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Made in us
Guarding Guardian





Seattle, WA, USA

Of the folks I normally play with, 3 of us remember reading a rule that says "no unit may assault on the turn it enters play" in the new 6th ed book. We have never actually been able to find this rule again however, and finally decided to see if anyone else knew. On the other hand, we're thinking it might have been a "can't assault on Turn 1" rule, again which none of us can find. We're doing without the rules we can't find for now, and figured we'd ask:

Can anyone remember reading a general "can't assault on the turn it enters play" rule somewhere?
   
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Loyal Necron Lychguard






Palm Beach, FL

Page 125, just above Ongoing Reserves.
   
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Guarding Guardian





Seattle, WA, USA

Thank you, very helpful.
   
Made in us
Land Raider Pilot on Cruise Control





Utah

You can assault on your first turn if you deploy normally. Without a special rule saying otherwise you cannot assault the turn you arrive from reserves, DS (page 36), Infiltrating (page 38), or using a Scout Redeployment (Page 41).
   
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Missionary On A Mission




Richmond Va

Captain Antivas wrote:You can assault on your first turn if you deploy normally.


While this is technically true, you would be hard put to find a way to actually do it (as you must set up 24.0000000000000000000000000000000000000002 inches away from your opponent, and every unit that I can think of has a maximum threat range of 24)

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Frenzied Berserker Terminator






Vindicare-Obsession wrote:
Captain Antivas wrote:You can assault on your first turn if you deploy normally.


While this is technically true, you would be hard put to find a way to actually do it (as you must set up 24.0000000000000000000000000000000000000002 inches away from your opponent, and every unit that I can think of has a maximum threat range of 24)

Infiltrating Jump/Beast/etc. units could do it? But you're right; it's an incredibly rare situation.
   
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Ferocious Blood Claw




Scarab farm could do it,
after the first farm would be about 20" away
   
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Tilter at Windmills






Manchester, NH

You can also do it if you go second, and your opponent moves toward you.

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Cheexsta wrote:
Vindicare-Obsession wrote:
Captain Antivas wrote:You can assault on your first turn if you deploy normally.


While this is technically true, you would be hard put to find a way to actually do it (as you must set up 24.0000000000000000000000000000000000000002 inches away from your opponent, and every unit that I can think of has a maximum threat range of 24)

Infiltrating Jump/Beast/etc. units could do it? But you're right; it's an incredibly rare situation.


Units that use Infiltrate cannot charge on the first turn.
   
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Longtime Dakkanaut





Vindicare-Obsession wrote:
Captain Antivas wrote:You can assault on your first turn if you deploy normally.


While this is technically true, you would be hard put to find a way to actually do it (as you must set up 24.0000000000000000000000000000000000000002 inches away from your opponent, and every unit that I can think of has a maximum threat range of 24)

I remember in fifth infiltrating exactly 19" away from my enemy's assault troops...yet somehow I was in assault range during his turn.
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The Hive Mind





Fragile wrote:
Cheexsta wrote:
Vindicare-Obsession wrote:
Captain Antivas wrote:You can assault on your first turn if you deploy normally.


While this is technically true, you would be hard put to find a way to actually do it (as you must set up 24.0000000000000000000000000000000000000002 inches away from your opponent, and every unit that I can think of has a maximum threat range of 24)

Infiltrating Jump/Beast/etc. units could do it? But you're right; it's an incredibly rare situation.


Units that use Infiltrate cannot charge on the first turn.

First player turn. Whoever goes second can charge from Infiltrate.

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rigeld2 wrote:
Fragile wrote:
Cheexsta wrote:
Vindicare-Obsession wrote:
Captain Antivas wrote:You can assault on your first turn if you deploy normally.


While this is technically true, you would be hard put to find a way to actually do it (as you must set up 24.0000000000000000000000000000000000000002 inches away from your opponent, and every unit that I can think of has a maximum threat range of 24)

Infiltrating Jump/Beast/etc. units could do it? But you're right; it's an incredibly rare situation.


Units that use Infiltrate cannot charge on the first turn.

First player turn. Whoever goes second can charge from Infiltrate.


First players' "first player turn" or second players' "first player turn'? Remember both players have a "first player turn" for a complete "first game turn".
   
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The Hive Mind





barnowl wrote:First players' "first player turn" or second players' "first player turn'? Remember both players have a "first player turn" for a complete "first game turn".

No, the first player has a first player turn, the second player has a second player turn.

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That is correct. The first player turn of the first Game turn is the restriction.
   
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US

The only sitaution I can think of where 1st turn assault is possible is both unit directly on their deployment zone 24.000001 inches away from each other. The unit doing the assault is in an assault vehicle, moves up, disembarks from the haul gaining 1 inch, and rolls a 12 to assault.

Note terribly likely.

"First turn" = "Player turn" unless otherwise stated as game turn. Based on the wording they mean the first player's turn. However if you are close enough to assault the first turn and you aren't going first, you are also close enough to get assaulted or run away from.

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Well, deployment can be 24". So jump infantry/beasts can jump 12 then assault 12. It is possibly but very unlikely.
   
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Decrepit Dakkanaut




BlueDagger wrote:The only sitaution I can think of where 1st turn assault is possible is both unit directly on their deployment zone 24.000001 inches away from each other. The unit doing the assault is in an assault vehicle, moves up, disembarks from the haul gaining 1 inch, and rolls a 12 to assault.

Note terribly likely.


There has been aq rules change you havent spotted - Disembarking is a "fully within" 6", meaning your base size is irrelevant

Fragile wrote:Well, deployment can be 24". So jump infantry/beasts can jump 12 then assault 12. It is possibly but very unlikely.

No, deployment is MORE than 24", as you must be MORE than 24" away
   
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Vindicare-Obsession wrote:
Captain Antivas wrote:You can assault on your first turn if you deploy normally.


While this is technically true, you would be hard put to find a way to actually do it (as you must set up 24.0000000000000000000000000000000000000002 inches away from your opponent, and every unit that I can think of has a maximum threat range of 24)


Ask the 2 GK players at the feast of blades invitational that i played how hard it is to pull of a 1st turn assault. They both got a near tabling. And that was with a 6' charge. GW was prob wise to not let this happen in 6th ed with a possible 12" charge, some armies can still do it if you deploy only 24" away from them.
   
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Stealthy Warhound Titan Princeps






You can also assault on the turn you arrive from reserves if your codex specifically says you can... like Vanguard Veterans or Chaos summoned lesser Daemons.
   
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Been Around the Block




If the GK Grand Master gave Scout rules to Dreadknights with Personal Teleporters or Interceptor Squads to just move 12 inches as a scout move, and you move 12 inches on your movement, then assault 12 inches top.
   
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Frenzied Berserker Terminator






Fragile wrote:
Cheexsta wrote:
Vindicare-Obsession wrote:
Captain Antivas wrote:You can assault on your first turn if you deploy normally.


While this is technically true, you would be hard put to find a way to actually do it (as you must set up 24.0000000000000000000000000000000000000002 inches away from your opponent, and every unit that I can think of has a maximum threat range of 24)

Infiltrating Jump/Beast/etc. units could do it? But you're right; it's an incredibly rare situation.


Units that use Infiltrate cannot charge on the first turn.

My mistake, I forgot about that rule change.
   
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Decrepit Dakkanaut




rnlmeat0666 wrote:If the GK Grand Master gave Scout rules to Dreadknights with Personal Teleporters or Interceptor Squads to just move 12 inches as a scout move, and you move 12 inches on your movement, then assault 12 inches top.


Reread the rules, Scout moves are the same as Infiltrate in terms of restricting your ability to charge
   
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Lord Commander in a Plush Chair






Land raider, and Assault marines.

Land raider on deployment edge, moves forward 6".

Assault marines deploy 6".

Assault marines roll an 18 for assault with their jump packs.

30" assault.

Any other open topped or Assault Vehicle(especially with a front access point) loaded with Jump Infantry can do this.

This message was edited 2 times. Last update was at 2012/08/14 12:57:20


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Roll an 18? How? Nothing in the Jump type allows this.

Stormboyz can manage, as they move 12"+D6"
   
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Utah

Jump troops have a 2d6 charge range...how does that equal 18"? They can re-roll their charge roll, but nothing gives them 3d6 charge.
   
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Canterbury

IIRC one of the warlord traits adds 1" to a charge move, meaning that it is possible to make a 25" total turn one move.

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nosferatu1001 wrote:Roll an 18? How? Nothing in the Jump type allows this.

Stormboyz can manage, as they move 12"+D6"


Totally mis-applied the fallback distance in my head.


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Captain of the Forlorn Hope





Chicago, IL

You can also assault if your opponent used his infiltrate, and your unit did not, if you roll well enough.


Did they change the rule regarding Landraiders and Jump Infantry?

I thought Jump Infantry could not embark onto a Landraider.

Is there something that I missed?

This message was edited 2 times. Last update was at 2012/08/14 15:43:33


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Stinky Spore




Trukk with Red Paint Job, and Warlord with Coordinated Assault command trait means you can assault from 26" away:
6+1" vehicle move, 6" disembark, 2D6+1" charge


Automatically Appended Next Post:
Also, is there anything actually against the rules about deploying the trukk side-on up against the deployment line, and then (during movement phase) rotating about its centre-point before moving forward? This would probably get an extra inch as well.

This message was edited 1 time. Last update was at 2012/08/14 22:58:30


 
   
 
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