Switch Theme:

Fall Back movement type  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Insect-Infested Nurgle Chaos Lord





Oregon, USA

OK, here's a situation for you to dissect

A unit breaks due to enemy fire or CC and falls back. (we'll assume they outran the sweeping advance)

They roll a 11'' fall back, but a line of enemies is between them and their board edge, 4'' away from them.

Regular troops would be caught and trapped, because they can't double back on a fall back move, and the unit is destroyed.


What about jetbikes, jump infantry, winged beasties or anything else with unusual movement modes. Are you assumed to be running, groundbound, or are you allowed to fly over the blockers?

Also, assuming that you can use your unit's normal movement, how would this apply to certain units:

Could Eldar Warp Spiders teleport as a fallback move (I don't own the codex, but teleportation seems to be their normal movement)

Do Ork Stormboyz roll their extra movement for their rokkit packs, and risk losing unit members


What are your opinions

The Viletide: Daemons of Nurgle/Deathguard: 7400 pts
Disclples of the Dragon - Ad Mech - about 2000 pts
GSC - about 2000 Pts
Rhulic Mercs - um...many...
Circle Oroboros - 300 Pts or so
Menoth - 300+ pts
 
   
Made in us
[DCM]
Tilter at Windmills






Manchester, NH

Remember you only become Trapped if you would have to double back- a line of enemies between you and the table edge doesn't prevent you from falling back AROUND them. You basically need to be stuck in a "U" of impassible terrain and/or enemy units.

The rules for Jump Infantry and Jetbikes clearly state that they can move over units and terrain as they Fallback too.

Adepticon 2015: Team Tourney Best Imperial Team- Team Ironguts, Adepticon 2014: Team Tourney 6th/120, Best Imperial Team- Cold Steel Mercs 2, 40k Championship Qualifier ~25/226
More 2010-2014 GT/Major RTT Record (W/L/D) -- CSM: 78-20-9 // SW: 8-1-2 (Golden Ticket with SW), BA: 29-9-4 6th Ed GT & RTT Record (W/L/D) -- CSM: 36-12-2 // BA: 11-4-1 // SW: 1-1-1
DT:70S++++G(FAQ)M++B++I+Pw40k99#+D+++A+++/sWD105R+++T(T)DM+++++
A better way to score Sportsmanship in tournaments
The 40K Rulebook & Codex FAQs. You should have these bookmarked if you play this game.
The Dakka Dakka Forum Rules You agreed to abide by these when you signed up.

Maelstrom's Edge! 
   
Made in us
Insect-Infested Nurgle Chaos Lord





Oregon, USA

ok, for the same of clarity lets make the line a concave, enough that the victims would have to double back to go around them.

The part of the query i'm more interested in is the ability to hop the line.

Thanks for clarifying that for me

Specific question then. Would the Stormboyz still get their extra movement (as it says whenever they move in their codex, i think) or is the specific distance of the fallback roll absolute?

The Viletide: Daemons of Nurgle/Deathguard: 7400 pts
Disclples of the Dragon - Ad Mech - about 2000 pts
GSC - about 2000 Pts
Rhulic Mercs - um...many...
Circle Oroboros - 300 Pts or so
Menoth - 300+ pts
 
   
Made in us
Sinewy Scourge





Long Island, New York, USA

Ascalam wrote:Specific question then. Would the Stormboyz still get their extra movement (as it says whenever they move in their codex, i think) or is the specific distance of the fallback roll absolute?

Stormboyz are jump infantry so they would have to fall back 3D6 as per page 52 BRB.

I have found again and again that in encounter actions, the day goes to the side that is the first to plaster its opponent with fire. The man who lies low and awaits developments usually comes off second best. - Erwin Rommel
"For having lived long, I have experienced many instances of being obliged, by better information or fuller consideration, to change opinions, even on important subjects, which I once thought right but found to be otherwise." - Benjamin Franklin
 
   
Made in us
Insect-Infested Nurgle Chaos Lord





Oregon, USA

@Time Wizard: so that would eb a vote for the fall back distance being an absolute, with nothing able to modify it? Just wanted to be sure that's what you're saying

General:

I'm aware that stormboyz are jump infantry, but they have an additional rule, hence the specific question:

The question re stormboyz would be whether they get the extra d6 movement from their entry, and the risk of losing a person on a 1, in addtion to the 3d6 fall back distance.

If this is so it might make things difficult on the Boyz, as you'll lose them off the board quicker, and find it harder to have rallyable numbers, but it will also get you well out of range faster.

I have no real bias either way, but it' d be nice to know.

Once I get home from work i'll dig out chapter and verse, but running from memory I think it says that the rokkit packs grant the extra movement and potential death whenever the stormboys move.




The Viletide: Daemons of Nurgle/Deathguard: 7400 pts
Disclples of the Dragon - Ad Mech - about 2000 pts
GSC - about 2000 Pts
Rhulic Mercs - um...many...
Circle Oroboros - 300 Pts or so
Menoth - 300+ pts
 
   
Made in us
Sinewy Scourge





Long Island, New York, USA

Ascalam wrote:@Time Wizard: so that would eb a vote for the fall back distance being an absolute, with nothing able to modify it? Just wanted to be sure that's what you're saying

General:

I'm aware that stormboyz are jump infantry, but they have an additional rule, hence the specific question:

The question re stormboyz would be whether they get the extra d6 movement from their entry, and the risk of losing a person on a 1, in addtion to the 3d6 fall back distance.

If this is so it might make things difficult on the Boyz, as you'll lose them off the board quicker, and find it harder to have rallyable numbers, but it will also get you well out of range faster.

I have no real bias either way, but it' d be nice to know.

Once I get home from work i'll dig out chapter and verse, but running from memory I think it says that the rokkit packs grant the extra movement and potential death whenever the stormboys move.


Had to re-read a few rules. Here's what you have;
Stormboys are jump infantry, so they follow jump infantry rules.
Jump infantry always fall back 3D6 because they always use their jump packs when they fall back.
Stormboys' rokkit packs count as jump packs so they must use them when falling back.
So when stormboys fall back, they move 3D6 and if you roll a '1' you would remove a stormboy as normal.

I have found again and again that in encounter actions, the day goes to the side that is the first to plaster its opponent with fire. The man who lies low and awaits developments usually comes off second best. - Erwin Rommel
"For having lived long, I have experienced many instances of being obliged, by better information or fuller consideration, to change opinions, even on important subjects, which I once thought right but found to be otherwise." - Benjamin Franklin
 
   
Made in us
Dakka Veteran





Mannahnin wrote:Remember you only become Trapped if you would have to double back- a line of enemies between you and the table edge doesn't prevent you from falling back AROUND them. You basically need to be stuck in a "U" of impassible terrain and/or enemy units.


Not quite:

Q: If a unit making a fall back move can only move its full
distance by moving away from its board edge due to
enemy troops and/or impassable terrain does it count as
being Trapped! (p45)
A: No, a unit will only be Trapped! if it is completely
surrounded and is unable to move its full fall back move in
any direction without doubling back on itself.

You need to be stuck in an "O" of impassable terrain/enemy units.

Doubling back means to move 3" one way, the 3" backwards, in the same move. The game doesn't remember doubling back from turn to turn, and doesn't consider moving away from your board edge to be doubling back.
   
Made in us
Insect-Infested Nurgle Chaos Lord





Oregon, USA

Thanks for checking on thatr for me. I now have my codex to hand Much easier that way.

All of the above is true.

Under the stormboyz entry is says

'whenever the stormboyz use their rokkit packs to move or fall back roll a d6.. ' and to add the amount to the distance regardless of the result, losing a stormboy on a 1. (pg 47, codex orks)

So it looks like they do get their risky extra distance, in addition to the 3d6 for jump packs.

The Viletide: Daemons of Nurgle/Deathguard: 7400 pts
Disclples of the Dragon - Ad Mech - about 2000 pts
GSC - about 2000 Pts
Rhulic Mercs - um...many...
Circle Oroboros - 300 Pts or so
Menoth - 300+ pts
 
   
Made in au
Longtime Dakkanaut






somerandomdude wrote:
Mannahnin wrote:Remember you only become Trapped if you would have to double back- a line of enemies between you and the table edge doesn't prevent you from falling back AROUND them. You basically need to be stuck in a "U" of impassible terrain and/or enemy units.


Not quite:

Q: If a unit making a fall back move can only move its full
distance by moving away from its board edge due to
enemy troops and/or impassable terrain does it count as
being Trapped! (p45)
A: No, a unit will only be Trapped! if it is completely
surrounded and is unable to move its full fall back move in
any direction without doubling back on itself.

You need to be stuck in an "O" of impassable terrain/enemy units.

Doubling back means to move 3" one way, the 3" backwards, in the same move. The game doesn't remember doubling back from turn to turn, and doesn't consider moving away from your board edge to be doubling back.


Yep, the diagram on page 45 of the BRB give the situation in which one is "Trapped!". If there is room to move away then one is running away, if one is encircled (or trapped) within an area which is smaller than ones maximum move distance one is destroyed.

"I already told you son, that milk isn't for developing bones. It's for developing character." - C&H 
   
 
Forum Index » 40K You Make Da Call
Go to: