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Gate of infinity is a self target buff


EnterRehab

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So from what I gather from these walls of texts;

 

Teleport Homer doesn't effect the scatter of GoI.

 

Locator Beacon does.

 

Yes/no?

 

Correct for GK Teleport Homer. The wording of Teleport Homer in other codexes is different and some will work with GoI - e.g Dark Angels.

 

I just realised that as worded Vengeful Strike also works with GoI - combines beautifully with the Lion's Roar for any DA HQ in terminator armour.

Indeed. Ive done it twice before. One time the other player was cool with it. She actually loved the idea of it. Another game guy spent an hour trying to find a rule that says you cant the proceeded to call me a douche and said I couldnt any ways. Draigo proceeded to kill his imperial knight and I was further more douche lord for playing a pure gk army.

 

Lawls

I don't see what the big fuss is about using GoI in CC. Hit and Run allows you break away from combat but with the added bonus of being able to shoot and charge again the next turn. GoI has the added bonus of range but obviously cant charge. It's just a more mobile version of Hit and Run, Hit and Gate. Don't get me wrong though, it was a great spot thumbsup.gif

Yup.

"remove the target unit from the board" (the same as you do when embarking a vehicle for example) "It then immediately arrives"

It doesn't go anywhere else.

It specifically doesn't enter ongoing reserves.

"All models in the unit must have the Deep Strike special rule" (well that would rule out GoI on Centurion...) "and the unit must start the game in reserve"

If they are arriving from reserves, the first step of the Deep Strike arriving rules are;

"roll for the arrival".

But we're not rolling a 3+ to see if our Gated units comes in from reserves. Because, they aren't in reserves.

Gate allows you to pick up a unit, and place it somewhere else using the rules for arriving from Reserves via Deep Strike.

It does not place you into ongoing Reserves, nor are you 'deploying'.

What is funny though, is that the Teleport Homer doesn't work on Strikes confused.gif

Kinda hate how they're trying to force us to take terminators... I'd much rather purifiers or falchion wielding strike squads teleporting accurately. It actually says they're the precision deepstrikers in the fluff... But there not! Because only terminators can be 100% accurate due to the homers, because both can shoot and run after deepstriking.

Just take Inquisition and servo skulls (unless I'm miss remembering the wording).

"A friendly unit arriving by Deep Strike rolls one D6 less for scatter if it aims to arrive within 12" of a Servo-skull."

no mention of reserves, troop type or anything, just arriving from Deep Strike smile.png

and yes my list does include them ;)

Also from the Inquisition book is the Mystic

 

"Mystic:

Psychic Beacon: Friendly units do not scatter when they Deep Strike, so long as the first model placed is within 6" of a model with this special rule. This model must have been on the battlefield at the start of the turn in order for this special rule to be used."

so Inquisitorial Mystics and Locator Beacons no scatter within 6" works with Gate of Infinity.

 

Servo Skulls cause you to scatter 1d6 less within 6" works with Gate of Infinity (which may work cool with BA Decent of Angels, but seeing as they vanish when the enemy is within 6" of a Servo Skull is by no means the best route)     

 

Teleport Homer does not work with Gate of Infinity.

 

 

are their any other Deep Strike scatter effectors in game?

(no you cannot use a Lictor's Pheromone Trail because you are always considered an enemy unit with allied Tyranids)
 

 

 

 

added bit of knowledge:  Inquisitor Coteaz cannot use "I've Been Expecting You" on GoI because it specifically mentions reserves too.

Fortunately, my local store manager has ruled on a few things:

 

1) There is no difference between DS and GOI in terms of reserves.

 

2) Nova w/ 2d6 assault at 9" is bull:cuss, and orders: 2d6 range, not hits.

 

there are more, pending logical discussion..

Yay for random houserules, I guess. msn-wink.gif

Try to get him to houserule Psycannons to be Assault and not Salvo!

I think he just finds the 2d6 assault nova just does not make sense, so he rules against using it. Nova is a single explosion, why does it hit each model up to 12 times?

(ap4 str 5 i think?)

GOI out of melee combat, land just outside of combat.. and then nova and melt an entire 30 boyz, just cause.

Can you imagine 2 librarians melting entire squads vs. orks/tyranids.. eesh. in ONLY the psyk phase.

As for salvo, i'm totally agreeing with it. It seems fair, and really limits down the shooting potential of GK. Of course i've got no actual talent for the game and barely grasp the rules still, but I think being OP in melee combat and amazing shooters would be major jacked up.

 think he just finds the 2d6 assault nova just does not make sense, so he rules against using it.  Nova is a single explosion, why does it hit each model up to 12 times?

(ap4 str 5 i think?)

 

Come on dude. 'Cleansing Flame' is literally the only weapon besides Ravens or Fortifactions we have against FMC's, Flyers, hordes...and its still WC2, its still on PA dudes that die like Tacs, and its only 9" range. If he wants to nerf Knights that hard, play a different army. Because at that rate, you might as well just play Unbound 9 Dreadknight. 

 

Can you imagine 2 librarians melting entire squads vs. orks/tyranids.. eesh. in ONLY the psyk phase.

 

 

Many things. So many things wrong with this statement. 
>must randomly generate 'Gate', unless you also pay for Draigo
>must randomly generate 'Cleansing Flame', or attach to Purifiers
>multiple psychic tests passed without failing or being dispelled
>scattering favourably, or having a locator beacon positioned properly to take advantage
 
So many failure points in that strategy. 
As for salvo, i'm totally agreeing with it.  It seems fair, and really limits down the shooting potential of GK.  Of course i've got no actual talent for the game and barely grasp the rules still, but I think being OP in melee combat and amazing shooters would be major jacked up.

 

Salvo is an abomination that has ruined our army more than just about any other changes (yes, even more than Inquisition getting stripped out, which we all expected). It makes it useless on PA units (because Purgators and Strikes needed to get nerfed amirite?). 

 

We are not markedly more strong in the shooting phase than our lists. Plenty of xenos lists shoot us off the table with ease, especially if we're fumbling into 24" range to camp and finally fire psycannons. Our melee is irrelevant until we actually get there, which unless you are willing to invest in Ravens or SW drop pods, is never going to happen against shooting armies (DK's and Interceptors are the only things that have a reasonable chance of making melee without those transport options). We're not even close to OP in melee, we pay through the nose for our force weapons, and all our strength in melee relies on psychic tests. 'Hammerhand?' Psychic test. 'Force'? Psychic test. 'Sanctuary'? Psychic test. 

Yay for random houserules, I guess. msn-wink.gif

Try to get him to houserule Psycannons to be Assault and not Salvo!

I think he just finds the 2d6 assault nova just does not make sense, so he rules against using it. Nova is a single explosion, why does it hit each model up to 12 times?

(ap4 str 5 i think?)

GOI out of melee combat, land just outside of combat.. and then nova and melt an entire 30 boyz, just cause.

Can you imagine 2 librarians melting entire squads vs. orks/tyranids.. eesh. in ONLY the psyk phase.

As for salvo, i'm totally agreeing with it. It seems fair, and really limits down the shooting potential of GK. Of course i've got no actual talent for the game and barely grasp the rules still, but I think being OP in melee combat and amazing shooters would be major jacked up.

I think you mean 2D6 on every unit, or you've been playing it wrong and I understand his houserule :P

Cleansing Flame is not that good, incinerators have a better chance of killing a model, and incinerators cant blow up in your face and kill the justicar. What's he going to houserule for that? Considering the changes to our 'dex and the changes to the game as a whole, 2d6 assault hits is nothing. Is the Wave Serpants Shield 1D6" msn-wink.gif

Cleansing flame is great against non meq and decent against flyers. It's meh vs meq though and risky to sling every turn with a libby. It's hardly in need of house ruling. 

 

The teleport/ds interactions items I don't see the big deal on. Honestly it's a chore to set up often a bad tactical decision for the bearers and it's costly. If someone wants to use gate or any other ds deployment with any of em fine. Too much fuss about minor details when the chance of a truly detrimental scatter is quite low now days. Nothing like when you used to lose multiple units to mishap in one game. Besides inquisitors skulls are so much better it's like pushing someone towards the better option out of spite.

Fortunately, my local store manager has ruled on a few things:

 

1) There is no difference between DS and GOI in terms of reserves.

 

2) Nova w/ 2d6 assault at 9" is bull:cuss, and orders: 2d6 range, not hits.

 

there are more, pending logical discussion..

I would find a new store, with that bull.

 

Fortunately, my local store manager has ruled on a few things:

 

1) There is no difference between DS and GOI in terms of reserves.

 

2) Nova w/ 2d6 assault at 9" is bull:cuss, and orders: 2d6 range, not hits.

 

there are more, pending logical discussion..

 

I would find a new store, with that bull.

Its my brothers store.

Yeah if you're playing 2d6 hits per model, you are playing it wrong. It's per unit, so that 30 man strong unit of boyz you mentioned won't get wiped, they'll get hit probably 7-8 times, and lose 5-6 boyz. You would need at least 5-6 casts to wipe out that unit reliably. It's a good power, but at warp charge 2 perils and failed casts will happen fairly often too. I'd rethink the house rule and make sure you guys were playin it right in the first place.

 

 

Fortunately, my local store manager has ruled on a few things:

 

1) There is no difference between DS and GOI in terms of reserves.

 

2) Nova w/ 2d6 assault at 9" is bull:cuss, and orders: 2d6 range, not hits.

 

there are more, pending logical discussion..

 

I would find a new store, with that bull.
Its my brothers store.

Then it's perfect legal for you to show him how it's done.

 

Fortunately, my local store manager has ruled on a few things:

 

1) There is no difference between DS and GOI in terms of reserves.

 

2) Nova w/ 2d6 assault at 9" is bull:cuss, and orders: 2d6 range, not hits.

 

there are more, pending logical discussion..

 

 

Yeah if you're playing 2d6 hits per model, you are playing it wrong. It's per unit, so that 30 man strong unit of boyz you mentioned won't get wiped, they'll get hit probably 7-8 times, and lose 5-6 boyz. You would need at least 5-6 casts to wipe out that unit reliably. It's a good power, but at warp charge 2 perils and failed casts will happen fairly often too. I'd rethink the house rule and make sure you guys were playin it right in the first place.

 

I think the store manager's problem is that against lone models (vehicles, lone characters, etc), Cleansing Flame does cause 2d6 hits per model. Normally, the ~7 S5 AP4 hits will be distributed to the unit, but a lone model taking that many hits might seem excessive.

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