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![[Post New]](/s/i/i.gif) 2015/06/01 03:13:46
Subject: Imperial Bunker - two squads embarked?
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Fresh-Faced New User
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Hi Dakka,
Had a question over a friendly game last night, I took an imperial bunker (medium building with two 4-person fire points) and filled it with two devastator squads (one for each fire point).
My opponent (correctly as far as I can see it) pointed out that the building is a vehicle and you can't embark two squads in a vehicle. We decided to play it out anyways, and check it out afterwards. As far as I can see:
imperial bunker is a medium building (20 capacity), two fire points (each allowing 4 people to fire)
buildings are vehicle transports and therefore should only have a single squad in them
nothing in stronghold assault or the FAQ seems to counter any of that so I have to agree!
Any insight from the internet on anything I missed? Bunker just seems too perfect not to have two devastator squads
Cheers
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![[Post New]](/s/i/i.gif) 2015/06/01 03:18:41
Subject: Imperial Bunker - two squads embarked?
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Jinking Ravenwing Land Speeder Pilot
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You are right, one unit + ICs
"All of the normal rules apply, so only one Infantry unit, plus any Independent Characters that have joined them, may occupy a building at one time. "
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"If you wait a few months, they'll pick one of the worst codexes and they'll nerf almost everything, its an abstract sort of balance, but it's the sort of balance gw likes...  " |
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![[Post New]](/s/i/i.gif) 2015/06/01 03:36:16
Subject: Imperial Bunker - two squads embarked?
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Fresh-Faced New User
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Thanks for the confirmation!
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![[Post New]](/s/i/i.gif) 2015/06/01 03:38:33
Subject: Imperial Bunker - two squads embarked?
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Shunting Grey Knight Interceptor
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Alas only one unit. But the 20 man carrying capacity makes me wonder what kind of a unit is 20 strong and needs that capacity?
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![[Post New]](/s/i/i.gif) 2015/06/01 03:57:16
Subject: Re:Imperial Bunker - two squads embarked?
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Grey Knight Purgator firing around corners
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IG could use it as could, Necrons, Orcs, Tau, Mech, Cult, Skitarii, I know I missed a few more.
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3000+
6000+
2000+
2500+
2500+
:Orks 5000+ |
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![[Post New]](/s/i/i.gif) 2015/06/01 04:03:08
Subject: Imperial Bunker - two squads embarked?
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Killer Klaivex
Oceanside, CA
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Drogga wrote:Alas only one unit. But the 20 man carrying capacity makes me wonder what kind of a unit is 20 strong and needs that capacity?
A guard platoon.
A full squad of chaos marines.
A full squad of daemonettes.
A small squad of orks.
A large squad of Dark Eldar Warriors
A full squad of Guardians or large squad of Wraith Guard.
A full squad of necron warriors.
A squad of 20 sniper kroot.
A brood of 6 Zoanthropes or Tyranid Warriors
And for those marine players, 4+ Centurions.
Most armies can run something useful in a bunker. Especially if you add on some of the bunker upgrades, such as an escape hatch.
This of this. Centurion in a bunker with escape hatch. The hatch is placed 12" forward of the bunker (center table).
Turn 1, the centurions can disembark out of the hatch and unload on some poor soul. As the enemy closes in, they can move back to the escape hatch and retake the bunker, still firing away.
This lets you project your firepower forward effectively, and pull back safely without losing a turn of shooting, and without banking on getting gate (or getting gate off successfully).
80 points is pretty cheap for this trick.
-Matt
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![[Post New]](/s/i/i.gif) 2015/06/01 05:07:26
Subject: Imperial Bunker - two squads embarked?
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Fresh-Faced New User
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Pretty good idea with the cents and the escape hatch, but wouldn't your opponent just avoid the area? And if you return your (relatively) short ranged grav cents back to the bunker, could just be avoided? I know not true in every game and would still take up some of the mid field.
I found vanilla marine dev's with ammo store awesome, since 1/4 will shoot at bs5 and everyone re-rolls 1's.
I'm a relatively new (old) player and I'm really looking for ways to make my dev's last longer on the table, bunkers seem to be the way to go (so far). So I suppose it'll be multiple detatchemnts to get more than one bunker (or the fortification with 1-3 bunkers if you take the wall of martyrs network.
Any other ideas I should know about for fortifications and keeping dev's alive?
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![[Post New]](/s/i/i.gif) 2015/06/01 06:16:56
Subject: Imperial Bunker - two squads embarked?
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Killer Klaivex
Oceanside, CA
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r-factor wrote:Pretty good idea with the cents and the escape hatch, but wouldn't your opponent just avoid the area? And if you return your (relatively) short ranged grav cents back to the bunker, could just be avoided? I know not true in every game and would still take up some of the mid field.
I found vanilla marine dev's with ammo store awesome, since 1/4 will shoot at bs5 and everyone re-rolls 1's.
I'm a relatively new (old) player and I'm really looking for ways to make my dev's last longer on the table, bunkers seem to be the way to go (so far). So I suppose it'll be multiple detatchemnts to get more than one bunker (or the fortification with 1-3 bunkers if you take the wall of martyrs network.
Any other ideas I should know about for fortifications and keeping dev's alive?
You place the bunker 12" forward, just within your deployment zone. You place the escape hatch 12" forward of the bunker, ie, the center of the table.
When you disembark, you do so within 6" of the marker, and then you can move 6". That gives you a threat range of a 36" circle, meaning you can shoot into the back of his deployment zone on turn 1.
Seriously, draw a 36" circle and place it on the center of the table, and then draw another and place it on the bunker. That's your field of fire, it's half of the table, and it's the important half of the table.
I'd try and stay within 8" of the hatch though, that way in a single turn you can jump back into the bunker.
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![[Post New]](/s/i/i.gif) 2015/06/01 13:27:15
Subject: Imperial Bunker - two squads embarked?
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Fireknife Shas'el
Lisbon, Portugal
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Broadsides are good inside a bunker. AV14 and can withstand the (inevitable) S6 from debris.
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AI & BFG: / BMG: Mr. Freeze, Deathstroke / Battletech: SR, OWA / Fallout Factions: BoS / HGB: Caprice / Malifaux: Arcanists, Guild, Outcasts / MCP: Mutants / SAGA: Ordensstaat / SW Legion: CIS / WWX: Union
Unit1126PLL wrote:"FW is unbalanced and going to ruin tournaments."
"Name one where it did that."
"IT JUST DOES OKAY!"
Shadenuat wrote:Voted Astra Militarum for a chance for them to get nerfed instead of my own army. |
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![[Post New]](/s/i/i.gif) 2015/08/10 02:44:08
Subject: Imperial Bunker - two squads embarked?
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Dakka Veteran
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Can centurions and broadsides fit inside the bunker? It looks like it would only hold regular foot soldiers.
Since wraith knight is a MC can I hold a Wraithknight inside an imperial bunker too?
On that note this is called an Imperial Bunker why the hell are Tau Tyranids and other Xenos allowed to take it?
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![[Post New]](/s/i/i.gif) 2015/08/10 03:00:46
Subject: Imperial Bunker - two squads embarked?
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Fixture of Dakka
Vanished Completely
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Certain Models have the Bulky, Very Bulky or Extremely Bulky Special Rules and take up more 'space' inside of the Transport Buildings allow Infantry, Jet-Pack Infantry and Jump-Infantry Units to Embark Unless the building has a Faction, which is very rare, it can fill the Fortification Battlefield Role in any Army
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This message was edited 2 times. Last update was at 2015/08/10 20:11:12
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. |
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![[Post New]](/s/i/i.gif) 2015/08/10 13:50:24
Subject: Re:Imperial Bunker - two squads embarked?
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Stalwart Space Marine
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The Imperium of Man has fought countless battles across thousands of planets. They did not win every battle and therefore have left structures all over the place. Xenos can re-purpose those structures if they are fighting on a planet that was once occupied by man.
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![[Post New]](/s/i/i.gif) 2015/08/10 15:49:57
Subject: Imperial Bunker - two squads embarked?
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Fixture of Dakka
Vanished Completely
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I prefer if the Players make their own fortifications for their factions, completely legal under Scratch Built Terrain, as Game Workshop has refused to actually make 'non-imperial' fortifications for the most part. While it is advised that they follow the same footprint, height, rough width, weapon mounts and fire-points as the original design, the aesthetics of the building should be changed to match the Army it is being purchased for. This is only because not all players are comfortable allowing completely new designs onto the table, even though it would make sense to change these designs to even better fit the faction. Personally: If you bring something unique, and the custom Datasheet to go along with it is not obviously over-powered to the point of cheating, I was more then willing to play you. I do so love Scratch Built Terrain, as it allows us to make our own datasheets for Fortification and other Terrain pieces.
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This message was edited 1 time. Last update was at 2015/08/10 15:55:32
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. |
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![[Post New]](/s/i/i.gif) 2015/08/10 18:39:46
Subject: Imperial Bunker - two squads embarked?
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Fresh-Faced New User
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HawaiiMatt wrote:
When you disembark, you do so within 6" of the marker, and then you can move 6".
How are you moving twice? You disembark in base contact with the access point and then move no?
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