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![[Post New]](/s/i/i.gif) 2013/01/11 02:15:43
Subject: Independent Characters 6th vs. 5th
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Plaguelord Titan Princeps of Nurgle
Alabama
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Did a search, but didn't care to scour all the threads about specific ICs:
In 5th, ICs weren't truly able to leave a unit until the end of the movement phase. In 6th, it appears that they can leave at any time during the phase. Is this correct?
An infantry IC joined to a jump unit - in 6th, can the IC move away, then the jump unit move its full compliment? Or is it still a case of moving at the speed of the slowest model until the end of the movement phase?
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WH40K
Death Guard 5100 pts.
Daemons 3000 pts.
DT:70+S++G+M-B-I--Pw40K90-D++A++/eWD?R++T(D)DM+
28 successful trades in the Dakka Swap Shop! Check out my latest auction here!
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![[Post New]](/s/i/i.gif) 2013/01/11 02:28:44
Subject: Re:Independent Characters 6th vs. 5th
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Lieutenant Colonel
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pg 39 "in order to join a unit, an independent character simply has to move so that he is within the 2" unit coherency distance of a friendly unit at the end of their movement phase."
also says "note that, after and IC joins a unit, that unit can move no farther that movement phase"
to leave the unit, he simply has to move out of coherency with it, and since you only get one move, this would take place during the movement phase, but before the end, IE he could move out of one unit, into another.
and yes, if the IC leaves the unit, it by definition must be before the unit moves, other wise the IC has used his move to move with the unit,
the unit would move as normal once the IC left, so jump could move 12 ect
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This message was edited 2 times. Last update was at 2013/01/11 02:31:48
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![[Post New]](/s/i/i.gif) 2013/01/11 02:49:08
Subject: Re:Independent Characters 6th vs. 5th
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Nasty Nob on Warbike with Klaw
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easysauce wrote:pg 39 "in order to join a unit, an independent character simply has to move so that he is within the 2" unit coherency distance of a friendly unit at the end of their movement phase."
also says "note that, after and IC joins a unit, that unit can move no farther that movement phase"
to leave the unit, he simply has to move out of coherency with it, and since you only get one move, this would take place during the movement phase, but before the end, IE he could move out of one unit, into another.
and yes, if the IC leaves the unit, it by definition must be before the unit moves, other wise the IC has used his move to move with the unit,
the unit would move as normal once the IC left, so jump could move 12 ect
Just my .02
I havn't seen anything that says that the Jump Infantry couldn't move 12" with the IC still attached, or in the same move that he's unattaching. Not seeing the old rule of "moves as fast as the slowest"
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![[Post New]](/s/i/i.gif) 2013/01/11 02:56:23
Subject: Re:Independent Characters 6th vs. 5th
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Mekboy on Kustom Deth Kopta
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jdjamesdean@mail.com wrote:easysauce wrote:pg 39 "in order to join a unit, an independent character simply has to move so that he is within the 2" unit coherency distance of a friendly unit at the end of their movement phase."
also says "note that, after and IC joins a unit, that unit can move no farther that movement phase"
to leave the unit, he simply has to move out of coherency with it, and since you only get one move, this would take place during the movement phase, but before the end, IE he could move out of one unit, into another.
and yes, if the IC leaves the unit, it by definition must be before the unit moves, other wise the IC has used his move to move with the unit,
the unit would move as normal once the IC left, so jump could move 12 ect
Just my .02
I havn't seen anything that says that the Jump Infantry couldn't move 12" with the IC still attached, or in the same move that he's unattaching. Not seeing the old rule of "moves as fast as the slowest"
pg 10 different movement distances.
the jump infantry could move 12, but the IC can only move as far as it can move lets say 6". the IC moves 6 and the jump infantry move 12 making sure to maintain coherency.
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![[Post New]](/s/i/i.gif) 2013/01/11 03:18:08
Subject: Re:Independent Characters 6th vs. 5th
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Plaguelord Titan Princeps of Nurgle
Alabama
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So, to clarify, I can attach my haemonculi to my Reaver jetbikes. Then Turn 1, move my Haemonculus away, out of coherency, and move them 12", then turbo boost them up to 36" away, now with FNP. That's something you could not do in 5th.
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WH40K
Death Guard 5100 pts.
Daemons 3000 pts.
DT:70+S++G+M-B-I--Pw40K90-D++A++/eWD?R++T(D)DM+
28 successful trades in the Dakka Swap Shop! Check out my latest auction here!
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![[Post New]](/s/i/i.gif) 2013/01/11 03:21:25
Subject: Re:Independent Characters 6th vs. 5th
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Nasty Nob on Warbike with Klaw
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puma713 wrote:So, to clarify, I can attach my haemonculi to my Reaver jetbikes. Then Turn 1, move my Haemonculus away, out of coherency, and move them 12", then turbo boost them up to 36" away, now with FNP. That's something you could not do in 5th.
That's my take on it. Enjoying the neat/subtle differences from 5th-6th, whilst hating others
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![[Post New]](/s/i/i.gif) 2013/01/11 03:28:48
Subject: Re:Independent Characters 6th vs. 5th
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Lieutenant Colonel
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puma713 wrote:So, to clarify, I can attach my haemonculi to my Reaver jetbikes. Then Turn 1, move my Haemonculus away, out of coherency, and move them 12", then turbo boost them up to 36" away, now with FNP. That's something you could not do in 5th.
pg 39 "when an IC joins a unit, it might have different special rules from those of the unit. Unless specified in the rule itself (as in the stubborn special rule), the unit;s special rules are not conferred upon the IC, and the IC's special rules are not conferred upon the unit. Special rules that are conferred to the unit onlly apply for as long as the IC is with them."
does FNP specifically say in its rules that it transfer to a unit? nope
did the IC leave the unit? yup
does the unit continue to benefit from a special rule that doesn't transfer, so doesn't benefit them in the first place, after the IC left? nope and double nope
you are possibly confusing ongoing effects with special rules, since a blessing/malediction/blind cast on the unit+ IC will still benefit/curse both if they split right after, also on pg 39
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This message was edited 1 time. Last update was at 2013/01/11 03:31:04
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![[Post New]](/s/i/i.gif) 2013/01/11 03:33:42
Subject: Re:Independent Characters 6th vs. 5th
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Plaguelord Titan Princeps of Nurgle
Alabama
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easysauce wrote: puma713 wrote:So, to clarify, I can attach my haemonculi to my Reaver jetbikes. Then Turn 1, move my Haemonculus away, out of coherency, and move them 12", then turbo boost them up to 36" away, now with FNP. That's something you could not do in 5th.
pg 39 "when an IC joins a unit, it might have different special rules from those of the unit. Unless specified in the rule itself (as in the stubborn special rule), the unit;s special rules are not conferred upon the IC, and the IC's special rules are not conferred upon the unit. Special rules that are conferred to the unit onlly apply for as long as the IC is with them."
does FNP specifically say in its rules that it transfer to a unit? nope
did the IC leave the unit? yup
does the unit continue to benefit from a special rule that doesn't transfer, so doesn't benefit them in the first place, after the IC left? nope and double nope
you are possibly confusing ongoing effects with special rules, since a blessing/malediction/blind cast on the unit+ IC will still benefit/curse both if they split right after, also on pg 39
Please, know your armies.
Sorry, that was a little rude. I'm talking about pain tokens, not special rules or psychic abilities.
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This message was edited 2 times. Last update was at 2013/01/11 03:46:40
WH40K
Death Guard 5100 pts.
Daemons 3000 pts.
DT:70+S++G+M-B-I--Pw40K90-D++A++/eWD?R++T(D)DM+
28 successful trades in the Dakka Swap Shop! Check out my latest auction here!
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![[Post New]](/s/i/i.gif) 2013/01/11 04:31:26
Subject: Re:Independent Characters 6th vs. 5th
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Lieutenant Colonel
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well if its pain tokens, and the unit also has the power of pain rule, i dont see why not,
FAQ does say
Q: When a unit comprised of some models with Power from Pain and
some without has a pain token, does the effect it gives apply to every
model in the unit or just to the models with the Power from Pain special
rule? (p25)
A: It only applies to the models with the Power from Pain
special rule.
but I dont have a DE codex in front of me, so im not sure if both the IC an jetbike unit have power from pain, but if one didnt, it seems it would only to effect the models with POP
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![[Post New]](/s/i/i.gif) 2013/01/11 10:00:20
Subject: Independent Characters 6th vs. 5th
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Decrepit Dakkanaut
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They both have the rule, and when splitting a unit up you decide where the tokens go, as evenly as possible. So you have a single token from the haemi that you give to the jetbikes, giving them FNP. Common in 5th was haemi plus hellions and the baron for a similar trick - very cheap way of getting FNP on a unit straight off.
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