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![[Post New]](/s/i/i.gif) 2012/02/21 21:31:10
Subject: Deathleaper
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Speedy Swiftclaw Biker
Toronto, ontario
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So my buddy plays nids and he brought this deathleaper guy out for the first time the other day. It has some annoying abilities like popping in and out every turn 1 inch from any of my units anywhere on the board and allowing trygons to pop in within 6 inches of him. So what's the best way to deal with this guy?
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Spacewolves - 1500 - 2000
JonSt |
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![[Post New]](/s/i/i.gif) 2012/02/21 21:36:46
Subject: Deathleaper
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Emboldened Warlock
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JonST wrote:So my buddy plays nids and he brought this deathleaper guy out for the first time the other day. It has some annoying abilities like popping in and out every turn 1 inch from any of my units anywhere on the board and allowing trygons to pop in within 6 inches of him. So what's the best way to deal with this guy?
The unit or your buddy?
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![[Post New]](/s/i/i.gif) 2012/02/21 21:45:45
Subject: Deathleaper
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Speedy Swiftclaw Biker
Toronto, ontario
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Haha the unit
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Spacewolves - 1500 - 2000
JonSt |
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![[Post New]](/s/i/i.gif) 2012/02/21 21:46:18
Subject: Deathleaper
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Raging Ravener
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Charge it with a unit decent in combat, it's not that hard to kill with 3W T4 and only a 5+ save. If he's not appearring close to any units of yours, keeping you from charging the Deathleper, then he isn't really a threat.
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![[Post New]](/s/i/i.gif) 2012/02/21 21:52:51
Subject: Re:Deathleaper
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Speedy Swiftclaw Biker
Toronto, ontario
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How do I charge it, it removes from the board at the end of his turn.
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Spacewolves - 1500 - 2000
JonSt |
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![[Post New]](/s/i/i.gif) 2012/02/21 22:11:36
Subject: Re:Deathleaper
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The Hive Mind
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JonST wrote:How do I charge it, it removes from the board at the end of his turn.
He has to roll for reserves to bring Deathleaper back on.
He also can't use the Pheremone Trail ability (deep strike his Trygons with no scatter) the turn he comes in from reserves.
So if he's bringing him on, then taking him off every turn, it's a minor threat.
If he's sticking around to pinpoint the Deep Strikes, he's easy to kill.
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My beautiful wife wrote:Trucks = Carnifex snack, Tanks = meals. |
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![[Post New]](/s/i/i.gif) 2012/02/21 22:16:57
Subject: Re:Deathleaper
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Speedy Swiftclaw Biker
Toronto, ontario
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Ah he was playing it wrong then, he was using the trail the turn it came in.
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Spacewolves - 1500 - 2000
JonSt |
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![[Post New]](/s/i/i.gif) 2012/02/21 22:39:52
Subject: Re:Deathleaper
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The Hive Mind
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JonST wrote:Ah he was playing it wrong then, he was using the trail the turn it came in.
Point him to page 41, last sentence. "This ability does not work if the Lictor [ FAQ clarifies that Deathleaper is a Lictor] itself has arrived from reserve during the same turn."
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My beautiful wife wrote:Trucks = Carnifex snack, Tanks = meals. |
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![[Post New]](/s/i/i.gif) 2012/02/21 22:57:48
Subject: Deathleaper
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Speedy Swiftclaw Biker
Toronto, ontario
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Yeah thanks alot, I thought that was kinda unfair, now I know.
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Spacewolves - 1500 - 2000
JonSt |
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![[Post New]](/s/i/i.gif) 2012/02/21 23:53:24
Subject: Deathleaper
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Courageous Space Marine Captain
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It automatically comes in the next turn after it is removed. I would be able to help if you tell me what army you will use?
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![[Post New]](/s/i/i.gif) 2012/02/22 00:17:14
Subject: Re:Deathleaper
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Speedy Swiftclaw Biker
Toronto, ontario
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The GW guy said it has to roll for reserves every time it comes in.
I am using SW, really my only prob was the trygons coming in when it did with no chance for error.
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Spacewolves - 1500 - 2000
JonSt |
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![[Post New]](/s/i/i.gif) 2012/02/22 00:23:57
Subject: Deathleaper
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Courageous Space Marine Captain
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Never mind. I made an error. I would have it come in immdiately on turn 3 if I removed it in turn 1 due to reserve roll.modifiers.
I would say just just shoot the trygons and ignore Deathleaper.
Here is a nice High Risk, high reward move.
Place a unit of Long Fangs in an isolated spot. Give a bunch of Str 8+ weapons. He may try to pop Deathleaper in and summon the Trygon. If he gets the trygon nearby, deathleaper will be close, even without the no scattering. Use split fire to target DL with a ML or something and ID him from short range and use tge rest on the trygon. Put a Terminator CML Wolf Guard in if need be.
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![[Post New]](/s/i/i.gif) 2012/02/22 00:59:21
Subject: Re:Deathleaper
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Speedy Swiftclaw Biker
Toronto, ontario
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Isnt the roll of 1 always a fail though? Automatically Appended Next Post: And yeah, thats kinda how I was dealing with it, I have 2 units of long fangs and they give each other mutual support. However since the trygon cant pop out when the leaper does its not really as big of a problem any more. Now he has to risk alot more if he wants that trygon out beside my guys.
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This message was edited 1 time. Last update was at 2012/02/22 01:01:42
Spacewolves - 1500 - 2000
JonSt |
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![[Post New]](/s/i/i.gif) 2012/02/22 01:09:36
Subject: Deathleaper
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Courageous Space Marine Captain
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Rolls of one always fail if it is a hit, wound or save. Teserve rolls can be an altered 1 and pass.
I normally run a Hive Commander Tyrant and try to get my lictor.in turn 2 on the 3+. It needs a 4+ but my tyrant gives +1.
Then if it gets in and survives everything else comes in automatically. I try to put it near enough the enemy for a Spod full of Doom to cause havoc but far enough back so is not a threat.
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I'm celebrating 8 years on Dakka Dakka!
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![[Post New]](/s/i/i.gif) 2012/02/22 04:07:15
Subject: Deathleaper
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Ultramarine Master with Gauntlets of Macragge
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Shoot it with a meltagun, missile launcher, lascannon, or even a bunch of bolters since it's not terribly durable in the first place.
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![[Post New]](/s/i/i.gif) 2012/02/22 04:11:57
Subject: Deathleaper
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Captain of the Forlorn Hope
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Brother SRM wrote:Shoot it with a meltagun, missile launcher, lascannon, or even a bunch of bolters since it's not terribly durable in the first place.
This, If you can actually spot it, of course.
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![[Post New]](/s/i/i.gif) 2012/02/22 07:37:49
Subject: Deathleaper
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Courageous Space Marine Captain
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It has an 18" or 9" safe zone. How does a noght fight work again?
2D6 X 3? Or 3D6?
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I'm celebrating 8 years on Dakka Dakka!
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![[Post New]](/s/i/i.gif) 2012/02/22 08:02:01
Subject: Deathleaper
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Longtime Dakkanaut
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Normal nightfighting is 2D6 X 3. When shooting at the Deathleaper though, you halve it. So 2D6 X 1.5
So it's not possible to shoot the deathleaper from more than 18" away.
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![[Post New]](/s/i/i.gif) 2012/02/23 05:12:55
Subject: Deathleaper
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Tzeentch Veteran Marine with Psychic Potential
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Shooting could be annoying, because with Stealth and the Night Fight rule he's tough to take out.
Luckily, he isn't actually particularly good in assault, so unless you play tau he isn't exactly a killing machine. Just a disruption tool.
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"Forget it, Jake. It's Chinatown." - Lawrence Walsh, Chinatown
"Yeah, f*ck you too!" - R.J. MacReady, The Thing |
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![[Post New]](/s/i/i.gif) 2012/02/23 07:39:20
Subject: Deathleaper
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Courageous Space Marine Captain
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Also, if he wants to take the 18" safe zone he would be outside of his 18" max assault range.
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I'm celebrating 8 years on Dakka Dakka!
I started an Instagram! Follow me at Deadshot Miniatures!
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Credit to Castiel for banner. Thanks Cas!
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![[Post New]](/s/i/i.gif) 2012/02/23 19:09:09
Subject: Deathleaper
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Ultramarine Master with Gauntlets of Macragge
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~*PoWeR FiSt*~ is your solution if you're any flavor of Marine.
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Check out my Youtube channel!
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