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Teleporting Trygon.

 Post subject: Re: Teleporting Trygon.
PostPosted: Wed Jan 25, 2012 3:39 pm 
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As to WE and teleport it's an interesting one. Large formations that teleport have more chance of getting BM's and can break themselves in the extreme, so maybe WE's should face the same chance?


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 Post subject: Re: Teleporting Trygon.
PostPosted: Wed Jan 25, 2012 3:51 pm 
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(Drop Roks and Drop Fortresses sound like they'd arrive with Planetfall and not Teleport? We digress...)

In my experience the downside of teleport Blast Markers is to give units a Blast Marker to hamper activation and not give the +2 boost when assaulting units with Blast Markers - the bigger and more deadly the formation the more it's likely to be hampered. So as the biggest and more deadly formations you'd argue War Engines should take a roll for every DC.

To throw more fuel on the fire - large War Engines are often given a higher initiative than the rest of the army (e.g. Imperial Guard Titans) to reflect that it's a single entity and easier to command than a sprawling mass of units. Teleport Blast Markers represent a confusion and disorganisation as the unit emerges from the Warp/tunnels/hidey-places which these large War Engines are less suscpetible to - so you'd argue War Engines only take one roll.


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 Post subject: Re: Teleporting Trygon.
PostPosted: Wed Jan 25, 2012 10:28 pm 
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I've always played all WE's as a single unit. So 1 die for dangerous terrain or 1 die for teleport etc.

If questioned I usually show this in response, highlighted relevant part as teleport states 1 d6 per unit.

Quote:
3.1.1 War Engine Formations
War engines are so large they usually operate as single units.
Although only one unit, the war engine is still a separate
formation
, and all of the rules that apply to formations apply to
it also.
Some smaller war engines like Baneblades operate in
formations of more than one unit. War engines count as being
within formation coherency distance if they are within a
distance equal to their starting damage capacity x 5cm of
another unit from the formation. For example, a Bandeblade
has a starting damage capacity of 3, and so will be in formation
as long as it is within (3x5) = 15cm of another unit.


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 Post subject: Re: Teleporting Trygon.
PostPosted: Thu Jan 26, 2012 1:24 am 
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We've always played teleporting WE's roll 1 dice per DC. Anything else seems a bit unfair.
We've always played WE's only roll 1 dice when taking Dangerous Terrain Tests. Anything else seems a bit unfair.

Happy to see this in an FAQ.

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