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post #71 of 226 (permalink) Old 03-31-15, 03:06 PM
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Damn that makes sense
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post #72 of 226 (permalink) Old 03-31-15, 03:09 PM Thread Starter
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Quote:
Originally Posted by GuiltySparc View Post
i saw this over on dakka regarding the wording around summoned bloodthirsters...thoughts?
Ugh, FFS. What a rodeo.

I'm not super adept at all the rules lawyering, but that would seem like a legitimate interpretation, if that is truly based on the RAW. It would certainly make them more useful.


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Last edited by venomlust; 03-31-15 at 03:15 PM.
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post #73 of 226 (permalink) Old 03-31-15, 03:33 PM
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Quote:
Originally Posted by GuiltySparc View Post
i saw this over on dakka regarding the wording around summoned bloodthirsters...thoughts?
Quote:
Originally Posted by venomlust View Post
Ugh, FFS. What a rodeo.

I'm not super adept at all the rules lawyering, but that would seem like a legitimate interpretation, if that is truly based on the RAW. It would certainly make them more useful.
I feel like what that person wrote makes more sense then a Bloodthister being usless for two turns. When I play again I will bring that post with me and see what fellow gamers think.
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post #74 of 226 (permalink) Old 03-31-15, 04:08 PM
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Thats what I thought too... It didn't seem excessively lawyery but rather just a better read of something easily glossed over at first.
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post #75 of 226 (permalink) Old 03-31-15, 06:43 PM
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When taking the Blood Host Detachment, do the auxiliary/formations, get to keep their formation bonuses AND the added bonus for taking the BHD?
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post #76 of 226 (permalink) Old 03-31-15, 08:38 PM
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I can't help but think that's wishful thinking rules lawyering. By their interpretation if you chose to stay in Swoop mode you'd have to move at least 12", etc, when they can't move because they Deep Struck... and Deep Striking is the defining aspect of their movement, here. That they came in by Deep Strike pre-selects their type of movement and uses all their ability to move. IIRC, there are other things that happen "at the start of the turn" and "at the start of the movement phase" that happen simultaneously, so the instant your turn has started you are resolving the things--like rolling for Reserves--that happen at the start of the movement phase. You are always in one of your 4 phases, there not being a "pre-phase" limbo to do stuff in.

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post #77 of 226 (permalink) Old 03-31-15, 09:42 PM
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Actually start of turn is a phase in it self. Though for normal deepstrikes you roll for reserves in start of turn for any units you wish to. But you then deploy them all in movement phase.
So yeah, looks like they should be able to either move 12"-24" that it must do or change flight mode if it wishes.
doesn't help an axe summoned one, and also still cant charge for a turn, but seems a bit more valuable.

Last edited by mayegelt; 03-31-15 at 09:45 PM.
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post #78 of 226 (permalink) Old 04-01-15, 03:06 PM
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BoLS just did a post on this...they seem to agree with the beginning on the turn being separate from the movement phase interpretation.

http://www.belloflostsouls.net/2015/...c-edition.html
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post #79 of 226 (permalink) Old 04-03-15, 06:58 AM
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Hey guys, still waiting for my copy, but I'm kind of really exited about any new fluff. I read earlier int he thread about the reason why Kharn was not introduced in the new codex, but is there any other interesting fluff about Khorne that is not traditional?

Been waiting so long for a codex like this to come out and help my fluffy Khorne army, so any information would be greatly appreciated and awarded with rep.
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post #80 of 226 (permalink) Old 04-03-15, 08:48 AM
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Nah. Khorne is still khorne. He sits on his thorne with his magic sword that can rip reality in 2 and. His throne is still a big pile of skulls. Though it seems like one of the daemonkin chapters likes to siege fortress worlds in the path of oncoming Tyranid fleets hiveships so they can kill them and add planet sized skulls to khornes skull pile By killing the whole beast from the inside.
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