muadib02 Posted October 18, 2010 Share Posted October 18, 2010 So the other day my wolves were busy warding off a swarm of Tyranids and an interesting event occurred. During my turn some out of Synapse Gaunts were defeated, they failed their leadership, and won the initiative test...as such they fled.... But they fled far enough to be back in Synapse range at the beginning of their turn. Now the Tyranid codex states that if this happens they automatically regroup regardless of any restrictions. My opponent and I then became confused. My Side: They regrouped so they may only move 3", count as moving regardless, and may shoot/run, and assault normally His Side: they ignore the whole morale thing as they are now fearless My logic: ATSKNF explicitly states that Space Marines get to move as normal etc. when they regroup....Synapse does not Does this makes sense? Or are tyranids fleeing into synapse better at ATSKNF than Space marines? Link to comment https://bolterandchainsword.com/topic/213386-making-insects-flee/ Share on other sites More sharing options...
Grey Mage Posted October 18, 2010 Share Posted October 18, 2010 You are correct- they make a regroup move, and then may continue about the turn as normal. Link to comment https://bolterandchainsword.com/topic/213386-making-insects-flee/#findComment-2538976 Share on other sites More sharing options...
Acebaur Posted October 18, 2010 Share Posted October 18, 2010 One thing to add, they do automatically become fearless, that's how they auto re-group. However, like Grey Mage said they otherwise follow the normal rules for regrouping. Link to comment https://bolterandchainsword.com/topic/213386-making-insects-flee/#findComment-2539144 Share on other sites More sharing options...
Hellios Posted October 18, 2010 Share Posted October 18, 2010 So the other day my wolves were busy warding off a swarm of Tyranids and an interesting event occurred. During my turn some out of Synapse Gaunts were defeated, they failed their leadership, and won the initiative test...as such they fled.... But they fled far enough to be back in Synapse range at the beginning of their turn. Now the Tyranid codex states that if this happens they automatically regroup regardless of any restrictions. My opponent and I then became confused. My Side: They regrouped so they may only move 3", count as moving regardless, and may shoot/run, and assault normally His Side: they ignore the whole morale thing as they are now fearless My logic: ATSKNF explicitly states that Space Marines get to move as normal etc. when they regroup....Synapse does not Does this makes sense? Or are tyranids fleeing into synapse better at ATSKNF than Space marines? The Eldar Avatar can do the same kind of thing... that is one of the reasons footdar lists tend to feature them. Link to comment https://bolterandchainsword.com/topic/213386-making-insects-flee/#findComment-2539237 Share on other sites More sharing options...
Tanhausen Posted October 18, 2010 Share Posted October 18, 2010 Might be lost in translation but... Since they regroup in my turn (because they go into synapse during their fall back), they are 100% ok in THEIR turn, since they were already regrouped.... so they act as is they were in synapse (which is what happens). Correct? Link to comment https://bolterandchainsword.com/topic/213386-making-insects-flee/#findComment-2539250 Share on other sites More sharing options...
Legatus Posted October 18, 2010 Share Posted October 18, 2010 Since they regroup in my turn (because they go into synapse during their fall back) There are no rules for regrouping during the opponen's turn. As per the Codex Tyranids, units that are currently falling back that are within synapse range before they move automatically regroup. They do not regroup when falling back into synapse range. I.e. Opponent's turn, a squad of Gaunts outside of Synapse range fails a morale test and falls back. The fall back move takes them within Synapse range of a few warriors. This does nothing for the Gaunts at the current time (and should the Warriors be killed in the following assault phase the Gaunts will continue fleeing). Tyranid turn, the Gaunts are still considered "falling back" and now would have to continue falling back during their own movement phase, but because they are within synapse range, they automatically regroup. Link to comment https://bolterandchainsword.com/topic/213386-making-insects-flee/#findComment-2539358 Share on other sites More sharing options...
Tanhausen Posted October 18, 2010 Share Posted October 18, 2010 And after regrouping... can they move? shoot? assault? Thanks for clarifying Link to comment https://bolterandchainsword.com/topic/213386-making-insects-flee/#findComment-2539395 Share on other sites More sharing options...
Legatus Posted October 18, 2010 Share Posted October 18, 2010 A unit that is regrouping can move 3" but cannot move otherwise during the movement phase. The unit can shoot but counts as having moved (even if the models decided not to move the 3"), and the unit can assault. Link to comment https://bolterandchainsword.com/topic/213386-making-insects-flee/#findComment-2539405 Share on other sites More sharing options...
Captain Idaho Posted November 8, 2010 Share Posted November 8, 2010 Yeah I pointed this out to an opponent of mine once and he was gutted! It meant if you force a unit to break and flee they are gone for 2 turns rather than one! Essentially a unit of Hormagaunts there to prevent you from shooting outside synapse can be seen off in the turn they charge, you get a turn to ignore them if you want and then the opponent get's to regroup them in synapse, and then you get a whole other turn to do what you want before they come at you again. Really brings up the need for synapse in assaults for them eh :P Link to comment https://bolterandchainsword.com/topic/213386-making-insects-flee/#findComment-2556624 Share on other sites More sharing options...
Legatus Posted November 8, 2010 Share Posted November 8, 2010 It meant if you force a unit to break and flee they are gone for 2 turns rather than one! Well, you usually make enemy units flee in your own turn, so they only lose one of their own turns if they manage to rally upon the first opportunity. The only time you make an enemy unit flee in the opponent's turn is during close combat, in which case the enemy unit eitehr had gotten it's regular turn and had been charging your unit, or the enemy unit had spent the turn locked in HtH, but then still got to attack during that combat. Link to comment https://bolterandchainsword.com/topic/213386-making-insects-flee/#findComment-2556692 Share on other sites More sharing options...
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