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Made in us
Dangerous Skeleton Champion




New Jersey

Even though the LS Storm is not a dedicated transport, am I right in thinking that I can start the game with a five-man SM scout squad already inside it? That is to say, that five man squad is effectively given the Deep Strike rule by being inside the Storm when it can enter the game?

It seems fairly reasonable to me, but the fact that the LS Storm is a FA vehicle and not a dedicated transport makes me want to double check before trying it.

   
Made in gb
Hanging Out with Russ until Wolftime







Strelka wrote:Even though the LS Storm is not a dedicated transport, am I right in thinking that I can start the game with a five-man SM scout squad already inside it? That is to say, that five man squad is effectively given the Deep Strike rule by being inside the Storm when it can enter the game?

It seems fairly reasonable to me, but the fact that the LS Storm is a FA vehicle and not a dedicated transport makes me want to double check before trying it.
Yes.

Dedicated transports can only start with the unit that bought them inside it.
Non-DTs can have any legal unit inside them (e.g. Scouts in a LSS but you can't go putting Assault Marines in a Land Raider).

This message was edited 2 times. Last update was at 2010/09/16 17:57:00


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Made in us
Dangerous Skeleton Champion




New Jersey

Thank you very much.

   
Made in se
Powerful Pegasus Knight





But I can't figure out a reason for wanting to deep-strike scouts...
Totally legal though.

This message was edited 1 time. Last update was at 2010/09/16 18:10:35


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Made in gb
Lieutenant Colonel





Somewhere in warp space

Ignore this Gwar! posted while I was typing.

This message was edited 1 time. Last update was at 2010/09/16 18:04:57


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Made in gb
Hanging Out with Russ until Wolftime







RaptorsTallon wrote:I think we may need a FAQ on this one unless anyone else can find anything different.
No, we don't.

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Lieutenant Colonel





Somewhere in warp space

Gwar! wrote:
RaptorsTallon wrote:I think we may need a FAQ on this one unless anyone else can find anything different.
No, we don't.


Sorry, you posted before I manged to edit.

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Made in gb
Decrepit Dakkanaut




Bringing a scoring unit in late int he game?

Expensive though...
   
Made in gb
Willing Inquisitorial Excruciator





England

Expensive? What? 100pts for a tooled up scout unit, 50 - 60pts for the storm. That's cheaper than a 10-man tactical squad without a transport or special weapons.
   
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Hanging Out with Russ until Wolftime







wizard12 wrote:Expensive? What? 100pts for a tooled up scout unit, 50 - 60pts for the storm. That's cheaper than a 10-man tactical squad without a transport or special weapons.
And as survivable as a wet paper bag.

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Made in gb
Decrepit Dakkanaut




And about 1/10th the usefulness that a tact squad would be with free flamer and missil launcher.
   
Made in se
Powerful Pegasus Knight





Also, why deepstrike when you can outflank?
Why deep-strike when you can first turn assault?
Why deep-strike SCOUTS when you can deep-strike a pod of marines?

But rulewise, totally legal.

EDIT: OMGWTFBBQ, 100 posts.

This message was edited 2 times. Last update was at 2010/09/16 19:13:11


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However, if I use this -><- I might just mock you.
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Karash (at the home page of SATW) on the subject of America's fear of nudity:

which gets even weirder, seeing how you americans tend to use [the F-word] more often in various meanings than a smurf would use "smurf".


Nearly a quote except the censorship.  
   
Made in us
Dangerous Skeleton Champion




New Jersey

I just wanted to know if that's how it COULD be done, really. That said, I have to admit that I'm a little surprised at the almost universal reaction against Deep Striking a small unit of scouts. I've mentioned elsewhere that most of my thought exercises are purely theoretical until I can put them to the test at one of my LFGS. Once I put together the rest of my slop-shop painted SM army, I'll start seeing how poorly my expectations match up with reality.

I've thought of a couple of instances where deep striking scouts might be useful to me, though I understand how they'd be less ideal than a tac squad. Keeping in mind that I favor troop-heavy army lists and have an almost fanatical obsession with disrupting / denying enemy movement and scoring over killing them outright, here's a very loose list:

1. Inserting a scoring unit on top of an objective when it'll piss off the opposition
2. Dropping a teleport homer unit on top of an objective, relying on a terminator unit to reinforce the position quickly
3. moving pinning (sniper rifle) weapons into a position where they can harass the enemy from the rear/flanks
4. diverting high cost units by baiting them into attacking my scouts instead of hitting my big boys

None of this is set in stone. I'm working on a purely deep-strike / drop pod / outflanking army list, which means no rhinos or other tanks... I'm looking at ways to increase mobility and utility, even if it is sub-optimal overall.

   
Made in se
Powerful Pegasus Knight





Well, number 1 and 2 can be done with a pod, and much easier (AV12 Against AV10, can't mishap if you scatter onto things.)
Number 3 can be done by using Infiltrate, scout move and 2 movement phases + running, you could be pretty much anywhere.
You got a point on number 4, but I can't see the need to drop a troop choice and a fast attack choice (Aswell as 125+ points) for THAT.

Just my opinion though.

This message was edited 2 times. Last update was at 2010/09/17 07:13:51


If I use -><- I'm not mocking you, it's a reflex from using the " silly" icon on every other forum.
However, if I use this -><- I might just mock you.
Rats with hats: 3k
: 750p
Karash (at the home page of SATW) on the subject of America's fear of nudity:

which gets even weirder, seeing how you americans tend to use [the F-word] more often in various meanings than a smurf would use "smurf".


Nearly a quote except the censorship.  
   
Made in gb
Decrepit Dakkanaut




You also cannot assure that 2 happens in that sequence, you are much better off flat outing turn 1 to be in a good position for terminators turn 2.

Otherwise you will have a 1/4 chance of them arriving together, turn 2, making the homer useless. Etc.
   
 
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