Bob what was that explaination? Aim Point, Landing Point? Dave has it right, using the definition of terms from the 40k rulebook. Very good explaination dave!
1. Unit X attemps to deepstike.
2. Unit X rolls scatter and 2D6 to determine "how many inches the model moves away from the intended position"(pg. 95, 40k Rulebook)
3. Determine whether Unit X suffers any deepstrike mishap. If not, unit X has arrived onto the battlefield.
4. Determine if Unit X is within 48" of the disrupter beacon.
5. If the answer is 'yes' then apply the Disrupter beacon rule, "On a 4+, the player owning the disrupter may choose a new entry point."
6. The new unit is placed at this new entry point. They do not re-scatter.
Dave's is one of several two arrival schemes. Units arrive twice. Terminators get beamed down at risk, beamed up, then beamed down again to the wrong place but in perfect safety. Tunnelers dig a tunnel, break surface at great risk, dig another tunnel, then break surface again in perfect safety. Guardsmen jump out of a plane, arrive at great risk, somehow climb back into the plane...
To me it fails the simplicity test, in that it requires two arrivals instead of one. It fails the rules test, as it puts limits other than no impassible terrain on where the disrupted unit is placed. It fails the believability test in that one can't dig two tunnels, execute two beam downs and a beam up, dig multiple tunnels, etc, that quickly. It fails the fluff test as it makes a disrupted landing safe.
In short, it is just bad. The other variations on the two entry points theme are similar.
A while ago I talked about game stores having cultures, having dominant cliques of players that favor a given style of play. I'll allege that BG's style is winning by selecting armies, a subtle pull in favor of assault and against shooting, speed and maneuver. Battles too often take the form of getting one's force in close quickly, moving into base contact, and rolling dice. Reducing the risk of deep strike into a disrupted area, similar to the preference for objective based victory conditions, might be examples of how a dominant clique subtly alters the rules to favor a particular style of play.
When I made this argument, the possibility of such a bias was dismissed. It was proposed with pride that BG was a fluff loving store. People weren't playing to win. They loved their fluff. There was no dominant clique trying to twist the rules in their favor at BG. No, BG players are fun loving and fluffy.
During this discussion, when I mention the fluff, when I suggest that the fluff says deep strike into a disrupted zone ought to be dangerous, the common response has been 'the fluff is meaningless' or 'the fluff means nothing.' This has been the common response of any proponent of a two arrival scheme who answers the point about fluff at all.
Just saying.