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![[Post New]](/s/i/i.gif) 2010/05/03 18:23:15
Subject: Tempests Wrath and jetpacks
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Fresh-Faced New User
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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
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fool is already a tool of chaos |
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![[Post New]](/s/i/i.gif) 2010/05/03 18:25:34
Subject: Tempests Wrath and jetpacks
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Plaguelord Titan Princeps of Nurgle
Alabama
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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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WH40K
Death Guard 5100 pts.
Daemons 3000 pts.
DT:70+S++G+M-B-I--Pw40K90-D++A++/eWD?R++T(D)DM+
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![[Post New]](/s/i/i.gif) 2010/05/03 18:30:02
Subject: Re:Tempests Wrath and jetpacks
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Longtime Dakkanaut
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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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![[Post New]](/s/i/i.gif) 2010/05/03 18:31:46
Subject: Re:Tempests Wrath and jetpacks
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Fresh-Faced New User
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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 ;-)
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This message was edited 2 times. Last update was at 2010/05/03 18:38:29
fool is already a tool of chaos |
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![[Post New]](/s/i/i.gif) 2010/05/03 18:46:05
Subject: Re:Tempests Wrath and jetpacks
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Longtime Dakkanaut
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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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![[Post New]](/s/i/i.gif) 2010/05/03 18:56:42
Subject: Re:Tempests Wrath and jetpacks
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Fresh-Faced New User
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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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fool is already a tool of chaos |
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![[Post New]](/s/i/i.gif) 2010/05/03 19:01:03
Subject: Re:Tempests Wrath and jetpacks
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Longtime Dakkanaut
St. George, UT
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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.
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This message was edited 1 time. Last update was at 2010/05/03 19:02:10
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![[Post New]](/s/i/i.gif) 2010/05/03 19:50:27
Subject: Re:Tempests Wrath and jetpacks
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Fresh-Faced New User
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Guess it ain't so bad ;-)cheers everyone
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fool is already a tool of chaos |
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![[Post New]](/s/i/i.gif) 2010/05/03 22:17:04
Subject: Re:Tempests Wrath and jetpacks
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Plaguelord Titan Princeps of Nurgle
Alabama
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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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WH40K
Death Guard 5100 pts.
Daemons 3000 pts.
DT:70+S++G+M-B-I--Pw40K90-D++A++/eWD?R++T(D)DM+
28 successful trades in the Dakka Swap Shop! Check out my latest auction here!
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