Personally I would say unit rules trump core/mission pack rules by virtue of being more "specific". Otherwise every rule that contradicts core rules (i.e. 3 inch deepstrike) would be useless. It also makes the game easier to play if you aren't hunting through the core rules every time an ability comes up to see if it's even functional. That said, there's clearly wiggle room either way. Take leaders for instance. Only one normally by core rules, but Crypteks can go with Overlords because of their unit card, but only one Cryptek because the rules commentary say 2 is the maximum (despite this seemingly being nowhere in the core rules). It's a bit of a mess.
Imma give the example of the Faction ability of thousand sons, the make a strat cost 0 trumps the normal make a strat cost 1 less(as far as I'm aware this is the only way to do so now), additionally it overrides the only one use per phase. Rules on the data card/ model, supersede core rules. [Book of lore can let u triple overwatch, if you have the cabal pts] I think this one is clear though, your not in stat reserves, but you can pick up and must place down at the end of your next movement phase.
Quantum Invader trumps the mission rules entirely. That is the entire point of this ability. It is the reason why this aircraft can deepstrike. You just can't rapid ingress it turn one because that stratagem specifies out-of-phase rules which the Nightscythe would need to avail of (reinforcement steps). You need to be careful about disembarking after cosmic precision using the Night Scythe because the disembarked unit still has the 9inch restrictions when deploying, seeing as it's only the Nightscythe using Cosmic Precision. You are also reading Tunnelling Horrors wrong, in a big way. There's nothing in that ability that trumps the ruleset because it's never mentioned that they can do this regardless of mission rules. This is important. They are treated as having the normal mission rules restrictions unless otherwise stated. It is one of the reasons these units are not taken, because they offer nothing special.
"In the Reinforcements step of your next Movement phase, set it up anywhere" this is pretty unambiguous. In your next movement step. Feels pretty clear to me
If you follow that reasoning then the transcend c'tan ability would also be subjected to the normal arriving from reserve rules, as it's also doing a reposition. But that's clearly not the intent there, and we take the specific ability rules as overriding the "arrives in reinforcements step" rules. I think the rules commentary is intended to mean reserve rules that apply on set-up also apply here e.g. counts as making a normal move.
Nice video, can you add to the video analytics statistics how many units inflict wounds on the enemy? Like a video "Kill stats Skorpekh Destroyers" on your channel. Thanks
A single Ophydian squad has been my go to late game scoring unit when deep strike is unavailable after round 3. Usually leave them screening a section of my deployment and before the game begins I tell my opponent that at the end of every battle round I will pick them up just in case of a secondary pull that requires them to be somewhere, if I don’t get anything, I just deep strike them back into the same spot to continue screening. With a 10” move and infantry, they make a great little late game push for the opponents home objective if I’ve put them back there
I don't know if you are wrong about the turn one thing, but I sure hope so. I did look up the night scythe and officially it's ability trumps the other rules.
The problem is every time I’ve used them they shatter like glass but hit like a wet towel. It would be nice to have the extra claw attacks or the -1 to hit back from last edition.
Personally I would say unit rules trump core/mission pack rules by virtue of being more "specific". Otherwise every rule that contradicts core rules (i.e. 3 inch deepstrike) would be useless. It also makes the game easier to play if you aren't hunting through the core rules every time an ability comes up to see if it's even functional.
That said, there's clearly wiggle room either way. Take leaders for instance. Only one normally by core rules, but Crypteks can go with Overlords because of their unit card, but only one Cryptek because the rules commentary say 2 is the maximum (despite this seemingly being nowhere in the core rules). It's a bit of a mess.
Imma give the example of the Faction ability of thousand sons, the make a strat cost 0 trumps the normal make a strat cost 1 less(as far as I'm aware this is the only way to do so now), additionally it overrides the only one use per phase. Rules on the data card/ model, supersede core rules. [Book of lore can let u triple overwatch, if you have the cabal pts]
I think this one is clear though, your not in stat reserves, but you can pick up and must place down at the end of your next movement phase.
Quantum Invader trumps the mission rules entirely. That is the entire point of this ability. It is the reason why this aircraft can deepstrike. You just can't rapid ingress it turn one because that stratagem specifies out-of-phase rules which the Nightscythe would need to avail of (reinforcement steps). You need to be careful about disembarking after cosmic precision using the Night Scythe because the disembarked unit still has the 9inch restrictions when deploying, seeing as it's only the Nightscythe using Cosmic Precision.
You are also reading Tunnelling Horrors wrong, in a big way. There's nothing in that ability that trumps the ruleset because it's never mentioned that they can do this regardless of mission rules. This is important. They are treated as having the normal mission rules restrictions unless otherwise stated. It is one of the reasons these units are not taken, because they offer nothing special.
Ophydians ability overwrites the core rule limitations. They can be can be placed in your next turn, even if that is your first turn.
"In the Reinforcements step of your next Movement phase, set it up anywhere" this is pretty unambiguous. In your next movement step. Feels pretty clear to me
On the contrary, its more precise and specific
If you follow that reasoning then the transcend c'tan ability would also be subjected to the normal arriving from reserve rules, as it's also doing a reposition. But that's clearly not the intent there, and we take the specific ability rules as overriding the "arrives in reinforcements step" rules.
I think the rules commentary is intended to mean reserve rules that apply on set-up also apply here e.g. counts as making a normal move.
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Nice video, can you add to the video analytics statistics how many units inflict wounds on the enemy? Like a video "Kill stats Skorpekh Destroyers" on your channel. Thanks
Will try get around to it bud
This is a great idea
A single Ophydian squad has been my go to late game scoring unit when deep strike is unavailable after round 3.
Usually leave them screening a section of my deployment and before the game begins I tell my opponent that at the end of every battle round I will pick them up just in case of a secondary pull that requires them to be somewhere, if I don’t get anything, I just deep strike them back into the same spot to continue screening.
With a 10” move and infantry, they make a great little late game push for the opponents home objective if I’ve put them back there
I don't know if you are wrong about the turn one thing, but I sure hope so. I did look up the night scythe and officially it's ability trumps the other rules.
The last line of the nightscythe ability is interesting
The problem is every time I’ve used them they shatter like glass but hit like a wet towel. It would be nice to have the extra claw attacks or the -1 to hit back from last edition.
Its not their job. They are just there for scoring.
@@Lothrean Feel like deathmarks/glocktopus is better for that. Why bother with a flimsy melee unit? Get a cheaper ranged unit instead.
If your not in hypercrypt then these guys are more useful
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Thanks for the shout out mate, I really appreciate it
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@@Planet40Krewatch the intro because it makes me feel special
Just got 200 thanks to you, and you've made an old man happy
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Hi 😁
Yo