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Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

Last night this power was used at our gaming club, and a few questions arose about it. I was hoping that some of the Dakka users could shed some light on this Ork Wierdboy power. Weirdboys MUST use their power every turn, which can create some interesting side effects for the 'Ere We Go power.

1) Does the Ork squad do shooting before or after this power goes off? In other words, can they shoot at a target then teleport to the other side of the table? Can they teleport and then shoot up a squad? Does this teleport take the place of the squads shooting?

2) Can the Ork squad run after being teleported?

3) Can the squad assault after being teleported?

4) Does the squad deviate as per normal deep strike?

Thanks!
   
Made in us
Longtime Dakkanaut





US

1) The power goes off at the start of the Ork shooting phase. This is a deep strike move, so they can fire, but do so as if they had moved.

2) No because they have DSed, no additional movement is possible.

3) No they DSed

4) The move is counted as a deepstrike, models should be placed as such.

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Made in us
Powerful Pegasus Knight






Oxnard, CA

labmouse42 wrote:Last night this power was used at our gaming club, and a few questions arose about it. I was hoping that some of the Dakka users could shed some light on this Ork Wierdboy power. Weirdboys MUST use their power every turn, which can create some interesting side effects for the 'Ere We Go power.

1) Does the Ork squad do shooting before or after this power goes off? In other words, can they shoot at a target then teleport to the other side of the table? Can they teleport and then shoot up a squad? Does this teleport take the place of the squads shooting?



2) Can the Ork squad run after being teleported?

3) Can the squad assault after being teleported?

4) Does the squad deviate as per normal deep strike?

Thanks!



1. As far as I am informed they do not shoot before
2.No
3.No
4.If you mean they use normal deep strike rules then yes

I am not 100% sure if I am correct but in my experience with this power this is what I have learned. Ill let some more knowledgeable Dakka users answer

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Made in gb
Hanging Out with Russ until Wolftime







BlueDagger wrote:2) No because they have DSed, no additional movement is possible.
Sorry, this is utterly wrong. A squad May run after Deep Strike
Page 95:
In that turn's Shooting phase, these units can fire (or run) as normal, and obviously count as having moved In the previous Movement phase

1, 3 and 4 are correct though

This message was edited 2 times. Last update was at 2009/06/26 22:43:00


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Made in us
Longtime Dakkanaut





US

Gwar! wrote:
BlueDagger wrote:2) No because they have DSed, no additional movement is possible.
Sorry, this is utterly wrong. A squad May run after Deep Strike
Page 95:
In that turn's Shooting phase, these units can fire (or run) as normal, and obviously count as having moved In the previous Movement phase

1, 3 and 4 are correct though


Touche again, I never found running a good option since I only DS with Swooping hawks Either fire or Sky Leap

Craftworld Uaire-Nem pics "Like shimmering daggers of light our fury shall rain down and cleanse this battlefield." Autarch of Uaire-Nem
BlueDagger's Nomad pics - "Morality, my friend, is merely a price tag." - BlueDagger, Contraband Dealer. Holo-recording played during the murder trial of an undercover PanOceania officer. Court Record 9002xaB, . Infinity Nomads - Come see what it's all about!
|Looking for War-gaming matches in the Colorado area? Colorado Infinity
 
   
Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

I found that when 30 boys are teleported using this ability, it was very handy to 'run' them so they were not complete bait for the IG tanks.
I'm glad to hear that was done correctly.
   
 
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