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Countering Spells & emergency disembark


Torin

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Good day brother,

 

From what i understand you can only counter enemy spell once, even if you have 2 or 3 rune priest. With the exception of wolf tail talisman. The effect of rune of warding- should we fail our psychic test, we immediatly take a wound. Can the wolf tail counter this. Does the wound cause counts as a pyshic attack againt the rune priest.

 

I recently had a game. I had first turn, during my assault phase i wreck a wave serpent that contain 10 banshee & a farseer. I also had the entire exit covered with my Grey hunter. What happens to the unit on board?

 

do they:

a)die outright?

b)exit through emergency disembarking? if so, what does "till end of that turn" refer to? is end of that player's turn or the end of that whole round

 

Need some advice

 

cheer

I have heard nothing to suggest we can't use our boom sticks more than once to nullify opponents powers?

 

We don't take psychic tests to nullify, just a 4+

 

Wounds caused by Rune of Warding (thats the Eldar 3-dice to use Psychic Power right?) or perils of the warp in general

are not psychic attacks - so no save with Runic Armour, Wolf Tail Talisman or anything else except Invulnerable saves.

 

As for the last bit. If the 10 Banshee's and Farseer can not disembark within 2" of access points they make an emergency

disembarkment (2" from anywhere on the Hull + Pinned or pinning test, don't remember exactly).

 

If any Banshee's or Farseer cannot get within 2" of the hull, and stay 1" away from your models, then any die outright...

Errata

Page 36, Runic Weapon, replace the fourth

sentence with:

Furthermore, whenever an enemy model

succeeds on a Psychic test within 24" of one or

more models with a Runic Weapon, roll a dice –

 

 

 

From the space wolves FAQ.

 

 

I get it that no matter how many rune priests are in range you only get one dispel of that pyschic power.

As Lumdin aptly pointed to the FAQ, we got nerfed to just being better psychic hoods; not WAY better.

 

 

Emergency Disembarkation... p.67 of the BRB.

 

This is where it gets interesting. I am inclined to say "B" as only one action can cause disembarkation on an opposing turn. There might be some lawyers out there that will say it can't apply on an opponent's turn, but I see nothing that says it can't.

 

Turn refers to the controlling player's turn as disembarkations typically are done on that player's turn. Emergency Disembark covers the movement, so the unit would also lose their shooting phase in addition to their assault phase. He would not be able to do anything on your turn anyway, other than reactive stuff.

Yeah, they would emergency disembark and be pinned. HERE is a question for you that GW hasn't answered: what is the order of operations for emergency disembark? Guys out then vehicle becomes terrain, or terrain first, and guys can take up a position in the wreck as part of their disembark? Realistically I would say the former because you generally don't want to be in an exploding tank.
Yeah, they would emergency disembark and be pinned.

They aren't automatically pinned. They simply test and if they fail they're pinned as normal. If not they're free to move off in their subsequent turn.

 

Emergency disembark isn't really a downside unless you're about to be assaulted and/or have poor Leadership.

The rules for emergency disembarkation are written for the owning player's movement phase though.

 

Correct, but all disembarking text is written that way. So your argument is invalid on those terms, unless you are arguing that it is a complete and separate type of disembarkation.

 

As stated, you cannot disembark on an opponent's turn barring 1 exception made clear by the rules. EDE just seems to be just a sub-set type of disembarkation, usable only under certain conditions surrounding the vehicle.

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