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Made in ca
Executing Exarch






I saw this the other day and figured I'd throw it up on here to see if there are any holes in it. It looks like a glaring oversight but the game has devolved into dumbness anyway so here goes.

So in the new stronghold assault book buildings have access to the escape hatch upgrade, and it reads:

When this building is first occupied, the owning player can place an escape hatch marker anywhere within 12" of the building that is not impassable terrain or within another building. The escape hatch marker is an additional Access Point for the building. but models cannot use the Repel the Enemy special rule.

So the trick is on your turn 1 you place the escape hatch out 12" directly forward (or whatever is closer to the enemy) and disembark 6" for a total of 18" of movement. Now there are dozens of possibilities with this, the first that came to mind for me is 9 D-scythe wraithguard and 2 spiritseers (voice of twilight + quickening). You can do this with any number of infantry, jump infantry and jetpack infantry units. The cost? 25pts+ building. So with a standard imperial bunker with escape hatch, void shield and quad gun is 155pts, or go cheap and cheerful at 80pts for the bog standard.

If you keep enough pressure on you can have this access point essentially act as a jump for your standard infantry. Or on the less janky side you can use it to teleport a unit inside to a near by objective.

This message was edited 1 time. Last update was at 2013/12/31 01:28:01


Rick Priestley said it best:
Bryan always said that if the studio ever had to mix with the manufacturing and sales part of the business it would destroy the studio. And I have to say – he wasn’t wrong there! The modern studio isn’t a studio in the same way; it isn’t a collection of artists and creatives sharing ideas and driving each other on. It’s become the promotions department of a toy company – things move on!
 
   
Made in us
Lord Commander in a Plush Chair






Yes these are all true; did you have further rules questions?

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.



 
   
Made in tr
Willing Inquisitorial Excruciator





More like a good tactics post instead of an ymdc one.

I like this, more like a pseudo infiltrate or even better better to capture relic on first turn then go back to bunker on second.

Weyland-Yutani
Building Better Terrains

https://www.weyland-yutani-inc.com/

https://www.facebook.com/weylandyutaniinc/

 Grey Templar wrote:
The Riptide can't be a giant death robot, its completely lacking a sword or massive chainsaw. All giant death robots have swords or massive chainsaws.
 
   
Made in ca
Executing Exarch






 pizzaguardian wrote:
More like a good tactics post instead of an ymdc one.

I like this, more like a pseudo infiltrate or even better better to capture relic on first turn then go back to bunker on second.


I'm more looking for reasons and possible rules that invalidate this, because otherwise its kind of dumb to essentially make a troop catapult for 80pts. I really don't want to see centurions (or whatever) 6" out of my deployment zone turn 1.

Rick Priestley said it best:
Bryan always said that if the studio ever had to mix with the manufacturing and sales part of the business it would destroy the studio. And I have to say – he wasn’t wrong there! The modern studio isn’t a studio in the same way; it isn’t a collection of artists and creatives sharing ideas and driving each other on. It’s become the promotions department of a toy company – things move on!
 
   
Made in us
Gore-Soaked Lunatic Witchhunter




Seattle

When they pop out of the hatch, shoot the hell out of them. How hard is it to deny the area around the hatch?

Hatch opens... and you drop barrages of pie-plates on the area.

He does it again, you do it again.

Rinse and repeat until the other player figures out he's throwing points away with moving troops out of that hatch and into your face.

It is best to be a pessimist. You are usually right and, when you're wrong, you're pleasantly surprised. 
   
Made in tr
Willing Inquisitorial Excruciator





Th OP is talking about stuff that get to shoot at you before you shoot at them hence the d-scythe wraithblade with battlefocus.

Weyland-Yutani
Building Better Terrains

https://www.weyland-yutani-inc.com/

https://www.facebook.com/weylandyutaniinc/

 Grey Templar wrote:
The Riptide can't be a giant death robot, its completely lacking a sword or massive chainsaw. All giant death robots have swords or massive chainsaws.
 
   
Made in ca
Executing Exarch






 Psienesis wrote:
When they pop out of the hatch, shoot the hell out of them. How hard is it to deny the area around the hatch?

Hatch opens... and you drop barrages of pie-plates on the area.

He does it again, you do it again.

Rinse and repeat until the other player figures out he's throwing points away with moving troops out of that hatch and into your face.


Not as easy as it sounds. You place the hatch marker at the start of your first turn so its going to happen for the first unit whether you like it or not, after that it depends in the area is clear. If I throw 9 wraithguard, 6 centurions, 10 terminators or meganobz, or 20 Khorne Berzerkers at your face turn 1 you will more then likely have a difficult time dealing with it right away.

It also depends on what you put in it. Warp spiders for example basically get an automatic 18" move from their starting location, which makes their initial move completely safe from their warpjump rule. That's lots of combos that can come from this.

 pizzaguardian wrote:
Th OP is talking about stuff that get to shoot at you before you shoot at them hence the d-scythe wraithblade with battlefocus.


Or really anything that can massively benefit from 18" of movement vs 6" to 12" for the first turn. D-scythes with voice of twilight could literally stand 1" away from your units (moving a total of 19-24") and unleash 9 ap 2 flamers.

This message was edited 1 time. Last update was at 2013/12/31 02:21:01


Rick Priestley said it best:
Bryan always said that if the studio ever had to mix with the manufacturing and sales part of the business it would destroy the studio. And I have to say – he wasn’t wrong there! The modern studio isn’t a studio in the same way; it isn’t a collection of artists and creatives sharing ideas and driving each other on. It’s become the promotions department of a toy company – things move on!
 
   
Made in us
Lord Commander in a Plush Chair






 Ravenous D wrote:
 pizzaguardian wrote:
More like a good tactics post instead of an ymdc one.

I like this, more like a pseudo infiltrate or even better better to capture relic on first turn then go back to bunker on second.


I'm more looking for reasons and possible rules that invalidate this, because otherwise its kind of dumb to essentially make a troop catapult for 80pts. I really don't want to see centurions (or whatever) 6" out of my deployment zone turn 1.


Which I answered. The rules are all clear and Ok on this.

The thing that makes it slightly less "OP" is that the unit you cannot assault on the first player turn(so if you go first you cannot assault out of the building, through the escape hatch).


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.



 
   
Made in us
Longtime Dakkanaut






plenty of things that don't need to charge to bennifit from jumping 18" from the deployment zone.
   
Made in us
Lord Commander in a Plush Chair






 DJGietzen wrote:
plenty of things that don't need to charge to bennifit from jumping 18" from the deployment zone.


Oh, no I know.

Assault in the very first player turn would be the biggest boon though; Short ranged gun units that jump out tend to get assaulted, nullifying their awesome guns and tying them up/killing them in Close combat.

A friend of mine plays a Wraith Wing(and I generally play gunline guard with plenty of commissars and Power weapons), if he wants to get his wraithguard into my lines to fire their dguns first turn, that means I can shift or Lock them for the rest of the game with my bubblewrap; or just shoot them to death. They cannot do that much damage after their alphastrike, i can pretty much guarantee that(and proper deployment will limit that alpha strike). Same goes for meltas.

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.



 
   
Made in us
Virulent Space Marine dedicated to Nurgle



where i want to be

 Kommissar Kel wrote:


The thing that makes it slightly less "OP" is that the unit you cannot assault on the first player turn(so if you go first you cannot assault out of the building, through the escape hatch).



Nothing stops you from assaulting the first player turn but distance. However the building is not an assault vehicle so you can't assault out of it.
   
Made in ca
Fixture of Dakka




Vanished Completely

Deviant Cadaver,
I know it is splitting hairs but the Stronghold rules grant buildings a form of 'assault vehicle' Rule. This sentence contains wording very similar to what you find in the assault vehicle Special Rule, without calling itself such, and functions in the same way. The reason we can not use the Escape Hatch, in this situation, stems from the fact the Hatch itself has additional restrictions stating you can not use the before mentioned rule if disembarking via the Hatch. I bring it up, just so people reading this thread will be notified of that change.

Still not going to make it easy to assault from forward fortifications though, all the Rules needed to deploy units straight into the fortification pregame tend to have 'no first turn assault' restrictions of their own.

This message was edited 2 times. Last update was at 2014/01/01 00:25:05


8th made it so I can no longer sway Tau onto the side of Chaos, but they will eventually turn aside from their idea of the Greater Good to embrace the Greatest of pleasures.  
   
Made in ca
Executing Exarch






deviant cadaver wrote:
 Kommissar Kel wrote:


The thing that makes it slightly less "OP" is that the unit you cannot assault on the first player turn(so if you go first you cannot assault out of the building, through the escape hatch).



Nothing stops you from assaulting the first player turn but distance. However the building is not an assault vehicle so you can't assault out of it.


Stronghold assault lets you assault out of buildings with "Repel the Enemy" rule, the escape hatch rule however does not allow that. Still as others have mentioned you don't need to assault for it to be good.

Rick Priestley said it best:
Bryan always said that if the studio ever had to mix with the manufacturing and sales part of the business it would destroy the studio. And I have to say – he wasn’t wrong there! The modern studio isn’t a studio in the same way; it isn’t a collection of artists and creatives sharing ideas and driving each other on. It’s become the promotions department of a toy company – things move on!
 
   
Made in us
Lord Commander in a Plush Chair






deviant cadaver wrote:
 Kommissar Kel wrote:


The thing that makes it slightly less "OP" is that the unit you cannot assault on the first player turn(so if you go first you cannot assault out of the building, through the escape hatch).



Nothing stops you from assaulting the first player turn but distance. However the building is not an assault vehicle so you can't assault out of it.
I thought someone had mentioned infiltrating the unit into the building, but that may have been a different thread altogether.

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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