Author |
Message |
 |
|
 |
Advert
|
Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
- No adverts like this in the forums anymore.
- Times and dates in your local timezone.
- Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
- Email notifications for threads you want to watch closely.
- Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now. |
|
 |
![[Post New]](/s/i/i.gif) 2010/06/07 00:47:07
Subject: Deep Striking, 101
|
 |
Boosting Space Marine Biker
|
 Anyone have any tips for deep striking a SM army, post it here. Or any army for that matter. What I do is deep strike my models atleast 12" away from the table edge to keep from having any "Accidents".
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/06/07 00:53:32
Subject: Re:Deep Striking, 101
|
 |
The Conquerer
Waiting for my shill money from Spiral Arm Studios
|
if you want a DS SM army go all drop pods and teliporting termies or don't do it at all.
have an Odd number of DPs and some should have Locator beacons.
have Dreadnoughts come in first turn vie DP assault and have them smoke an enemy tank with MMs. keep dreadnoughts cheap.
terminators, Landspeeders and Assault marines come in later on target aided by the Locator beacons on the DPs.
the army should have alot of shooty units, don't have heavy weapons on your DP tac squads, you can't shoot heavy weapons when you come in.
don't take Vanguard, too expensive to make effective units.
|
Self-proclaimed evil Cat-person. Dues Ex Felines
Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.
MURICA!!! IN SPESS!!! |
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/06/07 00:57:33
Subject: Re:Deep Striking, 101
|
 |
Boosting Space Marine Biker
|
Thx I already know not to take Vanguard. So Drop Pod, Termies, and assult Marines. Got it  !
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/06/07 01:05:59
Subject: Re:Deep Striking, 101
|
 |
Sister Vastly Superior
UK
|
To deep strike effectively, you must understand the bell curve.
A graph of the probability of any given result on 2d6 is a fairly flat bell curve with the traditional fat bit at 7 and nice gentle slopes.
Here's a nice one from Google image search:
What you can take away from this is that there are 36 different possibilities, but the odds of the dreaded double six are a mere 1/36. In fact, the odds of a ten or higher are only 1/6.
Personally, I call 1/6 an acceptable risk and try to work with a nine-inch radius of safety.
Before all other considerations, you must - with reference to the above bell curve, decide what you consider an acceptable risk.
You'll notice that you also have a 1/6 chance of scattering exactly seven inches - the highest probability. Factor this into your final decision.
|
'A mass-reactive, Godwyn-De'az .75 caliber Miracle.'
The Order of Glory Undimmed - 2'000 Points
Craftworld Nainuwa - 500 Points |
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/06/07 01:06:44
Subject: Re:Deep Striking, 101
|
 |
Dark Angels Librarian with Book of Secrets
|
My buddy has a deep striking Shrike army that works very well. He uses his deep striking units to either take objectives, kill tanks, or just to hold back the enemy.
He also plays with 1 squad of scouts for objective holding, and will sometimes just deploy his termies instead of deep striking them.
His logic is that 8 assault termies that can fleet will draw a lot of attention (and they do) allowing his deep striking pods to win the game for him.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/06/07 01:13:08
Subject: Deep Striking, 101
|
 |
Fresh-Faced New User
|
i ve only been playing for 2 months and i started with daemons and deep striking is a knitemare . I try to brimg tzeentch & nurgle first but the gods dont always agree so I end up getting bloodletters & demonettes shot up .so i got some chaos marines &played an apocholyspe game thi s saterday at miniture market and personally did pretty well although the imperium won . naturally we were out numbered by those dead man on a toilet worshipping loyalist.but had fun none the less.i discovered i could make my pink horrers all sargents and do alot of damage with bolt of tzeentch to termies and tanks .
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/06/07 06:23:34
Subject: Deep Striking, 101
|
 |
Fresh-Faced New User
|
I'm currently working on a DS SM salamander list and this is what I've learned.
Tac squads should still bring a free heavy weapon in the drop pod. One less 12" bolt shot is a small price to pay for the chance at a MM, ML, or HB. Since I'm running with vulkan and DP means close quarters, MM all the way.
I <3 dreads, but be very careful with placement. All armies I've faced are fully prepared to take on a dreadnought and dropping them in leaves them alone and vulnerable. I'm working on how to deploy them with a tactical squad for support.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/06/12 19:42:25
Subject: Re:Deep Striking, 101
|
 |
Boosting Space Marine Biker
|
That is a good idea! i dont currently own drop pods but im thinking of getting one!
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/06/13 13:55:54
Subject: Deep Striking, 101
|
 |
Devestating Grey Knight Dreadknight
|
Before i moved onto guardsmen, i had a deepstriking Sm army, and this is how i played it: Its definatly an Alpha strike army, anything i want gone, i assign something to it. I was a bit of a DO IT OR DIE kinda guy, so i had 2 5 man terminator squads, a command squad with an apothacary and 4 melta marines, a tac squad with only a flamer, and anything else that the mission required. Shove the Tacs in Drop pods, give the tac squad (10 man) with the flamers drop pod a locator beacon, and what you can do (as well as having DNs in drop pods) is have 100% safe drop podding to whatever enemy you like. i had a particularly nasty leman russ to deal with, so i put a ironclad DN with 2 HKMs and a underslung meltagun into a drop pod, put the drop pod right behind the leman russ, it scatterd likd 10 inches, so i just disembarked the DN onto the closest side, it was within 6 and blam! i missed with the melta ._. so i shot both HKMs into its rear armour....lol im blabbering on a bit sorry, what im trying to get at is drop pods are safe! see a squad of termagaunts with devourers? use the drop pods safeness to drop pod 10 tacs, land right next to the, rapid fire, there wont be enough left to launch an effective counter attack! dont risk terminator squads to deepstrike unless its ultra safe or you have a locator beacon, ive seen terminator squads die to landing on the heads of guardsmen and it aint good.
Edit:
Remember, half of all drop pods, rounding up, MUST come in on first turn. This is a great rule, use it wisely
|
This message was edited 1 time. Last update was at 2010/06/13 13:57:24
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/06/13 14:20:52
Subject: Deep Striking, 101
|
 |
Perfect Shot Dark Angels Predator Pilot
|
Remember that you can pop smoke on your dreads when they come down if they are too exposed from the scatter.
Another key to remember is that fortune favors the bold: you need to risk it sometimes to get awesome results. Don't shy away from dropping your guys where they need to be because you're afraid of a 10" scatter in one direction.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/06/13 14:41:16
Subject: Deep Striking, 101
|
 |
Servoarm Flailing Magos
|
Remember with drop pods that you can reduce the scatter to stop yourself from crashing into units or terrain.
|
"Praise Be To The Omissiah!"
"Three things make the Empire great: Faith, Steel and Gunpowder!"
Azarath Metrion Zinthos
Expect my posts to have a bazillion edits. I miss out letters, words, sometimes even entire sentences in my points and posts.
Come at me Heretic. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/06/13 15:52:15
Subject: Deep Striking, 101
|
 |
Growlin' Guntrukk Driver with Killacannon
Denmark
|
Meltas on troops and MM's on dreads are good when deepstriking, because you can't catch anything in CC when you arrive. If your opponent is playing mech, he will be out of range before you can assault him. If you bring enough meltas to pop the most important transports and tanks, you can stike in the heart of his army and catch his now footslogging troops while they are crawling out of their burning transports.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/06/13 19:15:47
Subject: Re:Deep Striking, 101
|
 |
Stalwart Dark Angels Space Marine
Washington, DC
|
I'm currently working on a Deathwing/Ravenwing army designed around teleporting terminators into the fray quickly. Also planning to support it with tactical squads. Any tips on how best to teleport the terminators in without getting them killed by enemy fire before they can assault? Also, when I deep strike in can I fire the assault cannon?
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/06/14 03:02:55
Subject: Re:Deep Striking, 101
|
 |
Sneaky Sniper Drone
|
@ OP
I'm not sure if anyone has already said this, but I saw that you were going to use drop pods and termi's and would like to remind you that drop pods have inertial guidance, so if you ds them close to terrain, they will actually have a higher likelihood of landing on target. Don't do that with terminators, though.
@lechium
lechium wrote:Any tips on how best to teleport the terminators in without getting them killed by enemy fire before they can assault? Also, when I deep strike in can I fire the assault cannon?
Terminators will always survive a drop without sustaining significant casualties, unless you put them in front of a squad with tons of ap2 stuff. Remember, t4 is pretty substantial for infantry, and 2+ means they only have a 16% chance to fail their save. As long as you use the ravenwing's teleport homers to avoid scatter, don't worry about taking fire. In answer to your second question, yes terminators can fire their AC when they deepstrike, since they are able to fire heavy weapons on the move.
|
Alas, poor Yorick.
1500 Points-with a little help from my friends
1500 Points
GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment. |
|
 |
 |
|