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Emergency Disembarkation and the "turn."  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Junior Officer with Laspistol






The eye of terror.

So in the rulebook, it says that passengers of a vehicle which are forced to perform an emergency disembark may not do anything "for the rest of the turn."

So for example, if the unit's transport is destroyed in the shooting phase at the "top" of the turn may not move or fire in their own shooting phase at the "bottom" of the turn.

But by RAW, if the unit's transport is destroyed in the "bottom" of the turn they're just fine and dandy at the "top" of the next turn.

Am I missing something, or is this just really silly?

Why did the berzerker cross the road?
Gwar! wrote:Willydstyle has it correct
Gwar! wrote:Yup you're absolutely right

New to the game and can't win? Read this.

 
   
Made in us
[ARTICLE MOD]
Longtime Dakkanaut







Nope. As far as I can tell, the rule is there to prevent players from doing things like zooming forward 24" and ramming, then deploying troops and assaulting in the same turn.

"I was not making fun of you personally - I was heaping scorn on an inexcusably silly idea - a practice I shall always follow." - Lt. Colonel Dubois, Starship Troopers

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Made in us
Junior Officer with Laspistol






The eye of terror.

The way I read it, it seemed like a penalty for letting your opponent block your transports disembarcation points.

Why did the berzerker cross the road?
Gwar! wrote:Willydstyle has it correct
Gwar! wrote:Yup you're absolutely right

New to the game and can't win? Read this.

 
   
Made in se
Stealthy Space Wolves Scout





My guess is they forgot how the rules worked when they wrote the rules...

In one game turn an Imperial guardsman can move 6", kill a few guys with his flamer, assault 6", kill two more guys with his bayonet, flee 12", regroup when assaulted, react 6", kill one more guy with his bayonet and then flee another 12".
So in one game turn an Imperial guardsman can move 42" and kill more than 5 people. At the same time a Chimera at top speed on a road can move 18"... 
   
Made in us
Incorporating Wet-Blending






Glendale, AZ

willydstyle wrote:So in the rulebook, it says that passengers of a vehicle which are forced to perform an emergency disembark may not do anything "for the rest of the turn."

So for example, if the unit's transport is destroyed in the shooting phase at the "top" of the turn may not move or fire in their own shooting phase at the "bottom" of the turn.

But by RAW, if the unit's transport is destroyed in the "bottom" of the turn they're just fine and dandy at the "top" of the next turn.

Am I missing something, or is this just really silly?


You're missing the explanation of the term "turn".

BGB pg.9 wrote:
Hence one game turn will comprise two player turns. Whenever a rule uses the word 'turn' both in this rule book and in the Codexes, it means 'player turn', otherwise it will clearly state 'game turn'.


Therefore if the unit's transport is destroyed in the shooting phase at the "top" of the turn it may move and fire in their own shooting phase at the "bottom" of the turn.



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Made in us
[ADMIN]
Decrepit Dakkanaut






Los Angeles, CA

Webbe wrote:My guess is they forgot how the rules worked when they wrote the rules...



I don't think so. That rule has a very important purpose and that is to prevent players from purposely utilizing the emergency disembarkation rule for their benefit.

Without that rule in place players could move their transport in a way to *ensure* that their access points were blocked by the enemy so they could disembark their models from any point on the model. That way they could ensure their vehicle stays facing the way they want and the disembarking models get to be placed wherever the player wants in order to shoot and/or assault (in the case of something like a Land Raider).



I play (click on icons to see pics): DQ:70+S++G(FAQ)M++B-I++Pw40k92/f-D+++A+++/areWD104R+T(D)DM+++
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yakface's 40K rule #2: Friends don't let friends start a MEQ army.
yakface's 40K rule #3: Codex does not ALWAYS trump the rulebook, so please don't say that!
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Made in se
Stealthy Space Wolves Scout





Maybe you are right.

I still think a unit should be penalized from having opponents block the exits when the transport is blown up though, instead of getting more places to go.

Maybe I'm overly critical towards the author but I feel that the rules is meant to say that but doesn't.

So in short, I think that the rules are meant to say game turn and not (player) turn.

In one game turn an Imperial guardsman can move 6", kill a few guys with his flamer, assault 6", kill two more guys with his bayonet, flee 12", regroup when assaulted, react 6", kill one more guy with his bayonet and then flee another 12".
So in one game turn an Imperial guardsman can move 42" and kill more than 5 people. At the same time a Chimera at top speed on a road can move 18"... 
   
Made in us
Junior Officer with Laspistol






The eye of terror.

Thanks lordhat, that quotation of the definition of "turn" clears things up. For some reason I thought that the opposite was true: that "turn" meant "game turn" rather than "player turn."

Why did the berzerker cross the road?
Gwar! wrote:Willydstyle has it correct
Gwar! wrote:Yup you're absolutely right

New to the game and can't win? Read this.

 
   
 
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