What happens then trooper tryes to deaploy mine, but there is no way to physically place camo marker ( wall or other troopers blocks space around)? Can it be deaploed btb with the enemy?
Good question. I would suppose that the part of order resolution where if you find that a skill cannot be accomplished, then it switches to idle and the mine is lost due to being disposable?
One of the more... exploitative ways of interaction in this game. Enemy AROs by placing a mine? Spend second Short Skill walking up to where they intend to place the mine and go "nu-uh"
Aha, so the logic behind this is that then you place mine in ARO you have to specified location of the camo marker at the declaration of an ARO, but if something happens and you can't place it at the conclusion of the order then mine is not placed . Yes?
When you declare a skill you have to specify all details, including where you put stuff and where you intend to dodge to. And then due to the nature of the Order Expenditure Sequence something that interrupt your intended skill, such as a trooper standing where your mine was being placed or a trooper standing in the path of your dodge. So yes.
I always thought you couldn't walk to where someone placed a mine and you couldn't place a mine where someone was currently standing.
Mines aren't deployed until resolution, people tend to lay the token as part of the declaration but it has no meaning until resolution and would not block movement until then.
I can't find any rules to back up declaring a mine's intended location when using them as an ARO. There is no target to declare, and it isn't placed until the conclusion of the order. Do you have any reference to stipulate an intended location needs to be declared? @ijw ?
In theory you could use the same logic to prevent a model from dodging into a place where it wants to go.
It's in the big red box here (underline emphasis added): http://infinitythewiki.com/en/Order_Expenditure_Sequence IMPORTANT! All details and choices related to the execution of a Short Skill, Short Movement Skill, or Entire Order Skill must be specified when it is declared. For instance, if you declare a movement, specify the entire route; if you declare a BS Attack, specify which Weapon will be used, who the targets are, how the Burst is divided, etc. A Skill declaration is not valid if the Requirements for their execution are not met. For example, a CC Attack cannot be performed against a figure that is not in base to base contact with the attacker. If the Player declares a Skill and, when he applies its Effects, he realizes the Requirements are not met, then the Skill is considered null. However, the trooper who declared it still generates ARO, as if he has declared an Idle, and loses the ammunition or equipment used, if he declared the use of a Disposable weapon or piece of Equipment. As above, except what messes mine placement up is a combination of the red box and step 3 or 5 (underline emphasis added): 3. Declaration of the First Skill: The Active Player declares the first Short Skill of the Order, or the Entire Order he wants to use. If movements are declared, the player measures the movement distance and places the trooper at the final point of its movement. Since AP Mines isn't a Short Movement Skill, its effects are not applied until step 8. The movement that gets your enemy in the location of your mine is applied during step 5. I'd say that it's a much less exploitative thing to do and one of the most important reasons why not declaring path until step 8 (which is common error players do, I dare say not only in my meta) is a problem.
I dont think you declare a spot, you just crap out a camo token. Which is why you can coordinate mines.
I don't see why not. It may feel 'cheesy', but it's the rules. From a subjective narrative perspective, I don't think it is terribly nonsensical either. It's not a stretch. What are you doing trying to lay a mine in point blank range of an enemy combatant running up in your face? 'Let me just set up this mine here in case someone comes around that corner... OH CRAP SOMEONE IS ALREADY COMING AROUND THE CORNER AND IS TRYING TO STAB ME IN THE FACE!' It seems pretty reasonable to not have that activated mine wind up on the table next to your steaming corpse. But that is entirely subjective and not at all part of the rules. I certainly don't think this rules interaction is as 'exploitative' as jumping your trooper off a roof to complete a classified objective. It also has the added benefit of the reactive trooper reacting to an enemy setting a mine by preventing that from happening. If you don't like it, Idle as your first short skill next time.