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Made in us
Irked Necron Immortal




On the train headin down to delicious town

Just had a game where my opponent somehow managed to pin my necron lord and his attached warriors through shooting...I was assaulted afterwards...I wanted to use my veil of darkness to teleport away but we werent sure if I could...we looked through the rules and found no answer...

It came down to a die roll which I lost and was subsequently pummeled by his brood lord...

Does anyone know if the veil could have been used?

Thanks!

loota boy wrote:Ah, I see you have run into the great Mephiston, Lord of Cheese! Not to worry, that block of chedder can be tied up easily with 30 boyz, can get his ass handed to him in a match with Ghazzy, and can be squigified with Zogwort. How satisfiying would that be? ....Squigfiston, Lord of gak...
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"BigBird 'ere, go ahead, over." "WAAAAAAAAAGGGHHHH!!!! over"
"Copy 'dat, WAAAAAAAGGGHHH!!! DAKKADAKKA!!... over"
 
   
Made in us
Sword-Bearing Inquisitorial Crusader






I would say you can use it, when in assault I don't think you count pinning for anything in assault. But if you were outside of assault and were pinned I would say you couldn't veil out because it's used in the movement phase, because you don't have a movement phase, you can't use it.

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Made in us
Irked Necron Immortal




On the train headin down to delicious town

Cool thanks!

Should this pop up again...Ill remember this!

loota boy wrote:Ah, I see you have run into the great Mephiston, Lord of Cheese! Not to worry, that block of chedder can be tied up easily with 30 boyz, can get his ass handed to him in a match with Ghazzy, and can be squigified with Zogwort. How satisfiying would that be? ....Squigfiston, Lord of gak...
grendel083 wrote:"Dis is Oddboy to BigBird, come in over."
"BigBird 'ere, go ahead, over." "WAAAAAAAAAGGGHHHH!!!! over"
"Copy 'dat, WAAAAAAAGGGHHH!!! DAKKADAKKA!!... over"
 
   
Made in us
Irked Necron Immortal




Boston, Massachusetts

I am pretty sure when you get assaulted you become "unpinned," so you would definitely be able to use the Veil.
   
Made in us
Sword-Bearing Inquisitorial Crusader






RobPro wrote:I am pretty sure when you get assaulted you become "unpinned," so you would definitely be able to use the Veil.


This is a better worded version of what I was trying to say.

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Please read My Tactica if you're new to Sisters or thinking of starting them. For the Emperor!

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Made in us
Guard Heavy Weapon Crewman






You don't become unpinned when assaulted.

Anyway, you use the Veil at the start of the movement phase. However, it states in the rule book that a unit that has Gone to Ground "can do nothing until the end of its following turn." I'm pretty sure this includes abilities.

 
   
Made in gb
Hanging Out with Russ until Wolftime







Bob the Hobo wrote:You don't become unpinned when assaulted.

Anyway, you use the Veil at the start of the movement phase. However, it states in the rule book that a unit that has Gone to Ground "can do nothing until the end of its following turn." I'm pretty sure this includes abilities.
Correct. A unit who has Gone to Ground (including Pinned) do not becume unpinned when assaulted. They just fight as normal, but remain Gone to Ground until the end of its following turn. So if on Game Turn 1, Player A Turn 1, Player A Pinned your Lord & Warriors, and then assaulted. The Lord and Warriors would fight as normal, but could not veil away until until after Game Turn 1, Player B Turn 1 has Finished, meaning the next time they can attempt it is the Necron Movement Phase on Game Turn 2, Player B Turn 2.(If there is anything left to Veil out, 3 Rounds of assault is not healthy for Necrons)

This message was edited 1 time. Last update was at 2009/06/09 02:24:08


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Made in us
Long-Range Land Speeder Pilot





Florida

Probably confusing the idea that assaulting unpins with the rule that assaulting makes a falling back unit regroup if it passes a morale check. I've seen that misconception a few times where I play.

   
Made in us
Infiltrating Broodlord





Hemet, CA

And I am said opponent. Thanks for the help, GWAR. I was under the impression that pinning meant the whole unit was immobile, which would also include using abilities that involve moving, shooting, psychic attacks, etc.

Tired of reading new rulebooks... Just wanting to play. 
   
Made in us
Fixture of Dakka





Feasting on the souls of unworthy opponents

Gwar gets to be right this time. =p

   
Made in gb
Hanging Out with Russ until Wolftime







Dashofpepper wrote:Gwar gets to be right this time. =p
I am always right

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Made in us
Infiltrating Broodlord





Hemet, CA

I don't think you realize how correct GWAR believes he always is. Seriously, take a look. He knows his stuff.

Tired of reading new rulebooks... Just wanting to play. 
   
Made in us
Heroic Senior Officer





Woodbridge, VA

Gwar! wrote:
Dashofpepper wrote:Gwar gets to be right this time. =p
I am always right


unless drunk.........?

Don "MONDO"
www.ironfistleague.com
Northern VA/Southern MD 
   
Made in gb
Hanging Out with Russ until Wolftime







don_mondo wrote:
Gwar! wrote:
Dashofpepper wrote:Gwar gets to be right this time. =p
I am always right
unless drunk.........?
Also very True

Got 40k Rules Question? Send an e-mail to Gwar! for your Confidential Rules Queries.
Please do not PM me unless really necessary. I much prefer e-mail.
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Made in us
Infiltrating Broodlord





Hemet, CA

Dashofpepper is right again!

And Zoola, I can't wait until we can play again. It'll be great to see how we fare next game.

Tired of reading new rulebooks... Just wanting to play. 
   
Made in us
Sslimey Sslyth




Gwar! wrote:
Bob the Hobo wrote:You don't become unpinned when assaulted.

Anyway, you use the Veil at the start of the movement phase. However, it states in the rule book that a unit that has Gone to Ground "can do nothing until the end of its following turn." I'm pretty sure this includes abilities.
Correct. A unit who has Gone to Ground (including Pinned) do not becume unpinned when assaulted. They just fight as normal, but remain Gone to Ground until the end of its following turn. So if on Game Turn 1, Player A Turn 1, Player A Pinned your Lord & Warriors, and then assaulted. The Lord and Warriors would fight as normal, but could not veil away until until after Game Turn 1, Player B Turn 1 has Finished, meaning the next time they can attempt it is the Necron Movement Phase on Game Turn 2, Player B Turn 2.(If there is anything left to Veil out, 3 Rounds of assault is not healthy for Necrons)


This made me think of another possible situation, and I wonder how the Dakka community would adjudicate it.

Target unit A is pinned in the shooting phase of turn 1. Unit B assaults unit A in the assault phase of turn 1. Unit B soundly defeats unit A, who promptly fails their morale test. Unit B fails to catch the fleeing unit A. Unit A fails to flee far enough to be able to make a test to regroup on its next turn. What should happen?

1. The unit reverts to being pinned and doesn't continue to run.
2. The unit makes its compulsory flee move and then reverts to being pinned.
3. The unit ceases being pinned and just continues to run.
4. Something else.
   
Made in gb
Hanging Out with Russ until Wolftime







Page 24:
If the unit has to fall back, it will return to normal immediately.

Got 40k Rules Question? Send an e-mail to Gwar! for your Confidential Rules Queries.
Please do not PM me unless really necessary. I much prefer e-mail.
Need it Answered RIGHT NOW!? Ring me on Skype: "gwar.the.trolle"
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Made in us
Sslimey Sslyth




Cool, thanks. Situation had never come up before, but popped in my head while reading the thread.
   
Made in us
Infiltrating Broodlord





Hemet, CA

A most excellent question though. Kudos

Tired of reading new rulebooks... Just wanting to play. 
   
 
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