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Made in us
Powerful Ushbati





United States

A friend and I are having an argument over the usage of flip belts and second + floor gaps.

He has two buildings that he likes to put close to each other, with a 5 inch game between them. The Flip belt says I ignore terrain penalties, so when I just move to the other building, he said I can't do that because of the jump rule. But even if I have to go down, across and come back up, isn't that all moot since I IGNORE ALL TERRAIN MOVEMENT ISSUES?
   
Made in ca
Longtime Dakkanaut






Toronto

Yup. You are correct.

Adepta Sororitas: 3,800 Points
Adeptus Custodes: 8,100 Points
Adeptus Mechanicus: 8,400 Points
Alpha Legion: 4,400 Points
Astra Militarum: 7,500 Points
Dark Angels: 16,800 Points
Imperial Knights: 12,500 Points
Legio Titanicus: 5,500 Points
Slaaneshi Daemons: 3,800 Points
 
   
Made in es
Swift Swooping Hawk





Your friend is right, you can ignore terrain and models (open ground, difficult abd dangerous terrain) and it also allow you to jump down from any height without drawbacks but other rules still apply.

Can't "jump" over gaps larger than 2" ( your example is 5" in this situation) and still must Climb the terrain if it's over 1 inch height(only Fly allow to move over like nothing)
   
Made in ca
Longtime Dakkanaut






Toronto

 Lord Perversor wrote:
Your friend is right, you can ignore terrain and models (open ground, difficult abd dangerous terrain) and it also allow you to jump down from any height without drawbacks but other rules still apply.

Can't "jump" over gaps larger than 2" ( your example is 5" in this situation) and still must Climb the terrain if it's over 1 inch height(only Fly allow to move over like nothing)


You ignore it. So your change is 5 inches.

Adepta Sororitas: 3,800 Points
Adeptus Custodes: 8,100 Points
Adeptus Mechanicus: 8,400 Points
Alpha Legion: 4,400 Points
Astra Militarum: 7,500 Points
Dark Angels: 16,800 Points
Imperial Knights: 12,500 Points
Legio Titanicus: 5,500 Points
Slaaneshi Daemons: 3,800 Points
 
   
Made in us
Powerful Ushbati





United States

 Lord Perversor wrote:
Your friend is right, you can ignore terrain and models (open ground, difficult abd dangerous terrain) and it also allow you to jump down from any height without drawbacks but other rules still apply.

Can't "jump" over gaps larger than 2" ( your example is 5" in this situation) and still must Climb the terrain if it's over 1 inch height(only Fly allow to move over like nothing)


Terrain doesn't affect me. If there was a piece of terrain 15 feet tall, I still move 8 inches and go to the other side. If that same piece of terrain was 100 feet tall, no change would occur. Climbing doesn't apply to Harlis.
   
Made in es
Swift Swooping Hawk





Again wrong the text clearly says.

Flip Belt: This model can move across other models and terrain as if they were not there.


You can ignore the Terrain (or just can move as if the Terrain wouldn't be there, can cross walls containers even throught buildings like a ghost)) but you can't magically move upward 10" inches of vertical distance and ignore that distance (only if jumping down as the rule clearly word such exception) also you can't magically jump over 6-8" of air when the game only allow for 2" inches gaps to be jumped in this way.

The only units who are allowed to move ignoring Vertical heights are either those with FLY keyword or whose special rules specifically point at it like Grapnel Launchers in Reivers.

This message was edited 1 time. Last update was at 2018/08/22 22:53:38


 
   
Made in us
Yellin' Yoof



Hive Helsreach

I hope flip belts get FAQed because RAW they just lead to disagreements and bad vibes, IMHO.
   
Made in us
Longtime Dakkanaut





Yeah, with how ridiculous flip belts already are, ALSO getting a 3d6" charge is insane. I'd rather they just add 2" to their charge or something to make them more reliable if that's how important they are. Harlequin armies crap all over most armies in Kill Team and then make it very difficult to win for the rest.
   
Made in ca
Longtime Dakkanaut






Toronto

Ah. Was thinking of the grapnel launcher.

Adepta Sororitas: 3,800 Points
Adeptus Custodes: 8,100 Points
Adeptus Mechanicus: 8,400 Points
Alpha Legion: 4,400 Points
Astra Militarum: 7,500 Points
Dark Angels: 16,800 Points
Imperial Knights: 12,500 Points
Legio Titanicus: 5,500 Points
Slaaneshi Daemons: 3,800 Points
 
   
Made in us
Powerful Ushbati





United States

drbored wrote:
Yeah, with how ridiculous flip belts already are, ALSO getting a 3d6" charge is insane. I'd rather they just add 2" to their charge or something to make them more reliable if that's how important they are. Harlequin armies crap all over most armies in Kill Team and then make it very difficult to win for the rest.


I strongly disagree. If you take away the 3d6 charge the units are pointless and wouldn't be playable. T3 with 1 wound and a 4++, means they're easy peasy to kill off. And they're quite expensive for what they bring, an average S5 4 attacks, hitting on 3 and 4 depending, wounding on 3 and 4 and sometimes 5. I've played well over two dozen games alone and my win ration with them is only 44%.



Automatically Appended Next Post:
 Lord Perversor wrote:
Again wrong the text clearly says.

Flip Belt: This model can move across other models and terrain as if they were not there.


You can ignore the Terrain (or just can move as if the Terrain wouldn't be there, can cross walls containers even throught buildings like a ghost)) but you can't magically move upward 10" inches of vertical distance and ignore that distance (only if jumping down as the rule clearly word such exception) also you can't magically jump over 6-8" of air when the game only allow for 2" inches gaps to be jumped in this way.

The only units who are allowed to move ignoring Vertical heights are either those with FLY keyword or whose special rules specifically point at it like Grapnel Launchers in Reivers.


See I disagree and apparently I'm not the only one. Though, I'm going to email the rules team about it.

This message was edited 1 time. Last update was at 2018/08/23 19:31:23


 
   
Made in us
Fixture of Dakka





Flip Belts do not grant teleportation. They simply allow you to move from one side of terrain or models to the other as if the intervening object weren't there.

To actually move up or down on terrain, they still must move up or down like everyone else.

So yes, it is silly that a Harlquin can move flip through a piece of impassable terrain a foot high and wide, but they can't jump any further than a grot when it comes to gaps between terrain, but those are the rules.

"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."

This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


Freelance Ontologist

When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. 
   
Made in us
Regular Dakkanaut





What the relevant portion of the Flip Belt rule actually says is "This model can move across other models and terrain as if they were not there."

How could the ability to point to a piece of terrain and say "I get to pretend that's not there" -- which is all Flip Belt does -- allow you to jump more than 2"?

[Edit: typo]

This message was edited 1 time. Last update was at 2018/08/25 00:33:36


 
   
 
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