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Made in us
Preacher of the Emperor




Boston, MA

Saythings wrote:
Also, the psychic reads if a unit is partially on a terrain they disembark, yadda yadda yadda. A single model partially off would move with the terrain I believe. As long as Wobbly Model Syndrome applies.


I disagree. A single model unit that is not fully on the terrain piece is the same as a unit that is only partially on terrain. Single model units must have the base completely on the terrain to count as "fully" on the terrain. This makes it much harder to jump big units.
   
Made in us
RogueSangre





The Cockatrice Malediction

What happens if the unit partially on the terrain is locked in combat? They can't disembark without moving within 1" of an enemy model. Are they destroyed?
   
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Blood-Drenched Death Company Marine




Little Rock, Arkansas

PanzerLeader wrote:
Saythings wrote:
Also, the psychic reads if a unit is partially on a terrain they disembark, yadda yadda yadda. A single model partially off would move with the terrain I believe. As long as Wobbly Model Syndrome applies.


I disagree. A single model unit that is not fully on the terrain piece is the same as a unit that is only partially on terrain. Single model units must have the base completely on the terrain to count as "fully" on the terrain. This makes it much harder to jump big units.


However a monstrous creature with a toe in terrain gets to be counted as "in it" for the purposes of cover.

Overall I'm not convinced if he should be moved with or out. Rule unclear (surprise surprise.)

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Made in us
Preacher of the Emperor




Boston, MA

 niv-mizzet wrote:
PanzerLeader wrote:
Saythings wrote:
Also, the psychic reads if a unit is partially on a terrain they disembark, yadda yadda yadda. A single model partially off would move with the terrain I believe. As long as Wobbly Model Syndrome applies.


I disagree. A single model unit that is not fully on the terrain piece is the same as a unit that is only partially on terrain. Single model units must have the base completely on the terrain to count as "fully" on the terrain. This makes it much harder to jump big units.


However a monstrous creature with a toe in terrain gets to be counted as "in it" for the purposes of cover.

Overall I'm not convinced if he should be moved with or out. Rule unclear (surprise surprise.)


Toe in cover for area terrain doesn't require a unit to be fully within. The rule simply says "in" (specifically the copse data sheet that is generally used to define area woods). Partially in counts for this purpose. The geokinesis power specifically says "fully in."
   
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Ultramarine Land Raider Pilot on Cruise Control




Southampton, New Jersey

A single toe is fully in for a single model though. In regards to one model being in or out. They get the 4+ save for being in the ruins.
   
Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

Saythings wrote:
A single toe is fully in for a single model though. In regards to one model being in or out. They get the 4+ save for being in the ruins.
Technically, if you think about it, since they are unable to disembark from the terrain because they have a toe in it, they will be stuck where they are as the terrain does not have a movement mode.

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Ultramarine Land Raider Pilot on Cruise Control




Southampton, New Jersey

I'd agree with that. The MC/GMC would be in the same exact spot. It would also need to be outside of 1" of enemy when the terrain reaches its final location. Sort of like "stacking" two terrain pieces that overlapped. At least, that's how I'd play it.
   
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Unshakeable Grey Knight Land Raider Pilot





Do you have to put the terrain back in the same orientation? Could you put a Skyshield on it's side to make a giant LoS wall?

Edit: Dumping all of his models off in the process. Which I then use blast weapons on.

This message was edited 1 time. Last update was at 2016/04/21 08:19:55


 
   
Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

 raverrn wrote:
Do you have to put the terrain back in the same orientation? Could you put a Skyshield on it's side to make a giant LoS wall?

Edit: Dumping all of his models off in the process. Which I then use blast weapons on.
It doesn't explicitly say you can't, but if you do, you would win the Donkey Cave Award of 2016.

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 casvalremdeikun wrote:
It doesn't explicitly say you can't, but if you do, you would win the Donkey Cave Award of 2016.

Fantastic! Where's the line for LVO prizes?
   
Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

 raverrn wrote:
 casvalremdeikun wrote:
It doesn't explicitly say you can't, but if you do, you would win the Donkey Cave Award of 2016.

Fantastic! Where's the line for LVO prizes?
I am pretty sure they just take you out back and have a burro defecate on you. It is Vegas, after all.

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Noise Marine Terminator with Sonic Blaster





Moon Township, PA

Couple questions on this last power:

1. Does it pick up and levitate over models in between where it is and where it wants to go? Or does it act like a non tank shocking vehicle?

2. I don't have the printed copy yet, but basically, units on the terrain piece move with it. Units partially on it, disembark the terrain. But, just to confirm, you cannot place terrain on top of existing models, correct?

3. So, assuming the above, you can use models to screen movement of terrain?

If that is the case, horde armies just became a little more useful. Ally in some orks for cheap grots and place them where you don't want terrain to go. Also, would servo skulls serve as a speed bump to the all terrain vehicle (get it? see what I did there? shut up).

This message was edited 1 time. Last update was at 2016/04/21 12:07:33


 
   
Made in us
Honored Helliarch on Hypex





Back in GA

I am calling it the terrain taxi hehe. I would think skulls would go away as an enemy is now within 6". I think if we state the terrain can not move through other terrain or other models this power becomes very limited and reigned in imo. It would take several turns to shift terrain 24" across the board and you can counter with bubble wrap. It still is very effective at changing vehicle facings though. The teleport power has been overwhelming in several battle reports and I can't think of a fix for that one.

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Who has access to the new powers? Do you have to use a formation or just have power armor on?

   
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 casvalremdeikun wrote:
 Desubot wrote:
Isnt it if a model wouldnt be able to disembark than its counted as a casualty?

That is only the case with Wrecked and Explodes! Results on the vehicle damage table. Since neither of those things are happening, nothing would happen besides the Dangerous Terrain test.


Im fairly sure that is not the case as otherwise drop pod traps wouldnt be a thing.

Its IF you disembark and there is not enough room to disembark then any model that cannot physically be placed is dead.

(IIRC its been a while)

This message was edited 1 time. Last update was at 2016/04/21 17:55:20


 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
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Moon Township, PA

 Fishboy wrote:
I would think skulls would go away as an enemy is now within 6".



IIRC, the power states terrain needs to stay 1" away from other terrain (so no stacking ruins on ruins). I thought it also said 1" away from enemy models.

Sevo skulls go away when an enemy unit is within 6" of it (no codex right now).

So, the big question is what happens first?

Our high speed glacier of doom starts creeping across the board and hits a servo skull. Do we then have to stop moving it as it is withing an inch of an enemy model? Once stopped, check to see if an enemy model is within 6" and then pop the skull? Or does skull popping happen while movement is occurring?



This message was edited 1 time. Last update was at 2016/04/21 18:09:45


 
   
Made in us
Pewling Menial





Virginia

Servo skulls aren't models, they're tokens.
   
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Towering Hierophant Bio-Titan



UK

I agree the 6th power (Geo) has potential to be nuts.

But as a WC3 power and the limitation of both needing to fit the entire squad in (yes ignoring the contention of whether or not a 'toe' counts as 'fully in' or not) and moving within 1" of models/terrain.... I think this power will often have much less of an effect than the gross potential on an empty board with perfect positioning of models.. with the the perfect piece of terrain.

 H.B.M.C. wrote:
Friend of mine just sent me this:

"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. ."
Too be fair.. it's all worked out quite well!

Heh.  
   
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Blood-Drenched Death Company Marine




WC3 isn't really a big problem when cast by a conclave. Which is probably the only time you'll see it.
   
Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

Definitely going to look into this power with my Crimson Fists Librarius Conclave. Three ML2 Librarians, one of which has the Bones of Osrak, means I m generating a minimum of 8 Warp Charges, harnessing on 2+ Rerollable. Pretty much a guarantee of casting any power.

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Longtime Dakkanaut




rerollable?

DFTT 
   
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Chaplain with Hate to Spare





Sioux Falls, SD

Bones of Osrak lets you reroll all failed psychic tests.

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 casvalremdeikun wrote:
Bones of Osrak lets you reroll all failed psychic tests.


of course it does.. sigh..

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Preacher of the Emperor




Boston, MA

Captyn_Bob wrote:
 casvalremdeikun wrote:
Bones of Osrak lets you reroll all failed psychic tests.


of course it does.. sigh..


This is an old relic. Came out with the old Sentinels of Terra supplement. Its actually not that good because you can't reroll individual dice like the Eldar runes. So if you throw 3 dice at Shifting Worldscape and roll a "1" you have to reroll the two successes along with the failure.
   
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Longtime Dakkanaut




Still pretty dang good IMO. Probably prefer Tigurius for generating powers, but still.

DFTT 
   
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Chaplain with Hate to Spare





Sioux Falls, SD

PanzerLeader wrote:
Captyn_Bob wrote:
 casvalremdeikun wrote:
Bones of Osrak lets you reroll all failed psychic tests.


of course it does.. sigh..


This is an old relic. Came out with the old Sentinels of Terra supplement. Its actually not that good because you can't reroll individual dice like the Eldar runes. So if you throw 3 dice at Shifting Worldscape and roll a "1" you have to reroll the two successes along with the failure.
This is true. But on WC3 powers I tend to devote 7 dice. It does increase the probability of perils.

Bones of Osrak go on my Librarian that goes with Pedro Kantor. Veil of Time, Invisibility, or Endurance are all powers I will be aiming for depending on how much AP2 I am against.

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