Switch Theme:

Last nights game - Rules help please  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in gb
Dakka Veteran





Good morning all, I was watching a friends games last night that ended up all very awkward, mainly due to a few rules interpretations or one of us not being able to find it in the book.

It was Tau (old codex) vs Eldar.

Hopefully someone can help!

1. The Tau crisis suit move can move 6 inches into the sky from behind an obsticle, fire, then land back behind it? A bit like a jack in the box.

2. A markerlight only has to roll to hit, the opposition doesn't get a cover save.

3. any unit on the end of a psy attack can roll to 'deny the witch'

4. When dealing with drones what is used determine the height they are at? i.e if they are behind a wall but the model can be clearly seen above it, is it as modelled or on the ground?


Hope you can help as the game ended badly when one of the players remembered a special rule that would of saved some models on the previous turn and wanted them back in the game.
   
Made in au
Purposeful Hammerhead Pilot






Newcastle, NSW ,Australia

1. Crisis. Suit can jump over terrain, just remember that if the start of end their move in it they take a dangerous terrain test.
2. No wounds are taken therefore no saves apply
3. Yes except force weapons
4.nope they float around , hence the flying stands you get wi,th them.

The way me and my friends play you can be a little forgiving to your opponent if you want but generally if you have moved out of the phase it was meant to be done in then to bad they forgot.

For example we regularly forget about hammer of wrath lol

IXLoiero95XI

For The Greater Good - Desert Tau Painting Blog!
http://www.dakkadakka.com/dakkaforum/posts/list/0/670437.page#8273427
Chaos Space Marines 4100 Points
Tau Empire 3000 Points

Blood For The Blood God !!!
 
   
Made in au
Nurgle Predator Driver with an Infestation



Perth, Western Australia

1. The Crisis Suit actually has to be moved to somewhere that it can physically be placed to shoot from in the shooting phase, then it can move 2D6" back in the assault phase. It cannot move vertically 6", shoot from mid-air then move back down, like the old 2ND Ed pop up attacks.
   
Made in gb
Chalice-Wielding Sanguinary High Priest





Stevenage, UK

3 - I believe the wording comes around to it being a targeted unit that can roll for DtW. This is why force weapons can't be blocked, as its a buff to the user's attacks. However, make sure you bone up on the FAQs as well, the basic tenet being that only one DtW roll can be made regardless of source.

4 - use true line of sight in all cases. Ignore the drones' bases, go by the models themselves.

"Hard pressed on my right. My centre is yielding. Impossible to manoeuvre. Situation excellent. I am attacking." - General Ferdinand Foch  
   
Made in us
Abhorrent Grotesque Aberration





@Super Ready: Well.. one DtW roll per Psychic attack..

-----

ids1984 wrote:
Hope you can help as the game ended badly when one of the players remembered a special rule that would of saved some models on the previous turn and wanted them back in the game.


This part is difficult. My personal opinion on the matter is that once a given phase has been moved past, then those actions are set in stone. There are very few flawless 40k games. There are lots of rules with a huge amount of interactions and it is incredibly easy to forget little things along the way by both sides. The best way to handle is to simply call it a learning experience and move on. I can guarantee you that losing the game over a forgotten rule will mean that player won't forget that rule again.

This happened to me once regarding reserves in a tournament game. I completely forgot about them and subsequently played a 1500 point game with 1000 points of models on the board. I have never forgotten my reserves since.

This message was edited 2 times. Last update was at 2013/04/18 14:06:29


------------------
"Why me?" Gideon begged, falling to his knees.
"Why not?" - Asdrubael Vect 
   
Made in gb
Dakka Veteran





Thanks everyone, crystal clear.
   
Made in us
Powerful Phoenix Lord





Buffalo, NY

clively wrote:
ids1984 wrote:
Hope you can help as the game ended badly when one of the players remembered a special rule that would of saved some models on the previous turn and wanted them back in the game.


This part is difficult. My personal opinion on the matter is that once a given phase has been moved past, then those actions are set in stone. There are very few flawless 40k games. There are lots of rules with a huge amount of interactions and it is incredibly easy to forget little things along the way by both sides. The best way to handle is to simply call it a learning experience and move on. I can guarantee you that losing the game over a forgotten rule will mean that player won't forget that rule again.


This happened to me the other day. Guy was playing DEldarwith SW allies, deep struck a squad of Terminators with RP right by my Riptide and successfully JotWW it. Next turn it dawned on me - SW Terminators cannot DS without a drop Pod. Following turn somebody pointed out that Jet Pack models cannot be affected by JotWW (decided not to argue the point til after the game as it was getting late and we anted to finish). My opponent was sporting and let me bring the Riptide back (which at that point it really didn't matter as almost his entire army had been wiped out (had some Long Fangs and 1 squad of warriors left after my Turn 4 Shooting phase)).

This message was edited 2 times. Last update was at 2013/04/18 20:45:09


Greebo had spent an irritating two minutes in that box. Technically, a cat locked in a box may be alive or it may be dead. You never know until you look. In fact, the mere act of opening the box will determine the state of the cat, although in this case there were three determinate states the cat could be in: these being Alive, Dead, and Bloody Furious.
Orks always ride in single file to hide their strength and numbers.
Gozer the Gozerian, Gozer the Destructor, Volguus Zildrohar, Gozer the Traveler, and Lord of the Sebouillia 
   
Made in us
Regular Dakkanaut




ids1984 wrote:
Hope you can help as the game ended badly when one of the players remembered a special rule that would of saved some models on the previous turn and wanted them back in the game.


Generally once you perform an action, you cannot take it back, regardless of the outcome. If the opponent offers you to take it back, that's fine. But demanding the opponent allows you to take back a move that is beneficial to him, especially when your realization of your mistake arrived a significant amount of time later, just because you were wrong is silly and childish. Take responsibility for your failure and carry on with the game. If I forgot to deep strike my only drop pod first turn, and second turn arrives, what do I do? Go back in time to first turn, deep strike, then come back to present without allowing my opponent to redo all his shooting etc.? No, that's too complicated and unfair.

Otherwise, the other answers have been given. No crisis suit bunny jumps, no cover saves against markerlights (no matter how counter-intuitive this is), one DtW per psychic attack that targets your unit specifically, true line of sight (and no MFA on drone)
   
Made in gb
Longtime Dakkanaut





 Happyjew wrote:
clively wrote:
ids1984 wrote:
Hope you can help as the game ended badly when one of the players remembered a special rule that would of saved some models on the previous turn and wanted them back in the game.


This part is difficult. My personal opinion on the matter is that once a given phase has been moved past, then those actions are set in stone. There are very few flawless 40k games. There are lots of rules with a huge amount of interactions and it is incredibly easy to forget little things along the way by both sides. The best way to handle is to simply call it a learning experience and move on. I can guarantee you that losing the game over a forgotten rule will mean that player won't forget that rule again.


This happened to me the other day. Guy was playing DEldarwith SW allies, deep struck a squad of Terminators with RP right by my Riptide and successfully JotWW it. Next turn it dawned on me - SW Terminators cannot DS without a drop Pod. Following turn somebody pointed out that Jet Pack models cannot be affected by JotWW (decided not to argue the point til after the game as it was getting late and we anted to finish). My opponent was sporting and let me bring the Riptide back (which at that point it really didn't matter as almost his entire army had been wiped out (had some Long Fangs and 1 squad of warriors left after my Turn 4 Shooting phase)).


Jet pack models are infantry (jet pack) now arent they? subtype of infantry which is affected by JOTWW so yes they can be affected, same as jetbikes and Artillery are now affected by JOTWW

40kGlobal AOA member, regular of Overlords podcast club and 4tk gaming store. Blogger @ http://sanguinesons.blogspot.co.uk/
06/2013: 1st at War of the Roses ETC warm up.
08/213: 3rd place double teams at 4tk
09/2013: 7th place, best daemon and non eldar/tau army at Northern Warlords GT
10/2013: 3rd/4th at Battlefield Birmingham
11/2013: 5th at GT heat 3
11/2013: 5th COG 2k at 4tk
01/2014: 34th at Caledonian
03/2014: 3rd GT Final 
   
Made in us
Powerful Phoenix Lord





Buffalo, NY

Like I said, it was getting late, and somebody else brought it up. My opponent was like "That makes sense." and we decided to roll with it. We discussed it afterwards and agreed that while Jump and Jetpack are subtypes of the base type, the intent was that they could not be affected.

Greebo had spent an irritating two minutes in that box. Technically, a cat locked in a box may be alive or it may be dead. You never know until you look. In fact, the mere act of opening the box will determine the state of the cat, although in this case there were three determinate states the cat could be in: these being Alive, Dead, and Bloody Furious.
Orks always ride in single file to hide their strength and numbers.
Gozer the Gozerian, Gozer the Destructor, Volguus Zildrohar, Gozer the Traveler, and Lord of the Sebouillia 
   
Made in gb
Longtime Dakkanaut





 Happyjew wrote:
Like I said, it was getting late, and somebody else brought it up. My opponent was like "That makes sense." and we decided to roll with it. We discussed it afterwards and agreed that while Jump and Jetpack are subtypes of the base type, the intent was that they could not be affected.[/quote

FAQ does mention that it affects jet bikes etc, so the intent is they can be affected, imo.

40kGlobal AOA member, regular of Overlords podcast club and 4tk gaming store. Blogger @ http://sanguinesons.blogspot.co.uk/
06/2013: 1st at War of the Roses ETC warm up.
08/213: 3rd place double teams at 4tk
09/2013: 7th place, best daemon and non eldar/tau army at Northern Warlords GT
10/2013: 3rd/4th at Battlefield Birmingham
11/2013: 5th at GT heat 3
11/2013: 5th COG 2k at 4tk
01/2014: 34th at Caledonian
03/2014: 3rd GT Final 
   
Made in us
Powerful Phoenix Lord





Buffalo, NY

MarkyMark wrote:
 Happyjew wrote:
Like I said, it was getting late, and somebody else brought it up. My opponent was like "That makes sense." and we decided to roll with it. We discussed it afterwards and agreed that while Jump and Jetpack are subtypes of the base type, the intent was that they could not be affected.


FAQ does mention that it affects jet bikes etc, so the intent is they can be affected, imo.


The FAQ mentioned it affected Jetbikes back in 5th edition, as well as the crew for artillery. The only thing that changed with that question is that now the gun can be affected.

Greebo had spent an irritating two minutes in that box. Technically, a cat locked in a box may be alive or it may be dead. You never know until you look. In fact, the mere act of opening the box will determine the state of the cat, although in this case there were three determinate states the cat could be in: these being Alive, Dead, and Bloody Furious.
Orks always ride in single file to hide their strength and numbers.
Gozer the Gozerian, Gozer the Destructor, Volguus Zildrohar, Gozer the Traveler, and Lord of the Sebouillia 
   
 
Forum Index » 40K You Make Da Call
Go to: