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![[Post New]](/s/i/i.gif) 2017/06/06 15:51:31
Subject: Deep strike very easy to deny?
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Pyromaniac Hellhound Pilot
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The 9 inch rule makes me think that deep strike will be absolutely no issue for my foot guard lists. There shouldn't be anywhere behind my lines where deep-strikers can land without being within 9 inches of one of my units. Not sure how much this would translate to more elite armies, but I imagine most forces would be able to shut down a corner of the board pretty easily. 9 inches from every unit is a BIG area.
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Fully Painted Armies: 2200pts Orks 1000pts Space Marines 1200pts Tau 2500pts Blood Angels 3500pts Imperial Guard/Renegades and 1700pts Daemons 450pts Imperial Knights |
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![[Post New]](/s/i/i.gif) 2017/06/06 16:39:36
Subject: Deep strike very easy to deny?
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Longtime Dakkanaut
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As AoS demonstrates, a corner can be easily negated for the first on second turn, but once armies begin to move, holes start to open for deep strikers.
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![[Post New]](/s/i/i.gif) 2017/06/06 17:49:57
Subject: Deep strike very easy to deny?
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Khorne Chosen Marine Riding a Juggernaut
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problem is, just speaking from my own army chaos
I can DS 10 terminators with icon of wrath in with a sorcerer 9" away.
cast warptime and immediately move them 5"
then charge you, with a re-roll.
I guess you are refering to blocking off all areas for DS but i just can't see how you'll stop them getting in somewhere.
I'm sure other armies have similar tricks up their sleeves, DS is scary now
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This message was edited 1 time. Last update was at 2017/06/06 17:52:28
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![[Post New]](/s/i/i.gif) 2017/06/06 17:54:56
Subject: Deep strike very easy to deny?
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Kid_Kyoto
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Latro_ wrote:problem is, just speaking from my own army chaos
I can DS 10 terminators with icon of wrath in with a sorcerer 9" away.
cast warptime and immediately move them 5"
then charge you, with a re-roll.
I guess you are refering to blocking off all areas for DS but i just can't see how you'll stop them getting in somewhere.
I'm sure other armies have similar tricks up their sleeves, DS is scary now
The imperial counter to that would be Coteaz, but one named character cannot cover the board. Automatically Appended Next Post: Oh, he only affects Ordo Malleus units. Welp, there goes that plan.
Yeah... I might need to think about deep strike.
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This message was edited 1 time. Last update was at 2017/06/06 17:56:42
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![[Post New]](/s/i/i.gif) 2017/06/06 18:05:59
Subject: Deep strike very easy to deny?
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Longtime Dakkanaut
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Spoletta wrote:As AoS demonstrates, a corner can be easily negated for the first on second turn, but once armies begin to move, holes start to open for deep strikers.
The difference is that Guard can field a *lot* of cheap small units that stay back at long range without issue while screening them with lots of cheap units that can disengage and shoot. Even covering the board in multiple small Mortar Teams can effectively deny a huge area of the board in one fell swoop, while providing ranged supporting fire, cover and line of sight be damned.
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![[Post New]](/s/i/i.gif) 2017/06/06 19:05:00
Subject: Deep strike very easy to deny?
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Regular Dakkanaut
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For a corner. start 9" from the corner 45 deg. Place model one, then simply place two models along one edge and two models along the other edge, 6.36" from the edge. While keeping cohesion at <2" between any two models you will end up denying just over 1 sq ft (161.79 sq in to be exact) of board space from DS. So for a 4x4 four five model squads can deny the entire deployment zone of the attacker, six for a 4x6, and 8 for a 4x8.
Or for most standard deployments, one 24 model unit deployed at 2" intervals in a straight line will deny the entire deployment zone from DS on a 4x6 board.
It won't deny DS til turn 3 though, neither way will effectively survive through turn 2 most likely, holes in the line, holes in the line...
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si vis pacem, para bellum |
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![[Post New]](/s/i/i.gif) 2017/06/07 12:22:24
Subject: Deep strike very easy to deny?
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Ancient Space Wolves Venerable Dreadnought
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Pedroig wrote:For a corner. start 9" from the corner 45 deg. Place model one, then simply place two models along one edge and two models along the other edge, 6.36" from the edge. While keeping cohesion at <2" between any two models you will end up denying just over 1 sq ft (161.79 sq in to be exact) of board space from DS. So for a 4x4 four five model squads can deny the entire deployment zone of the attacker, six for a 4x6, and 8 for a 4x8.
Or for most standard deployments, one 24 model unit deployed at 2" intervals in a straight line will deny the entire deployment zone from DS on a 4x6 board.
It won't deny DS til turn 3 though, neither way will effectively survive through turn 2 most likely, holes in the line, holes in the line...
Reminds me of the whole Drop Pod Spam business. My friends who play Necrons, Guard and balanced Tau lists laughed their asses off at the very idea someone would base a strategy around dropping pods in their deployment zone.
Not one of those first turn Pods was going to make it past No Man's Land.
Difference here is your opponent decides when those units arrive, Lady Luck gets no say in the matter, the sway of battle might though.
I can see Necrons holding their line and forcing players to bring their reserves in for more muscle.
Guard in cover can also be remarkably hard to punch holes in.
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I don't break the rules but I'll bend them as far as they'll go. |
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![[Post New]](/s/i/i.gif) 2017/06/07 13:00:56
Subject: Deep strike very easy to deny?
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Longtime Dakkanaut
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DoomMouse wrote:The 9 inch rule makes me think that deep strike will be absolutely no issue for my foot guard lists. There shouldn't be anywhere behind my lines where deep-strikers can land without being within 9 inches of one of my units. Not sure how much this would translate to more elite armies, but I imagine most forces would be able to shut down a corner of the board pretty easily. 9 inches from every unit is a BIG area.
Players use those deep strikers to get in their face and assault and not to claim a backfield or get behind the lines. You should think about how you are going to bubblewrap/defend your army at the front and keep the assault units out / at bay.
Scout (sentinels) and infiltrators can be effective to push the deep strikers back. Every shooty army should have a strategy for that.
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![[Post New]](/s/i/i.gif) 2017/06/07 14:01:46
Subject: Deep strike very easy to deny?
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Pyromaniac Hellhound Pilot
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I was considering exactly that. Either scout sentinels or ratlings or both, just to hold off the enemy for a turn so I can advance conscripts into the midfield, hold objectives and gain a turn more firepower with the rest of the force.
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Fully Painted Armies: 2200pts Orks 1000pts Space Marines 1200pts Tau 2500pts Blood Angels 3500pts Imperial Guard/Renegades and 1700pts Daemons 450pts Imperial Knights |
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![[Post New]](/s/i/i.gif) 2017/06/07 15:43:39
Subject: Deep strike very easy to deny?
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Regular Dakkanaut
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DoomMouse wrote:I was considering exactly that. Either scout sentinels or ratlings or both, just to hold off the enemy for a turn so I can advance conscripts into the midfield, hold objectives and gain a turn more firepower with the rest of the force.
Just remember, can't shoot at units which have a model 1" or closer to your units. Without special abilities or being engaged in CC with a Pistol.
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si vis pacem, para bellum |
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![[Post New]](/s/i/i.gif) 2017/06/07 15:52:22
Subject: Deep strike very easy to deny?
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Regular Dakkanaut
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Deepstrike doesn't even have to be used for getting behind enemy lines. As a Space Marines player, I think all of my basic HQ's will have terminator armor. The 2+ save,2 extra wounds and the protection of being off the table until exactly when I want to use their abilities seems ridiculously good.
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![[Post New]](/s/i/i.gif) 2017/06/07 16:14:32
Subject: Deep strike very easy to deny?
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Longtime Dakkanaut
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Pedroig wrote: DoomMouse wrote:I was considering exactly that. Either scout sentinels or ratlings or both, just to hold off the enemy for a turn so I can advance conscripts into the midfield, hold objectives and gain a turn more firepower with the rest of the force.
Just remember, can't shoot at units which have a model 1" or closer to your units. Without special abilities or being engaged in CC with a Pistol.
So what? Keeping away a big deep strike force an extra 9 inch (sentinel) is worth the dead sentinel. It either dies or falls back 9 inch out of close combat.
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![[Post New]](/s/i/i.gif) 2017/06/07 17:18:29
Subject: Deep strike very easy to deny?
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Pyromaniac Hellhound Pilot
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Yeah - my thoughts exactly. Either the sentinel dies and you shoot or you can fall back and still shoot. I'd be running the sentinels with heavy flamers - a little more pricy, but I suspect the increased overwatch is worth the tradeoff. If they're not engaged then they can even contribute to whittling down the enemy.
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Fully Painted Armies: 2200pts Orks 1000pts Space Marines 1200pts Tau 2500pts Blood Angels 3500pts Imperial Guard/Renegades and 1700pts Daemons 450pts Imperial Knights |
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![[Post New]](/s/i/i.gif) 2017/06/07 18:25:43
Subject: Deep strike very easy to deny?
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Loyal Necron Lychguard
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Latro_ wrote:problem is, just speaking from my own army chaos
I can DS 10 terminators with icon of wrath in with a sorcerer 9" away.
cast warptime and immediately move them 5"
then charge you, with a re-roll.
I guess you are refering to blocking off all areas for DS but i just can't see how you'll stop them getting in somewhere.
I'm sure other armies have similar tricks up their sleeves, DS is scary now
You can't move or advance on the turn that you arrive as reinforcements, so it's unclear if Warptime (or any of the similar abilities) would work on the arrival turn:
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![[Post New]](/s/i/i.gif) 2017/06/07 20:05:37
Subject: Deep strike very easy to deny?
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Junior Officer with Laspistol
Manchester, UK
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MasterSlowPoke wrote:You can't move or advance on the turn that you arrive as reinforcements, so it's unclear if Warptime (or any of the similar abilities) would work on the arrival turn...
Good point. Warptime does say "...as if it were its Movement Phase." Well, it would be the movement phase where it can't move, due to "...cannot move or Advance further during the turn they arrive.". Waste of a power. I would definitely discuss this rule before a game if it looks like the opponent is going to try it. Arguing about it at the point of use would be far more heated, as it would really screw over their plans.
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This message was edited 1 time. Last update was at 2017/06/07 20:07:08
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![[Post New]](/s/i/i.gif) 2017/06/07 21:47:13
Subject: Deep strike very easy to deny?
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Dakka Veteran
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Denying deepstrike is not an option BUT being able to push it back to effectivly your opponants deloyment zone via scouts infiltrators etc means its impact can be reduced massively sure you might lose a squad but it will gain you more shooting time.
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