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Made in se
Fresh-Faced New User




hi

Since most people seem to think that the warp spiders can use flickerjump several times during the opponents shooting phase. I ask you this, if one unit targets my spiders and i jump out of range from them so that they can't shoot me. and then i get targeted again by another unit and i once more use the flickerjump, If i jump into the shooting range of the first unit that tried to shoot me, can they try and shoot me again? or have they used up their turn? And if they can shoot at me again, can i then flickerjump once more?

I'm sorry i just realized that i posted this in the fantasy forum, I meant to post it in the 40k forum. If someone could help me move this thread that would be most kind.

This message was edited 1 time. Last update was at 2015/05/28 16:37:52


 
   
Made in gb
Emboldened Warlock




Widnes UK

The first squad cannot shoot you again as they have already had their chance at shooting and failed to shoot. Also while it is technically RAW you can jump multiple times if you want to keep friends I suggest limiting it to once as that is pretty obviously RAI.

Ulthwe: 7500 points 
   
Made in ca
Regular Dakkanaut





roflmajog wrote:
Also while it is technically RAW you can jump multiple times if you want to keep friends I suggest limiting it to once as that is pretty obviously RAI.


I don't agree with your opinion.

@OP the first unit can't target them again since there is process you must follow: choose target -> resolve -> move on. Once you've moved on there is no going back to that unit.
   
Made in ca
Mutilatin' Mad Dok





roflmajog wrote:
The first squad cannot shoot you again as they have already had their chance at shooting and failed to shoot. Also while it is technically RAW you can jump multiple times if you want to keep friends I suggest limiting it to once as that is pretty obviously RAI.


Is there something that would indicate that was the intention?
   
Made in us
Flashy Flashgitz





I wish, that might balance a rule in the new Eldar codex. Because tactically I could them give them nowhere to jump without being able to resolve at least one shooting attack.

Also I agree it should be done once a shooting phase, but I don't think it's RAI. I think gw tried to break it's own game balance as far as it could because they were tired of making money and want everyone to get so fed up they quit.

Warboss Troil
"Less chat, more splat!" 
   
Made in ca
Mutilatin' Mad Dok





FratHammer wrote:
I wish, that might balance a rule in the new Eldar codex. Because tactically I could them give them nowhere to jump without being able to resolve at least one shooting attack.

Also I agree it should be done once a shooting phase, but I don't think it's RAI. I think gw tried to break it's own game balance as far as it could because they were tired of making money and want everyone to get so fed up they quit.


Yeah, that's gotta be it...
   
Made in us
Furious Fire Dragon





No, you can't Flickerjump more than once. Here's my reasoning:

How Flickerjump Works (all on p188 of my interactive Ipad version): 1. Flickerjump is 'activated' (becomes an option) whenever the unit of Warp Spiders (we'll use a specific unit, rather than a generic unit) is chosen as the target of a shooting attack. 2. Having been targeted, the unit "can immediately make a Warp Jump" [my capitalization on 'Jump', sorry--expressive writer here], except that it only goes 2D6" instead of 2D6+6".

If we stop now, Warp Spiders can jump from here to infinity...and beyond. However, we ask, 'How does Warp Jump work?' (because Flickerjump IS a Warp Jump) which leads us to: 3. "If making a Warp Jump, the model immediately moves up to 2D6+6" in any direction (roll once per unit each turn)...". The key here is the limitation, 'roll once per unit each turn'. 'Turn', as we know, always means Player Turn. So, we can roll once for Warp Jump (2D6+6") in our Player Turn. Flickerjump allows us to make a limited Warp Jump (2D6") but is NOT limited to our opponent's Player Turn, it is limited by whether or not we have already performed a Warp Jump in that turn. We do not have permission to roll the dice more than once, and without rolling dice...we go nowhere. So, the 'Infinite Flickerjump' gets stuck on #2 and is therefore unable to complete the action.
   
Made in us
Lieutenant General





Florence, KY

DCannon4Life wrote:
No, you can't Flickerjump more than once. Here's my reasoning:

How Flickerjump Works (all on p188 of my interactive Ipad version): 1. Flickerjump is 'activated' (becomes an option) whenever the unit of Warp Spiders (we'll use a specific unit, rather than a generic unit) is chosen as the target of a shooting attack. 2. Having been targeted, the unit "can immediately make a Warp Jump" [my capitalization on 'Jump', sorry--expressive writer here], except that it only goes 2D6" instead of 2D6+6".

If we stop now, Warp Spiders can jump from here to infinity...and beyond. However, we ask, 'How does Warp Jump work?' (because Flickerjump IS a Warp Jump) which leads us to: 3. "If making a Warp Jump, the model immediately moves up to 2D6+6" in any direction (roll once per unit each turn)...". The key here is the limitation, 'roll once per unit each turn'. 'Turn', as we know, always means Player Turn. So, we can roll once for Warp Jump (2D6+6") in our Player Turn. Flickerjump allows us to make a limited Warp Jump (2D6") but is NOT limited to our opponent's Player Turn, it is limited by whether or not we have already performed a Warp Jump in that turn. We do not have permission to roll the dice more than once, and without rolling dice...we go nowhere. So, the 'Infinite Flickerjump' gets stuck on #2 and is therefore unable to complete the action.

You're argument wouldn't prevent additional warp jumps, they would just all be the same distance.

'It is a source of constant consternation that my opponents
cannot correlate their innate inferiority with their inevitable
defeat. It would seem that stupidity is as eternal as war.'

- Nemesor Zahndrekh of the Sautekh Dynasty
Overlord of the Crownworld of Gidrim
 
   
Made in us
Furious Fire Dragon





Where do you get the idea you have permission to do that?
   
Made in us
Lieutenant General





Florence, KY

DCannon4Life wrote:
Where do you get the idea you have permission to do that?

Where do you get the idea that only rolling once per turn means means the same thing as you can only flickerjump once per turn?

'It is a source of constant consternation that my opponents
cannot correlate their innate inferiority with their inevitable
defeat. It would seem that stupidity is as eternal as war.'

- Nemesor Zahndrekh of the Sautekh Dynasty
Overlord of the Crownworld of Gidrim
 
   
Made in us
Furious Fire Dragon





Because a Warp Jump is executed by rolling dice. If you are prohibited (expressly, prohibited, in this case) from rolling more than once, you cannot execute additional Warp Jumps.
   
Made in au
Jinking Ravenwing Land Speeder Pilot





the down underworld

If that were the case, you could not warp jump and flicker jump in the same turn.

I don't believe that is raw or rai

"If you wait a few months, they'll pick one of the worst codexes and they'll nerf almost everything, its an abstract sort of balance, but it's the sort of balance gw likes... "
 
   
Made in us
Lord Commander in a Plush Chair






 jokerkd wrote:
If that were the case, you could not warp jump and flicker jump in the same turn.

I don't believe that is raw or rai


No that is absolutely RAW.

But then, you cannot warpjump in your opponents turn, and your opponent cannot target your unit with a shooting attack in your turn.

Turn means player turn unless specified as game turn.

This is my Rulebook. There are many Like it, but this one is mine. Without me, my rulebook is useless. Without my rulebook, I am useless.
Stop looking for buzz words and start reading the whole sentences.



 
   
Made in us
Lieutenant General





Florence, KY

 Kommissar Kel wrote:
... and your opponent cannot target your unit with a shooting attack in your turn.

What about Overwatch then? And they can be targeted by multiple enemy units during the enemy's Shooting phase.

This message was edited 1 time. Last update was at 2015/05/29 22:17:21


'It is a source of constant consternation that my opponents
cannot correlate their innate inferiority with their inevitable
defeat. It would seem that stupidity is as eternal as war.'

- Nemesor Zahndrekh of the Sautekh Dynasty
Overlord of the Crownworld of Gidrim
 
   
Made in au
Jinking Ravenwing Land Speeder Pilot





the down underworld

 Kommissar Kel wrote:
 jokerkd wrote:
If that were the case, you could not warp jump and flicker jump in the same turn.

I don't believe that is raw or rai


No that is absolutely RAW.


I have to disagree. "it can immediately make a Warp jump" is clear as day. the only thing i see that could be open to interpretation, is whether or not you can roll 2d6 again, and even that seems obvious to me

But then, you cannot warpjump in your opponents turn, and your opponent cannot target your unit with a shooting attack in your turn.


if flicker jump is, as is claimed, a warp jump with additional rules, then yes you can.

i would also point out that "warp" is always capitalised in the book so does not necessarily denote "Warp jump" as a special rule in itself

"If you wait a few months, they'll pick one of the worst codexes and they'll nerf almost everything, its an abstract sort of balance, but it's the sort of balance gw likes... "
 
   
 
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