Gentlemanloser Posted April 24, 2011 Share Posted April 24, 2011 An odd question popped up a while ago, with regards to my Dreadknight. Can it turn to face any direction as it wishes? This is higlighted by it's oval flyer base. For example. If you deploy a NDK at your maximum deployment range, and use the longer side of the oval to measure this (like laying an egg on its side), when you get to move the NDK, can you, after it's 6" move pivot it? If you can, then if you pivot on its centre, you can turn the base towards an opponent you might want to charge, and you would then measure the distance form the tip of the oval, not the flatter side (if this makes sense!). Which could gain you the extra inches needed to Assault smething that would have otherwise been out of range. Is this legal? Should it be frwoned upon? Is it good use of the tools given to us? Should facing hve any bearing on the NDK at all? Link to comment https://bolterandchainsword.com/topic/228281-dreadknight-base/ Share on other sites More sharing options...
Chapter Master Ignis Domus Posted April 24, 2011 Share Posted April 24, 2011 It's a monstrous creature, so facing has no impact on it. Link to comment https://bolterandchainsword.com/topic/228281-dreadknight-base/#findComment-2735472 Share on other sites More sharing options...
Gentlemanloser Posted April 24, 2011 Author Share Posted April 24, 2011 I'll see if I can explain it a bit better, but my ascii drawing skills are non existant! :) Imagine you have a situation like; Enemy Unit . . . . <==> NDK At minimum deployment range away form each other. You move the NDK so it's now; Enemy Unit . . <==> NDK But you're still out of charge range. So you pivot the NDK on it's base, making it; Enemy Unit . ^ ll v And you're now within charge range. Link to comment https://bolterandchainsword.com/topic/228281-dreadknight-base/#findComment-2735481 Share on other sites More sharing options...
Chapter Master Ignis Domus Posted April 24, 2011 Share Posted April 24, 2011 Yes, a model can be turned to face any direction whenever, as long as it's not a vehicle. Link to comment https://bolterandchainsword.com/topic/228281-dreadknight-base/#findComment-2735489 Share on other sites More sharing options...
Gentlemanloser Posted April 24, 2011 Author Share Posted April 24, 2011 So, yay for oval bases then? :) Link to comment https://bolterandchainsword.com/topic/228281-dreadknight-base/#findComment-2735493 Share on other sites More sharing options...
boreas Posted April 24, 2011 Share Posted April 24, 2011 The way we measure movement in my gaming group would prevent this. I wouldn't allow a rotation of the oval base to add to the total movement. If the base's nearest edge was 16" from my unit and the NDK had no teleporter, then the closest edge after movement would have to be 10" from my unit. But then again, and I don't want to snipe, this is trying to get unfair advantages out of the codex. This codex is good enough to go and win without gray area shenanigans Phil Link to comment https://bolterandchainsword.com/topic/228281-dreadknight-base/#findComment-2735502 Share on other sites More sharing options...
Gentlemanloser Posted April 24, 2011 Author Share Posted April 24, 2011 Even playing that way, becuase of the oval base, allowing any pivoting at all would cause movement shenanigans. Whether it was towards one unit, or maybe away from another. But if there's nothing to stop it in the rule book, I can see this being used. :D Link to comment https://bolterandchainsword.com/topic/228281-dreadknight-base/#findComment-2735532 Share on other sites More sharing options...
Chairman_woo Posted April 24, 2011 Share Posted April 24, 2011 The way we measure movement in my gaming group would prevent this. I wouldn't allow a rotation of the oval base to add to the total movement. If the base's nearest edge was 16" from my unit and the NDK had no teleporter, then the closest edge after movement would have to be 10" from my unit. But then again, and I don't want to snipe, this is trying to get unfair advantages out of the codex. This codex is good enough to go and win without gray area shenanigans Phil The simple and gentlemanly solution here in friendly games would be to do largely this. If one wishes to make a pivot at the end of the move, simply place a finger against the edge you took the measurement from (closest point), then pivot the base against said finger. the front edge of the base should end up no further forwards than it was, and the DK has full freedom of movement. Given MC's arn't affected by facing for any purposes, there are only 3 possible reasons to do so: 1. Lack of space (tight squeze) 2. To look cool 3. Pseudo cheating If you were a tourney organiser, it wouldnt be hard to enforce a pivot only before move rule or something to that effect. Link to comment https://bolterandchainsword.com/topic/228281-dreadknight-base/#findComment-2735552 Share on other sites More sharing options...
Godhead Posted April 24, 2011 Share Posted April 24, 2011 I would think that you move measuring from the closest edge toward the enemy unit and then you are free to pivot how ever the hell you want, however the closest edge would not exceed the distance of your normally allowed move. IE. no teleporter in the diagram above, then when you pivot, your closest edge still couldn't be greater than 6inches of from the closest edge of your base at the start of your movement. Trying to move like that is an obvious attempt at an exploit. It would be the same as measuring from the closest edge of your round base then putting the back edge of said round base 6inches away effectively gaining another inch worth of distance. Also unless I'm mistaken, then a MC is treated like infantry in regards to LOS, so it would effectively have a 360 LOS so you wouldn't have any need to pivot the model once you've completed your movement. Link to comment https://bolterandchainsword.com/topic/228281-dreadknight-base/#findComment-2735606 Share on other sites More sharing options...
Gentlemanloser Posted April 24, 2011 Author Share Posted April 24, 2011 Still, you could move so that you were out of range of another unit, or in range of a mlutiple charge. If you allow the oval to pivot at all, even if you limit the forwardness, it still leads to movement and range shenanigans. Link to comment https://bolterandchainsword.com/topic/228281-dreadknight-base/#findComment-2735620 Share on other sites More sharing options...
Godhead Posted April 24, 2011 Share Posted April 24, 2011 I agree that it can allow for multicharges, just like TWC on the MC bases and to a lesser extent terminator bases, It's a huge base, what can I say, there are some draw backs to its size too, so it has it's pros and cons. Link to comment https://bolterandchainsword.com/topic/228281-dreadknight-base/#findComment-2735634 Share on other sites More sharing options...
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