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Made in gb
Sinewy Scourge




How do warp spiders, with their jump shenanigans, interact with novas?
   
Made in ca
Regular Dakkanaut




vancouver bc

They are not targeted as the object of a shooting attack, so do not get to Flickerjump.

Same as if you hit them with a beam, or if you shoot a template weapon at a unit behind them.

In all cases they are hit, but not "targeted".

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Made in nz
Scarred Ultramarine Tyrannic War Veteran




Ankh Morpork

Yup, Warp Spiders must be specifically targeted as per 'Choose a Target' (or otherwise stated) to be able to Flickerjump.

Some consider all units hit by such attacks as being effectively targeted, but that's basically a house rule and your mileage may vary.
   
Made in ca
Foolproof Falcon Pilot




Ontario, Canada

I don't know what rulebook you guys are reading, but in my physical copy page 27 under "Novas" says:
"a nova power automatically targets and hits all enemy units within the psychic power's maximum range.".

Warp spiders are most certainly targeted by nova powers, and so may flickerjump away if they choose.

This message was edited 1 time. Last update was at 2015/06/19 01:39:20


 
   
Made in au
Jinking Ravenwing Land Speeder Pilot





the down underworld

Bojazz wrote:
I don't know what rulebook you guys are reading, but in my physical copy page 27 under "Novas" says:
"a nova power automatically targets and hits all enemy units within the psychic power's maximum range.".

Warp spiders are most certainly targeted by nova powers, and so may flickerjump away if they choose.


This. Beams do not target units but novas definitely do.

Unless the flickerjump rule is worded to disallow it, they most definitely are targeted

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Made in gb
Sinewy Scourge




If they flicker jump out of range are they still hit?
   
Made in gb
Executing Exarch






Drager wrote:
If they flicker jump out of range are they still hit?
If they are out of range of the attack, why would they be hit? The entire point of Flickerjump is that shooting attacks cannot (normally) allocate wounds outside of their maximum range.
   
Made in gb
Sinewy Scourge




 Quanar wrote:
Drager wrote:
If they flicker jump out of range are they still hit?
If they are out of range of the attack, why would they be hit? The entire point of Flickerjump is that shooting attacks cannot (normally) allocate wounds outside of their maximum range.


No idea. Does the timing on the targeted and hit in a nova differ from normal shooting?

This message was edited 1 time. Last update was at 2015/06/19 08:21:34


 
   
Made in gb
Executing Exarch






Drager wrote:
No idea. Does the timing on the targeted and hit in a nova differ from normal shooting?
No, the timings are the same the only change made is that a nova will target and hit all units within it's range rather than just one.

Choosing a target is step 2 of the shooting sequence, whilst ranges are checked at step 3. Flickerjump happens immediately after 2 but before 3.
   
Made in us
Lord Commander in a Plush Chair






Novas are a bit different from normal shooting sequence(and as a witchfire subtype is a shooting attack); you check range then target all units in range. I would still say they flickerjump; and then check range again, but that is more hiwpi and RAI than RAW.

Sequence goes:
1 cast power
2 check distance from psyker
3 target all units in range
4 automatically hit all units in range
5-end normal ranged attack resolution for hits on each unit

So with flickerjump, you jump after targeting but before hits.


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Made in us
Rampaging Carnifex





Fredericksburg, Virginia

Does flickerjump work outside of the Shooting Phase? I thought the wording said that you could only use it when targeted by a shooting attack in the Shooting Phase.

This message was edited 1 time. Last update was at 2015/06/19 16:37:36


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Made in us
Longtime Dakkanaut





as a witchfire it counts as a shooting attack, so if they are allowed to flickerjump versus shooting attacks they can flickerjump versus witchfires. Just like they could flickerjump versus overwatch.

unless they are falling back.

many tournaments, and most likely the eldar faq when it shows up, will limit flickerjump to once per game turn- because the rules do not allow you to use warpjump next movement phase after you flickerjump, shows a strong RAI that warpjump [which flickerjump uses] is meant to be once per game turn.

This message was edited 1 time. Last update was at 2015/06/19 16:48:56


 
   
Made in gb
Grim Dark Angels Interrogator-Chaplain





Earth

What does that mean you can flicker jump after an overwatch?
   
Made in us
Longtime Dakkanaut





flickerjump isn't dependent on the shooting phase, its dependent on being the target of a shooting attack.

If you assault something and your opponent overwatches, the target of the overwatch is the unit that is assaulting them. If that is the warp spiders, then they are the target of a shooting attack and can flickerjump. It would occur before the overwatch is resolved just as the flickerjump rule states.
   
Made in gb
Dakka Veteran





blaktoof wrote:
flickerjump isn't dependent on the shooting phase, its dependent on being the target of a shooting attack.

If you assault something and your opponent overwatches, the target of the overwatch is the unit that is assaulting them. If that is the warp spiders, then they are the target of a shooting attack and can flickerjump. It would occur before the overwatch is resolved just as the flickerjump rule states.


That is game breakingly good.. so you can basically nerf a overwatch entirely..

elect to charge with spiders 10 inches away
overwatch
flickerjump away
charge is with 80 ws 4 str 4 attacks cos of the 20 storm guardians with rage and furious charge cos of avatar
   
Made in us
Longtime Dakkanaut





Yes, but the jump is only 2d6" so on average if they are 10" away they are now 17" away. and are probably still going to be shot at by whatever unless the weapon range was 12" or less.

It also -maybe- opens another RAW problem.

I can't recall if models are only allowed to fire overwatch once, or not allowed to fire overwatch if already locked in assault.

If the first one, then the spiders can bait the overwatch.

If the second one, then the unit could still overwatch again at another charging unit.

edit- the other thing it does is if you are 10" away you are probably not going to make the assault distance. But if your opponent overwatchs they have to contend that you can cover an avg of 7" close and will probably make the final 3". So they might have to consider giving up overwatch or pretty much guarantee you the charge.

The warp spiders can declare a charge from beyond 12", just don't measure it and point it out. IF your opponent opts to overwatch you can flickerjump 2d6, as overwatch happens before the assault move, and then roll the 2d6 charge distance, 4d6 gives an average roll of 14" with a max of 24"...

This message was edited 2 times. Last update was at 2015/06/19 18:26:13


 
   
Made in gb
Fresh-Faced New User




You can only overwatch once per turn, so yeah needs FAQ or a mallet to the moulds.
   
 
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