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Ok so in Steamroller the player going first deploys 3 inches shorter. Why? The pressganger said it is so you cant kill something in you opponents Deployment. But what kinda stuff has the range and the power(And accuracy) to really make a dent? Light artillery cant move and shoot.

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Longtime Dakkanaut




Brisbane, Australia

There are some things that can shoot that far effectively turn 1 (advance deploy Eyriss with extra powder ration from Dugal, for instance), but in my understanding the uneven deployment is not so much about range and shooting, but more about being able to contest objectives really.

You see, going first does have an advantage in being able to move up the field first and get into the scenario zones, those few inches difference for first and second players help to even things out just a little so that a slower player going second can get up to the objectives a little faster, to start contesting.

So while it may be partially to give a little more distance to stop pot-shots between players, it's mostly just helping to even up the scenario advantage of going first a little, so a fast jamming player can't lock a slower player out of the zones as easily.

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 hotsauceman1 wrote:
Ok so in Steamroller the player going first deploys 3 inches shorter. Why? The pressganger said it is so you cant kill something in you opponents Deployment. But what kinda stuff has the range and the power(And accuracy) to really make a dent? Light artillery cant move and shoot.


Movement shenanigans play a role too.

Think about it. Let's say I play cryx and I field the satyxis unit, plus ua and captain solo. They have advance deployment and set up 16" up the board. From the captain, thry get desperate pace which is an extra 2" movement, they're spd7 so if, assuming I go first, I choose to run with them, I can get them 16+14+2inches up the board. And they've got reach. That's 34" of control on a 48" board. If player 2 started up 10" as well, it means I have guys 4" away, from him,and if he has advance deploy troops, I have him engaged, with 12 models that cause huge carnage if get doesn't kill them all. Effectively, I've jammed him in his deployment zone and can get ahead on scenario pounds with little to no retaliation while he gas to struggle to kill them before he can make any advance.

It's a huge advantage. As an alpha strike, it is game breaking. Which us why pp don't allow it.

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Deadnight wrote:
 hotsauceman1 wrote:
Ok so in Steamroller the player going first deploys 3 inches shorter. Why? The pressganger said it is so you cant kill something in you opponents Deployment. But what kinda stuff has the range and the power(And accuracy) to really make a dent? Light artillery cant move and shoot.


Movement shenanigans play a role too.


This right here. It's possible to get a first turn assassination off using Ossrum(Feat, Snipe, and Energize), Thor(Pronto), and 2-3 Avalanchers. Thor's Avalancher gets 12 inches of movement(+2 SPD from Ossrum's feat, Pronto) and 16 inch range , Ossrum's get 9 inches of movement and one has 20 inches of range from Snipe.

This message was edited 1 time. Last update was at 2014/07/29 20:23:02


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What's wrong with having 3" less deployment zone? You make up for it by going first

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Because with y slow khador it means Im getting peppered for two turns and recieving the charge

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I would've put it the other way around: the player who goes second gets three inches extra on their deployment zone. It offsets the disadvantage of going second.
   
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 hotsauceman1 wrote:
Because with y slow khador it means Im getting peppered for two turns and recieving the charge

That's generally the disadvantage of playing a list with nothing but Speed 4, yes. It's generally offset by armor 20+. If you're consistently having problems with this, consider running a few jamming units like Kayazy or Winterguard under eSorscha in order to prevent shooting against the rest of your army. Kossites can be fairly effective at this as well, and have the extra bonus of generally forcing people into the middle corridor, thus making easier targets for mortars and such. Alternatively, bring your own long range fire power to skirmish: Both Widowmakers and Winterguard Rifle Corps (with Joe) are excellent at thinning out the incoming troop swarms.
   
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 hotsauceman1 wrote:
Ok so in Steamroller the player going first deploys 3 inches shorter. Why? The pressganger said it is so you cant kill something in you opponents Deployment. But what kinda stuff has the range and the power(And accuracy) to really make a dent? Light artillery cant move and shoot.


Everything done in Steamroller has been done (just guessing) to
prevent eDeneghra from charging her own model, feating, and catching
your entire army.

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Another advantage to going second is that you can start scoring earlier, and react to your opponent's deployment. There's a reason the player who wins the dice-off can choose whether to go first or second; there are times when you'll want to use both options.

 hotsauceman1 wrote:
Because with y slow khador it means Im getting peppered for two turns and recieving the charge


Khador are slow?!

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 hotsauceman1 wrote:
Because with y slow khador it means Im getting peppered for two turns and recieving the charge


With wg Death Stars and other high def shenanigans you shouldn't be too hurt by shooting
   
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 malfred wrote:
 hotsauceman1 wrote:
Ok so in Steamroller the player going first deploys 3 inches shorter. Why? The pressganger said it is so you cant kill something in you opponents Deployment. But what kinda stuff has the range and the power(And accuracy) to really make a dent? Light artillery cant move and shoot.


Everything done in Steamroller has been done (just guessing) to prevent eDeneghra from charging her own model, feating, and catching your entire army.


I'd say that's a pretty fair assessment.

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