Apologies, I had to fix all of the typos. Those red wavy lines just bother me...
Ronnie_Nielsen wrote:
So after reading the core rulebook and thinking some of the rules over I have a few questions:
1. Each model in a detachment must stay within 6 cm of another model in the detachment. For e.g. Space Marine + Rhinos in a single detachment does that mean that: If the detachment receives charge orders (the space marines start mounted in the Rhinos) the rhino can double move minus 5 cm. Then the marines are able to leave the vehicle and charge forward double move minus the 5 cm. But this brings them further than 6 cm away from the Rhinos so they need to form a "chain" of stands to keep formation with the Rhinos?
Correct.
Ronnie_Nielsen wrote:
1.b. When e.g. guardians and falcons are in the same detachment they have to be issued the same order. It is not possible to give the falcon charge orders to bring the guardians forward and then for the guardians to jump out with advance orders to shoot something, correct?
A Guardian Defender formation would act in this way, yes. Note that if you purchase a Guardian formation and a Falcon formation separately, you may use the Falcons as Transports for the Guardians AND give each detachment different orders. This holds for most combinations for most factions, but see next question.
Ronnie_Nielsen wrote:
2. If I buy e.g. Wave Serpents as a separate detachment and Exarchs as a separate detachment. If I choose to start the game with the Exarchs mounted in the Wave Serpents do they count as one detachment or two? The Eldar book says:
"When carrying troops the Wave Serpents must maintain coherency as if it were a part of the infantry unit, in the fashion of other transport vehicles"
So in that scenario the wave serpents can double move forward and the Exarchs can jump out and move up 6 cm and form a chain to keep coherency with the wave serpents (for the rest of the game?). So they are "stuck" with the wave serpents following them the rest of the game so to speak.
But if the Exarch start the game next to the wave serpents they are separate units, right? Then they can board the wave serpents in one turn and the wave serpents charge forward. Then next turn both can charge and the Exarchs are not bound by the coherency with the wave serpents and can leave them behind?
They count as two detachments for Orders, Break Point, and Victory Points, but as one detachment for coherency.
The Wave Serpent is an odd exception to the standard rules. Whether the Exarch begin the game loaded up in the Wave Serpents or not is irrelevant. As soon as the Exarchs (or any troops) board the Wave Serpents, they must all keep coherency from that point on. The rule that you quoted above (in italics) is a special rule for the Wave Serpent. [At least, this is how I view it. Other people may have other opinions.]
Ronnie_Nielsen wrote:
3. Wave serpents shield. If I fire it in the order phase of turn 2 and move about my business. it will reappear:
"Remove the template after use and replace at the beginning of the following turn."
So can I fire off the wave again turn 3? Reading the rules as printed the shield appears at the beginning of the turn and the shield have to be fired before the order phase so I would assume I can, but not quite clear to me.
Correct. That's how I see it as well.
Ronnie_Nielsen wrote:
4. The Doom Weaver templates are a bit confusing. Shooting and resolving them is no problem. But then the rule state that:
"To keep track of this, in the End Phase remove any un-numbered templates, and flip numbered templates to their un-numbered sides. Any buildings or significant terrain that is covered by web will be impassable for the rest of the game. This unit may not may pop-up attacks."
The bold part confuses me. So if I shoot the web into e.g. a forest the templates will dissipate over 2 turns, BUT the terrain will be impassible for the rest of the game....which means that the templates did not in fact get removed, but are still blocking movement?
Additionally I am uncertain what the templates do when left for the 2 turns. Models that enter the area get another to-hit roll? If they are missed are they allowed to pass over it? Does it block line of sight (I assume not).
Correct, the templates are removed when in open terrain, but effectively remain in play if they hit a building or other "significant terrain", the latter of which is a confusing term. I've always played that they block Line-Of-Sight, and there are a few Psychic Powers and other effects that can cause a model to move onto a template unwillingly, so while in play the templates create new hazardous terrain that most models will want to stay away from.
Ronnie_Nielsen wrote:
5. Vibro cannon (yes, i might have question for everything in the Eldar army list). If I have 3 Vibro cannons and I aim them at the same unit, lets say that all 3 hits the target. Will the target have to save 3 times at -2, 3 times at 0;-1;-2 or one time at -2?
It would be one hit on the target in total, with the TSM varying based on how many Vibro-Cannons hit the target.
Ronnie_Nielsen wrote:
6. Warp hunter and Cobra. Are they allowed to fire indirectly? They have a template and unlike other units with barrage like the void spinner and scorpion they do not have a clause that states "may not fire indirectly".
Warp Hunter probably no. The Warp Hunter specifies that the template must initially be placed within Line-of-sight, so that would preclude an indirect firing. Admittedly, it then scatters twice, and so could actually open at a location that is out of LOS.
Cobra, possibly yes. The Cobra only specifies "within firing arc and range" and then scatters anyway. It could almost be said to always be firing indirectly, though that is not actually stated. If it were allowed to fire indirectly, it should probably scatter a second time.
Ronnie_Nielsen wrote:
7. Can infantry start mounted in fliers? I assume they then replace the normal transport, but does the flier and the infantry then have to adhere to unit coherency like in the Wave Serpent example (I assume not as it seems counter intuitive, but the rules does not mention it).
Correct, any separate formation bought to transport models that normally come with transport models replace the default transports. (Examples of this would be Marine Drop Pods and the Thunderhawk.) Still, with Eldar all you have to do is buy a Guardian formation rather than a Defender formation and you are fine.
As far as I am aware, any model may begin the game loaded into any other model that may carry it. As stated above, the only time that coherency must be maintained is when all models are part of the same formation when purchased and in a few rare cases (like the aforementioned Wave Serpents). In other words, unless the specific Flyer's description mentioned having to maintain coherency with the models it carries, then it does not.
Ronnie_Nielsen wrote:
8. The flier rules are a bit unclear (I understand they have also been debated a lot on the forums). If e.g. I have a vampire with infantry that I want to fly and land my infantry (which will come out guns blazing). So my flier will end movement in the "ground" altitude. But during movement for the sake of snap fire what altitude is the flier going ? This is also relevant for e.g. phoenix bombers on a bomb run, what altitude are they using during the movement (to trace LOS for AA snap fire etc.)
Kind regards
Ronnie Nielsen
P.S. I am certain I will fill this thread with more question as they pop op, especially once we get some more game-play in our new epic group

Yes, the Flyer rules are a bit odd. Do note that Gold contains two separate Flyer systems. The first system is entirely on page 24, while the second takes up pages 25 and 26. They are not entirely compatible.
The Vampire would begin the turn at whatever altitude it ended the last turn at, or whatever altitude you specified during the Orders phase if this is the first turn. When it activates, it is considered to spend the majority of it's turn at the altitude it began at. At the end of it's Move, it may end at any of the three altitudes. Note that only Flyers that are also Transports are allowed to land during a battle.
No worries about the questions. We are always glad to help.