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Post by Archon No'ki on Jan 27, 2005 15:20:28 GMT
So, here's the problem. You've deployed your Webway Portal, ready for the reserves to arrive out of it to give you oppenant a real kick up the jackise, but the squad that deployed it has either moved on or been destroyed. Now the enemy is free to move in your portal and so he (or she) places models around the edge of the portal, effectivly blocking it thanks to "Can't move within 1" of an enemy" rule. So now the units you had in reserve are stuck there untill you can clear the enemy off the portal. Not so. Raiders, Ravagers, (I believe Reavers and Hellions too) however are not subject to it. As they are skimmers they can pass over enemy units normaly without effect and so as long as they end up no closer than 1" to an enemy at the end of their move they are free to pass through the portal. (Of course if you have foot sloogers in the portal you'll still have to remove the offending squad from the edge of it. ) Just another helpful tip on getting the most out of your Raids of fear the terror. Please refer to The Dark Eldar 4th Ed FAQ for full detials on deploying from, and blocked, Webway Portals
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Post by Archon Tireq on Jun 30, 2005 12:24:56 GMT
[glow=red,2,300]Thanks for that. I did not know that, and it will be much useful.[/glow]
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Post by LesserEvil on Jul 1, 2005 3:01:50 GMT
My 2 cents (if they count).
they can because they are skimmers and can “ignore terrain” as per special rules. Also it can be argued that because they “can” deepstrike they can ignore little people on the ground. And as they are vehicles they can ignore light gun fire that can rip through unprepared troops.
Troops such as they cannot exit the WWP if it is blocked because they are still counted as mounted infantry and will get “ripped” apart by the light gun fire. (although because hellions can deepstrike it can be argued that they can fly above it all.)
Now comes the interesting part the Talos, it can walk right out even is the WWP is surrounded. Why? you may ask… Because it’s a skimmer and counts as such for the movement purposes, that means you roll d6 when it goes in terrain and on a 1(or 6) it takes a wound but it still moves 6” no matter what. So by that it can ignore those pesky troops and then charge them and eat them from behind.
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