Switch Theme:

Eldar Vs White Tide  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
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.




Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Scout movements depend on what their normal movement is, not their type. If you gave a Monolith scout....somehow...it would move 6 because thats as far as it can go

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Member of a Lodge? I Can't Say




WI

 Coyote81 wrote:
General Hobbs wrote:

Wait, vehicles can only Scout 6"?????


Infantry, Artillery or a Monstrous Creature scout 6", anything else 12". So vehicles goes 12"


Walkers also Scout only 6". But yeah, my mistake on the vehicles.

This message was edited 1 time. Last update was at 2013/10/05 05:06:44


Been playing 40k on and off since 89.
Armies...
Orks, Eldar, Lamentors, Pre-Heresy EC, CSM EC, and IG.  
   
Made in us
Veteran Inquisitorial Tyranid Xenokiller





 Vineheart01 wrote:
Scout movements depend on what their normal movement is, not their type. If you gave a Monolith scout....somehow...it would move 6 because thats as far as it can go


Not true. Scouting Monliths would make me laugh.

Inquisitor Jex wrote:
Yeah, telling people how this and that is 'garbage' and they should just throw their minis into the trash as they're not as efficient as XYZ.

 Peregrine wrote:
So the solution is to lie and pretend that certain options are effective so people will feel better?
 
   
Made in us
Battlefortress Driver with Krusha Wheel






 BlkTom wrote:
Range doesn't matter. As the vid shows, Scout move 12" because they are bikes (Infantry, walkers, MCs, and Vehicles only move 6" with Scout), move 12" because they are bikes, Relentless with Salvo 3, 18" range means they cover the entire board +6". When the unit your fighting can move 12" with a 18" range, 30" is hard to avoid.

The only option is to go first or seize so you can fire on them or charge them before they can shoot.

To be honest, I think the best way to take out a heavy use of grav gun unit is clowns. They have no armor save, so can not be wounded by the Grav Guns. Guardians due to low armor save and other units that have Scout to disrupt their Scout might also work.

*Correction... I believe minimum wound is a 6 for grav guns, so 6 to wound Harlequins.


so they would just shoot their str 4 double tapping rerolling bolters at the 3 toughness clowns then? Also they could stay 22 1/2 inches away since they can measure distance and you would probably not make the charge if alive next turn. And if any of them do live, they can hit and run and shoot again.

warhammer 40k mmo. If I can drive an ork trukk into the back of a space marine dread and explode in a fireball of epic, I can die happy!

8k points
3k points
3k points
Admech 2.5k points
 
   
 
Forum Index » 40K General Discussion
Go to: