Wrong about rapid ingress : End of phase, same time as objective control check. It's the active player who chooses in which order it applies. Since it's a Rapid Ingress, it's your opponent's turn, so your opponent chooses to check control, then let you rapid ingress.
@@lnelliott You are correct, but the it's all in the wording of the Shadow of Chaos rule, not objective control determination. So because the rule specifically says "at the start of any phase, if you control half or more of the objectives in no man's land/opponents deployment zone, the shadow of Chaos is active". So even if you come off those objectives, it remains active for the phase.
I have a question man, so syll'esske only crits on successful wound rolls that are a unmodified 5+, am I correct in assuming with the masque buff of +1 to wound it would crit anything on 5 (unless there is a further -1). To my understanding it will never check to see if an unmodified 5 is successful, it checks if the roll was successful, and then checks if it is an unmodified 5 but I could easily be mistaken
I'm not 100% I fully understand the question, but a critical wound will always wound a model, regardless of Toughness. +1 to wound doesn't effect critical wounds as they are an unmodified roll, and the only way to increase that from the usual 6, is an ability that specifically says "scores a critical wound on X".
@@TrueDaemonLord syl'esske only crits on SUCCESSFUL unmodified rolls of 5+, so if deamonettes attack say a land raider crusader a 5+ wouldn't crit as a 5 isn't a successful roll, but with masque +1 it would both be a successful roll and an unmodified 5+
@@TrueDaemonLord my understanding was it only gave dev wounds if a 5 would already be a successful hit, if a 5 is unsuccessful then it will not crit. I'm sorry I'm probably explaining it horribly, I'm terrible at asking stuff like this
Warp Rifts let's you 6" deepstrike when wholly within the shadows, which pretty much only applies to the reinforcement step of the movement Phase. My opponents tries to tell me that it didn't apply to his reinforcement step as it was the movement Phase so is a different phase, which is incredibly incorrect 🤣
@@TrueDaemonLord I understand that but your response of 'its still your movement phase' is a little confusing, it doesnt matter which phase it is really
@@dzhyanproton I think you've completely misunderstood the whole point. The shadows procs at the start of a phase, so if I hold half or more of the objectives in no mans land at the start of my opponents movement phase, then for the rest of the phase no man's land will be in the shadows. I am talking about warp Rifts which is the detachment ability, which Let's us deepstrike wholly in the shadows 6" away instead of 9", which only applies in the movement Phase. Not the entire shadow of Chaos.
@@TrueDaemonLord ahh so in case the opponent would move to hold over half the objectives in NML, you can still deepstrike within 6" since it was determined in the start of that phase you mean? Yeah ok that does make sense. Im not sure what you mean with the second paragraph but thanks for clearing that up.
Can i use the "Corrupt Realspace" Strat in my first turn ? (Winnig the rolloff and going first) Someone told me that i cant use it, because i cant control a marker in the first turn/start of the game. Is the first command Phase in the game different from the other in that matter ?
@@Sec0ndaid that is true, you take control of an objective at the end of a phase, corrupt realspace is at the start of a command phase so you have no way of controlling it before that point. Plaguebearers on the other hand have the good version of the "sticky" rule as theirs procs at the end of the command phase.
Using Demonic Invulnerabilty in melee has to be on this list
@@HBK7239 literally the first one 🤣🤣🤣
@@TrueDaemonLordI was taught about this distinction during a mirror match at an rtt. I was quite embarrassed haha.
@@Mayormcdrip I've had to point this out to so many people in the mirror, you're not the only one 😅
Wrong about rapid ingress :
End of phase, same time as objective control check. It's the active player who chooses in which order it applies.
Since it's a Rapid Ingress, it's your opponent's turn, so your opponent chooses to check control, then let you rapid ingress.
I thought objective control was checked at the end of each phase, not the start?
@@lnelliott You are correct, but the it's all in the wording of the Shadow of Chaos rule, not objective control determination.
So because the rule specifically says "at the start of any phase, if you control half or more of the objectives in no man's land/opponents deployment zone, the shadow of Chaos is active".
So even if you come off those objectives, it remains active for the phase.
I have a question man, so syll'esske only crits on successful wound rolls that are a unmodified 5+, am I correct in assuming with the masque buff of +1 to wound it would crit anything on 5 (unless there is a further -1). To my understanding it will never check to see if an unmodified 5 is successful, it checks if the roll was successful, and then checks if it is an unmodified 5 but I could easily be mistaken
I'm not 100% I fully understand the question, but a critical wound will always wound a model, regardless of Toughness.
+1 to wound doesn't effect critical wounds as they are an unmodified roll, and the only way to increase that from the usual 6, is an ability that specifically says "scores a critical wound on X".
@@TrueDaemonLord syl'esske only crits on SUCCESSFUL unmodified rolls of 5+, so if deamonettes attack say a land raider crusader a 5+ wouldn't crit as a 5 isn't a successful roll, but with masque +1 it would both be a successful roll and an unmodified 5+
@@Mt.Helbane Daemonettes have a dev wounds, so will auto cut through saves.
@@TrueDaemonLord my understanding was it only gave dev wounds if a 5 would already be a successful hit, if a 5 is unsuccessful then it will not crit. I'm sorry I'm probably explaining it horribly, I'm terrible at asking stuff like this
@@Mt.Helbane Yea you've got that wrong, the critical on a 5+ would proc dev wounds.
how was there confusion about which phase for warp rifts? There is no phase limitation at all for that rule?
Warp Rifts let's you 6" deepstrike when wholly within the shadows, which pretty much only applies to the reinforcement step of the movement Phase.
My opponents tries to tell me that it didn't apply to his reinforcement step as it was the movement Phase so is a different phase, which is incredibly incorrect 🤣
@@TrueDaemonLord I understand that but your response of 'its still your movement phase' is a little confusing, it doesnt matter which phase it is really
@@dzhyanproton I think you've completely misunderstood the whole point.
The shadows procs at the start of a phase, so if I hold half or more of the objectives in no mans land at the start of my opponents movement phase, then for the rest of the phase no man's land will be in the shadows.
I am talking about warp Rifts which is the detachment ability, which Let's us deepstrike wholly in the shadows 6" away instead of 9", which only applies in the movement Phase.
Not the entire shadow of Chaos.
@@TrueDaemonLord ahh so in case the opponent would move to hold over half the objectives in NML, you can still deepstrike within 6" since it was determined in the start of that phase you mean? Yeah ok that does make sense. Im not sure what you mean with the second paragraph but thanks for clearing that up.
that rapid ingress in shadows are quite handy :)
Can i use the "Corrupt Realspace" Strat in my first turn ? (Winnig the rolloff and going first)
Someone told me that i cant use it, because i cant control a marker in the first turn/start of the game.
Is the first command Phase in the game different from the other in that matter ?
@@Sec0ndaid that is true, you take control of an objective at the end of a phase, corrupt realspace is at the start of a command phase so you have no way of controlling it before that point.
Plaguebearers on the other hand have the good version of the "sticky" rule as theirs procs at the end of the command phase.