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![[Post New]](/s/i/i.gif) 2012/03/17 05:22:06
Subject: Tau jetpack movement, and difficult terrain or dangerous terrain tests
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Blood Angel Neophyte Undergoing Surgeries
Corvallis OR
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I was playing a game against tau, and they believed that jet packs ignore dangerous terrain, if they move into difficult terrain, and then move out, as though there were floating the entire time. with my understanding of the rules, is that, if they move into or out of difficult terrain they take a dangerous terrain check. This would count in the movement phase and the assault phase? or one, or neither. We are all really curious.
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![[Post New]](/s/i/i.gif) 2012/03/17 05:37:30
Subject: Re:Tau jetpack movement, and difficult terrain or dangerous terrain tests
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Infiltrating Broodlord
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"Jump infantry can use their jump packs (or equivalent)
and move up to 12" in the Movement phase...if a moving jump infantry model begins or
ends its move in difficult terrain, it must take a
dangerous terrain test"
"Jet packs differ from jump packs in the
following ways:
• In the Movement phase, they only move 6" when
using their packs, but are always allowed to move
6" in the Assault phase, even if they don’t assault.
When jet packers move in the Assault phase and
do not assault, they treat difficult terrain just as
other jump infantry do in the Movement phase." BRB page 52
Basicly if the player ends their movement phase move in difficult terrain they shoould be making a dangerous terrain test. If they then make another move during assault they are starting in difficult terrain they would then have to make another dangerous terrain test. No getting around that they are two separate moves.
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-It is not the strongest of the Tyranids that survive but the ones most adaptive to change. |
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![[Post New]](/s/i/i.gif) 2012/03/17 06:14:24
Subject: Tau jetpack movement, and difficult terrain or dangerous terrain tests
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Blood Angel Terminator with Lightning Claws
Sioux Falls, SD
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A common strategy to avoid the dangerous terrain in the movement phase is to declare that the tau are walking on foot(you have to make a difficult terrain test but you reduce the likelihood of the model taking a wound from it).
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This message was edited 1 time. Last update was at 2012/03/17 06:14:33
Blood for the bloo... wait no, I meant for Sanguinius! |
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![[Post New]](/s/i/i.gif) 2012/03/17 06:23:23
Subject: Tau jetpack movement, and difficult terrain or dangerous terrain tests
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Nimble Skeleton Charioteer
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TheAvengingKnee wrote:A common strategy to avoid the dangerous terrain in the movement phase is to declare that the tau are walking on foot(you have to make a difficult terrain test but you reduce the likelihood of the model taking a wound from it).
I have never heard of this before. Is this even a thing you can do? There is no indication anywhere in the rules that I know of that allows you to declare what "kind" of movement you make.
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It's spelled "cavalry." NOT "calvary." |
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![[Post New]](/s/i/i.gif) 2012/03/17 06:41:33
Subject: Tau jetpack movement, and difficult terrain or dangerous terrain tests
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Shadowy Grot Kommittee Memba
The Great State of New Jersey
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yeah but if you want to make the assault move you'll have to roll anyway.
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![[Post New]](/s/i/i.gif) 2012/03/17 07:02:52
Subject: Tau jetpack movement, and difficult terrain or dangerous terrain tests
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Infiltrating Broodlord
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Zygrot24 wrote:TheAvengingKnee wrote:A common strategy to avoid the dangerous terrain in the movement phase is to declare that the tau are walking on foot(you have to make a difficult terrain test but you reduce the likelihood of the model taking a wound from it).
I have never heard of this before. Is this even a thing you can do? There is no indication anywhere in the rules that I know of that allows you to declare what "kind" of movement you make.
"Jump infantry can use their jump packs (or equivalent)
and move up to 12" in the Movement phase. This is
optional and they can choose to move as normal
infantry if they wish" page 52
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-It is not the strongest of the Tyranids that survive but the ones most adaptive to change. |
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![[Post New]](/s/i/i.gif) 2012/03/17 08:31:09
Subject: Tau jetpack movement, and difficult terrain or dangerous terrain tests
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Blood Angel Neophyte Undergoing Surgeries
Corvallis OR
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Zygrot24 wrote:TheAvengingKnee wrote:A common strategy to avoid the dangerous terrain in the movement phase is to declare that the tau are walking on foot(you have to make a difficult terrain test but you reduce the likelihood of the model taking a wound from it).
I have never heard of this before. Is this even a thing you can do? There is no indication anywhere in the rules that I know of that allows you to declare what "kind" of movement you make.
on page 52 of the brb, it says, "they can move as normal infantry if they wish." jet packs and jump packs both fall under this rule. but would only move 6 inches.
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![[Post New]](/s/i/i.gif) 2012/03/17 11:08:08
Subject: Tau jetpack movement, and difficult terrain or dangerous terrain tests
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Regular Dakkanaut
Sioux Falls, SD
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So here is the easiest way to explain it (these all assume they are moving into/out of difficult terrain):
-They move 6" during the movement phase and only need to make difficult terrain test
-They move 6" during the movement phase and need to make dangerous terrain tests. They may then move 6" during the assault phase, making dangerous terrain tests.
-Move 6" during the movement phase, making difficult terrain tests. Then move 6" during the assault phase, making difficult terrain tests BUT ONLY TO MOVE INTO AN ASSAULT.
What they CANNOT do is:
-Move 6" during the movement phase and make difficult terrain test and then move 6" during the assault by making dangerous terrain tests.
The instant that they move during their movement phase and make either a difficult or dangerous test, they are basically announcing how they are moving - either as normal infantry or as jump infantry. Once that choice is made, they cannot take it back.
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Raver Tau: Just Started; Record (WLD): 0-0-0
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![[Post New]](/s/i/i.gif) 2012/03/17 14:39:16
Subject: Tau jetpack movement, and difficult terrain or dangerous terrain tests
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Infiltrating Broodlord
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Amaraxis wrote:So here is the easiest way to explain it (these all assume they are moving into/out of difficult terrain):
-They move 6" during the movement phase and only need to make difficult terrain test
-They move 6" during the movement phase and need to make dangerous terrain tests. They may then move 6" during the assault phase, making dangerous terrain tests.
-Move 6" during the movement phase, making difficult terrain tests. Then move 6" during the assault phase, making difficult terrain tests BUT ONLY TO MOVE INTO AN ASSAULT.
What they CANNOT do is:
-Move 6" during the movement phase and make difficult terrain test and then move 6" during the assault by making dangerous terrain tests.
The instant that they move during their movement phase and make either a difficult or dangerous test, they are basically announcing how they are moving - either as normal infantry or as jump infantry. Once that choice is made, they cannot take it back.
This sounded correct to me but on a double check it says they "are always allowed to move 6" in the Assault phase". Was there some ruling on this I don't know about?
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-It is not the strongest of the Tyranids that survive but the ones most adaptive to change. |
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![[Post New]](/s/i/i.gif) 2012/03/17 16:44:23
Subject: Re:Tau jetpack movement, and difficult terrain or dangerous terrain tests
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Nimble Skeleton Charioteer
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Well alright then.
But has already been pointed out, in that case if they take difficult test they aren't using the packs and can't make the assault move.
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It's spelled "cavalry." NOT "calvary." |
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![[Post New]](/s/i/i.gif) 2012/03/17 18:30:11
Subject: Tau jetpack movement, and difficult terrain or dangerous terrain tests
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Shadowy Grot Kommittee Memba
The Great State of New Jersey
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Umm, no pretty sure they can make the assault move. There is no stipulation that says they must use the packs in the movement phase to use them in the assault phase, unless a FAQ ruling says otherwise.
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![[Post New]](/s/i/i.gif) 2012/03/17 23:33:49
Subject: Re:Tau jetpack movement, and difficult terrain or dangerous terrain tests
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Disbeliever of the Greater Good
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Tau player he was playing with here, I feel rather silly now. We've established that what I was doing was right out but when doing my research after the game I found this. If this is accurate, I can make a difficult terrain check to walk in and then don't need to make a dangerous terrain check to leave. I assume that this is an old source and was valid for 4th edition but changed in 5th based on what people are saying in this thread.
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![[Post New]](/s/i/i.gif) 2012/03/18 01:00:19
Subject: Re:Tau jetpack movement, and difficult terrain or dangerous terrain tests
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Infiltrating Broodlord
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Roburrito wrote:Tau player he was playing with here, I feel rather silly now. We've established that what I was doing was right out but when doing my research after the game I found this. If this is accurate, I can make a difficult terrain check to walk in and then don't need to make a dangerous terrain check to leave. I assume that this is an old source and was valid for 4th edition but changed in 5th based on what people are saying in this thread.
That does not strike me as quite accurate. It says under jet packs
"When jet packers move in the Assault phase and do not assault, they treat difficult terrain just as other jump infantry do in the Movement phase"
It says under jump infantry
"if a moving jump infantry model begins or ends its move in difficult terrain, it must take a dangerous terrain test"
If you did this in a game against me I would say that's fine except the part where you aren't making the dangerous terrain check and point out these rules.
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-It is not the strongest of the Tyranids that survive but the ones most adaptive to change. |
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![[Post New]](/s/i/i.gif) 2012/03/18 04:02:00
Subject: Re:Tau jetpack movement, and difficult terrain or dangerous terrain tests
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Blood Angel Neophyte Undergoing Surgeries
Corvallis OR
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Abandon wrote:Roburrito wrote:Tau player he was playing with here, I feel rather silly now. We've established that what I was doing was right out but when doing my research after the game I found this. If this is accurate, I can make a difficult terrain check to walk in and then don't need to make a dangerous terrain check to leave. I assume that this is an old source and was valid for 4th edition but changed in 5th based on what people are saying in this thread.
That does not strike me as quite accurate. It says under jet packs
"When jet packers move in the Assault phase and do not assault, they treat difficult terrain just as other jump infantry do in the Movement phase"
It says under jump infantry
"if a moving jump infantry model begins or ends its move in difficult terrain, it must take a dangerous terrain test"
If you did this in a game against me I would say that's fine except the part where you aren't making the dangerous terrain check and point out these rules.
He is half accurate, in the movement phase he can choose to move as infantry, but must make a difficult terrain check and move that distance. like normal infantry. the brb says jet infantry can choose the type of movement they want to use, between using the pack or moving like normal infantry. but if he wants to use the 6 inches move in assault he must take a dangerous terrain test if he ends or starts in difficult terrain, as this move is always done 6 inches with the jetpack. he cannot use an infantry move for this either, unless he is actually trying to assault something.
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![[Post New]](/s/i/i.gif) 2012/03/18 05:36:35
Subject: Tau jetpack movement, and difficult terrain or dangerous terrain tests
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[DCM]
Tilter at Windmills
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Exactly. He can walk instead of jumping in the movement phase if he wants (but has to choose before rolling), but the extra move in the assault phase is always made with the jetpack.
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![[Post New]](/s/i/i.gif) 2012/03/18 06:06:53
Subject: Tau jetpack movement, and difficult terrain or dangerous terrain tests
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Regular Dakkanaut
Sioux Falls, SD
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the only thing I am seeing is that you cannot move as two different unit types of units in a turn. The rule under Jet Packs states that they CAN move as normally infantry. This statement to me means that you have to choose whether to move as Jump Infantry or Infantry. If you choose Jump Infantry - you get the jet pack abilities; otherwise you move as nimral infantry and are subject to all their rules.
In addition: ' In the Movement phase, they only move 6" when using their packs, but are always allowed to move 6" in the Assault phase, even if they don’t assault.' - is all one sentence - which means to be able to 'always move 6" in the assault" they have to use their packs in the movement phase, thereby being subject to dangerous.
There is no clarification in that paragraph or anywhere that states that they can move as infantry in the movement phase and then juse their jump packs in the assault.
If the line read" ' In the Movement phase, they only move 6" when using their packs. THEY are always allowed to move 6" in the Assault phase, even if they don’t assault.' then I would say they could difficult during movement and jump for assault...but there is no period - which, using logic (not like intellectual logic but actual Logic of how to analyze statements) the second portion is contingent completely on the first part being true.
As for: It says under jump infantry "if a moving jump infantry model begins or ends its move in difficult terrain, it must take a dangerous terrain test" - I totally agree and never actually read that clear enough...it never states that if a jump chooses to move as an infantry that they do not need to make dangerous tests - therefore.....it doesn't matter how they move...they will always have to make dangerous - so there is no point not moving 6" in/6" Out.....going on that they survive the test...
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Raver Tau: Just Started; Record (WLD): 0-0-0
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![[Post New]](/s/i/i.gif) 2012/03/18 17:26:53
Subject: Tau jetpack movement, and difficult terrain or dangerous terrain tests
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Blood Angel Neophyte Undergoing Surgeries
Corvallis OR
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Amaraxis wrote:the only thing I am seeing is that you cannot move as two different unit types of units in a turn. The rule under Jet Packs states that they CAN move as normally infantry. This statement to me means that you have to choose whether to move as Jump Infantry or Infantry. If you choose Jump Infantry - you get the jet pack abilities; otherwise you move as nimral infantry and are subject to all their rules.
In addition: ' In the Movement phase, they only move 6" when using their packs, but are always allowed to move 6" in the Assault phase, even if they don’t assault.' - is all one sentence - which means to be able to 'always move 6" in the assault" they have to use their packs in the movement phase, thereby being subject to dangerous.
There is no clarification in that paragraph or anywhere that states that they can move as infantry in the movement phase and then juse their jump packs in the assault.
If the line read" ' In the Movement phase, they only move 6" when using their packs. THEY are always allowed to move 6" in the Assault phase, even if they don’t assault.' then I would say they could difficult during movement and jump for assault...but there is no period - which, using logic (not like intellectual logic but actual Logic of how to analyze statements) the second portion is contingent completely on the first part being true.
As for: It says under jump infantry "if a moving jump infantry model begins or ends its move in difficult terrain, it must take a dangerous terrain test" - I totally agree and never actually read that clear enough...it never states that if a jump chooses to move as an infantry that they do not need to make dangerous tests - therefore.....it doesn't matter how they move...they will always have to make dangerous - so there is no point not moving 6" in/6" Out.....going on that they survive the test...
I can understand the idea of if they choose to move as infantry, then he cannot use his 6 inch jump in assault. that should be in the faq, but its not. I will have to examine the sentence a few times.
regarding the last idea though, if they move as normal infantry, they are not moving as jump infantry. and the only reason you take a dt test as jump is because you take off and land. if you walk like normal infantry you just take difficult terrain. You would not have to take dangerous in this case. but then do they get to use there 6 inch move in assault?
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![[Post New]](/s/i/i.gif) 2012/03/28 23:53:34
Subject: Tau jetpack movement, and difficult terrain or dangerous terrain tests
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Human Auxiliary to the Empire
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they way i understand it is that the unit in question is opting to walk into the difficult terrain and then jump out of it resulting in a d6"in/6"out with dandgerous terrain checks on the way out. or it could be 6 in 6 out with dangerous for both movements. i don;t see any rules saying this can't happen. but this might need to be clarified in a faq Automatically Appended Next Post: tho being a tau player i'm going to vote for the badass tau float option lolz
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This message was edited 1 time. Last update was at 2012/03/28 23:54:34
3000+ |
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![[Post New]](/s/i/i.gif) 2012/03/29 01:20:01
Subject: Tau jetpack movement, and difficult terrain or dangerous terrain tests
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Shadowy Grot Kommittee Memba
The Great State of New Jersey
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Siepher, that has long been my interpretation and understanding, and what I've been doing for the last 8+ years with my Tau...
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![[Post New]](/s/i/i.gif) 2012/03/29 01:21:04
Subject: Tau jetpack movement, and difficult terrain or dangerous terrain tests
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Human Auxiliary to the Empire
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which the actual rule savvy version or the "lol tau float deal with it" ? lol
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3000+ |
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![[Post New]](/s/i/i.gif) 2012/03/29 01:37:43
Subject: Tau jetpack movement, and difficult terrain or dangerous terrain tests
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Shadowy Grot Kommittee Memba
The Great State of New Jersey
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rule savvy
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