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![[Post New]](/s/i/i.gif) 2012/07/09 00:28:33
Subject: 6" disembark if transport explodes?
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Deadly Dark Eldar Warrior
Ontario
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Do you get a 6inch disembark move when your transport explodes?
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1850pts
W-L-D: 9-3-1 |
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![[Post New]](/s/i/i.gif) 2012/07/09 00:35:21
Subject: 6" disembark if transport explodes?
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[DCM]
Tilter at Windmills
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No. See page 80.
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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
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A better way to score Sportsmanship in tournaments
The 40K Rulebook & Codex FAQs. You should have these bookmarked if you play this game.
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Maelstrom's Edge! |
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![[Post New]](/s/i/i.gif) 2012/07/09 00:35:31
Subject: Re:6" disembark if transport explodes?
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Deadly Dark Eldar Warrior
Ontario
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Thanks
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1850pts
W-L-D: 9-3-1 |
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![[Post New]](/s/i/i.gif) 2012/07/09 01:53:49
Subject: 6" disembark if transport explodes?
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Longtime Dakkanaut
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Mannahnin wrote:No. See page 80.
So you ignore the chart at the back of the book?
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![[Post New]](/s/i/i.gif) 2012/07/09 02:00:38
Subject: 6" disembark if transport explodes?
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Dakka Veteran
Upper East Side of the USA
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imweasel wrote:Mannahnin wrote:No. See page 80.
So you ignore the chart at the back of the book?
Which chart?
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![[Post New]](/s/i/i.gif) 2012/07/09 02:04:32
Subject: 6" disembark if transport explodes?
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[DCM]
Tilter at Windmills
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The one on page 426 which contradicts the actual rule on the main text.
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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! |
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![[Post New]](/s/i/i.gif) 2012/07/09 02:38:56
Subject: 6" disembark if transport explodes?
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Dakka Veteran
Upper East Side of the USA
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Ah, in that case, my answer depends on whether my vehicle is exploding or my opponents.
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![[Post New]](/s/i/i.gif) 2012/07/09 02:43:30
Subject: Re:6" disembark if transport explodes?
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Deadly Dark Eldar Warrior
Ontario
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so is it a 3" move or no move? or will it have to be FAQ'd
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1850pts
W-L-D: 9-3-1 |
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![[Post New]](/s/i/i.gif) 2012/07/09 03:05:50
Subject: 6" disembark if transport explodes?
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Captain of the Forlorn Hope
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When in doubt use the actual rules. (These are found on page 80).
Page 426 is just a summary and if it contradicts the actual rules, you should use the actual full length rules instead of the summary every time.
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"Did you notice a sign out in front of my chapel that said "Land Raider Storage"?" -High Chaplain Astorath the Grim Redeemer of the Lost.
I sold my soul to the devil and now the bastard is demanding a refund!
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![[Post New]](/s/i/i.gif) 2012/07/09 03:54:51
Subject: Re:6" disembark if transport explodes?
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Dakka Veteran
Upper East Side of the USA
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thunderpanda wrote:so is it a 3" move or no move? or will it have to be FAQ'd
It is a 3 inch move when it benefits you and a no move whenever it happens to your opponent. Automatically Appended Next Post: Or this:
Page 426 is just a summary and if it contradicts the actual rules, you should use the actual full length rules instead of the summary every time.
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This message was edited 1 time. Last update was at 2012/07/09 03:55:12
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![[Post New]](/s/i/i.gif) 2012/07/09 12:01:14
Subject: 6" disembark if transport explodes?
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Longtime Dakkanaut
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DeathReaper wrote:When in doubt use the actual rules. (These are found on page 80).
Page 426 is just a summary and if it contradicts the actual rules, you should use the actual full length rules instead of the summary every time.
I would tend to agree with this.
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![[Post New]](/s/i/i.gif) 2012/07/09 12:07:56
Subject: Re:6" disembark if transport explodes?
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[ADMIN]
Decrepit Dakkanaut
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The problem with the 'main rules' right now is that they use the same loosey-goosey verbiage that 5th edition did for the 'explodes' result...in that they don't actually specify that the unit counts as disembarking from an exploded vehicle. This creates that really odd situation where it is much better for a transported unit to be on a transport that explodes than one that gets wrecked (as the wrecked result means they 'disembark' which RAW prevents them from assaulting in their next assault phase).
So again, they need to FAQ the whole disembarking debacle. Do embarked units that suffer a wreck in their opponent's turn really lose their ability to assault in their next assault phase even though they're free to move and shoot that turn? And if so, is this restriction really not applied to 'explodes' results (because the unit doesn't count as disembarking)? And also the same non-disembarking questions from 5th edition too: Are you able to place models from an exploded vehicle within 1" of enemy models? Into base contact?
Blech.
I would personally much rather they FAQ'd the explodes result to match the summary page as I think its a more consistent result...I hate the 'place the models where the vehicle was' crap because it is so nebulous about what that actually means with all the crazy varieties of vehicle shapes and sizes out there.
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This message was edited 1 time. Last update was at 2012/07/09 12:09:22
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![[Post New]](/s/i/i.gif) 2012/07/09 14:38:48
Subject: Re:6" disembark if transport explodes?
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Longtime Dakkanaut
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yakface wrote:The problem with the 'main rules' right now is that they use the same loosey-goosey verbiage that 5th edition did for the 'explodes' result...in that they don't actually specify that the unit counts as disembarking from an exploded vehicle. This creates that really odd situation where it is much better for a transported unit to be on a transport that explodes than one that gets wrecked (as the wrecked result means they 'disembark' which RAW prevents them from assaulting in their next assault phase).
So again, they need to FAQ the whole disembarking debacle. Do embarked units that suffer a wreck in their opponent's turn really lose their ability to assault in their next assault phase even though they're free to move and shoot that turn? And if so, is this restriction really not applied to 'explodes' results (because the unit doesn't count as disembarking)? And also the same non-disembarking questions from 5th edition too: Are you able to place models from an exploded vehicle within 1" of enemy models? Into base contact?
Blech.
I would personally much rather they FAQ'd the explodes result to match the summary page as I think its a more consistent result...I hate the 'place the models where the vehicle was' crap because it is so nebulous about what that actually means with all the crazy varieties of vehicle shapes and sizes out there.
yak, you should take a look at my 6th ed findings post in general discussions.
People have no clue how messed up the game has become.
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![[Post New]](/s/i/i.gif) 2012/07/09 15:21:04
Subject: 6" disembark if transport explodes?
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Land Raider Pilot on Cruise Control
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Maybe I am reading it wrong but the table in the back of the book I am looking at says when a vehicle explodes "The unit takes a number of Strength 4 AP- hits equal to the number of models in the unit, must disembark; but is limited to a 3" move, then take a pinning test. I see nothing about 6" disembarking.
I do not interpret the rules to say that a unit cannot assault the turn after they disembark. It merely says "their subsequent assault phase." Since it is not their turn the "subsequent assault phase" is used up and the next turn goes forward as normal.
Also, what the rules are saying is that when a vehicle is wrecked the models are placed at the vehicle's hull by one of the access points (since the rule states that when a transport is wrecked the passengers disembark in the usual manner) but then can move up to 3" instead of 6" like normal. Then the explodes rule says they are placed where the vehicle used to be, but is silent on what happens next. The table in the back says 3" then pinning. So the two are not in conflict but they compliment each other; the rules are not clear but the table adds clarity. That was the point of the summary at the end, to add clarity.
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![[Post New]](/s/i/i.gif) 2012/07/09 15:48:40
Subject: 6" disembark if transport explodes?
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Longtime Dakkanaut
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Their is a huge difference between the next assault phase and you subsequent assault phase.
You can always play by your own rules.
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![[Post New]](/s/i/i.gif) 2012/07/09 17:44:22
Subject: 6" disembark if transport explodes?
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Fighter Pilot
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imweasel wrote:Their is a huge difference between the next assault phase and you subsequent assault phase.
Would you please explain it, per your understanding of the rules?
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![[Post New]](/s/i/i.gif) 2012/07/09 17:55:50
Subject: 6" disembark if transport explodes?
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Longtime Dakkanaut
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If your passengers are forced to disembark from their transport, from wrecking or explosion, they lose THEIR subsequent or succeeding assault phase. Not simply the subsequent assault, but THEIR subsequent assault.
Cant make it more plain than that.
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