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tell me if you heard of this stuff? 5th. ed. ICs, Beasts, Artillery, Bikes, Jump Infantry/Deepstrike  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Flashy Flashgitz





So Cal. Lancaster

ive seen this stuff alll over the place, you heard of this stuff?

ICs, Beasts, Artillery, Bikes, Jump Infantry/Deepstrike
** Independent characters can join with other independent characters as well as other units (but not vehicle squads). If a character ends its movement within 2” of another unit, it automatically joins that unit. If the character ends its movement within 2” of multiple units, it must declare which unit it has joined.
** Beasts and cavalry move like infantry (including the ability to run). They also have the Fleet ability which allows them to charge after running. They can charge 12” but are affected by terrain (double the distance allowed by the difficult terrain test).
** Artillery units may not run or assault if they have any guns with them. They can be pinned but this gives no protection to the guns. If falling back after an assault against a unit that can sweeping advance, the artillery automatically loses the initiative roll and is destroyed.
** ALL bikes have turbo-boost and the “relentless” special rule, but may not “run”. They may fire one weapon per rider.
** ALL jump infantry units may enter play by deep strike.
** Deepstriking has changed! You place a single model and scatter like normal. Then you place your models in concentric rings like before. But if even a single model cannot be placed (due to being off the table, impassible terrain, or being within an 1” of an enemy model, you roll a D6. On a 1 the entire unit (not just the model with a problem) is removed from the game and destroyed. On a 2 or 3, the entire unit is removed from the game and counts as being below half strength at the end of the game. On a 4-6, the models are redeployed anywhere on the table (in a viable deepstrike formation and does not roll to scatter).

Waaaaaaaaaaaagh! Pass me my Grog!. 
   
Made in us
Executing Exarch





Los Angeles

drunkorc wrote:** Independent characters can join with other independent characters as well as other units (but not vehicle squads). If a character ends its movement within 2” of another unit, it automatically joins that unit. If the character ends its movement within 2” of multiple units, it must declare which unit it has joined.


True according to the leaked 5th pdf p.46. This appears to be an attempt to keep back row generals from being well neigh invincible when there is a squad or two near them.


** Beasts and cavalry move like infantry (including the ability to run). They also have the Fleet ability which allows them to charge after running. They can charge 12” but are affected by terrain (double the distance allowed by the difficult terrain test).


True: p51 of leaked rule pdf


** Artillery units may not run or assault if they have any guns with them. They can be pinned but this gives no protection to the guns. If falling back after an assault against a unit that can sweeping advance, the artillery automatically loses the initiative roll and is destroyed.


True. p57 of leaked rule pdf


** ALL bikes have turbo-boost and the “relentless” special rule, but may not “run”. They may fire one weapon per rider.


True: p55 of leaked rule pdf


** ALL jump infantry units may enter play by deep strike.


True: p54 of pdf. Note 1: You can only deep strike in missions that allow deep strike. Note 2: All standard missions allow deep strike.


** Deepstriking has changed! You place a single model and scatter like normal. Then you place your models in concentric rings like before. But if even a single model cannot be placed (due to being off the table, impassible terrain, or being within an 1” of an enemy model, you roll a D6. On a 1 the entire unit (not just the model with a problem) is removed from the game and destroyed. On a 2 or 3, the entire unit is removed from the game and counts as being below half strength at the end of the game. On a 4-6, the models are redeployed anywhere on the table (in a viable deepstrike formation and does not roll to scatter).


Mostly True: p89 of pdf. There are a couple of things you missed. First of all is that deep striking into difficult terrain forces you to take a dangerous terrain test, so watch out when you come down in a forest or some ruins. The other point which is important is on the deep strike mishap table. 1=whole unit destoryed, 2-3=unit doesn't show up and is considered below 50% (and for any mission other than total annaliation, this is the same as being destoryed), 4-6 your opponent deploys the unit anywhere on the table so long as it is in a proper deep strike pattern (concentric rings, more than 1" from his models, etc.) an no scatter is rolled. The lesson here is that when deep striking goes wrong, it goes really wrong. I think these rule changes will cause there to be a cutback on how many deep striking armies we see in the future. Also remember that just because you can deep strike doesn't mean you have to.

This message was edited 2 times. Last update was at 2008/02/24 16:52:22


**** Phoenix ****

Threads should be like skirts: long enough to cover what's important but short enough to keep it interesting. 
   
Made in us
Prescient Cryptek of Eternity





Mayhem Comics in Des Moines, Iowa

Very few people around these parts ever use Deep Strike even now. The whole tight ball alone keeps people from using it because it's begging the opponent's blast markers to target you. I've taken out multiple 300pt units of Grey Knights with a single Particle Whip shot each in one game because he was foolish enough to use Teleport Attack squads against me. I seldom use my Veil of Darkness, even though I usually take it, for the same reasons.

 
   
Made in us
Executing Exarch





Los Angeles

I rarely use it either, but that's mostly due to my lack of units that have the rule. In either case, since all jump infantry will be able to deep strike along with any units that specificaly have the rule (terminators and the like), it means that there will be a lot more units out there that can use the rule. Will they? Who knows. But if they do, you won't see them dropping down near a bunch of enemy units since the mishap table is so brutal.

**** Phoenix ****

Threads should be like skirts: long enough to cover what's important but short enough to keep it interesting. 
   
Made in us
Flashy Flashgitz





So Cal. Lancaster

Humm.. I cant wait till the New (if its true) Started Box Set comes out.
as for the rules... I know this is a Play Test list, so a few things will change im sure.

off topic a lil'. as the lad above said, my friend aswell likes to play a Full GreyKight Termie Army w/ 2 Squads of grey knights for troops.
These new rules will Def. change his mind about Deep Striking.

Waaaaaaaaaaaagh! Pass me my Grog!. 
   
Made in us
Dakka Veteran





I thought the mishap table was forgiving...don't deep-strikers that land on an enemy/friendly model get to roll a 4+ to be either destroyed or moved to the nearest available space ala "Drop Pods" rules?

With the changes to blast template weapons, deep-striking may become a lot less risky. Or at least, much more dependent on chance than it is now, where your opponent simply has to say "I hit with my plasma cannon. That's three hits and five partials." In 5th, at least there's a chance for scatter, but at the same time all models are hit that are touched (even a little) by the template.

Of course, having not read the whole .pdf myself, this is all anecdotal and the .pdf itself is just a rumor, so all this could be butt-talk.

Ba-zziiing!



 
   
 
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