Torin Posted July 19, 2010 Share Posted July 19, 2010 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 Link to comment https://bolterandchainsword.com/topic/206714-countering-spells-emergency-disembark/ Share on other sites More sharing options...
Coverfire Posted July 19, 2010 Share Posted July 19, 2010 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... Link to comment https://bolterandchainsword.com/topic/206714-countering-spells-emergency-disembark/#findComment-2466087 Share on other sites More sharing options...
Lumdin Posted July 19, 2010 Share Posted July 19, 2010 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. Link to comment https://bolterandchainsword.com/topic/206714-countering-spells-emergency-disembark/#findComment-2466122 Share on other sites More sharing options...
Emperor's Scourge Posted July 19, 2010 Share Posted July 19, 2010 Spells? Heretic!!!!! Link to comment https://bolterandchainsword.com/topic/206714-countering-spells-emergency-disembark/#findComment-2466271 Share on other sites More sharing options...
Logan230 Posted July 19, 2010 Share Posted July 19, 2010 Spells? Heretic!!!!! I see what you did there... But yes, I agree with the above conclusions. Multiple PWN sticks ==multiple attempts Link to comment https://bolterandchainsword.com/topic/206714-countering-spells-emergency-disembark/#findComment-2466715 Share on other sites More sharing options...
hmk17 Posted July 19, 2010 Share Posted July 19, 2010 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. Link to comment https://bolterandchainsword.com/topic/206714-countering-spells-emergency-disembark/#findComment-2466752 Share on other sites More sharing options...
Rokafort Stonewolf Posted July 23, 2010 Share Posted July 23, 2010 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. Link to comment https://bolterandchainsword.com/topic/206714-countering-spells-emergency-disembark/#findComment-2469872 Share on other sites More sharing options...
Wolfsrage Posted July 23, 2010 Share Posted July 23, 2010 The rules for emergency disembarkation are written for the owning player's movement phase though. Link to comment https://bolterandchainsword.com/topic/206714-countering-spells-emergency-disembark/#findComment-2470303 Share on other sites More sharing options...
Stormbrow II Posted July 23, 2010 Share Posted July 23, 2010 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. Link to comment https://bolterandchainsword.com/topic/206714-countering-spells-emergency-disembark/#findComment-2470447 Share on other sites More sharing options...
hmk17 Posted July 24, 2010 Share Posted July 24, 2010 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. Link to comment https://bolterandchainsword.com/topic/206714-countering-spells-emergency-disembark/#findComment-2470869 Share on other sites More sharing options...
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