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Made in is
Dakka Veteran






Hey guys

I'm reading a guide that describes deep striking on the first turn:

Scout Squad: Cheap, infiltrating, and scoring like every other Scout unit. Unlike every other Scout unit they have "The Red Thirst" special rule which can turn them into mini berserkers if taken with an HQ choice like Astorath. Give them all pistols and knives to make them even better in assault; a Power Fist/Plasma Pistol for the Sergeant might also be warranted. Sure, they don't have Hellfire shells for their heavy bolters, but who the feth cares? Another tiny, easy to miss upgrade that separates BA Scouts from their weedier codex brethren is their ability to take a Locator Beacon. Yeah, now you can flawlessly deepstrike, say, Land Raiders, within 6" of the enemy. On turn one. Should the Scouts live (doubtful, since they will almost undoubtedly attract ridiculous amounts of fire from this), they can guide in all the other deep-striking bs that BA have access to as well, like, Vanguard.


Is this correct? If so, how does that work ruleswise? I'm looking at the 5th edition and I can't see how this works?


 
   
Made in us
Fixture of Dakka





Chicago

Whoever wrote that was probably confused by the Drop Pod Assault rule.

No, BA LR cannot deep strike on turn 1. They can deep strike when they are rolled for from reserves, turn 2 at the earliest.

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Made in is
Dakka Veteran






Drop pod assault rule?

Oh yeah, dropping half of them on the first turn.

That would work with scouts though right? Having them light a beacon, then dropping pods with Furiosos for example?

This message was edited 1 time. Last update was at 2011/10/19 15:47:05



 
   
Made in us
The Hive Mind





Sure. You can't assault after deep striking though, so that Furioso is going to get lit up.

My beautiful wife wrote:Trucks = Carnifex snack, Tanks = meals.
 
   
Made in us
Sinewy Scourge





Long Island, New York, USA

Stoffer wrote:Drop pod assault rule?

Oh yeah, dropping half of them on the first turn.

That would work with scouts though right? Having them light a beacon, then dropping pods with Furiosos for example?


I would say yes, because the drop pod assault rule says the pods making the assault "...arrive on the player's first turn." and they arrive using deep strike rules.

As long as the scouts were deployed and have the locator beacon and the pod is deployed within 6".

Also of note is that this will only work with BA scouts squads. Vanilla marine scouts only have locator beacons in bike squads, and teleport homers don't work for drop pods.

I have found again and again that in encounter actions, the day goes to the side that is the first to plaster its opponent with fire. The man who lies low and awaits developments usually comes off second best. - Erwin Rommel
"For having lived long, I have experienced many instances of being obliged, by better information or fuller consideration, to change opinions, even on important subjects, which I once thought right but found to be otherwise." - Benjamin Franklin
 
   
Made in is
Dakka Veteran






How do you get the locator beacon active though? It has to be activated, which I assume you can't do during the scout phase?

Turn one starts, you're entirely dependent on when it's legal to activate the beacon.


 
   
Made in us
Sinewy Scourge





Long Island, New York, USA

Stoffer wrote:How do you get the locator beacon active though? It has to be activated, which I assume you can't do during the scout phase?

Turn one starts, you're entirely dependent on when it's legal to activate the beacon.


Nothing says it has to be "activated". All the rule says is, "Note that the locator beacon must already be on the table at the start of the turn for it to be used."

It doesn't even have to be as a result off a scout move. When the scout unit deploys, and has a locator beacon, the beacon is now on the table. Turn one starts, the beacon is on the table, it can be used.

I have found again and again that in encounter actions, the day goes to the side that is the first to plaster its opponent with fire. The man who lies low and awaits developments usually comes off second best. - Erwin Rommel
"For having lived long, I have experienced many instances of being obliged, by better information or fuller consideration, to change opinions, even on important subjects, which I once thought right but found to be otherwise." - Benjamin Franklin
 
   
Made in is
Dakka Veteran






Ah alright, I was just wondering if it was something you actively had to do. ok.


 
   
Made in us
Lord Commander in a Plush Chair






The time a Locator Beacon cannot be used is when it is on a unit coming in/just came in from reserves.

2 Scenarios are very possible with this:

1) Scouts outflanking, with a Locator beacon on those scouts(Scout Bikers for 'Nilla marines)

2) Drop pod equipped with a Locator Beacon drops in first turn, it cannot be used until 2nd turn reserves as it was not on table at the beginning of the 1st turn.

This message was edited 1 time. Last update was at 2011/10/19 17:36:28


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Stop looking for buzz words and start reading the whole sentences.



 
   
Made in is
Dakka Veteran






Yeah, or the scouts come in before the first turn starts and uses the locator beacon for the drop pods that come in during the first.


 
   
Made in us
Lord Commander in a Plush Chair






Stoffer wrote:Yeah, or the scouts come in before the first turn starts and uses the locator beacon for the drop pods that come in during the first.


The only way the scouts can come in before First turn is by being Deployed.

You cannot "Scout Move" in from reserves before first turn.

This is my Rulebook. There are many Like it, but this one is mine. Without me, my rulebook is useless. Without my rulebook, I am useless.
Stop looking for buzz words and start reading the whole sentences.



 
   
 
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