn`t fire at empty space til now, too. But maybe there comes the time :yar.
In addition from my point of view you even could fire at a space behind an enemy unit as long there would be a line of sight through it.
It just makes an interesting new tactic that I never really see, nor have done in playing and makes the rocket a lot more attractive. Imagine the possibilities of doing it to a ogre player after you hit them with ashstorm. Or if you get flaming sword/blades on your rocket. It can be seriously devastating and result in bad match ups for our infernal guard to turn into an easy win.
It is not like firing a cannon however, where RAW states even if their is a chance of it overshooting, or bouncing into unit that is engaged in close combat you are not allowed to do so. It is more akin to a stonethrower, just its pretty much a guaranteed hit with the rockets special rules.
I assume one way to break up the unpleasantness is to just inform your opponent of everything your army can do before you start playing.
The same issue arises when we throw down some blunderbuss unit roll for the shots, tell them we get no penalties, then start rerolling the to wound rolls, and a fist fight develops. :sick
Or when we explain that ashstorm just took their unit out of the entire turn.
or chalice…
or when we read the paragraph of special rules a K’daii destroyer has.
oh and my favorite, “Your telling me they have 24” bows AND throwing knives, f#$king OP broken list."