Cryminysakes Posted December 29, 2020 Share Posted December 29, 2020 So AFAIK when you take combat squads on a 10 man squad. They become 2 separate units. All well and good. Since ours are Psykers tho, do I then choose a power for each unit or is each unit stuck with the one I had before the split? The rule says "Before any models are deployed at the beginning of a game..." So ostensibly you have already listed your units. IOW - could I take a Purgation/Purifier/Paladin squad, do the combat split and then give the unit with the 4 specials Astral Aim. Then give the other unit Santuary or Gate or whatever?? Sorry for the newb question. Link to comment https://bolterandchainsword.com/topic/368332-combat-squads-psyker-powers/ Share on other sites More sharing options...
Holier Than Thou Posted December 29, 2020 Share Posted December 29, 2020 So AFAIK when you take combat squads on a 10 man squad. They become 2 separate units. All well and good. Since ours are Psykers tho, do I then choose a power for each unit or is each unit stuck with the one I had before the split? The rule says "Before any models are deployed at the beginning of a game..." So ostensibly you have already listed your units. IOW - could I take a Purgation/Purifier/Paladin squad, do the combat split and then give the unit with the 4 specials Astral Aim. Then give the other unit Santuary or Gate or whatever?? Sorry for the newb question. They have the same power. Reskin, Cryminysakes and Skywrath 3 Back to top Link to comment https://bolterandchainsword.com/topic/368332-combat-squads-psyker-powers/#findComment-5648914 Share on other sites More sharing options...
Gnomeo Posted December 29, 2020 Share Posted December 29, 2020 Unfortunately not psychic powers are chosen before the game. Were as combat squad happens at the beginning of the game. Cryminysakes 1 Back to top Link to comment https://bolterandchainsword.com/topic/368332-combat-squads-psyker-powers/#findComment-5648921 Share on other sites More sharing options...
Cryminysakes Posted December 30, 2020 Author Share Posted December 30, 2020 Got it - TY - it did seem a little cheesy if it worked Link to comment https://bolterandchainsword.com/topic/368332-combat-squads-psyker-powers/#findComment-5648964 Share on other sites More sharing options...
Angel of Death Posted December 30, 2020 Share Posted December 30, 2020 So AFAIK when you take combat squads on a 10 man squad. They become 2 separate units. All well and good. Since ours are Psykers tho, do I then choose a power for each unit or is each unit stuck with the one I had before the split? The rule says "Before any models are deployed at the beginning of a game..." So ostensibly you have already listed your units. IOW - could I take a Purgation/Purifier/Paladin squad, do the combat split and then give the unit with the 4 specials Astral Aim. Then give the other unit Santuary or Gate or whatever?? Sorry for the newb question. They dont technically become two separate units per se, they count as one unit points wise. But only not for movement and for their physical prescense on the tabletop. The correct definition isnt even "they become two different units", but rather "they become two different squads". IE. you have to kill both of these 'squads' to get 1 victory point. Cryminysakes 1 Back to top Link to comment https://bolterandchainsword.com/topic/368332-combat-squads-psyker-powers/#findComment-5649147 Share on other sites More sharing options...
Captain Coolpants Posted December 31, 2020 Share Posted December 31, 2020 So AFAIK when you take combat squads on a 10 man squad. They become 2 separate units. All well and good. Since ours are Psykers tho, do I then choose a power for each unit or is each unit stuck with the one I had before the split? The rule says "Before any models are deployed at the beginning of a game..." So ostensibly you have already listed your units. IOW - could I take a Purgation/Purifier/Paladin squad, do the combat split and then give the unit with the 4 specials Astral Aim. Then give the other unit Santuary or Gate or whatever?? Sorry for the newb question. They dont technically become two separate units per se, they count as one unit points wise. But only not for movement and for their physical prescense on the tabletop. The correct definition isnt even "they become two different units", but rather "they become two different squads". IE. you have to kill both of these 'squads' to get 1 victory point. I don't believe you're correct there.Im pretty sure the wording is split into 2 units. And they both act as separate units for all rules purposes from that point on. So both 5 man squads will each be a victory point for your opponents secondaries, like Abhor the Witch. Reskin, Skywrath and Cryminysakes 3 Back to top Link to comment https://bolterandchainsword.com/topic/368332-combat-squads-psyker-powers/#findComment-5649238 Share on other sites More sharing options...
Skywrath Posted December 31, 2020 Share Posted December 31, 2020 Captain Coolpants is correct - it isn't two different squads, its' the same squad that's split. Minor detail, but an important one (otherwise you'd get that scenario where you can take two different powers). Same story goes with powers - if the unit in question knew (let's assume) hammerhand, then the split unit would also know it. Reskin and Cryminysakes 2 Back to top Link to comment https://bolterandchainsword.com/topic/368332-combat-squads-psyker-powers/#findComment-5649245 Share on other sites More sharing options...
Angel of Death Posted January 1, 2021 Share Posted January 1, 2021 (edited) Well, maybe it was a bit inaccurate. I was only shooting from the hip, since I havent played space marines since 7:th. Maybe the rules have changed a bit. Edited January 2, 2021 by Angel of Death Link to comment https://bolterandchainsword.com/topic/368332-combat-squads-psyker-powers/#findComment-5649843 Share on other sites More sharing options...
Captain Coolpants Posted January 3, 2021 Share Posted January 3, 2021 (edited) Now now. Let's all be civil here. The GK forum has absolutely had its ups and downs over the years. Let's try and keep it on the up as long as possible. The last big down happened a couple years ago (literally only caused by a few members not liking each other) and practically killed the forum for like a year... If you don't like someone's comment,just do as I do. Ignore them Edited January 3, 2021 by Captain Coolpants Weltbild, Skywrath and Gnomeo 3 Back to top Link to comment https://bolterandchainsword.com/topic/368332-combat-squads-psyker-powers/#findComment-5650259 Share on other sites More sharing options...
Brother Tyler Posted January 3, 2021 Share Posted January 3, 2021 I've removed a whole string of toxic posts, starting with one exhibiting notably rude behavior, followed by tin badge moderation, followed by the debate about tin badge moderation. We're a community. We don't always agree on things, but disagreement doesn't in any way justify rudeness. By extension, while the moderators are here to enforce the rules, they have lives and aren't here 24/7. There will be times when they're busy and might not see inappropriate behavior and take action right away. The three recourses when you see fellow members acting inappropriately are to: Ignore the behavior and let the moderators take care of it when they have the time, Report the behavior so that the moderators have their attention drawn to the behavior and to allow them to take care of it, or Politely address the behavior to the offending member, either by PM or a reply in the topic. When doing this, though, remember that you are all equals and you are not directing action or issuing a warning, merely pointing out something inappropriate and suggesting alternate courses of action. The hiding of posts was only an initial action taken to clean things up so that the discussion can get back on topic. Further action is likely to happen, as decided by the forum moderators. At the very least, some of you should be expecting private messages to address your behavior. Cryminysakes and Brother Lunkhead 2 Back to top Link to comment https://bolterandchainsword.com/topic/368332-combat-squads-psyker-powers/#findComment-5650296 Share on other sites More sharing options...
Brother Lunkhead Posted January 3, 2021 Share Posted January 3, 2021 =][= Thank you Brother Tyler for your words and assistance. I see no reason to repeat what Brother Tyler has said, but I do suggest you read and remember his words. A number of Fraters have put a lot of work into generating positive activity here in the Grey Knights forum, but you can see how easily things can go awry with just a few ill chosen posts and equally ill chosen responses. As Captain Coolpants has pointed out, the Grey Knights forum has seen some dark days. With your help we will not allow those days to return. With that in mind, let's continue the conversation. Keep it civil and on topic. As always, if you have any questions, concerns, or simply wish to vent, please PM me. I am here to serve. =][= Cryminysakes and Skywrath 2 Back to top Link to comment https://bolterandchainsword.com/topic/368332-combat-squads-psyker-powers/#findComment-5650329 Share on other sites More sharing options...
Cryminysakes Posted January 3, 2021 Author Share Posted January 3, 2021 Wait... that happened in this thread?? wow totally missed it Shagah 1 Back to top Link to comment https://bolterandchainsword.com/topic/368332-combat-squads-psyker-powers/#findComment-5650371 Share on other sites More sharing options...
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