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![[Post New]](/s/i/i.gif) 2025/07/05 01:05:15
Subject: How do you use the Teleport Homer?
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Fully-charged Electropriest
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Teleport Homer: At the start of the battle, you can set up one Teleport Homer token for this unit anywhere on the battlefield that is not in your opponent’s deployment zone. If you do, once per battle, you can target this unit with the Rapid Ingress Stratagem for 0CP, but when resolving that Stratagem, you must set this unit up within 3" of that token and not within 9" of any enemy models. That token is then removed.
I understand what you do with this special ability, what I don't understand is how to use it effectively.
It allows you to Rapid Ingress for free within 3" of the homer but it still follows all the same rules of rapid ingress and deep strike; you can't arrive within 9" of any enemy models and it can only be used at the end of your opponents movement phase in either the second or third round giving them plenty of time to get a unit up close to the homer preventing the terminators from arriving.
Does anyone know what your suppose to do with it to make it work right?
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This message was edited 1 time. Last update was at 2025/07/05 01:35:57
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![[Post New]](/s/i/i.gif) 2025/07/05 03:12:46
Subject: How do you use the Teleport Homer?
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Humming Great Unclean One of Nurgle
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You can Ingress Round One, provided you don’t go first. Turns out, I was wrong.
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This message was edited 1 time. Last update was at 2025/07/05 04:18:13
Clocks for the clockmaker! Cogs for the cog throne! |
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![[Post New]](/s/i/i.gif) 2025/07/05 04:13:19
Subject: How do you use the Teleport Homer?
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Fully-charged Electropriest
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Rapid Ingress says that
You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
The terminators don't have a special exception to the can not arrive on turn one rule, is there an FAQ that allows this now as all I can see is that it requires the exception from a units ability?
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![[Post New]](/s/i/i.gif) 2025/07/05 04:18:00
Subject: How do you use the Teleport Homer?
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Humming Great Unclean One of Nurgle
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KingGarland wrote:
Rapid Ingress says that
You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
The terminators don't have a special exception to the can not arrive on turn one rule, is there an FAQ that allows this now as all I can see is that it requires the exception from a units ability?
Huh... I guess my store has been playing this wrong.
My bad!
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Clocks for the clockmaker! Cogs for the cog throne! |
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![[Post New]](/s/i/i.gif) 2025/07/05 04:35:49
Subject: How do you use the Teleport Homer?
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Fixture of Dakka
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KingGarland wrote:Teleport Homer: At the start of the battle, you can set up one Teleport Homer token for this unit anywhere on the battlefield that is not in your opponent’s deployment zone. If you do, once per battle, you can target this unit with the Rapid Ingress Stratagem for 0CP, but when resolving that Stratagem, you must set this unit up within 3" of that token and not within 9" of any enemy models. That token is then removed.
I understand what you do with this special ability, what I don't understand is how to use it effectively.
It allows you to Rapid Ingress for free within 3" of the homer but it still follows all the same rules of rapid ingress and deep strike; you can't arrive within 9" of any enemy models and it can only be used at the end of your opponents movement phase in either the second or third round giving them plenty of time to get a unit up close to the homer preventing the terminators from arriving.
Does anyone know what your suppose to do with it to make it work right?
You place it & hope that it'll work out.
If it does? Then you save a CP.
If it doesn't? Proceed as normal.
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![[Post New]](/s/i/i.gif) 2025/07/05 17:48:21
Subject: How do you use the Teleport Homer?
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Fixture of Dakka
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What ccs said. It's basically a kind of situational chance to save a CP on Rapid Ingress. Which is nice. You drop that terminator squad with attached librarian down on the top of two forcing your opponent to rethink some of their plans and decide whether it's worth it to try and clear out some of those terminators staring them down. Then on the bottom of 2 (your turn), you move the terminators towards your target and have a 4" charge to make instead of a 9" charge.
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ATTENTION. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
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