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Is Deep Striking better or worse in 6th than it was in 5th  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Locked in the Tower of Amareo




Not being able to assault and not be able to get out of "kill me I'm here" formation if you shoot kills regular deep strike for me.
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

 fleet of claw wrote:
If you are deamons or sm with drop pods, then deepstriking is worth it. otherwise you have no guarantee that they will turn up when you need it, imo it isnt worth having half your army in reserve, unless they are melee.


Daemons only deep strike because they have to. If they didn't, I garuntee daemons deep striking would be quickly forgotten by the vast majority of players.

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!!! 
   
Made in gb
Chalice-Wielding Sanguinary High Priest





Stevenage, UK

 Grey Templar wrote:
Daemons only deep strike because they have to. If they didn't, I garuntee daemons deep striking would be quickly forgotten by the vast majority of players.


We'll find out soon enough... watch this space for the new Codex dropping this weekend.

"Hard pressed on my right. My centre is yielding. Impossible to manoeuvre. Situation excellent. I am attacking." - General Ferdinand Foch  
   
Made in us
Longtime Dakkanaut




 Grey Templar wrote:
ShadarLogoth wrote:
 Grey Templar wrote:
Its less risky, but no more useful. Its still a meh way of deploying and I see no point in doing it beyond a full Drop Pod list or Deathwing.


Because if you have a unit that isn't going to be effective till it's close to the enemy, you might as well start it off close to the enemy? Not sure how you could miss why that would be a good thing?


If that unit is an assault unit, they should be in a transport so they can assault without exposing themselves. If they have to wait a turn they'll just get shot to pieces.

I can't tell you how many games I've played against Deathwing where they come on and I simply shoot their units off the board before they did much of anything to me.

If its a shortish range shooty unit(24"), they really should start on the board to get more turns of shooting.


And you have the risk of your expensive deep strikers getting delayed in reserves, mishapping, or getting unfavorable scatters. All in all, not worth it.


Most transports are not assault transports, and the assault transports tend to be very expensive. The non assault transports will expose your unit to the same firepower (as they have to disembark the turn before they assault) and has the added bonus of possibly stranding your CC unit in your own deployment zone.

If you are deamons or sm with drop pods, then deepstriking is worth it. otherwise you have no guarantee that they will turn up when you need it, imo it isnt worth having half your army in reserve, unless they are melee.


Comms can give you considerable control over when the unit arrives, and you don't necessarily have to commit half of your forces to the idea to make it a worth while endeavor.
   
Made in us
Regular Dakkanaut





Drop podding a command squad with plasma guns/apothecary and ICs with SS/combi plas/homer is a great first strike option that i use. Their job is to get in my opponents backfield and rain plasma on any uni thats going to give me trouble. (Broadsides or any ap2 weapons, long fangs, gun emplacements, or ICs/warlords not positioned properly)

Most games they have done their job perfectly, even getting first blood some games, and then next turn i deep strike my assault terminato squads around the homer beacon. 10 assault tdas with th/ss is no easy thing to get rid off. This all from one drop pod.

For other armies, like SW and SM, thay have better choices to use with drop pods. Sterguard/wolfguard with combi weapons can pretty much wipe out anything they shoot at in rapid fire range when they come in. SW is even better since they can continue to just hang back rapid fire and still get a +1Attack if you charge them with counter attack.
   
 
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