Switch Theme:

Vectored retro thruster and stimulant opinions please.  [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
Sneaky Chameleon Skink






Texas

Do these work very well in practice? Seems like your HQ is going to take a few punches before he gets a chance to scoot away, but would it work well paired with a stimulant injector? I'm looking at sticking them on a deep striking "Helios" to let it brave the 18" and maybe even 12" ranges with a better chance of getting back out.

I also want to make sure I'm understanding how they work correctly.
ex:

Player turn: Helios deepstrikes in, cant move during movement, blows up a tank dor chews a hole in a termi squad during shooting, and hops back using his jetpack during the assault phase.
Evildoer turn: Oh no! the helios is somehow assaulted *battle ensues* then evil doer's turn ends.
Next player turn: Helios is still in combat for the movement and shooting phase, but is able to leave at 3d6" in any direction at the end of assault.

It doesn't seem like he would make it to the end of Assault before falling apart without drone support. Is this an accurate assumption? I guess the real question here would be how effective are the stimulant injectors in melee.

This message was edited 2 times. Last update was at 2010/11/07 12:16:16


 
   
Made in us
Sneaky Sniper Drone



Garner, N.C.

If I remember right, stimulant injectors give the feel no pain rule...which means power weapons, weapons that negate saves somehow, ap1/ap2 weapons, or, in the case of a crisis/broadside suit, anything strength 8 or higher....I personally like the stim injectors, but I cant stand the vectored retro thrusters. In order to use them you have to take an initiative test, which means you have to roll equal to or under the initiative value, which is like 50/50.

I'd personally throw a drone or 2 in there for backup, and give each setup a test run, just to see how lucky you might be. well, good luck


Automatically Appended Next Post:
just remember that vectored retro thrusters go on monats only...so if you use them, you cant have a drone tagging along....

This message was edited 1 time. Last update was at 2010/11/07 13:23:38


I am NOT a crook. I have never stolen a thing in my life. BUT I have borrowed things with no intent whatsoever on returning them....  
   
Made in us
Sneaky Chameleon Skink






Texas

Ew I missed that bit about the I test... yeah, drones it is.
   
Made in us
Loyal Necron Lychguard





St. Louis, MO

Stims good, VRT bad imo....for the same reasons already listed. Give him stims, a couple shield drones, bodyguards with shield drones and you are good to go.

11,100 pts, 7,000 pts
++ Heed my words for I am the Herald and we are the footsteps of doom. Interlopers, do we name you. Defilers of our
sacred earth. We have awoken to your primative species and will not tolerate your presence. Ours is the way of logic,
of cold hard reason: your irrationality, your human disease has no place in the necrontyr. Flesh is weak.
Surrender to the machine incarnate. Surrender and die.
++

Tuagh wrote: If you won't use a wrench, it isn't the bolt's fault that your hammer is useless.
 
   
 
Forum Index » 40K General Discussion
Go to: