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Rules Questions: Teleport & Regeneration

 Post subject: Rules Questions: Teleport & Regeneration
PostPosted: Tue Oct 06, 2015 5:57 am 
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Hi,
I have two questions, they came up last evening in a battle against Necrons:

1) How is teleport handled? Who puts a teleporting formation first? Does one side put all the teleporting formations and then the other? Or do you switch? If you are placing infantry into terrain, do you have to roll for dangerous terrain?

2) Necrons get a free unit for regeneration. Is this unit placed before rally? So could you regenerate a Necron lord and use the leader ability?


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 Post subject: Re: Rules Questions: Teleport & Regeneration
PostPosted: Tue Oct 06, 2015 9:56 am 
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1) Where both sides have teleporting formations, the player with the highest strategy rating gets to decide who will teleport first (dice if they are equal). Then each player places a formation alternatively until one or other player passes or runs out of formations leaving the other player free to teleport his remaining formations.

If units arrive in Dangerous terrain, they take a DT test as well as the teleport test.

2) Necrons get a single unit back (with the Necrons ability) for free per formation at the end of the turn, and others if they pass the test to rally, but I am not sure about regenerating a Lord and then using him to reduce BMs. However it does sound plausible (although a little underhand :) )


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 Post subject: Re: Rules Questions: Teleport & Regeneration
PostPosted: Tue Oct 06, 2015 11:05 am 
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"If you are placing infantry into terrain, do you have to roll for dangerous terrain?"

Only if the infantry considers that terrain to be dangerous, basically marshes and rivers - http://www.tp.net-armageddon.org/tourna ... in-effects

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 Post subject: Re: Rules Questions: Teleport & Regeneration
PostPosted: Tue Oct 06, 2015 11:08 am 
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1) I agree with Ginger - although I'm not sure about the dangerous terrain test bit - I didn't think that was necessary but haven't looked it up, ok you must be right

2) The reanimate happens at the end of the turn but before rallying. (You don't get more units back for rallying - that's only possible through a regroup action). You could in theory reanimate a lord for the leader bonus. There's no rule to say you can't.

I was surprised to learn the other week that epic uk have FAQ'd teleporting WE roll one dice per unit whereas NetEA have FAQ'd it as one roll per DC. We played it the epicUK way.


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 Post subject: Re: Rules Questions: Teleport & Regeneration
PostPosted: Tue Oct 06, 2015 11:29 am 
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Thank you!


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 Post subject: Re: Rules Questions: Teleport & Regeneration
PostPosted: Tue Oct 06, 2015 12:14 pm 
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Castorp wrote:
If you are placing infantry into terrain, do you have to roll for dangerous terrain?


You'd only take the test if they move not when they regenerate. So yes only marsh and rivers unless you're refering to destroyers.

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 Post subject: Re: Rules Questions: Teleport & Regeneration
PostPosted: Tue Oct 06, 2015 1:48 pm 
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Order of abilities:
http://www.tp.net-armageddon.org/faq/#a ... urn-action
http://www.tp.net-armageddon.org/faq/#t ... tegy-phase

Quote:
2.1.17 Teleport
...
If placed in dangerous terrain then a dangerous terrain test must be taken when the unit is placed on the table.


Now Necron reanimating units into dangerous terrain... now that is not covered with rules and FAQs. Is atension's reply a definitive answer to be FAQ'd, or should it work like teleport?

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 Post subject: Re: Rules Questions: Teleport & Regeneration
PostPosted: Tue Oct 06, 2015 2:01 pm 
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bit of a rare situation - is there a precedent with summoned units?


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 Post subject: Re: Rules Questions: Teleport & Regeneration
PostPosted: Tue Oct 06, 2015 2:31 pm 
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Curious, would the moving cautiously rule apply to difficult terrain tests made by teleporters?

I'll add the situation to the necron FAQ.

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 Post subject: Re: Rules Questions: Teleport & Regeneration
PostPosted: Tue Oct 06, 2015 3:14 pm 
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Castorp wrote:
2) Necrons get a free unit for regeneration. Is this unit placed before rally? So could you regenerate a Necron lord and use the leader ability?


You can only regenerate units that have already been destroyed, so if the Lord had been killed you could regenerate that unit.
Cannot see anything that would stop you from using the Leader ability.


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 Post subject: Re: Rules Questions: Teleport & Regeneration
PostPosted: Tue Oct 06, 2015 3:55 pm 
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Castorp wrote:
1) How is teleport handled? Who puts a teleporting formation first? Does one side put all the teleporting formations and then the other? Or do you switch? If you are placing infantry into terrain, do you have to roll for dangerous terrain?

From the rulebook,
Quote:
SPECIAL RULE
1.4.2 Abilities Used At Start Of Turn/Action
Some units have special abilities that are specified as taking effect at the beginning of the turn. These effects are resolved before the Strategy roll. Similarly, abilities that are used at the start of an action can be taken before the Initiative roll is made or the action chosen. If both players have effects for the beginning of the turn, take turns resolving them, alternating between players for each subsequent effect until all effects are resolved. The player with the higher strategy rating decides which player will go first.


regarding terrain, relevant part of the rule
Quote:
2.1.17 Teleport
If placed in dangerous terrain then a dangerous terrain test must be taken when the unit is placed on the table.


So only if the terrain is normally dangerous to the unit would you take a test. The only terrain listed in the rulebook that is dangerous to infantry is, as stated earlier, Marshes (dangerous to AV's and WE's too) and Rivers (Impassable to AV's so no teleporting into rivers for them and has no effect on WE's).


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 Post subject: Re: Rules Questions: Teleport & Regeneration
PostPosted: Wed Mar 08, 2017 3:38 pm 
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had this happen to me tonight. wouldnt have effected the outcome of the game. but to be able to get their SC back seams like a kick in the balls.

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 Post subject: Re: Rules Questions: Teleport & Regeneration
PostPosted: Wed Mar 08, 2017 7:15 pm 
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Norto wrote:
had this happen to me tonight. wouldnt have effected the outcome of the game. but to be able to get their SC back seams like a kick in the balls.


haha, yeah I understand how it is annoying. But yes if the Supreme commander is a character (not a C'tan), it adds its stats to that of whatever unit in the formation that the Necron player decides like any character. In the case of the UK list and the Sautekh list if the Supreme Commander is added to an INF stand with the "Necron" ability (eg a warrior) then it has the "Necron" ability and can be regenerated.

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