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Made in ie
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Do jump infantry still get to move 12" when Tempest wrath is in play(and within 24") or do they take difficult terrain test

fool is already a tool of chaos 
   
Made in us
Plaguelord Titan Princeps of Nurgle




Alabama

buddy999 wrote:Do jump infantry still get to move 12" when Tempest wrath is in play(and within 24") or do they take difficult terrain test


Just treat anything 24" around the Rune Priest as difficult/dangerous for the units listed (which, iirc, is jump packs, skimmers, jetbikes, etc.)

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Made in us
Longtime Dakkanaut





US

Please search before posting, there was a long thread on the identical topic a week ago.

If they walk it doesn't change their unit type only their move as type. The rule for Tempest targets their unit type therefor yes even i they walk it still effects them.

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Made in ie
Fresh-Faced New User




Ya thats the way i think it should be but the rule book says jump infantry can move freely and just take dangerous test,kinda sucks they get to move full 12",i played blood angels today and was thinking this power would slow down jump infantry,that sucks(sorry this was in response to 1st post)i did search but couldn't seem to find it ;-)

This message was edited 2 times. Last update was at 2010/05/03 18:38:29


fool is already a tool of chaos 
   
Made in us
Longtime Dakkanaut





US

Still a fantastic power. On a unit of 10 if they have to take a dangerous terrain test that means statistically 1-2 will die with no save available. Now that to all units in 24" could be hefty.

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Made in ie
Fresh-Faced New User




100% agree but slowing them down would of been icing on the cake,Ist test 3 out 10 fail ;-),arjac and ragnar(9 gh aswell) take out the Sanguinor and librarian dread, was dreading their hqs but wolves rock,thanks for clearing that up

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Made in us
Longtime Dakkanaut




St. George, UT

BlueDagger wrote:Still a fantastic power. On a unit of 10 if they have to take a dangerous terrain test that means statistically 1-2 will die with no save available. Now that to all units in 24" could be hefty.


And its every time they move. So when they move in the movement phase, when they run (if they do), when they assault. So a unit of 10 will loose about 3-4 guys before they even get to swing. Thats huge. Anytime you can kill models on the other guys turn is just awesome.

Don't forget, even with jump infantry the assault move is made walking on the ground. So they will have to roll for difficult terrain (and still test for dangerous terrain), there is a chance that they won't even reach you.

This message was edited 1 time. Last update was at 2010/05/03 19:02:10


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Made in ie
Fresh-Faced New User




Guess it ain't so bad ;-)cheers everyone

fool is already a tool of chaos 
   
Made in us
Plaguelord Titan Princeps of Nurgle




Alabama

Also remember that, in any phase where a unit takes 25% or more casualties, they must test to break. So, if they move, lose 3 men and at the end of the phase, somehow break, they're definitely not going much of anywhere, especially with a 3D6 break move.

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