Switch Theme:

Da Jump and Mob Up interacting with engaged units.  [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 us
Long-Range Land Speeder Pilot





Clermont De L'Oise

Hi all

Starting to loose track of the rules a little with CA and the new FAQ etc. Would this scenario work. Always consider that the unit sizes are correct for Mob Up.

Turn 1 - A unit of boys has Da Jump cast on them and they successfully make a charge. The turn ends with some but not all dead and they remain engaged in combat.
Turn 2 - Another unit is moved within 2" of the first using Da Jump.

Can I use Mob Up to combine them even if the first unit is engaged? I see nothing in the Mob Up strat that says no.

The idea with this would be to keep pouring boyz up the field and if desired, use Mob Up to prevent total wipes.

Cheers


2811
650
750 
   
Made in us
Preacher of the Emperor





St. Louis, Missouri USA

MOB UP
Use this Stratagem at the end of your Movement phase.
Select two ORK INFANTRY units from your army that
are within 2" of each other that have the same datasheet
(e.g. choose two Boyz units, or two Stormboyz units). If
one of the units has 10 or more models, and the other
has 10 or fewer, the two units merge and, for the rest
of the battle, they are counted as a single unit for all
rules purposes.

I don't see any restrictions in the stratagem itself. I didn't see any FAQ or errata in Index: Xenos 2, Chapter approved, Big FAQ 1, or Big FAQ 2. You've got my vote.

 
   
Made in us
Lieutenant General





Florence, KY

Of course this could all change in a few weeks when the new codex drops...

'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 gb
Horrific Hive Tyrant





 deviantduck wrote:
MOB UP
Use this Stratagem at the end of your Movement phase.
Select two ORK INFANTRY units from your army that
are within 2" of each other that have the same datasheet
(e.g. choose two Boyz units, or two Stormboyz units). If
one of the units has 10 or more models, and the other
has 10 or fewer, the two units merge and, for the rest
of the battle, they are counted as a single unit for all
rules purposes.

I don't see any restrictions in the stratagem itself. I didn't see any FAQ or errata in Index: Xenos 2, Chapter approved, Big FAQ 1, or Big FAQ 2. You've got my vote.


This is true.

You can use it, and this leads us to some quirky rules scenarios we don't know how to deal with.

For instance, if one unit had advanced and the other hadn't, then you combine them, has the combined unit advanced for purposes of shooting and charging?

We simply don't know for sure.
   
Made in gb
Grim Dark Angels Interrogator-Chaplain





Cardiff

In the OP’s example that’s a moot point, as the resulting uberunit would be within 1” of the enemy, so shooting and charging wouldn’t come into play.

 Stormonu wrote:
For me, the joy is in putting some good-looking models on the board and playing out a fantasy battle - not arguing over the poorly-made rules of some 3rd party who neither has any power over my play nor will be visiting me (and my opponent) to ensure we are "playing by the rules"
 
   
Made in gb
Mekboy on Kustom Deth Kopta






 vim_the_good wrote:
Hi all

Starting to loose track of the rules a little with CA and the new FAQ etc. Would this scenario work. Always consider that the unit sizes are correct for Mob Up.

Turn 1 - A unit of boys has Da Jump cast on them and they successfully make a charge. The turn ends with some but not all dead and they remain engaged in combat.
Turn 2 - Another unit is moved within 2" of the first using Da Jump.

Can I use Mob Up to combine them even if the first unit is engaged? I see nothing in the Mob Up strat that says no.

The idea with this would be to keep pouring boyz up the field and if desired, use Mob Up to prevent total wipes.

Cheers



Yes. This is something you can indeed do.
   
Made in us
Fixture of Dakka





"Remain engaged in combat" isn't actually a rule anymore.

As a practical matter, it's typically defined as 'within 1" of an enemy'. But it's defined ad-hoc wherever needed. So if it's not stated in the rule (mob rule), it's not relevant.
   
Made in gb
Horrific Hive Tyrant





 JohnnyHell wrote:
In the OP’s example that’s a moot point, as the resulting uberunit would be within 1” of the enemy, so shooting and charging wouldn’t come into play.


I know, I just feel it's worth mentioning related issues when someone asks about a particular rule.
   
Made in fr
Long-Range Land Speeder Pilot





Clermont De L'Oise

Fair point on terminology and thanks for confirming this strategy guys. Another tool in the Orky tool box

2811
650
750 
   
Made in fi
Locked in the Tower of Amareo





Mind you in original scenario it's pretty hard to get unit A be nearly wiped out(needs to be max 10 unless new unit is max 10 and old one is still 10 or more) while in combat and new unit be da jumped nearby. You need about 7" tail away from enemy to get them close enough...Unless enemy unit is very tiny you are leaving lots of boyz out of combat to prepare for this


Automatically Appended Next Post:
 Stux wrote:
You can use it, and this leads us to some quirky rules scenarios we don't know how to deal with.

For instance, if one unit had advanced and the other hadn't, then you combine them, has the combined unit advanced for purposes of shooting and charging?

We simply don't know for sure.


Or even better one fell back, one not...Hopefully codex clears this up.

This message was edited 1 time. Last update was at 2018/10/10 08:13:10


2024 painted/bought: 109/109 
   
Made in gb
Horrific Hive Tyrant





tneva82 wrote:
Mind you in original scenario it's pretty hard to get unit A be nearly wiped out(needs to be max 10 unless new unit is max 10 and old one is still 10 or more) while in combat and new unit be da jumped nearby. You need about 7" tail away from enemy to get them close enough...Unless enemy unit is very tiny you are leaving lots of boyz out of combat to prepare for this


Automatically Appended Next Post:
 Stux wrote:
You can use it, and this leads us to some quirky rules scenarios we don't know how to deal with.

For instance, if one unit had advanced and the other hadn't, then you combine them, has the combined unit advanced for purposes of shooting and charging?

We simply don't know for sure.


Or even better one fell back, one not...Hopefully codex clears this up.


Unlikely. Guard have a similar strat, and that has (to my knowledge) never been clarified.
   
Made in fi
Locked in the Tower of Amareo





Well one can always try to hope that GW one of these days learns from their mistakes!

2024 painted/bought: 109/109 
   
Made in gb
Smokin' Skorcha Driver




London UK

Edit: you can't do this because dajump happens in the psychic phase and mob up is in movement phase

This message was edited 1 time. Last update was at 2018/10/12 12:38:31


 
   
Made in us
Longtime Dakkanaut




You can do it turn 3
   
Made in au
Flashy Flashgitz






I've had a guardsman player inform me that his two units combined become a new unit. As such his 10man screen that fell back from combat and his 2nd 10man screen that were not in combat were able to 'first rank second rank' because the new unit did not fall back.

I'm unsure if that is applicable in this conversation.
   
Made in gb
Grim Dark Angels Interrogator-Chaplain





Cardiff

It’s one interpretation of it and one way to solve the issue. I mean, it has no solid rules backing, but it’s one way to resolve things. Nowhere does that Stratagem call them a ‘new unit’, absolved of any restrictions previously applicable to its halves.

 Stormonu wrote:
For me, the joy is in putting some good-looking models on the board and playing out a fantasy battle - not arguing over the poorly-made rules of some 3rd party who neither has any power over my play nor will be visiting me (and my opponent) to ensure we are "playing by the rules"
 
   
Made in fi
Locked in the Tower of Amareo





Fragile wrote:
You can do it turn 3


Not with da jump. You need to wait a turn to mob up. So T1 da jump, T2 mob up.


Automatically Appended Next Post:
 hollow one wrote:
I've had a guardsman player inform me that his two units combined become a new unit. As such his 10man screen that fell back from combat and his 2nd 10man screen that were not in combat were able to 'first rank second rank' because the new unit did not fall back.

I'm unsure if that is applicable in this conversation.


One way to look but not how rules tell. As it is rules don't say anything one way or another. You need to house rule yourself how you play it.

This message was edited 1 time. Last update was at 2018/10/15 07:23:53


2024 painted/bought: 109/109 
   
Made in au
Flashy Flashgitz






Brutal, that ruling cost me a game :/
   
Made in ch
The Dread Evil Lord Varlak





 hollow one wrote:
Brutal, that ruling cost me a game :/


Common sense (which is forbidden ) states that atleast half his squad, the one squad that has fallen back, should not be able to fire.
Rulewise he is however perfectly fine, it would be better and more decisive if the stratagem would state that this unit would be a "new" unit in a way since this "new" unit would've not been in melee so to speak therefore bypassing the whole falling back thing but it doesn't.

Probably GW needs to do something about it, mainly to clarify as it seems either that it is a intended mechanic that says screw you to the BRB ( unlikely since Am is not aeldari, cough cough.) or it is a non intended mechanic which just got RAW'ed.

https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page
A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units."
Players: "why?!? Now we finally got decent plastic kits and you cut them?"
Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?"
GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!"
Chaos players: Guess i stop playing or go to HH.  
   
Made in gb
Smokin' Skorcha Driver




London UK

\deathwatch have a rule where they can mix units. If the mixed unit has one inceptor in it then the whole squad can benefit from the fly keyword bonus of being able to fall back and charge.

This is not really precedent for the situation being discussed but it suggests that GW may intend it to work such that the new unit can do whatever one of the previous units could do. Definitely needs clearing up. I expect mob up to create a lot of rules interaction queries like this
   
Made in ch
The Dread Evil Lord Varlak





 Nithaniel wrote:
\deathwatch have a rule where they can mix units. If the mixed unit has one inceptor in it then the whole squad can benefit from the fly keyword bonus of being able to fall back and charge.

This is not really precedent for the situation being discussed but it suggests that GW may intend it to work such that the new unit can do whatever one of the previous units could do. Definitely needs clearing up. I expect mob up to create a lot of rules interaction queries like this


Wait, that works? How is that possible? Do they form a Pyramid ontop of the intercissor and took to the heavens?!?

This message was edited 1 time. Last update was at 2018/10/15 08:19:14


https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page
A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units."
Players: "why?!? Now we finally got decent plastic kits and you cut them?"
Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?"
GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!"
Chaos players: Guess i stop playing or go to HH.  
   
Made in us
Captain of the Forlorn Hope





Chicago, IL

Not Online!!! wrote:
 Nithaniel wrote:
\deathwatch have a rule where they can mix units. If the mixed unit has one inceptor in it then the whole squad can benefit from the fly keyword bonus of being able to fall back and charge.

This is not really precedent for the situation being discussed but it suggests that GW may intend it to work such that the new unit can do whatever one of the previous units could do. Definitely needs clearing up. I expect mob up to create a lot of rules interaction queries like this


Wait, that works?

Yes, sort of, as per the Inceptor Strike rule in the Deathwatch codex, Page 73.

They can fall back and shoot, not fall back and charge.

A veteran mixed squad that includes any Bikers can charge later that turn if it Falls Back though. (Relentless Assault rule Deathwatch codex, Page 72).

How is that possible?
Because of the aforementioned rules on the aforementioned page make it possible.

Do they form a Pyramid ontop[sic] of the intercissor[sic] and took to the heavens?!?

Fluff is not rules so it does not matter how they do it, just that the rules allow them to do that.


"Did you notice a sign out in front of my chapel that said "Land Raider Storage"?" -High Chaplain Astorath the Grim Redeemer of the Lost.

I sold my soul to the devil and now the bastard is demanding a refund!

We do not have an attorney-client relationship. I am not your lawyer. The statements I make do not constitute legal advice. Any statements made by me are based upon the limited facts you have presented, and under the premise that you will consult with a local attorney. This is not an attempt to solicit business. This disclaimer is in addition to any disclaimers that this website has made.
 
   
Made in us
Longtime Dakkanaut




tneva82 wrote:
Fragile wrote:
You can do it turn 3


Not with da jump. You need to wait a turn to mob up. So T1 da jump, T2 mob up.




The OP asked about using Mob Up on two units of boyz that both used Da Jump. That can only be done on turn 3 or later, so you cannot T2 mob up.

This message was edited 1 time. Last update was at 2018/10/16 02:00:25


 
   
Made in fi
Locked in the Tower of Amareo





edit: nevermind

This message was edited 1 time. Last update was at 2018/10/16 09:39:59


2024 painted/bought: 109/109 
   
 
Forum Index » 40K You Make Da Call
Go to: