Drunkspleen wrote: It remains true however that you considered that because it was forced, that was enough to justify being able to for instance, move onto impassable terrain with it, much like a unit with Rage is forced to move.
Of course. Otherwise, as was claimed earlier, Deep Strike Mishaps would be impossible.
Frankly, the only way you can make it work without breaking other things for the sake of consistency is to say that when you do a deep strike scatter move it's not "in game movement" but "real world movement" of the models.
Absolutely. I don't consider the scatter to be actual, 'in-game' movement. I
do consider the placement of the models in their final location to be counted as movement.
Not completely
RAW (the first part isn't, the second part as I interpret it is), but it's what works for me.