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Questions Re: Wraithgates

 Post subject: Questions Re: Wraithgates
PostPosted: Sun Jun 22, 2008 8:42 pm 
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Greetings. ?As this is my first post, I'll briefly introduce myself as 'Other Jonathan' (the Eldar one) from the Games Day 2008 Tourney. ?Due to said tournament, I've been reinvesting myself into Epic (other other Jonathan and I had stopped playing after the less-than-impressive Chaos release). ?So now I'm looking at my forces and want to clarify some rules governing wraithgates (since I plan to thoroughly abuse them). ?Undoubtedly, someone's going to point out some thread where these questions have been addressed.

1. If I fail an activation check pulling a formation out of a wraithgate, what happens? ?As I read the rules, they need to perform a move order (of some sort) to leave the gate (they don't magically appear upon activation). ?So I assumed (happened twice in a single game) that I treat it normally (receive a blast marker, perform a hold order) but my hold order choices are restricted to a move (no shooting or regrouping) in order to exit the gate.

Note to self: Do not use the Epic 40k box dice. ?I rolled 1's on roughly 7 of 8 rolls (swapped dice each time) before retiring the lot.

2. I've noticed the thread debating the blocking of wraithgates, but what is the current tournament rule regarding blocking wraithgates? ?Or do I just need to bring out the knives and fight it out with my opponent before hand?

3. The wraithgate ability of the Storm Serpent is passive and independent of its own actions, correct? ?Such that it could be broken and running for its life, leaving a trail of very angry aspect warriors behind it.

I've been experimenting with using a pair of Storm Serpents as a replacement for warhost transports. (Redundancy, increased strategic flexibility, and much cheaper when averaged over several formations.) ?It seemed to work rather well in my first game, although my opponent did not place them high on his target priority list.

4. Anyone play their wraithgates with silly rules? ?Sorta like keeping the primary wraithgate 'locked' until a farseer is able to arrive and unlock it, much like the battle in the Swordwind fluff.


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 Post subject: Questions Re: Wraithgates
PostPosted: Mon Jun 23, 2008 2:28 am 
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You raise some questions that are still debated somewhat.

1) A wraithgate can only be used once per turn. If a formation in the webway fails it's activation, it may choose either to make a single move (out of the gate) with a BM, or it may stay in the Webway and Rally, removing the BM (and not using the gate). If it chooses to Rally, some other formation may attempt to use the gate later in the turn.

2) Storm Serpent gates cannot be blocked at all, and there is no official rulling about blocking Wraithgates. Check with the tournament organiser for a general ruling, and discuss with your opponent before the game. However most people accept that movement out of Wraithgates will be limited by the presence of enemy units (rather than blocked completely)

3) Correct. A formation may attempt to use the wraithgate after the SS has performed a March move, and even if the SS is broken. Most / all ?people use a number of single SS because it increases the number of activations and does not risk the pair becoming the BTS. Also, SS do figure high on target opponents lists because of the very potent attacks that can be delivered this way.

4) Not that I am aware of. However, I did suggest some rules for the use of the larger Wraithgates to allow the passage of Vehicles and Titans etc. ?as part of a "pseudo-campaign" system to allow people to fight encounters other than the prevalent tournament battle mechanisms. Basically, I suggested that they needed a Farseer from a Guardian formation within 5 cms to operate them.

You can decide for yourself whether the 'gate was dropped by some Eldar spaceship, or whether the Guardians are landed as part of some advanced force to re-activate a dormant 'gate.

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 Post subject: Questions Re: Wraithgates
PostPosted: Mon Jun 30, 2008 2:59 pm 
Purestrain
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Location: Nashville, TN, USA
1)  I don't know that there is an official FAQ on this but I would play it exactly as Ginger says.

2)  My understanding is that wraithgates can be "blocked" using the normal movement restriction rules vis a vis unit placement and Zones of Control.  That means...

A) If the opponent covers the Wraithgate with their ZoC the exiting units have to enter the ZoC.  The only way to do that legally is to declare an Engage action, so the formation has to assault out of the gate.  In addition, the Charge rules state that once you enter ZoC of the enemy, you must proceed to base contact.  That means that units exiting the gate would have to go to CC until all the enemy units' ZoCs were removed by being contacted by Eldar units.

B) If the opponent can place units so as to physically block the gate so there is no place for the Eldar units to be placed, they cannot be placed on the board.  If some units enter from the Wraithgate while others do not due to lack of space, the formation would be out of formation according to the movement rules (1.7.4, iirc) and the out-of-coherency units would have to be removed.

3)  Yes, you're correct.  Just remember that a gate can only be used once per turn.

4)  We did a scenario like that with the Eldar trying to get titans through a gate as IG and Orks came down on them from opposite directions.  IIRC, we used a system like a typical "reserves" system, i.e. turn 2 enter on 5+, turn 3 on 4+, and so on, but only turns where a Farseer was within 15cm counted.

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