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Gate of Infinity and Teleport Homers


Vorenus

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Greetings, Brother Captains:

 

I've seen several threads wherein the utility of Teleport Homers comes up, usually in discussions about first-turn alpha strikes using the Nemesis Strike Force Detachment, but also in the context of pairing it with the Sanctic Daemonology psychic power Gate of Infinity.  Here's the problem:  I don't think the latter combination will work.

 

If you read the rule for the Teleport Homer, it says that a Teleport Homer only works for units that are all in TDA or have Personal Teleporters (so, Strike Squads, Purifiers, and Purgators accompanied by a Librarian/Draigo with Gate of Infinity are already ineligible).  But that's as far as the discussion seems to have gone so far.  The rule also states that the Teleport Homer only works on models "...arriving from Deep Strike Reserve..."    CODEX GREY KNIGHTS, p. 91.

 

Gate of Infinity, however, doesn't appear to interact with the Teleport Homer.  Gate of Infinity is a blessing that targets the Psyker.  If you cast it successfully, "remove the target and his unit from the board.  It then immediately arrives anywhere on the board using the rules for Deep Strike."  CODEX GREY KNIGHTS, p. 93.

 

The Gate of Infinity power does not place the unit into Deep Strike Reserve, which is the only way to benefit from the Teleport Homer.

 

In an attempt to be thorough I also re-read the rules for Reserves and Deep Strike on pages 135-136 and 162, respectively, from the WARHAMMER 40,000 THE RULES.  I will not repeat those three pages verbatim here.  I regret to say that nothing in those three pages changes the analysis above.

 

Some may attempt to find some wiggle room here and argue RAI, but I tend to take a conservative approach in interpreting rules.  If you intend to implement a "house rule" workaround, you will of course wish to discuss this with your opponent first.

 

Very respectfully,

 

--Vorenus

Ravens have locator beacons, you could use those instead. I think teleport homers are mainly designed for helping out the Nemesis Strikeforce or normal Deepstriking in a CAD. GW hate fun so 'Gate' isn't meant to work with it. 

TH does work with GoI in their current versions because removing a deep striking unit from the board automatically places them into Deep Strike reserve. You will note that Deep Strike always occurs from Deep Strike reserve, On-Going reserves will place a Deep Striking unit into Deep Strike reserve, and Mishap can place a unit back into Deep Strike reserve. As GoI requires the removal of the unit from the board followed by a normal Deep Strike that occurs immediately, the only part of the Deep Strike process that is bypassed is the requirement of a reserve roll to enter play. With the further restriction on TDA and PT units only, GoI works fine with GK Teleport Homers. However, if Gating non-TDA, non-PT units, use allied Locator Beacons, because our TH is crap outside of Gate and our Nemesis deployment special rule.

 

SJ

That's not correct.

 

You remove a unit form the board, and place it using the Deep Strike Rules.

 

Deep Strike *Reserves* happens before the game starts, and you declare a unit is entering reserves.

 

When using Deep Strike rules, you don't enter Reserves again.  As not only does that trigger a redeployment (allowing Coteaz to I've Been Exepcting You again, among others), you'd then have to roll for Reserves.  And Deploy in your Movement Phase.  Etc.

 

And you only 'Deploy' a unit once.

 

GoI uses the rules for Deep Strike (placement, Scatter, no assault, etc), but does not place a unit back into ongoing Reserves (unlike a Deep Strike Mishap).

Of course, if the unit ends up suffering a Deep Strike mishap with the Gate of Infinity teleport, the unit could end up going into Ongoing Reserve.  Then the Teleport Homer will work for the unit when they come back from Ongoing Reserves via Deep Strike.  (Provided all the models are in TDA or have personal teleporters, of course.)  At least, I think that's how it would work:  Provided that going into "Ongoing Reserves" and returning via "Deep Strike" would count as "Deep Strike Reserve".

 

Anyway, that seems like a pretty big waste of a Gate of Infinity.

 

And, yes, the Locator Beacon will work, including the one we can take on our Storm Ravens.  But of course the Locator Beacon has to be on the table at the beginning of the turn (just like the Teleport Homer), meaning that it won't work on your Drop Pod or Storm Raven that just entered play that turn.

 

I think it is pretty terrible that the only unit in our army that can take a Locator Beacon is a Storm Raven.  I would absolutely love to take one on a Land Raider.  Or a teleporting Dreadknight for that matter...

 

v/r

 

--Vorenus

If I have a termie squad on the table and Draigo and also another IC in that same squad equipped with a Teleporter homer, and I use the "Gate of Infinity" psychic power - technically I am deepstriking but the homer WAS on the board at the Start of the turn.

Do I erase scatter?

 

Psychic phase does come after movement...

'Friendly units do not scatter when they Deepstrike, so long as the first model is placed within 6" of a model with a locator beacon. The locator beacon must have been on the battlefield at the start of the turn in order for it to be used.'

pg. 216, Codex Space Wolves

 

Basically everything teleport homers should be. The best part is, they don't care what kind of unit is landing off the beacon, whereas teleport homers only work for TDA units. 

An inquisitor with TDA and 3x servo skulls will set you back 74 points. Heck, why not throw in a psycannon for max synergy.

 

More importantly, has anyone found a unit that can manipulate reserve rolls without starting on the board from turn 1?
(Please dont suggest Ultramarines Sicarius, Comms Relay, Wolf Guard Void Claws formation, Pods with Beacons, etc).

An inquisitor with TDA and 3x servo skulls will set you back 74 points. Heck, why not throw in a psycannon for max synergy.

 

More importantly, has anyone found a unit that can manipulate reserve rolls without starting on the board from turn 1?

(Please dont suggest Ultramarines Sicarius, Comms Relay, Wolf Guard Void Claws formation, Pods with Beacons, etc).

Do Inquisitor still have those awesome psycannon that aren't salvo?

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