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Assaulting through cover


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It seems there are a couple of rune priest psychic powers that can force an enemy's unit to follow the "Assaulting through cover" rules. The main aspect of this forcing them to be at I1 if they don't have assault grenades. I just wanted to clear up the affects of the different powers during the enemy's assault phase to see if I had it correct.

 

Murderous Hurricane - The enemy unit affected will have to make both difficult and dangerous terrain tests and also assault at I1.

 

Stormcaller - Originally I though this would force any enemy unit assaulting to attack at I1, but as the rules for assaulting through cover only mention difficult and/or dangerous terrain, I'm not sure any more. Technically they are in cover, but there is no difficult or dangerous terrain associated with it.

 

Tempests Wrath - Enemy deepstriking units, jump infantry and jetbikes within 24" of the rune priest all take both difficult and dangerous terrain tests and also assault at I1.

 

Just wanted to clear up to make sure I had this correctly.

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It seems there are a couple of rune priest psychic powers that can force an enemy's unit to follow the "Assaulting through cover" rules. The main aspect of this forcing them to be at I1 if they don't have assault grenades. I just wanted to clear up the affects of the different powers during the enemy's assault phase to see if I had it correct.

 

Murderous Hurricane - The enemy unit affected will have to make both difficult and dangerous terrain tests and also assault at I1.

 

Stormcaller - Originally I though this would force any enemy unit assaulting to attack at I1, but as the rules for assaulting through cover only mention difficult and/or dangerous terrain, I'm not sure any more. Technically they are in cover, but there is no difficult or dangerous terrain associated with it.

 

Tempests Wrath - Enemy deepstriking units, jump infantry and jetbikes within 24" of the rune priest all take both difficult and dangerous terrain tests and also assault at I1.

 

Just wanted to clear up to make sure I had this correctly.

Stormcaller wouldn't help,but the others would. Now,there is one and only one exception to Tempest's wrath working. If they are within assault range before you cast it,and they don't move during their movement phase,they wouldn't have ended a move within 24 inches and thus wouldn't be affected so could assault as normal,afterwards though,for a full round they would be affected by difficult and dangerous terrain.

 

So the lesson there is to make sure that you move 6 inches after you cast Tempest's wrath to ensure they have to move closer to get in assault range.

Actually, as long as a mondel has to take a difficult terrain test at all during it's assault move, it's considered an assault through cover. Which is why Plaguebearers and Thousand Sons will always be at I1 when they assault anything: They're Slow and Purposeful without assault grenades.
Stormcaller wouldn't help,but the others would

 

Yeah, its funny. When I first thought about the potential for this, I thought Stormcaller would be the only one that would affect an enemy's assault. As it is the only one that provides cover and its called "Assaulting into cover". Kind of confusing.

The unit ended their move of 0" and if within 24" are subject to difficut/dangerous terrain.

I don't know..I would honestly give them it if they didn't move during the movement phase,and the end of their movement in the assault phase would activate it but not before. But that I suppose is just my interpretation of it.

 

And when was the last time you ever saw a Thousand Sons marine squad assault anything? Being assaulted it doesn't count so they would act normally.

The unit ended their move of 0" and if within 24" are subject to difficut/dangerous terrain.

I don't know..I would honestly give them it if they didn't move during the movement phase,and the end of their movement in the assault phase would activate it but not before. But that I suppose is just my interpretation of it.

 

And when was the last time you ever saw a Thousand Sons marine squad assault anything? Being assaulted it doesn't count so they would act normally.

 

Well by your standard, you are eliminating the entire Movement Phase by saying they didn't move. The fact that they didn't move during their Movement Phase does not prevent them from ending their move within 24" of the Rune Priest. The did exactly that, ended their move within 24" of a RP.

The unit ended their move of 0" and if within 24" are subject to difficut/dangerous terrain.

I don't know..I would honestly give them it if they didn't move during the movement phase,and the end of their movement in the assault phase would activate it but not before. But that I suppose is just my interpretation of it.

 

And when was the last time you ever saw a Thousand Sons marine squad assault anything? Being assaulted it doesn't count so they would act normally.

 

Well by your standard, you are eliminating the entire Movement Phase by saying they didn't move. The fact that they didn't move during their Movement Phase does not prevent them from ending their move within 24" of the Rune Priest. The did exactly that, ended their move within 24" of a RP.

Yes there was a movement Phase...just no movement. I base that on the fact that if they were allready affected by the power,they wouldn't have to take a difficult or dangerous terrain test,so I don't think it would trigger it. Though I have to say I have only had 1 opponent not either avoid the area or jump the hell away the moment I activated that power.

The TW rule doesn't require the enemy to actually move. In fact, if they move and get outside the radius they are just fine

 

The key is the range...not actual movement

Until the beginning of the Rune Priest's next turn,all enemy skimmers,jetbikes, jump infantry and units deploying by Deep Strike that finish their move within 24" of the Rune Priest treat all terrain,even clear terrain as both difficult and dangerous.

 

It does say they have to finish their move. Otherwise I would totally agree with you.

When you point at the unit and say they are not moving, they have effectively finished their move. I don't see the rules lawyer leg to stand on with this issue.

*shrugs* like I said,I would let an opponent in this specific situation,not have the effect happen to him, But that is totally a matter of personal preference. I also would make sure to move far enough that if he wanted to assault me he would have to move,so it doesn't really matter that much.

if (within range) a movement of 0 triggers the effect of MH/TW, do they again trigger it with a 0 assault move?

 

*Puts ridiculous rules lawyer hat on

Don't be ridiculous...everyone knows that an "assault move" is different than a "move"

;)

if (within range) a movement of 0 triggers the effect of MH/TW, do they again trigger it with a 0 assault move?

 

*Puts ridiculous rules lawyer hat on

Don't be ridiculous...everyone knows that an "assault move" is different than a "move"

:unsure:

 

*puts on lawyer tie

and that makes sense, but that also means that assault moves would not count as in diff/dang terrain and therefor not strike at I1 right?

Actually...let me give you a serious answer with detailed reasoning so we don't get derailed.

 

Your question is based on the premise that we count 0 movement as triggering TW. You want to know if 0 assault movement counts as well

 

My response is it is irrelevent.

 

If he is within range and the 0 movement counted then the effects are in play. All terrain is difficult and dangerous now.

 

If he moves 0 in the assault phase it doesn't matter whether you say it triggers difficult and dangerous terrain again

 

If he is out of range for normal movement then he will be out of range for assault movement so the point is moo....like a cow's opinion :unsure:

Actually, as long as a mondel has to take a difficult terrain test at all during it's assault move, it's considered an assault through cover. Which is why Plaguebearers and Thousand Sons will always be at I1 when they assault anything: They're Slow and Purposeful without assault grenades.

 

I don't have my Rulebook to check this myself. Does Slow and Purposeful actually count an assault movement as moving through difficult terrain, or is it just that they roll 2d6 and move the highest number? If it is the latter, then it uses the same mechanic, but they aren't actually making a Difficult Terrain Test.

 

V

My response is it is irrelevent.

 

If he is within range and the 0 movement counted then the effects are in play. All terrain is difficult and dangerous now.

 

If he moves 0 in the assault phase it doesn't matter whether you say it triggers difficult and dangerous terrain again

 

it is relevant if it triggers again because it allows further dangerous terrain tests and the oppertunity to remove more wounds from a unit simply for standing in range

Actually...let me give you a serious answer with detailed reasoning so we don't get derailed.

 

Your question is based on the premise that we count 0 movement as triggering TW. You want to know if 0 assault movement counts as well

 

My response is it is irrelevent.

 

If he is within range and the 0 movement counted then the effects are in play. All terrain is difficult and dangerous now.

 

If he moves 0 in the assault phase it doesn't matter whether you say it triggers difficult and dangerous terrain again

 

If he is out of range for normal movement then he will be out of range for assault movement so the point is moo....like a cow's opinion :devil:

 

 

Just a reminder that there is no such thing as 0" range since no enemy models can be closer than 1" unless in combat. Not that I am pointing the finger at TiguriusX but at letting ya'll know whats up!

Actually...let me give you a serious answer with detailed reasoning so we don't get derailed.

 

Your question is based on the premise that we count 0 movement as triggering TW. You want to know if 0 assault movement counts as well

 

My response is it is irrelevent.

 

If he is within range and the 0 movement counted then the effects are in play. All terrain is difficult and dangerous now.

 

If he moves 0 in the assault phase it doesn't matter whether you say it triggers difficult and dangerous terrain again

 

If he is out of range for normal movement then he will be out of range for assault movement so the point is moo....like a cow's opinion :devil:

 

 

Just a reminder that there is no such thing as 0" range since no enemy models can be closer than 1" unless in combat. Not that I am pointing the finger at TiguriusX but at letting ya'll know whats up!

 

0 is referring to movement distance...not distance to another model

B)

You know what I must confess I only read a few posts and commented based on the title of the thread and the 0 movement. But there is no 0 movement as for assaulting :devil: Just letting you know PKAwolf, which means this effect will always trigger if cast and you are attempting to make an assault.
You know what I must confess I only read a few posts and commented based on the title of the thread and the 0 movement. But there is no 0 movement as for assaulting :devil: Just letting you know PKAwolf, which means this effect will always trigger if cast and you are attempting to make an assault.

 

Tau Battle Suits and such can make a jetpack move in the assault phase in any direction but are not required to reach base to base with any enemy unit

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