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Tau jetpack movement, and difficult terrain or dangerous terrain tests  [RSS] Share on facebook Share on Twitter Submit to Reddit
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How does the dt tests work for tau
No dt tests are ever taken as tau are to awesome and float
The tau must take a dangerous terrain test in the movement, and assault phase, assuming they moved into or out of difficult terrain
The tau must only take a test in the movement phase, the assault phase does not incur the dt test.

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Made in us
Blood Angel Neophyte Undergoing Surgeries



Corvallis OR

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.
   
Made in us
Infiltrating Broodlord





Eureka California

"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.

-It is not the strongest of the Tyranids that survive but the ones most adaptive to change. 
   
Made in us
Blood Angel Terminator with Lightning Claws



Sioux Falls, SD

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).

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!  
   
Made in us
Nimble Skeleton Charioteer





DeLand, FL

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.

It's spelled "cavalry." NOT "calvary." 
   
Made in us
Shadowy Grot Kommittee Memba




The Great State of New Jersey

yeah but if you want to make the assault move you'll have to roll anyway.

CoALabaer wrote:
Wargamers hate two things: the state of the game and change.
 
   
Made in us
Infiltrating Broodlord





Eureka California

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

-It is not the strongest of the Tyranids that survive but the ones most adaptive to change. 
   
Made in us
Blood Angel Neophyte Undergoing Surgeries



Corvallis OR

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.
   
Made in us
Regular Dakkanaut




Sioux Falls, SD

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.

Raver Tau: Just Started; Record (WLD): 0-0-0
 
   
Made in us
Infiltrating Broodlord





Eureka California

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?

-It is not the strongest of the Tyranids that survive but the ones most adaptive to change. 
   
Made in us
Nimble Skeleton Charioteer





DeLand, FL

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.

It's spelled "cavalry." NOT "calvary." 
   
Made in us
Shadowy Grot Kommittee Memba




The Great State of New Jersey

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.

CoALabaer wrote:
Wargamers hate two things: the state of the game and change.
 
   
Made in us
Disbeliever of the Greater Good




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.
   
Made in us
Infiltrating Broodlord





Eureka California

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.

-It is not the strongest of the Tyranids that survive but the ones most adaptive to change. 
   
Made in us
Blood Angel Neophyte Undergoing Surgeries



Corvallis OR

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.
   
Made in us
[DCM]
Tilter at Windmills






Manchester, NH

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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Made in us
Regular Dakkanaut




Sioux Falls, SD

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...

Raver Tau: Just Started; Record (WLD): 0-0-0
 
   
Made in us
Blood Angel Neophyte Undergoing Surgeries



Corvallis OR

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?
   
Made in ca
Human Auxiliary to the Empire





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

This message was edited 1 time. Last update was at 2012/03/28 23:54:34


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Made in us
Shadowy Grot Kommittee Memba




The Great State of New Jersey

Siepher, that has long been my interpretation and understanding, and what I've been doing for the last 8+ years with my Tau...

CoALabaer wrote:
Wargamers hate two things: the state of the game and change.
 
   
Made in ca
Human Auxiliary to the Empire





which the actual rule savvy version or the "lol tau float deal with it" ? lol

3000+ 
   
Made in us
Shadowy Grot Kommittee Memba




The Great State of New Jersey

rule savvy

CoALabaer wrote:
Wargamers hate two things: the state of the game and change.
 
   
 
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