Hi
Guess Im to blame for this one, as Im the one who made the unit.
They are supposed to follow the same rules for teleportation as Grey Nights. If I remember correctly, they cant move or fire the turn they are teleported to the battlefield. If they show up within close combat - range of an enemy, they must fight in CC.
I have only used the unit once myself, how did it fare?
Eivind
>
> Fra: "Peter Ramos" <primarch_at_...>
> Dato: 2002/03/20 Wed PM 10:41:54 CET
> Til: <netepic_at_yahoogroups.com>
> Emne: Re: [NetEpic ML] Guess? Questions.... ^^
>
> Hi!
> ----- Original Message -----
> From: "antichrist666it" <seimejote_at_...>
> To: <netepic_at_yahoogroups.com>
> Sent: Wednesday, March 20, 2002 3:51 PM
> Subject: [NetEpic ML] Guess? Questions.... ^^
>
>
> Teleported Terminators
> I read the codex: "The terminators may be teleported to any location
> chosen by the player on the tabletop as a detachment move in any
> moving phase. Once the location to teleport to is selected roll the
> scatter dice and 2D6 (as you would for an indirect barrage) to
> determine the exact arrival point of the terminator detachment. The
> remaining stands are positioned within unit coherency of the first
> stand placed (6 cm)."
> 1 - Which orders they have?
>
> It's an optional rules, but I think they can assume ANY orders.
>
> 2 - May they fire (in the Advance Fire phase, probably) or fight in
> Close Combat (if they land in CC)?
>
> Yes.
>
> Buildings
> 1 - Stands inside a building still have a 360� arc of fire or they
> must choose a building side (and have 180� fire arc to that side)?
>
> Strictly speaking you must choose a building side. Although I have played freefrom a lot and let them have 360.
>
> 2 - Stands inside a building are placed at the top of it... but can a
> stand go TO THE TOP of the building? I mean Skimmer units and units
> with Jump packs... (this question came after seeing Magnus the Red go
> KingKong-mode... -_-')
>
> This one thing we'll need to clear up A LOT when the revision comes. The way I want the rule to read is that ONLY units that can move into a terrain can close combat units in a terrain. This means greater demons as knight classed units could not engage infantry in a building in close combat since knight classed units cannot enter buldings.
>
> Wind Rider Host
> 1 - It's just my opinion or it's rather underpriced? All companies
> save 50-100 points on the detachment costs, and grant an HQ (maybe
> two) for free... the Wind Rider Host save 300 points (THREE
> HUNDREDS), and have 5 detachments!!!
>
> Oh dear, you may have started that one again! This is one of those points that comes up now and again and prodcues a lot of debate. The long and short of it is that all armies have cheap underpriced/overpowered units. Look at the demon primarchs, you think they are really worth the same 300 points as regular greater demons, heck no, but they do. You can find examples like this in all armies. The wind host is just the Eldar's liitle piece of goodness.
>
> Independent units
> 1 - Some units like Revenants, Warhounds and many flyers are bought
> as one card, but act independently on the battlefield (no coherency
> and such)... This means thay are also activated separately? Can I
> activate just 1 Warhound out of 2 or 1 Thunderbolt out of 3 as my
> turn play?
>
> Titans are always individual models, even when bought in a card with more then one. Fliers are a detachment/squadron and are activated as such.
>
> Peter
>
>
>
>
>
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Received on Thu Mar 21 2002 - 07:38:04 UTC