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Immobilized transport (Next Question)

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Re: Immobilized transport (Next Question)

Postby Baragash » Sat Oct 05, 2013 12:03 am

timewizard wrote:Embarking in and of itself is not a part of movement. If it were, a model would have to get in base contact with a transport's access point in order to embark. That's because an infantry unit cannot move more than 6" in its Movement phase.

But to embark, the model only has to move within 2" of the access point. You could have a transport's access point 7.99" away from an infantry model. It moves its full movement distance of 6" and is now within 2" of the access point allowing it to embark. This is not movement of an additional 1.99", it is an embarkation.


I agreed with that. Embarkation is not part of a unit's "movement" (the act of displacing a model from point A to point B on the table) but it is part of a unit's "move" (that is, anything you conduct on a unit - including "movement" - in the one block of action before you move onto the next unit).

"Movement" is an optional component of "move". "Embarking" is an optional component of "move". If a unit had a (hypothetical because I can't remember if one exists at the moment) psychic power that was "during the unit's move" or "when the unit's move" it would be another example of an optional component of a unit's "move".

This is the same rules construct that makes the start of turn "phase" the beginning of and part of the movement phase, because there is no other defined point where it sits.

Then we come back round to the emergency disembark rules that prevent a unit from ending it's move more than 6" from the transport which means at best, it can only embark on another transport if the second transport is wholly within the required range of the first one.
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Re: Immobilized transport (Next Question)

Postby timewizard » Sat Oct 05, 2013 1:04 am

Baragash wrote:Then we come back round to the emergency disembark rules that prevent a unit from ending it's move more than 6" from the transport which means at best, it can only embark on another transport if the second transport is wholly within the required range of the first one.


Well, it's not really an "emergency disembarkation" but that's a different issue!

Take a look at this diagram:

Image

Now, Raider 1 is the one that is immobilized with 1 hull point and is wrecked. The Wyche must disembark. It (W) is placed in base contact with the access point, in this case the hull and may now make a normal move but must end it's move "wholly within" 3" of the Raider 1. It does so by moving 3" to (X). It is now within 2" of the access point (the hull) of Raider 2. So since the Wyche did not voluntarily disembark and did end it's move wholly within 3" of the transport it was forced to disembark from, and is within 2" of a transport, it can now voluntarily embark on Raider 2. This is of course all occurring in the DE player's Movement phase.
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Re: Immobilized transport (Next Question)

Postby Baragash » Sat Oct 05, 2013 8:32 am

Page 79 Emergency Disembarkation wrote:In this case, a model can be placed anywhere in contact with the vehicle's hull and can then move as for a normal disembarkation. The unit cannot then perform any voluntary actions for the rest of the turn.


So no embarkation ;)

It's even bolded so no one should have missed it :oops:
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Re: Immobilized transport (Next Question)

Postby timewizard » Sat Oct 05, 2013 2:34 pm

Disembarking when a vehicle is wrecked is not an emergency disembarkation.

Rules page 80 wrote:Wrecked. The passengers must immediately disembark in the usual manner (seepage 79), save that they must end their move wholly within 3"rather than 6". If,even by performing an emergency disembarkation, some models are unable to disembark, then any models that cannot disembark are removed as casualties. This does not prevent the rest of the unit from disembarking.
{emphasis mine}

Rules page 79 wrote:Emergency Disembarkation. If any models cannot disembark, because of enemies or because they would end up in impassable terrain,the unit can perform an emergency disembarkation.


So if any models in the unit were forced to make an emergency disembarkation, they would be placed in base contact with the vehicle's hull, rather than the access points and then move as normal for a disembrkation. This would indeed prevent the unit from performing any voluntary actions for the rest of the turn. But a raider is open-topped, so the normal access points for the vehicle are the entire vehicle's hull, so it is doubtful the wyches in this case would have to perform an emergency disembarkation! ;)
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Re: Immobilized transport (Next Question)

Postby Angelwing » Sat Oct 05, 2013 9:40 pm

This current question is in the same camp as Kings assault in your opponents turn from a a wrecked transport idea. I think you know its not how the rules are supposed to work.
The embarking, then accidently blowing up and having to get back out again is covered in the book as an exception to the 'no embark + disembark / disembark + embark in the same turn general rule.
The fact that your situation simply isn't covered suggests that its not meant to happen at all, that you follow the general rule.
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