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Made in gb
Pauper with Promise




Petersfield UK

Would i be allowed to put jump packs on my SM scouts?

"Strength does not come from physical capacity. It comes from indomitable will" -Quote brother Mahatma Ghandi of the blood angels 3rd company.  
   
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Goldenfistcrusader wrote:Would i be allowed to put jump packs on my SM scouts?
Read your SM Codex. If it says you can, you can.

If it doesn't, you can't.

This message was edited 1 time. Last update was at 2010/05/17 14:32:50


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If you could, then you would see a lot of Blood Angels scout armies with 60 scouts infiltrating 18" away, using a 12" scout move to jump 6" from the enemy lines, and launching a turn 1 assault.

The ability to infiltrate and scout with a 12" or more move is so powerful that space marine scout bikers are not even allowed to gain a 2nd attack from 2 CCW.

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Deep Frier of Mount Doom

Goldenfistcrusader wrote:Would i be allowed to put jump packs on my SM scouts?


no. nuff said.
   
Made in gb
Ultramarine Chaplain with Hate to Spare





If you could, then you would see a lot of Blood Angels scout armies with 60 scouts infiltrating 18" away, using a 12" scout move to jump 6" from the enemy lines, and launching a turn 1 assault.


They still have to stay 6" away from the enemy. Do you see many normal space marne armies doing this? With Shrike in the list all the scouts gain fleet so they deploy 18" away scout to 12" and then are definitely in assault range (dependant on terrain granted but they do have move through cover). Also the Landspeeder storm has a 24" scout move and further 21" range on assault from embarked scouts. Turn 1 assaults are something that have been around for a while.

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Warren, OH

And I believe it is more than 18" away, so if you are infiltrating and assaulting that turn you are probably cheating. Very few units should be able to do this, and if something as basic as a troop could do it, it could potentially break the game.

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And I believe it is more than 18" away, so if you are infiltrating and assaulting that turn you are probably cheating. Very few units should be able to do this, and if something as basic as a troop could do it, it could potentially break the game.


No it is the rules. Scouts moves are after infiltrations. SM Scouts can do both so can infiltrate 18" away and then move to 12". They are now just out of assault range unless you have Shrike in the army in which case they are fleet meaning their minimum assault range would 13" making assault always possible (terrain allowing).

A space marine player can literally assault you in turn 1 with his entire army if he wants, if he takes shrike and a list built to do so. Hammernators in a LR can also do this from their deployment zone though it depends on their opponents deployment (their assault range is 26"-31" dependant on run roll).

Scout bikers and scouts in Land speeder storms can also always assault turn 1 with or without Shrike being in the army.

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Warren, OH

Yes I can see this now. In this case I would just reserve everything.

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Made in gb
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Yes I can see this now. In this case I would just reserve everything.


Exactly why people don't in general build this type of army...

I'm not sayng it is a game winning or even good tactic just saying it is possible within the current SM codex. IG can assault turn 1 as well.

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FlingitNow wrote:
Yes I can see this now. In this case I would just reserve everything.


Exactly why people don't in general build this type of army...

I'm not sayng it is a game winning or even good tactic just saying it is possible within the current SM codex. IG can assault turn 1 as well.
And Orks do it even better!

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Cab Orks assault in turn 1? I'm not an Ork player but was not aware of them being able to do this? Do Deffkopters have scout? If so Scouts are far more dangerous in CC than a few deffkopters.

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FlingitNow wrote:Cab Orks assault in turn 1? I'm not an Ork player but was not aware of them being able to do this? Do Deffkopters have scout? If so Scouts are far more dangerous in CC than a few deffkopters.
Yes, Deffkoptas have Scout.

And I think getting 9 PK to the Face on turn 1 is a bit more dangerous than some crappy scouts

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Scouts are ace. Best troops in the game and are made out of win, despite statistics proving differently

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FlingitNow wrote:
Yes I can see this now. In this case I would just reserve everything.


IG can assault turn 1 as well.


Really? I haven't figured that one out yet. How do they do it?
   
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Warren, OH

haha, don't you love statistics.

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s2ua7 wrote:
FlingitNow wrote:
Yes I can see this now. In this case I would just reserve everything.


IG can assault turn 1 as well.


Really? I haven't figured that one out yet. How do they do it?
...

Seriously?

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Camas, WA

Gwar! wrote:
s2ua7 wrote:
FlingitNow wrote:
Yes I can see this now. In this case I would just reserve everything.


IG can assault turn 1 as well.


Really? I haven't figured that one out yet. How do they do it?
...

Seriously?


IG Assault Turn 1, not quite as impressive as the other examples.

Let's give him a hint... During a first turn IG Assault, one might play Flight of the _____ by Wagner.

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LMAO!!! Thats quite the hint, and I had figured it had something to do with the Valkyries, but its been a long couple of days and I was thinking "well, if I go flat out (not gaining the initiative) then they deep strike out but cant assault due to deep strike rules, but then that defeats the purpose of assaulting. I get it now... I'll go take a nap.. lmao
   
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Biloxi, MS USA

pretre wrote:
Gwar! wrote:
s2ua7 wrote:
FlingitNow wrote:
Yes I can see this now. In this case I would just reserve everything.


IG can assault turn 1 as well.


Really? I haven't figured that one out yet. How do they do it?
...

Seriously?


IG Assault Turn 1, not quite as impressive as the other examples.

Let's give him a hint... During a first turn IG Assault, one might play Ride of the _____ by Wagner.


If you're going to use it as a hint, at least get the name right.

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Bellingham, WA

schadenfreude wrote:If you could, then you would see a lot of Blood Angels scout armies with 60 scouts infiltrating 18" away, using a 12" scout move to jump 6" from the enemy lines, and launching a turn 1 assault.

The ability to infiltrate and scout with a 12" or more move is so powerful that space marine scout bikers are not even allowed to gain a 2nd attack from 2 CCW.


lol this would be awesome

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Battle Creek, MI

Platuan4th wrote:If you're going to use it as a hint, at least get the name right.
He was thinking about Flight of the Bumblebee... which is pretty much what a bunch of IG assaulting first turn would be

   
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Hahaha, yeah, thats partially why I had never thought about it. lmao
   
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Of course, it's never IG inside the Valks, it's Grey Knights (Terminators if you follow the RaW, PAGK if you follow the FAQ).

This message was edited 2 times. Last update was at 2010/05/18 14:49:56


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Orklando

It's impressive if you use Demolition Veterans against vehicles.
   
 
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