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Made in gb
Tower of Power






Cannock

Usual Thursday night outing at Powerfist Gaming. Tonight I am playing against Caleb, not played him before. He is using Necrons, will be interesting to see how they work more, as I've only played with them twice and against them once.

Blood Angels "Wing Striker" - 2,000 points


HQ

Librarian - shield of sanguinus & unleash rage
Librarian - shield of sanguinus & unleash rage
Honour Guard w/ Razorback - 2 x flamers - Razorback w/ lascannon & twin-linked plasma gun
Honour Guard w/ Razorback - 2 x meltaguns - Razorback w/ lascannon & twin-linked plasma gun

Elite

1 x Sanguinary Priest

Troops

5 x Assault Marines w/ Razorback - 1 x flamer - sgt w/ power weapon - Razorback w/ lascannon & twin-linked plasmagun
5 x Assault Marines w/ Razorback - 1 x flamer - sgt w/ power weapon - Razorback w/ lascannon & twin-linked plasmagun
5 x Assault Marines w/ Razorback - 1 x flamer - sgt w/ power weapon - Razorback w/ lascannon & twin-linked plasmagun
5 x Assault Marines w/ Razorback - 1 x meltagun - Razorback w/ lascannon & twin-linked plasmagun
5 x Assault Marines w/ Razorback - 1 x meltagun - Razorback w/ lascannon & twin-linked plasmagun
5 x Assault Marines w/ Razorback - 1 x meltagun - Razorback w/ lascannon & twin-linked plasmagun

Heavy Support

Vindicator
Vindicator


Necrons - 2,000 points

HQ

Anrakyr the Travaller w/ Catacomb Command Barge

Royal Court - 4 x Crypteks - harbinger of destruction, solar pulse & gaze of flame
Orikan the Diviner

Elites

10 x Flayed Ones

Troops

8 x Necron Warriors w/ Ghost Ark
7 x Necron Warriors w/ Ghost Ark
5 x Necron Immortals
5 x Necron Immortals - tesla carbines

Fast Attack

5 x Canoptek Scarabs
5 x Canoptek Scarabs
2 x Heavy Destroyers

Heavy Support

Doomsday Ark
Doomsday Ark
Canoptek Spyder - fabricator claw array

Game: Spearhead + Annihilation

Deployment

I lost the roll off and Caleb decided to go second, this was fine for me as I am expecting him to use solar pulse in my turn, so I'll just move my Razorbacks 12" straight towards him and get into range. As I am deploying first I will deploy in the centre almost, there's a crater slap bang in the centre so I will deploy to the left of that so nothing starts in terrain. I put the Vindicators at the front, melta Honour Guard due to space and then everything else behind.

Caleb deploys, he puts on the left flank a Doomsday Ark, Heavy Destroyers, behind a ruin a unit of Immortals with the Travellers upgrade, single Spyder and unit of Scarabs. In the centre he pops a Ghost Ark, Immortals and Scarabs in a crater, then the other Ghost Ark and the Command Barge. Right corner is the last Doomsday Ark. He then infiltrates the Flayed Ones behind a bastion to my right 18" away as I can see them easily.

* Tactical Notes

Ok, I feel that Caleb has made some errors during deployment. He has spread out his forces thinly across the board, as he went second he could have countered my deployment. I will flank to the left as this will avoid the Ghost Arks for sometime and make the Command Barge come to me in the plain open. I can also deal with the Heavy Destroyers who have been deployed out in the open, the Spyder, Doomsday Ark and a unit of Scarabs. Also flanking to the left will give those Flayed Ones a long jog to catch up with me. They are already 18" away so if I move 12" they will have a real gap, plus there is terrain for them to move through as well.


Turn 1

I move all my Razorbacks 12" over to the left flank, a Vindicator moves through terrain ok while two Razorbacks move into terrain without any problems.

Shooting; I drop a demolisher shell on the Heavy Destroyers, it takes one out, I drop another shell but is misses by a long shot, I finish the single Destroyer off with a lascannon - that's them down and out. I torrent the Spyder with lascannons, it gets a few cover saves but it goes down and it is brown bread - no more Scarabs! I pop a few lascannons into the Doomsday Ark, but it is ok.

Necrons first turn; Scarabs on the left flank move around terrain ready to assault while the Immortals move into the terrain piece. The Command Barge moves flat out towards my line of red tanks while the two Ghost Arks and Scarabs move out. The Flayed Ones start their long creppy jive walk towards my formation.

Shooting; both Librarians cast shield fine. Immortals in terrain fire tesla at a Razorback but do nothing. Doomsday Ark fires at a Vindicator and scores weapon destroyed. Eldritch lances fire and score weapon destroyed on the other Vindicator. The other Doomsday Ark fires at the closest Vindicator to it, not sure on damage.

In assault the Scarabs charge a Vindicator and it is wrecked.

Kill points - Blood Angels: 2 Necrons: 1







* Tactical Notes

Not a bad start, but could have been better. I guess things are in place for next turn as Scarabs are on my door step and I have flamers close by, also the supporting Spyder is dead so no more Scarabs . The Command Barge is close, I know it went flat out, but how many cover saves can it make? I have lost two Vindicators so far (though one hasn't given up a kill point), but that's ok, they are meant to take fire power so that's fine.

I think that really I should have dropped the Vindicator shells on the Scarabs, they would have got 3+ cover, but it would have caused double wounds and instant gibbed them. Lascannons and plasma could have fired into the Heavy Destroyers and then the Tomb Spyder, ah well.

Next turn I will bail out a flamer Assault Squad with Librarian and supporting melta Honour Guard, together they will blow the Scarabs to pieces. I will melta up to attack the Doomsday Ark while fire power will focus on the Immortals in terrain (just because they are there and to stop them firing at my exposed troops) and at the Command Barge.


Turn 2

Razorbacks jumble about a bit, though flamer Assault Squad and Librarian bail out of theirs before it moves and move through terrain to reach the Scarabs. Melta Honour Guard bail out their Razorback after it has moved. Remaining Vindicator moves 18" through terrain and towards the left bottom corner.

Shooting; a Razorback opens up on the Command Barge and manages to penetrate it with a lascannon, the Barge fails the cover save and is immobilised - it went flat out so is wrecked, Anrakyr passes pinning test. Razorbacks torrent the Immortals, after some misses and good cover saves by Caleb the Immortals are wiped out. Flamer Assault Squad and Honour Guard fire into the Scarabs, one base is left with a single wound.

Flamer Assault Squad is just out of range as the single Scarab base as Caleb has smartly moved the bases closest to me.

Necrons turn; Flayed Ones move and run in my direction but are still miles away. Anrakyr, who is now angry about his ride been smashed walks up to the Honour Guard Razorback. Single Scarab base moves to the closest Razorback while the other Scarabs move ready to assault with Ghost Ark support. Immortals in the crater start to move out but are still bogged down in terrain.

Necron shooting; both my Librarians cast shield without any problems. Eldritch lances fire and shake a Razorback and score some damage on the Honour Guard's Razorback. Both Doomsday Arks fire and both of them scatter.

In assault Anrakyr charges the Honour Guard's Razorback and wrecks it. The single Scarab charges the closest Razorback and stuns it, also reduces it to av9-9-8. The other Scarabs charge and explode the Librarian's Razorback - he's not happy now!

Kill points - Blood Angels: 4 Necrons: 3





* Tactical Notes

Not a too bad turn, could have been better, for start I wanted that Scarab unit gone and still one remains and also the Immortals asborbed too much fire power - I wanted some shots to go into the Doomsday Ark. Caleb is hot on my heels with kill points, but I am hoping I can pull ahead here and start dropping the remaining Necrons on the left flank.

My plan next turn is to set the flamer Assault Squad and Librarian on the Scarab swarm, who just busted their ride open. Meltas I am hoping will be in range of the Doomsday Ark while I will bail out a melta squad from the stunned Razorback to support the Honour Guard, both of these will fire and assault Anrakyr
.

Turn 3

Librarian and flamer Assault Squad move through cover to ready to attack the Scarabs in front of them. Honour Guard walk around the wreck of their tank to draw LOS on Anrakyr while a melta unit bails out from their stunned Razorback and moves their way over to support the Honour Guard. Razorbacks move about, one moves up to the Doomsday Ark and a melta unit bails out - I hope they are in range, it looks really close for 2D6 armour pen. The Vindicator moves 18" and hides behind the wall of Razorback armour.

Shooting; the Vindicator, shaken Razorback and stunned Razorback all pop smoke seems they cannot shoot and this will give them some defense if they get shot at. A Razorback blasts the single Scarab with plasma and lascannon and it is dead. Melta is just in range of the Doomsday Ark, it goes boom! Honour Guard fire at Anrakyr along with Razorback support, he gets cover from most shots thanks to the Razorback wreck blocking LOS, he has two wounds left after the dust has settled. Flamer Assault Squad fires at the Scarabs and thins them out.

In assault the melta unit moves through the dangerous terrain wreck and are all ok, they engaged Anrakyr along with the Honour Guard and the Necron Lord falls - he doesn't get back up either. Librarian and Assault Squad charge the Scarabs, Librarian tries to use unleash rage but fails psychic test and takes a wound thanks to perils - the Scarabs are still chopped up thanks to power weapons and the unit consolidates back into terrain.

Necrons third turn; Immortals move out the crater and start to flank around the back of the ruin on the left flank. Ghost Arks move close so they can rapid fire me to death all while the Flayed Ones run closer.

Shooting; Librarians both cast shield, though the other Librarian fails psychic test and takes a wound - power still goes off. Lances fire and explode a Razorback with a Priest and flamer unit inside - no wounds and they pass pinning. Doomsday Ark fires, my Razorback passes smoke save. One Ghost Ark fires at the Honour Guard and kills one of them.

Kill points - Blood Angels: 8 Necrons: 4







* Tactical Notes

I've got a nice lead on Caleb now, I am hoping to keep it that way too. The problem I am seeing with this Necron list is that majority of it needs to get close to do damage. If the units fail or succeed they are subject to be counter attacked next turn whether through fire power or assault. The Scarabs for example are one hit wonders, though the single Scarab was a flukey devil!

Next turn I will move the melta Honour Guard and supporting melta unit up to blast the Ghost Ark in front of them. Librarian and flamer squad I will hang in terrain and hopefully bait the Flayed Ones, when they get close enough I will counter assault. Remaining Razorbacks and the unit now on foot will move towards the last Immortal unit and blow them away.


Turn 4

Razorbacks flank up the left side of the board to draw LOS on the Immortals while the Priest and flamer unit on foot move towards terrain. Melta Honour Guard and supporting unit move to melta the closest Ghost Ark. I think that is it.

Shooting; Priest's unit run into terrain just in case. Razorbacks empty on the Immortals and all are wiped out. Meltas fire at the Ghost Ark, the Assault Squad is out of 6" and fails to do any damage while the Honour Guard I roll 2s to hit with both meltaguns :( .

In assault both the Honour Guard and melta unit charge the Ghost Ark, it is wrecked - squad passes pinning test.

Necrons turn; Flayed Ones move up towards the Blood Angels but get badly bogged down in terrain with poor rolls for terrain movement and running. The last Ghost Ark moves towards my lines while the Necrons on foot hold position.

Shooting; Librarians both cast shield without any problems. Doomsday Ark fires across the board at the horde of Razorbacks, shot scatters and is half strength, does nothing. Lances from the unit inside the Ghost Ark fire at the previously shaken Razorback and shake it again. Gauss flayer array from the Ghost Ark blasts the Honour Guard, only three left - they pass morale btw. Warriors on foot blast the Assault Squad in front of them, only three left - they pass morale also.

Kill points - Blood Angels: 10 Necrons: 4





* Tactical Notes

I think the nail is in the coffin for Necrons now. The Warrior unit in front of my Angels will get multi assaulted and probably, hopefully die. The Honour Guard can move to the last Ghost Ark as can a melta unit from the shaken and immobilised (I immobilised it moving into terrain) Razorback - take that out I can assault and cause more damage. I am hoping the Razoorbacks will be in range of the last Doomsday Ark and they can shut it down. Lets see how it goes.


Turn 5

Melta squad bails out the immobilised Razorback and move to the Ghost Ark, Honour Guard moves to support them. Priest's unit move through terrain to blast and flamer some Necrons as the battered melta Assault Squad stand fast. Razorbacks flank around the ruin in the top left hoping to be in range of the Doomsday Ark.

Blood Angel shooting; Razorbacks open fire and the Doomsday Ark is taken down to china town. Assault Squads fire and thin out the Warriors. Honour Guard is out of 6" of the Ghost Ark, they fire and do nothing, though the other unit is in range and has better luck, they immobilise it.

In assault, the Priest's unit and melta unit charge and batter the Warriors and Crypteks in the same unit. The melta unit which immobilised the Ghost Ark charge and throw krak grenades in between the ribs of the Necron vehicle, it is wrecked.

Necrons turn; Orkian splits from his unit and moves to assault the melta squad which wrecked his ride - the Warriors move away from the action. Flayed Ones move and up and it appears they have taken the Razorback bait.

Crypteks try to lance a Razorback but only score shaken.

In assault Orkian (he is empowered now) attacks the Assault Squad and kills two, the Assault Squad loses combat and falls back, Orkian consolidates towards the Assault Squad to stop them regrouping. Flayed Ones attack the Razorback and scratch it with their claws scoring stunned and weapon destroyed - the lascannon is chosen.



We roll for turn 6 and it doesn't happen. Blood Angels win with 13 and Necrons 5.

Summary

I haven't used my Angels for sometime and made several mistakes with them. I didn't cast shield straight away like I should, though Caleb was ok with me casting it. I really should have fired the Vindicators at the first unit of Scarabs and cause double wounds to double them out, then las/plas at the Destroyers and Spyder. This may have saved me a little more damage, but I guess it doesn't matter too much.

For the first several turns, Caleb was only behind me by a single kill point. Turn 3 gave me the big lead thanks to his units coming close and me finishing them off, I think turn 3 I got 4 kill points alone from the Doomsday Ark, Anrakyr and two Scarab units. After this it was just down hill and a lot of Necrons anti tank had been taken care off.

Caleb did some good tactics in places like making sure my Assault Squad cannot consolidate, he did make some mistakes because of the new codex rules, like not using solar pulse as he thought it worked in his turn as well as mine and also forgeting about Anrakyr's terrain thingy on turn 1. I would say his deployment is what let him down, considering he went second and could counter me. He would have been better putting the Heavy Destroyers in terrain for cover and putting both Doomsday Arks in the right corner, which were a long way from me. He then should have castled everything up in the left corner and placed the Ghost Arks side on, this would mean his guns would have been in ranged turn 1 when I moved up to get myself in range, of course he should have cast solar pulse which would have made my shooting a bit of a head ache. I guess we all live and learn, when I have been playing lately I've been missing half the rules myself i.e not realising Annihilation Barge main weapon is twin-linked!

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Rotting Sorcerer of Nurgle






Jacksonville, NC

That necron list is all over the place, but good win!

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THX for the report!

he did make some mistakes because of the new codex rules, like not using solar pulse as he thought it worked in his turn as well as mine and also forgeting about Anrakyr's terrain thingy on turn 1


He also forgot to use the special ability of the command barke: lose one wound to ignore one weapon destroyed or immobilized result
   
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Great Battle Report as usual, Mercer!

I agree that this necron list seems to be all over the place. I haven't played against them but I've studied my roommates codex enough to be familiar with them.

I was worried when the Wing Strikers were only 1 KP up at the end of turn 2!

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Cannock

Zid wrote:That necron list is all over the place, but good win!


It could be better

Skip wrote:THX for the report!

he did make some mistakes because of the new codex rules, like not using solar pulse as he thought it worked in his turn as well as mine and also forgeting about Anrakyr's terrain thingy on turn 1


He also forgot to use the special ability of the command barke: lose one wound to ignore one weapon destroyed or immobilized result


That wouldn't work as his skimmer was immobilised and it went flat out, which means it is wrecked.

OIF Knight wrote:Great Battle Report as usual, Mercer!

I agree that this necron list seems to be all over the place. I haven't played against them but I've studied my roommates codex enough to be familiar with them.

I was worried when the Wing Strikers were only 1 KP up at the end of turn 2!


Thanks about the report. I agree on the Necron list, tbf it was worse before as he changed it to include my command barge and ghost arks. Meh, only turn 2 dude, chill your beans

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chill your beans


Love it!

Are people still using Flayed Ones to a great extent? I found them rather bland and there are plenty of better choices in the cron dex these days. Seems a little silly to include a dedicated CC unit in a codex that is primarily dedicated to shooting strengths.

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Tower of Power






Cannock

. I'm using words like that all the time dude, check the link I posted in the other thread

I don't know how much people use Flayed Ones, I think they are rubbish and thought they was rubbish in game. Wraiths would have been a lot better choice. Reason for a c.c units in a shooting codex is the same reason why I have Beastmasters in my D.E army; to finish units off it you cannot do it via shooting.

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HAHA I'm skimming through the site right now, some of this stuff is ricockulous!

You are right about why a dedicated CC unit ought to be in a primarily shooty army list, I suppose it just wasn't illustrated the right way in this game. Flayed ones just seem meh back in the day from what I remember and I brushed them off in this codex as well when reading through. There are definitely better choices that can fill that role.

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Flayed Ones I wouldn't take. My own Necron list only has Spyders and Scarabs for c.c. Scarabs aren't they awesome, they are better at tanks. Spyders can cause damage, but are slow. Wraiths are the way forward for a c.c mop up unit me ol' fruit.

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mercer wrote:That wouldn't work as his skimmer was immobilised and it went flat out, which means it is wrecked.

That's pretty hotly debated in YMDC - The rules as it stands, I agree with you, but I'd expect an FAQ to reverse that.

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Flayed Ones I wouldn't take


They are about as useful as a beatrix potter up on blocks

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rigeld2 wrote:
mercer wrote:That wouldn't work as his skimmer was immobilised and it went flat out, which means it is wrecked.

That's pretty hotly debated in YMDC - The rules as it stands, I agree with you, but I'd expect an FAQ to reverse that.


I cannot see how it can be debated. If a skimmer is immobilised when it is going flat out it is wrecked, not immobilised. The Overlord on the Barge cannot repair because the skimmer isn't immobilised it is wrecked.

OIF Knight wrote:
Flayed Ones I wouldn't take


They are about as useful as a beatrix potter up on blocks


not heard that one before.

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Sarasota, FL

He really lost this one in deployment. The Wing Striker does not allow mistakes, I love it when I see a spread out line... it's crazy that he would do that after you were already deployed refused flank! Love the redundancy and efficiency of your BA, you took him apart. Been loving all the reports the past few weeks, I wish I could get as many games in as you do mercer!

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mercer wrote:
rigeld2 wrote:
mercer wrote:That wouldn't work as his skimmer was immobilised and it went flat out, which means it is wrecked.

That's pretty hotly debated in YMDC - The rules as it stands, I agree with you, but I'd expect an FAQ to reverse that.


I cannot see how it can be debated. If a skimmer is immobilised when it is going flat out it is wrecked, not immobilised. The Overlord on the Barge cannot repair because the skimmer isn't immobilised it is wrecked.

[


I think it is another case of "when is the repair made in relation to when is the immobilized converted to a wreck?" I honestly think a solid argument can be made in both cases. I'm afraid much needs answering in the FAQ. Good game Mercer, upon first glance of the pics I thought you went second and countered his deployment. Not sure what he had planned there.

   
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Cannock

Thanks about the report bud. I am not sure what he was doing when he deployed second. If I was him I would have put both Doomsday Arks on the right flank and then castle everything else up on the left flank.

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There is also a question to be raised about his crypteks.

Did he take 4 of them and give them all destruction type with respective wargear? Because you can make them all destruction, but only one per court can take the special wargear, example: solar pulse.

If this is not the case, and he only made one destruction, why would he waste 75 points on 3 crypteks?

just food for thought


Automatically Appended Next Post:
There is also a question to be raised about his crypteks.

Did he take 4 of them and give them all destruction type with respective wargear? Because you can make them all destruction, but only one per court can take the special wargear, example: solar pulse.

If this is not the case, and he only made one destruction, why would he waste 75 points on 3 crypteks?

just food for thought

This message was edited 1 time. Last update was at 2011/12/13 19:05:56


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Nice report mate... Out of curiosity I assume you play this kind of list regularly???

How does it work against horde lists with low kill points??? Like Nid swarm, or Green tide...



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WarlordRob117 wrote:There is also a question to be raised about his crypteks.

Did he take 4 of them and give them all destruction type with respective wargear? Because you can make them all destruction, but only one per court can take the special wargear, example: solar pulse.

If this is not the case, and he only made one destruction, why would he waste 75 points on 3 crypteks?

just food for thought


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Free Eldritch Lances for the additional ones.


Makes much more sense... thank you


Dont think I would have dont this but hey, to each his/her own...

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Why is all the terrain on the sides/edges of the board? That open killing field in the center seems a little boring...

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Nice bat rep

razorspam on a BA army is a nice change from SW razorspam.

yeah it dose seem like the the necron player should should have bottled up his army instead of a wide spread.

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WarlordRob117 wrote:There is also a question to be raised about his crypteks.

Did he take 4 of them and give them all destruction type with respective wargear? Because you can make them all destruction, but only one per court can take the special wargear, example: solar pulse.

If this is not the case, and he only made one destruction, why would he waste 75 points on 3 crypteks?

just food for thought




There was only one solar pulse anyway . The remaining points give a S8 AP2 shot, I wouldn't say those points are wasted.

Vichyssoise wrote:Nice report mate... Out of curiosity I assume you play this kind of list regularly???

How does it work against horde lists with low kill points??? Like Nid swarm, or Green tide...


I've been playing this Angel list for over a year. It can deal with swarms alright, just needs some thought.

CT GAMER wrote:Why is all the terrain on the sides/edges of the board? That open killing field in the center seems a little boring...


There was hardly any terrain left when we came to game and had nothing in the centre. Take it from me I wasn't too happy about it either.

happygolucky wrote:Nice bat rep

razorspam on a BA army is a nice change from SW razorspam.

yeah it dose seem like the the necron player should should have bottled up his army instead of a wide spread.


Thanks man, though Angels razorspam isn't all that different from Wolf razorspam - just the Angels can razorspam better!

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Florida

quick question : if you have a troop transport, like the command barge, which is wrecked when going flat out, isnt the crew instantly killed and do not get any saves or checks of any kind?

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Cannock

Any transport which goes flat out and is wrecked then the crew is dead meat, but this only happens in your movement phase and if you fail a dangerous terrain test

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Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
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Camas, WA

mercer wrote:Any transport which goes flat out and is wrecked then the crew is dead meat, but this only happens in your movement phase and if you fail a dangerous terrain test

Or die to a ram and get wrecked.

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Cannock

Do you mean if my skimmer moves flat out and rams and then is wrecked?

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Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
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Florida

so not if you are shot? My Dark Eldar have pretty much stopped moving flat out in our gaming circle, since they are telling me and i understood it to mean, that if a skimmer moved flat out in your turn, and is subsequently wrecked in any way, the crew is dead....its pretty easy to immobilize or wreck DE tanks, so I was having my army assplode before anything got to happening...admittedly, it seemed dumb to have a CC army with skimmers not be able to flat out and survive the first turn, but there you go.

15000 - Tyranids
4000 - Skaven
1500 - Dark Eldar
2500 - Daemons
1500 - Necrons  
   
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Badass "Sister Sin"






Camas, WA

Main Rulebook FAQ:
Q: If a transport vehicle is destroyed in the same turn as
it moved flat out what happens to any embarked
models? (p70)
A: They are removed as casualties.

P9, Main Rulebook
"Whenever a rule uses the word 'turn', both in this rule book and in the Codexes, it means 'player turn', otherwise it will clearly state 'game turn'.

Your locals are f'ing with you.


Automatically Appended Next Post:
It means pretty much if you don't ram, tank shock or move into terrain, your transports are safe as houses.

Watch out for Tempest's Wrath.

This message was edited 1 time. Last update was at 2011/12/15 15:09:55


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Cannock

HiveFleet wrote:so not if you are shot? My Dark Eldar have pretty much stopped moving flat out in our gaming circle, since they are telling me and i understood it to mean, that if a skimmer moved flat out in your turn, and is subsequently wrecked in any way, the crew is dead....its pretty easy to immobilize or wreck DE tanks, so I was having my army assplode before anything got to happening...admittedly, it seemed dumb to have a CC army with skimmers not be able to flat out and survive the first turn, but there you go.


As Prete said, your hombres misunderstand. The rule is, if a skimmer is destroyed when moving flat out in a turn (player turn) then the crew is dead. So your turn skimmer moves flat out and gets wrecked (say for terrain) then the dudes inside are dead. In the opponent's turn your skimers would be safe because the skimmers did not move flat out in their player turn. I think they misunderstand what turn means

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Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
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Badass "Sister Sin"






Camas, WA

Pretty common. I know an Eldar player who got reaaaallly pissed after the FAQ until it was explained that it was player turn.

It can still happen, but it is much more rare with the 'player' in front of the turn.

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