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Offline Travellar

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FAQ ideas, anyone?
« on: January 21, 2010, 12:37:21 PM »
There are at least 4 questions that have come up, without clear answers, or the answers seem to be debatable. 

Hive Tyrants
Winged Tyrant- Does it deepstrike?
-----There's a good debate going on about this in the rules forum, my opinion is they do.

Hive Commander- Is the Tyrant required to be on the table?
-----rumors indicate Tyrant must be on table.

Tyrant Guard- Shouldn't they be able to, you know, guard the Tyrant?
-----please?

Which reserves benifits "stack"?

Zoanthropes
Zoanthope Broods- One psychic test per brood, or per model?
----- Ran it as per model, just to be safe

Doom vs. Transports-are embarked units affected?
----- I'm not touching this with a 10 foot pole.

Mawlocks/Trygons
Mawlocs- If the blast template is closely surrounded by enemy models, what happens to the Mawloc?
----- Did the math, and it could take as few as 6 models on 1" bases to completely surround the 5" template, not leaving the arriving Mawloc 1" of clearance.  (my guess here is move the enemy further, no crowding the sandworms.)

Mawlocs (again)- if they mishap, (say, by scattering off the table), do they return from underground, or the Tyranid table edge?
-----I feel they should return from underground, as this is normal for them.  However, I have nothing to support this.

Can Raveners use a Trygon Tunnel?
-----Seems kinda like they should, but RAW seems to say otherwise. (and for fluff, they can dig thier own tunnels)

Spore Mines
Can spore mines assault?
Can VP be earned for destroyed spore mines?

General
Mysetic Spores- What happens when a tank tries to run one over?

Other
Acid Blood- How many wounds?
-----The guys at my LGS pretty much agree, it's limited to how many wounds the critter had.  After all, take one Alien from the movie series, add to an industrial orange juicer, and you'll probrably only get so much blood out of the thing.

Feel No Pain/Acid Blood
-Do feel no pain saves still cause acid blood damage?

I'd like to think this is a complete list of things that might be unclear, but I'm not that optimistic.  what's anyone else got?
« Last Edit: February 11, 2010, 12:36:50 PM by Travellar »
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Offline Chuckles, The Space Marine Clown

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Re: FAQ ideas, anyone?
« Reply #1 on: January 21, 2010, 12:39:02 PM »
Hive Commander- does it work when the model with the upgrade is in reserve, or does the model have to be on the table to provide the bonus?
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Offline Codeman90

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Re: FAQ ideas, anyone?
« Reply #2 on: January 21, 2010, 12:47:41 PM »
Hive Commander- does it work when the model with the upgrade is in reserve, or does the model have to be on the table to provide the bonus?

I think that one has been cleared up by the writer of the codex, I believe I read that on BoLS, not entirely sure though. The ruling was that it had to be on the field.
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Offline Chuckles, The Space Marine Clown

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Re: FAQ ideas, anyone?
« Reply #3 on: January 21, 2010, 12:49:03 PM »
Going to need a link to that one, and in any case unless it's in a formally printed GW document like an FAQ most tournament organisers and so on are unlikely to accept it as a ruling, unbelievably
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Offline Codeman90

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Re: FAQ ideas, anyone?
« Reply #4 on: January 21, 2010, 12:54:00 PM »
yeah its definatly not final , most likely a rumor at best. Just a heads up on which way the ruling will probably go, we'll have to wait for the official FAQ.
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Offline BaconTaser

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Re: FAQ ideas, anyone?
« Reply #5 on: January 21, 2010, 11:23:20 PM »
New question that my colleague and I thought we should ask here.


Can the Ravener use the tunnel hole from the Trygon?

As the codex says that any infantry in reserve without wings can use it, but Raveners a Beasts.

Yet in the Latest battle report from White Dwarf, they did use the hole.

( Raveners are miniaturized versions of the Trygon I think.  ;D
« Last Edit: January 22, 2010, 12:40:45 AM by BaconTaser »

Offline GaleRazorwind

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Re: FAQ ideas, anyone?
« Reply #6 on: January 22, 2010, 12:58:32 AM »
^Raveners using the hole would be more of an Errata, but whatever.

For the FAQ, how about, "Does Spirit Leech (The Doom's power) affect units that are embarked on transports?"

You can see the argument over here: http://www.40konline.com/index.php?topic=195461.msg2399656#new
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Offline Moonsinger

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Re: FAQ ideas, anyone?
« Reply #7 on: January 22, 2010, 03:28:37 AM »
Does the Trygon have to move away from it's hole for the others to use it?
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Re: FAQ ideas, anyone?
« Reply #8 on: January 22, 2010, 08:27:24 AM »
Quote
Mawlocs- If the blast template is closely surrounded by enemy models, what happens to the Mawloc?
----- Did the math, and it could take as few as 6 models on 1" bases to completely surround the 5" template, not leaving the arriving Mawloc 1" of clearance.  (my guess here is move the enemy further, no crowding the sandworms.)

If you read the Mawloc "terror" rules very carefully you will actually find an answer to this. it took me a little while and that is because the last sentence actually appears "out of sequence".

I don't have the book on me (im at work) but it goes something along the lines of

"after casualties have been removed replace the template with the mawloc".


If you note, just BEFORE this it explains that models that are not killed are moved away and must be no closer than 1" to enemy models...


So - mawloc arrives, blast hits, casualties are removed, blast is replaced with mawloc, models "under" the mawloc are moved and end 1" away.

it IS all there... just you have to decipher it a bit.

Offline FifthWindDieGermanator

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Re: FAQ ideas, anyone?
« Reply #9 on: January 22, 2010, 08:59:37 AM »
Does the Trygon have to move away from it's hole for the others to use it?

No.

Quote from: pg.50, under Subterranean Assault
..., place the entire unit so that all models are within 6" of the marker...
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Offline Travellar

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Re: FAQ ideas, anyone?
« Reply #10 on: January 22, 2010, 10:59:21 AM »
unfortunately, that sequence is critical when determining how the rules work.

Here's one, suppose I take a ton of Mysetic spores.  Lictors can place those things just right, (provided the Lictor arrives first).  How about Trygons?  Spore pods don't have wings, after all!  :o
(actually, my opinion here is that the player trying this needs to aquire an electric fan, some duct tape, and three pairs of gloves.  Remove the cover for the fan, tape one glove to the end of each fan blade, set to high, and insert face.)
« Last Edit: January 22, 2010, 11:09:07 AM by Travellar »
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Offline Master Bio-Titan BT

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Re: FAQ ideas, anyone?
« Reply #11 on: January 22, 2010, 01:36:50 PM »
I have some Doom of Malan'Tai questions!!

Absorb Life rule:  We're talking every wound!?  CC, Spirit Leech, and Cataclysm!!!???  Thats pretty awesome.

Cataclysm:  If the d3 wounds drop to 0 or below before wounds are gained, does "The Doom" die!?  Assumming he does.


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Offline Travellar

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Re: FAQ ideas, anyone?
« Reply #12 on: January 22, 2010, 02:54:35 PM »
Yeah, it's my impression too, since it's hard to use a rule once you're already dead.  On the other hand, when my Tyrant blew her brains out on a double 1 the other day to cast leach, she could have regened.
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Offline Master Bio-Titan BT

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Re: FAQ ideas, anyone?
« Reply #13 on: January 22, 2010, 03:32:34 PM »
Yeah, it's my impression too, since it's hard to use a rule once you're already dead.  On the other hand, when my Tyrant blew her brains out on a double 1 the other day to cast leach, she could have regened.

It certainly would limit you on wanting/risking the use of the power.  I suppose I would avoid casting Cataclysm if he only had 3 wounds or less remaining.


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Offline GaleRazorwind

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Re: FAQ ideas, anyone?
« Reply #14 on: January 22, 2010, 04:19:26 PM »
Mycetic Spores can't use a Trygon's tunnel because they are MCs and not infantry.

Anytime the Doom causes a wound, he adds it to his own wounds (up to 10).

If the Doom loses all of his wounds due to Cataclysm, then he is dead and can't get any wounds back. Do note that when you use Cataclysm, you still absorb all the wounds you caused, just after the D3 wounds are lost. That means you can end up with a net gain in wounds (i.e. I cause 2 wounds and lose 1 from the D3, so I end up with one more wound than I started with). Of course, the Doom must be alive to get wounds back.
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Offline Twigzy

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Re: FAQ ideas, anyone?
« Reply #15 on: January 22, 2010, 07:30:51 PM »
For the hive guard protecting the tyrant question - I've had a read of the current rulebook, and no where does it say that a monstrous creature that is part of a squad can be picked out by enemy fire. It was mentioned in the 4th ed codex, but not in this one. Probably because there is no monstrous creature/independent character overlap, so they can't join units willy nilly except for special circumstances ie: hive guard

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Re: FAQ ideas, anyone?
« Reply #16 on: January 22, 2010, 09:00:19 PM »
For the hive guard protecting the tyrant question - I've had a read of the current rulebook, and no where does it say that a monstrous creature that is part of a squad can be picked out by enemy fire. It was mentioned in the 4th ed codex, but not in this one. Probably because there is no monstrous creature/independent character overlap, so they can't join units willy nilly except for special circumstances ie: hive guard
I'd suggest re-reading the second paragraph on page 49 of the rule book

then once you've rethought your position wait for a better rule from GW like the rest of us ;)
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Offline Meatwad

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Re: FAQ ideas, anyone?
« Reply #17 on: January 23, 2010, 04:50:59 AM »
how about this....

Trygons say that once they deepstrike, they make a hole where it came up from.  And more units can come out of it if they're at least 6" from the marker.

How big is this marker?  is it a single point where the trygon deepstruck? or is it the size of its base? or a coin?
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Offline Khira'lyth

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Re: FAQ ideas, anyone?
« Reply #18 on: January 23, 2010, 09:18:19 AM »
The Trygon entry specifically mentions the size of the hole.

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Re: FAQ ideas, anyone?
« Reply #19 on: January 24, 2010, 04:48:03 AM »
wheather multiples of the hive commander +1 to reserves ability stack with eachother...

exactly how long the broodlords aura of despair (-1 ld) lasts... the wording is really confusing to me...( why not just say until the end of the opponents turn??? or does it last through yours as well to complete the full player turn...)
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