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Teleporting Trygon.

 Post subject: Teleporting Trygon.
PostPosted: Wed Jan 25, 2012 11:07 am 
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This came up in the Bristol Tournament when Man of Kent was using the EpicUK teleporting Trygon: Roll 1 dice, or 1 dice per DC?

I said the latter but couldn't remember why, Ryan said the former after checking the rulebook.

We played it his way and then the Trygon died. :D

But the question remains.

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 Post subject: Re: Teleporting Trygon.
PostPosted: Wed Jan 25, 2012 11:08 am 
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I've always assumed that it was only Roll 1 dice.

This assumption has been used in my testing.


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 Post subject: Re: Teleporting Trygon.
PostPosted: Wed Jan 25, 2012 11:39 am 
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The rules state roll 1 die per unit, so the Trygon is a single unit despite being 2 DC.

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 Post subject: Re: Teleporting Trygon.
PostPosted: Wed Jan 25, 2012 11:42 am 
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This applies to Necron Pylons too, then? If it's only 1 dice they're not nearly as likely to break if they teleport.


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 Post subject: Re: Teleporting Trygon.
PostPosted: Wed Jan 25, 2012 1:44 pm 
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i've always played it as a single die but i can see the reasoning for the other. too busy painting for a tournament tomorrow to do detailed check, but i will say that pylons that even get 1 blast marker on them when teleporting (or just after someone shoots at them) become near useless for the rest of the game, so two rolls each teleport would really suck

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 Post subject: Re: Teleporting Trygon.
PostPosted: Wed Jan 25, 2012 1:54 pm 
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2.1.17 states

Quote:
Teleporting is an inherently dangerous business, and
doesn’t always go as planned. To represent this roll a D6
for each unit that teleports into play. On a roll of a 1 the
formation that the unit belongs to receives a Blast marker.


So by that it's one dice per WE in the formation. With the standard caveat that no WE's with teleport were around when that was written.


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 Post subject: Re: Teleporting Trygon.
PostPosted: Wed Jan 25, 2012 2:06 pm 
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Quote:
With the standard caveat that no WE's with teleport were around when that was written.

That was my thought too... IIRC the Necron testing was done under the assumption that you should roll a dice per DC.

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 Post subject: Re: Teleporting Trygon.
PostPosted: Wed Jan 25, 2012 2:35 pm 
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3.0:
Quote:
For most rules purposes, a war engine counts as being ‘worth’
a number of units equal to its starting damage capacity...

I would argue that this default concept should apply to Teleport and the roll would therefore be 1 die per DC.

As E&C pointed out, that's how it has been done for the Necron Pylons. It's also how it was done for the Tellyporta in the OGBM list before it was removed.


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 Post subject: Re: Teleporting Trygon.
PostPosted: Wed Jan 25, 2012 2:55 pm 
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Then we have all been moving our titans through difficult terrain incorrectly. If they are 6 units worth then that's 6 tests every time.....suddenly Phantom titans are really scared of woods!


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 Post subject: Re: Teleporting Trygon.
PostPosted: Wed Jan 25, 2012 3:03 pm 
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Deathwind attacks too.

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 Post subject: Re: Teleporting Trygon.
PostPosted: Wed Jan 25, 2012 3:08 pm 
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Mephiston wrote:
Then we have all been moving our titans through difficult terrain incorrectly. If they are 6 units worth then that's 6 tests every time.....suddenly Phantom titans are really scared of woods!

War Engines have a specific excemption from this convention IIRC?

That would certainly be a consistent way to approach things, albeit one that has never actually been played in practice AFAIK.

However, I think the contention is more that teleporting WE's were never specifically considered in the rules and thus fall into a grey area (where previously they have been rolling a dice per DC in OGBM & Necrons) but by RAW they do just roll one dice just as WE's only roll one dice.

Which makes larger teleporting War Engines rather awesome as they'll almost never arrive with BM's if they only roll one dice (completely side-stepping the supposed downside of the teleport rule).

Is that fair, or logical?

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Last edited by Evil and Chaos on Wed Jan 25, 2012 3:13 pm, edited 5 times in total.

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 Post subject: Re: Teleporting Trygon.
PostPosted: Wed Jan 25, 2012 3:09 pm 
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Evil and Chaos wrote:
Mephiston wrote:
Then we have all been moving our titans through difficult terrain incorrectly. If they are 6 units worth then that's 6 tests every time.....suddenly Phantom titans are really scared of woods!

War Engines have a specific excemption from this convention IIRC?

Yes. The WE rules state dangerous terrain failures cause a (singular) hit.
Quote:
3.1 WAR ENGINE MOVEMENT
War engines follow the same movement rules as any other
unit. War engines that fail a dangerous terrain test suffer a hit
(see the damage rules below).


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 Post subject: Re: Teleporting Trygon.
PostPosted: Wed Jan 25, 2012 3:18 pm 
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That just says if you fail a test, you take a hit....it in no way says "only test once".

However I think the reality is that is what was intended, and teleporting WE's weren't considered. If they had been an exception would have been added into 3.1 to explain how they interact.


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 Post subject: Re: Teleporting Trygon.
PostPosted: Wed Jan 25, 2012 3:25 pm 
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I agree with you Dave, as you can see from my post above.

So, is it fair and logical that a hypothetical DC6 War Engine (some sort of Ork Drop Rok perhaps, or an Imperial drop fortress) could teleport and only roll one dice?

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 Post subject: Re: Teleporting Trygon.
PostPosted: Wed Jan 25, 2012 3:37 pm 
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Has anyone been taking one dice per DC for dangerous terrain out there?


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