A couple of clarrifications (Oiy, I'm tired of beating this dead horse)
1. If you put squads in reserve because of a WWP, and all of your WWP carriers are killed, the squads that are in the WWP are destroyed. They cannot come on from your table edge, because they aren't anywhere near the battlefield (fluff). They are waiting for the portal in warpspace to open up where ever they are in the webway.
(I seriously doubt that Space Wolf scouts would be able to sneak out to where ever your army is waiting for this gate to open, thus their lame rule for jumping out from your table edge shouldn't work, my opinion)
2. You start rolling for reserves on turn 2. PERIOD. Players (in general) that want to delay their reserve rolls are SOL.
However, if your DE are using a WWP, and the WWP has not been opened yet. and reserve rolls are made (and passed), then the reserves sort of 'stack up' in the WWP, so they can all come in when the WWP is opened.
Ex. Turn one, move WWP bearer up the field.
Turn two, start rolling for reserves at 4+ (let's say you have four in reserve and make two successful reserve rolls). WWP not opened yet, so reserves do not come in on the table edge.
Turn two shooting phase, deploy WWP.
Turn three, reserve rolls are made at 3+ (let's say you get the other two).
Now all your reserves can come in from the WWP just like they were moving on from a table edge. Infantry can move 6" away from the little blast circle, vehicles/jetbikes and the like, can move their respected distances. Units may fire at the enemy per normal shooting rules, and assault if within range.
3. The DE list that contains the WWP is the only one that can make use of that WWP. You cannot deploy any allies from the portal. And if your ally is another DE player, then they can only deploy from a WWP if they also brought one in their list. And then, they can only deploy from theirs, and you can only deploy from yours.
This would be the same of Black Templars hitching a ride in a Blood Angel Rhino. It's just not legal.
4. The rest of your squad may fire even if the WWP bearer is laying the WWP in that turn. Only the WWP bearer sacrifices his/her shooting, not the whole squad.
5. The WWP ROCKS when it comes to effectiveness.
Give the WWP to a Sybarite in a Raider Squad. Deploy the Raider as far in the table as possible (usually 12"). Move the Raider 12" up the first turn, deploy 2", fleet of foot 1-6 (max range 32" into enemy territory)(Don't forget the width of the template, plus the extra sneaky Raider deployment move, (deploy the Raider sideways, move it up 12", then turn it to face the enemy, and deploy 2" from its prow). Turn two, deploy the WWP. Turn three, all hell breaks loose.


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