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Thread: Warp Spiders Rapid Fire

  1. #1

    Warp Spiders Rapid Fire

    Hello, first-time-posting-Eldar player here.

    With regards to the Warp Spiders and Rapid Fire of the deathspinners:
    In the 4th ed rules, can you Stand still, Rapid Fire and then use the second jump movement? The new rules state that you can not charge after you fire rapid fire weapons, so since the second jump occurs during the assault phase, does this mean I can't use the second jump? (it is a nice 'out' if your shooting phase goes poorly...)

    Second question: If I don't move, fire normally, and Jump, do I have to take a casualty on doubles? I have been in the past, but another Eldar player suggested that you only pull casualties on doubles if you jump twice. (personally, I think he is wrong, but I thought this is the place to ask.)

    Thanks ahead of time,
    Aqua

  2. #2
    Commander Lyonator's Avatar
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    Re: Warp Spiders Rapid Fire

    I dont know if this has been clarified...

    personally, I think you can rapid fire, then do the 'trisky jump' out...
    but there are people who dont think so.

  3. #3

    Re: Warp Spiders Rapid Fire

    Yes you can jump after firing.

    If you jump during the assault phase you lose a model on doubles, regardless of whether you moved during the movement phase.

    EDIT: Both Questions answered in a single FAQ answer:

    http://oz.games-workshop.com/games/4.../QnA-eldar.htm

    Q. In the Warp Spiders' Jump Generator rules it says that they might disappear in the warp on their second jump. Do they still have to test for jumping in the Assault phase, even if they decided to move normally (i.e. 6") in the Movement phase?

    A. Yes they do. The risk of the 'second jump' is to offset the advantage of being able to move after shooting, and therefore out of the enemy's line of fire.
    Last edited by Dark Muse; 14-04-2005 at 03:46.

  4. #4

    Re: Warp Spiders Rapid Fire

    Quote Originally Posted by aquarsonist
    Hello, first-time-posting-Eldar player here.
    Welcome!

    Quote Originally Posted by aquarsonist
    With regards to the Warp Spiders and Rapid Fire of the deathspinners:
    In the 4th ed rules, can you Stand still, Rapid Fire and then use the second jump movement?
    Now you shoot twice up to 12" (Warp Spiders max range) whether you move or not, so there's no point in standing still (counting as not having moved).

    Quote Originally Posted by aquarsonist
    The new rules state that you can not charge after you fire rapid fire weapons, so since the second jump occurs during the assault phase, does this mean I can't use the second jump? (it is a nice 'out' if your shooting phase goes poorly...)
    That would simply make the Warp Spiders useless. You can jump after firing.

    Quote Originally Posted by aquarsonist
    Second question: If I don't move, fire normally, and Jump, do I have to take a casualty on doubles? I have been in the past, but another Eldar player suggested that you only pull casualties on doubles if you jump twice. (personally, I think he is wrong, but I thought this is the place to ask.)

    Thanks ahead of time,
    Aqua
    Jump in the Assault Phase = death on doubles.

  5. #5

    Re: Warp Spiders Rapid Fire

    Thank to all,

    Hortwerth, thanks for pointing out the Rapid fire change. Missed that change. Thanks.

    Played too many versions of 40K. Hard to keep rules straight when they keep changing. I've been playing since Rouge Trader was the main rule book. Ah, the chessy days when Marines could get stormshields, shuriken catapults, conversion field all at once...sadly, I have always played Eldar, so there was not all the fluffy options in rogue trader, except Harlequins were crazy powerful back then... :-)

    Ok, rambling now, so again, thanks to all

    Aqua

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