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![[Post New]](/s/i/i.gif) 2015/03/05 08:32:13
Subject: Re:What things prevent assault in 7th edition - eg: Deep Strike
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Ultramarine Chaplain with Hate to Spare
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Cmmd.Ackbar wrote:The Wolfpack Flanking Force for SW allows for outflank and assault from reserves. I believe it's the only thing left in the game that can do this.
BAs can assault from reserve.
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![[Post New]](/s/i/i.gif) 2015/03/05 10:32:20
Subject: Re:What things prevent assault in 7th edition - eg: Deep Strike
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Confessor Of Sins
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Nilok wrote:harkequin wrote:With enough spyders, 35" is perfectly possible, not ideal or effective, but possible.
1. deploy say 3 scarabs in base to base at the 12" line (total difference 0")
2. move all the spyders forward ~6", and spawn scarabs, spawn 1 2"ahead of the foremost scarab, spawn another 2" ahead of that .
Repeat until 6" ahead of the foremost spyder , (total difference 12")
3. move scarabs 12" (total 24)
4 . charge 12 (total 36)
You do need a fair ammount of spyders, at least 5. but it is certainly possible to charge that far, as "all scarabs may move and act normally the turn they are spawned"
EDIT: probably should have specified i meant more than one spyder, not really feasible in the decurion.
Oh god, they didn't add the prevision that the Scarab has to be in coherence with a non-spawned Scarab. The return of the Turn 1 Scarab Chain Charge is nigh!
They did.
He is working around that (Daisy chain in 2" coherency from a non-spawned Scarab).
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DA:80-S+G+M+B++I-Pw40k01++D+++A+++WD100R++T(T)DM+
Roronoa Zoro wrote:When the world shoves you around, you just gotta stand up and shove back. It's not like somebody's gonna save you if you start babbling excuses. - Bring on the hardship. It's preferred in a path of carnage. Manchu wrote:
It's like you take a Space Marine and say "what could make him cooler?" Instead of adding more super-genetic-psycho-organic modification, you take it all away. You have a regular human left in power armor and all the armies of hell at the gates. And she doesn't even flinch. Pure. Badass. |
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![[Post New]](/s/i/i.gif) 2015/03/05 11:53:36
Subject: What things prevent assault in 7th edition - eg: Deep Strike
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Prescient Cryptek of Eternity
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Wrong. There is no longer a requirement that the new scarab base be put in coherency with a base already on the table at the start of the turn. The only requirements are that you place it in coherency with a scarab unit and that it be placed within 6" of the generating spider.
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![[Post New]](/s/i/i.gif) 2015/03/05 12:03:34
Subject: Re:What things prevent assault in 7th edition - eg: Deep Strike
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Shas'ui with Bonding Knife
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BlackTalos wrote: Nilok wrote:harkequin wrote:With enough spyders, 35" is perfectly possible, not ideal or effective, but possible.
1. deploy say 3 scarabs in base to base at the 12" line (total difference 0")
2. move all the spyders forward ~6", and spawn scarabs, spawn 1 2"ahead of the foremost scarab, spawn another 2" ahead of that .
Repeat until 6" ahead of the foremost spyder , (total difference 12")
3. move scarabs 12" (total 24)
4 . charge 12 (total 36)
You do need a fair ammount of spyders, at least 5. but it is certainly possible to charge that far, as "all scarabs may move and act normally the turn they are spawned"
EDIT: probably should have specified i meant more than one spyder, not really feasible in the decurion.
Oh god, they didn't add the prevision that the Scarab has to be in coherence with a non-spawned Scarab. The return of the Turn 1 Scarab Chain Charge is nigh!
They did.
He is working around that (Daisy chain in 2" coherency from a non-spawned Scarab).
I don't see that in the rule. The rule says you can add a scarab to a friendly Canoptek Scarab within 6" up to 6" away.
Unless you can quote it for me, I can't see anything to prevent people from making a chain of 9 Scarabs going into no man's land like before the 5e FAQ. The only limitation is having the Spyders in range to place them.
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This message was edited 2 times. Last update was at 2015/03/05 12:05:27
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![[Post New]](/s/i/i.gif) 2015/03/05 13:11:37
Subject: What things prevent assault in 7th edition - eg: Deep Strike
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Confessor Of Sins
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Kriswall wrote:Wrong. There is no longer a requirement that the new scarab base be put in coherency with a base already on the table at the start of the turn. The only requirements are that you place it in coherency with a scarab unit and that it be placed within 6" of the generating spider. Ah, Coherency with a Base already on table =/= coherency with Scarab Unit already on table. Sorry, i thought "they didn't add the prevision that the Scarab has to be in coherence with a non-spawned Scarab" meant "You can place them 6" away from the Unit they're supposed to belong to." Which i was saying was incorrect. I was quite certain they still have to be in coherency (with the Unit - but not the original scarab model - got the point)
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This message was edited 1 time. Last update was at 2015/03/05 13:12:20
DA:80-S+G+M+B++I-Pw40k01++D+++A+++WD100R++T(T)DM+
Roronoa Zoro wrote:When the world shoves you around, you just gotta stand up and shove back. It's not like somebody's gonna save you if you start babbling excuses. - Bring on the hardship. It's preferred in a path of carnage. Manchu wrote:
It's like you take a Space Marine and say "what could make him cooler?" Instead of adding more super-genetic-psycho-organic modification, you take it all away. You have a regular human left in power armor and all the armies of hell at the gates. And she doesn't even flinch. Pure. Badass. |
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![[Post New]](/s/i/i.gif) 2015/03/05 22:19:03
Subject: What things prevent assault in 7th edition - eg: Deep Strike
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Flashy Flashgitz
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I made a 44" assault turn 1 last Wednesday. Though not technically a charge, I also sadly killed one immortal in the close combat and he unlucky failed the moral check and ran off the board. I apologized like 50 times to my buddy Phil.
Double 5's with a shokk attack gun.
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Warboss Troil
"Less chat, more splat!" |
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![[Post New]](/s/i/i.gif) 2015/03/05 22:24:14
Subject: Re:What things prevent assault in 7th edition - eg: Deep Strike
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Death-Dealing Devastator
Bournemouth
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(sry dont know how to delete, somehow posted in the wrong place)
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This message was edited 1 time. Last update was at 2015/03/05 22:26:00
WH40K
Iron Wardens 11k (Iron Hands Clan Raukaan with Blood Angels Allies)
Guard PDF 1.5k
Hive Fleet Celesta 3.5k
Irontoof Guttasnarks's Warghband 0k in development |
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