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Made in gb
Regular Dakkanaut



england

Hi everyone. Quick question.

Units that use either Da Jump, Dark Matter Crystal or Veil of Darkness.

Can these units be chosen to move again with an ability in the shooting phase or physic phase. ??

Easiest example is Thousand Sons using Dark Matter Crystal and Warptime.

Is this allowed

 
   
Made in gb
Horrific Hive Tyrant





Generally not. Check the FAQs for the individual abilities. I know for a fact that Warptime cannot be used on units that arrived on the battlefield the same turn though.
   
Made in de
Nihilistic Necron Lord






Germany

You cannot move a unit that is set up as reinforcements for any reason.

Rulebook update 1.3 :

The rules for reinforcements say that when a unit is set up on
the battlefield as reinforcements, it cannot move or Advance
further that turn, but can otherwise act normally (shoot,
charge, etc.).
Q: Can such a unit make a charge move? Can it pile in
and consolidate?
A: Yes to both questions – the unit can declare a charge
and make a charge move, and if it is chosen to fight, it
can pile in and consolidate.
Q: Can such a unit move or Advance for any other reason
e.g. because of an ability such as The Swarmlord’s Hive
Commander ability, or because of a psychic power such as
Warptime from the Dark Hereticus discipline, or because
of a Stratagem like Metabolic Overdrive from Codex:
Tyranids, etc.?

A: No.

This message was edited 1 time. Last update was at 2018/10/15 09:16:49


 
   
Made in gb
Regular Dakkanaut



england

That’s why I specified those particular abilities. Under new faq they are not Tactical Reserves anymore

This message was edited 1 time. Last update was at 2018/10/15 09:24:50


 
   
Made in fi
Locked in the Tower of Amareo





 p5freak wrote:
You cannot move a unit that is set up as reinforcements for any reason.

Rulebook update 1.3 :

The rules for reinforcements say that when a unit is set up on
the battlefield as reinforcements, it cannot move or Advance
further that turn, but can otherwise act normally (shoot,
charge, etc.).
Q: Can such a unit make a charge move? Can it pile in
and consolidate?
A: Yes to both questions – the unit can declare a charge
and make a charge move, and if it is chosen to fight, it
can pile in and consolidate.
Q: Can such a unit move or Advance for any other reason
e.g. because of an ability such as The Swarmlord’s Hive
Commander ability, or because of a psychic power such as
Warptime from the Dark Hereticus discipline, or because
of a Stratagem like Metabolic Overdrive from Codex:
Tyranids, etc.?

A: No.


Thing is this is FAQ entry recarding tactical reserves. Da jump etc are NOT tactical reserves so this FAQ does not apply to them. Albeit no ability exists to move da jumped but maybe does for dark matter or veil of darkness.

2024 painted/bought: 109/109 
   
Made in de
Nihilistic Necron Lord






Germany

You are confusing tactical reserves with reinforcements, they are different rules. Da jump, dark matter crystal and veil of darkness remove unit(s) from the battlefield and sets them up again as reinforcements. You can da jump units already on the battlefield in the first battle round (you cant do that with units that werent deployed on the battlefield, the tactical reserves rules prevents this). If you do they are set up as reinforcements, and they cant move again. The FAQ applies to them.
   
Made in gb
Regular Dakkanaut



england

Dark Matter, Veil of Darkness, don’t use the term reinforcements on their description.

 
   
Made in fi
Locked in the Tower of Amareo





 p5freak wrote:
You are confusing tactical reserves with reinforcements, they are different rules. Da jump, dark matter crystal and veil of darkness remove unit(s) from the battlefield and sets them up again as reinforcements. You can da jump units already on the battlefield in the first battle round (you cant do that with units that werent deployed on the battlefield, the tactical reserves rules prevents this). If you do they are set up as reinforcements, and they cant move again. The FAQ applies to them.


Nice try. Note however Da Jump rules make zero reference to word "reinforcements". Nowhere in the spell it says they set up again as reinforcements.

Albeit I don't know the other 2 but for da jump that faq entry does not apply in whatsoever way.

2024 painted/bought: 109/109 
   
Made in de
Nihilistic Necron Lord






Germany

Read the core rule pg.3 reinforcements. Any unit(s) set up mid turn are reinforcements.
   
Made in nz
Dakka Veteran




 p5freak wrote:
Read the core rule pg.3 reinforcements. Any unit(s) set up mid turn are reinforcements.


That's not what it says.

Reinforcements follow the page 3 rules, but a Dark Matter Crystaled unit isn't reinforcements.
   
Made in us
Deadshot Weapon Moderati




MI

Yeah, p5freak is getting confused with the old errata that claimed such units were treated as reinforcements, but that has been removed. See top left of page 7 in the Core Rulebook FAQ. Such units count as having moved, but do not count as reinforcements.
   
Made in gb
Longtime Dakkanaut




 ikeulhu wrote:
Yeah, p5freak is getting confused with the old errata that claimed such units were treated as reinforcements, but that has been removed. See top left of page 7 in the Core Rulebook FAQ. Such units count as having moved, but do not count as reinforcements.


This change was pretty tricky to spot.

I am assuming that this means that combos like Dark Matter Crystal + warptime are valid and legal.

DFTT 
   
Made in us
Deadshot Weapon Moderati




MI

Agreed. It was a bit of a stealthy change, and I do not blame anyone for not noticing it. The magenta text in the FAQs is useful for finding new additions, but unfortunately there is not an easy way to notice anything that has been recently removed...
   
Made in de
Nihilistic Necron Lord






Germany

If you are referring to this :

Q: If a unit uses a rule that removes them from the battlefield and
then sets them up again, such as the Teleport Homer ability or
the Gate of Infinity psychic power, does that unit count as having
moved for the purposes of moving and firing Heavy weapons?
A: Yes.


This doesnt change what reinforcements are. If GW wanted to change the reinforcement rule they would have done it on pg.3 of the core rules. All this does is telling us that units that were set up again count as having moved for the purposes of moving and firing Heavy weapons. They are still reinforcements, core rules pg.3 reinforcements is unchanged.



Automatically Appended Next Post:
Halfpast_Yellow wrote:
 p5freak wrote:
Read the core rule pg.3 reinforcements. Any unit(s) set up mid turn are reinforcements.


That's not what it says.

Reinforcements follow the page 3 rules, but a Dark Matter Crystaled unit isn't reinforcements.


Yes, it is. Anything that is set up mid turn is reinforcements.

This message was edited 1 time. Last update was at 2018/10/16 20:45:41


 
   
Made in nz
Dakka Veteran




 p5freak wrote:

Automatically Appended Next Post:
Halfpast_Yellow wrote:
 p5freak wrote:
Read the core rule pg.3 reinforcements. Any unit(s) set up mid turn are reinforcements.


That's not what it says.

Reinforcements follow the page 3 rules, but a Dark Matter Crystaled unit isn't reinforcements.


Yes, it is. Anything that is set up mid turn is reinforcements.


Nope.

All dogs are mammals, not all mammals are dogs.

All reinforcements are set up mid turn, not all units set up mid turn are reinforcements.
   
Made in us
Longtime Dakkanaut





Halfpast_Yellow wrote:
 p5freak wrote:

Automatically Appended Next Post:
Halfpast_Yellow wrote:
 p5freak wrote:
Read the core rule pg.3 reinforcements. Any unit(s) set up mid turn are reinforcements.


That's not what it says.

Reinforcements follow the page 3 rules, but a Dark Matter Crystaled unit isn't reinforcements.


Yes, it is. Anything that is set up mid turn is reinforcements.


Nope.

All dogs are mammals, not all mammals are dogs.

All reinforcements are set up mid turn, not all units set up mid turn are reinforcements.


Rules citation please for them not being reinforcements.
   
Made in gb
Norn Queen






 doctortom wrote:
Rules citation please for them not being reinforcements.
Careful there, you're verging on being impolite!

p5freak is correct, any unit that arrives onto the battlefield mid-phase is reinforcements, because the definition of what reinforcements means in 40k says that they are.
   
Made in gb
Nurgle Veteran Marine with the Flu






khsofsos wrote:
Hi everyone. Quick question.

Units that use either Da Jump, Dark Matter Crystal or Veil of Darkness.

Can these units be chosen to move again with an ability in the shooting phase or physic phase. ??

Easiest example is Thousand Sons using Dark Matter Crystal and Warptime.

Is this allowed


Yes DMC followed by warptime is legal since they removed the FAQ defining units that relocate by such means as reinforcements.

The main rulebook text is referring to units that have been designated as Tactical Reserves and not yet set up on the table at all, which are therefore classed as reinforcements on arrival. You have to remember this text was written prior to such relics, FAQs and amendments to FAQs.
   
Made in de
Nihilistic Necron Lord






Germany

 Tonberry7 wrote:

Yes DMC followed by warptime is legal since they removed the FAQ defining units that relocate by such means as reinforcements.


No.

 Tonberry7 wrote:

The main rulebook text is referring to units that have been designated as Tactical Reserves and not yet set up on the table at all, which are therefore classed as reinforcements on arrival. You have to remember this text was written prior to such relics, FAQs and amendments to FAQs.


No, nothing has changed what reinforcements are.
   
Made in gb
Decrepit Dakkanaut




They're not being set up
They're being re-set up
So they're not reinforcements. They're just a unit.
   
Made in gb
Nurgle Veteran Marine with the Flu






 p5freak wrote:
 Tonberry7 wrote:

Yes DMC followed by warptime is legal since they removed the FAQ defining units that relocate by such means as reinforcements.


No.

Yes.

 p5freak wrote:
 Tonberry7 wrote:

The main rulebook text is referring to units that have been designated as Tactical Reserves and not yet set up on the table at all, which are therefore classed as reinforcements on arrival. You have to remember this text was written prior to such relics, FAQs and amendments to FAQs.


No, nothing has changed what reinforcements are.


Previous FAQ and their subsequent amendments prove you wrong.
   
Made in de
Nihilistic Necron Lord






Germany

nosferatu1001 wrote:
They're not being set up
They're being re-set up
So they're not reinforcements. They're just a unit.


DMC, VOD and DJ says the unit is SET UP, which makes them reinforcements.


Automatically Appended Next Post:
 Tonberry7 wrote:

Previous FAQ and their subsequent amendments prove you wrong.


Nothing has changed what reinforcements are. Pg. 3 core rules reinforcements is unchanged. Any unit that is set up mid-turn is reinforcements.

This message was edited 1 time. Last update was at 2018/10/17 09:37:27


 
   
Made in us
Jinking Ravenwing Land Speeder Pilot




Hanoi, Vietnam.

tneva82 wrote:

Spoiler:
 p5freak wrote:

You cannot move a unit that is set up as reinforcements for any reason.

Rulebook update 1.3 :

The rules for reinforcements say that when a unit is set up on
the battlefield as reinforcements, it cannot move or Advance
further that turn, but can otherwise act normally (shoot,
charge, etc.).
Q: Can such a unit make a charge move? Can it pile in
and consolidate?
A: Yes to both questions – the unit can declare a charge
and make a charge move, and if it is chosen to fight, it
can pile in and consolidate.
Q: Can such a unit move or Advance for any other reason
e.g. because of an ability such as The Swarmlord’s Hive
Commander ability, or because of a psychic power such as
Warptime from the Dark Hereticus discipline, or because
of a Stratagem like Metabolic Overdrive from Codex:
Tyranids, etc.?

A: No.



Thing is this is FAQ entry recarding tactical reserves. Da jump etc are NOT tactical reserves so this FAQ does not apply to them. Albeit no ability exists to move da jumped but maybe does for dark matter or veil of darkness.


Sorry if I'm missing something tneva, but how are you coming to the conclusion that "this is FAQ entry recarding tactical reserves?"
From what I can tell, this FAQ appears beneath the heading, Reinforcements, on page 5 of Rulebook update v 1.3.
It also begins with the phrase, "The rules for reinforcements say..."

This message was edited 3 times. Last update was at 2018/10/17 10:22:30


 
   
Made in gb
Nurgle Veteran Marine with the Flu






 p5freak wrote:
nosferatu1001 wrote:
They're not being set up
They're being re-set up
So they're not reinforcements. They're just a unit.


DMC, VOD and DJ says the unit is SET UP, which makes them reinforcements.


Automatically Appended Next Post:
 Tonberry7 wrote:

Previous FAQ and their subsequent amendments prove you wrong.


Nothing has changed what reinforcements are. Pg. 3 core rules reinforcements is unchanged. Any unit that is set up mid-turn is reinforcements.


Except the rules don't actually say that. If they have already been set up earlier they aren't arriving as reinforcements. Confirmed by the changes to the FAQ.
   
Made in de
Nihilistic Necron Lord






Germany

 Tonberry7 wrote:

Except the rules don't actually say that. If they have already been set up earlier they aren't arriving as reinforcements. Confirmed by the changes to the FAQ.


Citation please.
   
Made in gb
Nurgle Veteran Marine with the Flu






 p5freak wrote:
 Tonberry7 wrote:

Except the rules don't actually say that. If they have already been set up earlier they aren't arriving as reinforcements. Confirmed by the changes to the FAQ.


Citation please.


Games Workshop, WARHAMMER 40,000 RULEBOOK Official Update Version 1.3, p7, paragraph 1

Now, can you back up your claim that ANY unit that is set up mid turn is reinforcements?
   
Made in de
Nihilistic Necron Lord






Germany

 Tonberry7 wrote:

Games Workshop, WARHAMMER 40,000 RULEBOOK Official Update Version 1.3, p7, paragraph 1


I already responded to this in this thread.

 Tonberry7 wrote:

Now, can you back up your claim that ANY unit that is set up mid turn is reinforcements?



I already did that in this thread, multiple times. I wont bother to repeat myself again.

This message was edited 1 time. Last update was at 2018/10/17 13:47:24


 
   
Made in gb
Nurgle Veteran Marine with the Flu






 p5freak wrote:
 Tonberry7 wrote:

Now, can you back up your claim that ANY unit that is set up mid turn is reinforcements?


I already did that in this thread, multiple times. I wont bother to repeat myself again.


No, you didn't, because it doesn't say what you think it does, but thanks for your opinion nonetheless. At this point, however, we are just going around in circles so I'll just wish you the best of luck arguing your case in any games you might play.
   
Made in us
Longtime Dakkanaut





 Tonberry7 wrote:
 p5freak wrote:
 Tonberry7 wrote:

Now, can you back up your claim that ANY unit that is set up mid turn is reinforcements?


I already did that in this thread, multiple times. I wont bother to repeat myself again.


No, you didn't, because it doesn't say what you think it does, but thanks for your opinion nonetheless. At this point, however, we are just going around in circles so I'll just wish you the best of luck arguing your case in any games you might play.


So the things cited saying "set up" doesn't mean they're set up?


Automatically Appended Next Post:
 Tonberry7 wrote:
 p5freak wrote:
 Tonberry7 wrote:

Except the rules don't actually say that. If they have already been set up earlier they aren't arriving as reinforcements. Confirmed by the changes to the FAQ.


Citation please.


Games Workshop, WARHAMMER 40,000 RULEBOOK Official Update Version 1.3, p7, paragraph 1

Now, can you back up your claim that ANY unit that is set up mid turn is reinforcements?


p.7 paragraph 1 of the Rulebook FAQ is discussing whether a unit counts as having moved for purposes of moving and firing Heavy Weapons. That FAQ question and answer makes no mention of reinforcements one way or another. Sorry, your rules citation is incorrect. If you think it applies, please quote the relevant portion of what you referenced.

This message was edited 2 times. Last update was at 2018/10/17 15:59:05


 
   
Made in us
Enginseer with a Wrench





Now the real question is if i deep strike a squad of strikes can I then gate of infinity them some where else.

3000
3000
2500

on the other hand Nobz they decided it was in the best interest of ork society that they "Go Green" as such they specifically modified their warbikes to not make giant smoke, dust, grit, clouds. Instead they are all about driving with clean air, one might say their bikes Gak out rainbows.

 
   
 
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