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Made in ca
Perfect Shot Ultramarine Predator Pilot






Reading up on rules today, as I'm about to give my Grey Knights a whirl this week.

I was wondering how certain rules interacted. Heavy Weapons state "if the model moved in the preceeding Movement Phase" for reducing the users BS. Gate of Infinity makes no mention of the unit 'moving as if in the movement phase' just that they're placed anywhere on the table 9" away from an enemy unit.

Does Gate of Infinity bypass the Heavy Weapons BS modifier for moving?
Is normal "Deepstrike" and equivalents effected by it, since their placement occurs in the Movement Phase?

Thanks.

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Made in us
Regular Dakkanaut




Psychic Phase is not Movement Phase.

Psychic "movement" powers ignore all Movement phase restrictions. So you can GoI out of melee, they can then move, shoot, and charge in those phases of your turn. No -1 for heavy weapons (for the GoI, if you move the unit in the Movement phase it comes into play), no giving up a charge or shooting phase due to fall back. Just watch your Advance moves messing you up.

This message was edited 1 time. Last update was at 2017/06/26 13:02:39


si vis pacem, para bellum 
   
Made in ca
Perfect Shot Ultramarine Predator Pilot






That's what I was thinking, I just wanted to make sure before I used it and it turned out to be wrong. Thanks.

I never thought of using it to get out of combat, that sounds situationally fantastic. Like if you're stuck in combat with something more killy than your Knights, or using it to last second grab objectives. I'll have to keep that in mind.

Skaven - 4500
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Made in us
Stealthy Warhound Titan Princeps




Phoenix, AZ, USA

GoI is "Hit and Run" on steroids.

SJ

“For we wrestle not against flesh and blood, but against principalities, against powers, against the rulers of the darkness of this world.”
- Ephesians 6:12
 
   
Made in us
Fresh-Faced New User




Same question for Chaos' Warptime.
   
Made in us
Damsel of the Lady




Let the record reflect that I am in the camp that says you do NOT get -1 to hit with heavies after gating.

That said, the Grey Knight tactica thread has a bit of discussion on this same issue. The 'DO' get -1 camp points to the side paragraph on Reinforcements saying you get the -1 if you setup on the battlefield that turn.

I think that only applies to reserves (in essence) but the argument is there.
   
Made in us
Regular Dakkanaut




Audustrum, that could be a valid point, it depends on the wording, Jump, Warptime, GoI, etc. all have wording that is pretty close and mention to take an existing unit on the board and "set it up" outside 9" from any enemy model. In REINFORCEMENTS it states it takes up the entire movement of that unit. It does state that it can happen in other phases.

However, this is under REINFORCEMENTS, all the rules in that section are specifically for reinforcements, that is units which are being held in reserve, whether to be summoned, deep strike, or otherwise come on to the table/board for the first time in the game. I don't think one can reasonably argue that a rule for reinforcements would apply to units which have already been set-up on the board. They are not, afterall, reinforcements.

tl;dr: We agree.

si vis pacem, para bellum 
   
Made in us
Monster-Slaying Daemonhunter






Dimmamar

Read Orks' Da Jump power. Note that it specifically calls out counts as moving. Note that GoI does not.

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"[We have] an inheritance which is beyond the reach of change and decay." 1 Peter 1.4
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Made in us
Regular Dakkanaut





Reserves give the penalty because its movement during the movement phase.
   
Made in us
Regular Dakkanaut




Elric, that's part of the point of the wording being pretty close, course GW has been pretty inconsistent with wording for abilities that for all intents and purposes are the same or at least look like the same, but wording differs.

Sideshow, actually, it states that it gives the penalty and cannot move at ALL regardless of which phase they come in because they are "reserves" or reinforcements.

However, I don't think anyone would argue that a Tervigon which is replacing Gaunts would count those models making the whole unit count as having being set up during that phase/turn and thus suffer all consequences of being "Set Up" during that turn...

si vis pacem, para bellum 
   
Made in us
Clousseau





East Bay, Ca, US

There's nothing in the rules to suggest that GoI comes with any penalty. Re-positioning your units outside of the movement phase is not a move action unless it specifically says so in the specific rule. IE, Da Jump

 Galas wrote:
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Made in de
Longtime Dakkanaut




Pedroig wrote:
Audustrum, that could be a valid point, it depends on the wording, Jump, Warptime, GoI, etc. all have wording that is pretty close and mention to take an existing unit on the board and "set it up" outside 9" from any enemy model. In REINFORCEMENTS it states it takes up the entire movement of that unit. It does state that it can happen in other phases.

However, this is under REINFORCEMENTS, all the rules in that section are specifically for reinforcements, that is units which are being held in reserve, whether to be summoned, deep strike, or otherwise come on to the table/board for the first time in the game. I don't think one can reasonably argue that a rule for reinforcements would apply to units which have already been set-up on the board. They are not, afterall, reinforcements.

tl;dr: We agree.

I don't see anything in the Reinforcements rules that says they don't apply to things that were already on the board. All they care about is whether a unit was "set up on the battlefield" mid-turn. Gate of Infinity says that you take a unit and "immediately set it up anywhere on the battlefield". This seems pretty cut and dry.

Two other minor points:
1. Gate of Infinity doesn't just transport a unit from one spot on the battlefield to another. There's an intervening step. First, you "remove that unit from the battlefield". So, really, the unit is arriving as a reinforcement from the same place that any other deep striker would. Part of the effect of the power is to take a unit that's not on the battlefield and set it up on the battlefield.
2. Clearly the Reinforcements rules intend to apply to Deep Striking that happens even outside of the Movement phase. So what are they talking about if not stuff like this?

So it seems to me that this is pretty clear, RAW, and also it seems pretty clear that it is intended to essentially be a Deep Strike.
   
Made in us
Regular Dakkanaut





You are correct. I misread the wording. A unit that arrives from reserves suffers all the same consequences no matter what phase it happens in. It says they count as having moved in the movement phase. Under heavy weapons, it says the penalty is applied if the unit moved in the movement phase. I just read that part the first time rather than the the reserves rule as well.
   
 
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