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Made in us
Adolescent Youth with Potential



NJ - USA

So, looking between a reg. Terminator Squad and a Deathwing squad and notice that Deathwing does not have the option of a Teleport Homer. I was stoked when I saw reg Terminators have it but then notice Deathwing does not. I could see putting a homer at a objective then teleport a squad to it when you need it, while it is still active.
   
Made in us
Longtime Dakkanaut





Myrtle Creek, OR

Not sure how homers work in 8th but most things that come in from off board sound like they need to be at least 9" away from enemy models. Could it be that they just don't need the homers any more since there's no longer scatter?

Thread Slayer 
   
Made in au
Infiltrating Broodlord





Yeah no scatter kinda removes the need for homers
   
Made in ca
Commander of the Mysterious 2nd Legion





yeah telep[ort homers work VERY differantly from how they worked before. now it's kind of a poor man's shunt

Opinions are not facts please don't confuse the two 
   
Made in us
Adolescent Youth with Potential



NJ - USA

Yes, they do work differently. But think. You can deploy a squad to wipe something then pull it back to your deployment zone if needed.
   
Made in us
Longtime Dakkanaut





Arashen, Segmentum Pacificus

Shadowpuppet wrote:
Yes, they do work differently. But think. You can deploy a squad to wipe something then pull it back to your deployment zone if needed.


I like the sound of that.

I saw with eyes then young, and this is my testament.
 
   
Made in us
Longtime Dakkanaut




Ute nation

Yeah lots of things are left out of the indexes, they need to have something other than a balance pass to sell us our codexes. Imagine the current rules for teleport homers if ravenwing had them, deathwing using the ravenwing to jump all over the board, rather than having to deep strike once and slog after that.

Constantly being negative doesn't make you seem erudite, it just makes you look like a curmudgeon.  
   
Made in us
Adolescent Youth with Potential



NJ - USA

The teleport homer is one use only or if an enemy gets with in 9 in. of it. Also notice DW does not have combat squad either. I often like to go 10 Term strong in mine and leave two heavy weapons towards the back on an objective to provide cover fire. I do like the Teleport Strike though, it's nice.
   
Made in ca
Hauptmann





Oddly, despite how much GW pushed the whole teleport spam dual-wing since our 4th Edition codex and how much the fluff is plugged full of RW using teleport homers to drop us in (hilariously, still referenced in our section of the index) the new version of the teleport homer is basically the antithesis to the aggressive teleport assault that Deathwing have supposedly been masters of.

Personally? I wont mourn the loss of tele-spam centric DW (that only did that and that alone) and I don't really see a huge need for the current iteration of the teleport homer in the new DW considering how Belial works (which means you want your dropping DW in tight and in the enemy's face).

Though if they're going to keep that fluff reference to RW using teleport homers then I'm expecting the codex to give us some kind of (please, for the love of the Emperor, optional) unique version of the teleport homer that better meshes with the role it used to play in dual-wing lists. But the one vanilla terminators use just don't really mesh well with what you want to do with DW. DW want to drop in close with Belial and poor all that re-rollable firepower in to the enemy. Pulling things back to the deployment zone has limited application to the DW as they exist in 8th Edition. I'm fine with that remaining a vanilla trick. DW teleport homers should be more focused on taking ground since that is what most of our fluff has been based on all the way back to Storm of Vengeance when Namaan called in the thunder. But with teleporting in no longer being risky, I don't think we really need any more help in getting precise strikes. As it stands, that <9" bubble already puts us in the right range to shoot stuff to death to maximum effect. So not sure what a more aggressive teleport homer would even do in this edition.

   
Made in ca
Commander of the Mysterious 2nd Legion





 Ronin_eX wrote:
Oddly, despite how much GW pushed the whole teleport spam dual-wing since our 4th Edition codex and how much the fluff is plugged full of RW using teleport homers to drop us in (hilariously, still referenced in our section of the index) the new version of the teleport homer is basically the antithesis to the aggressive teleport assault that Deathwing have supposedly been masters of.

Personally? I wont mourn the loss of tele-spam centric DW (that only did that and that alone) and I don't really see a huge need for the current iteration of the teleport homer in the new DW considering how Belial works (which means you want your dropping DW in tight and in the enemy's face).

Though if they're going to keep that fluff reference to RW using teleport homers then I'm expecting the codex to give us some kind of (please, for the love of the Emperor, optional) unique version of the teleport homer that better meshes with the role it used to play in dual-wing lists. But the one vanilla terminators use just don't really mesh well with what you want to do with DW. DW want to drop in close with Belial and poor all that re-rollable firepower in to the enemy. Pulling things back to the deployment zone has limited application to the DW as they exist in 8th Edition. I'm fine with that remaining a vanilla trick. DW teleport homers should be more focused on taking ground since that is what most of our fluff has been based on all the way back to Storm of Vengeance when Namaan called in the thunder. But with teleporting in no longer being risky, I don't think we really need any more help in getting precise strikes. As it stands, that <9" bubble already puts us in the right range to shoot stuff to death to maximum effect. So not sure what a more aggressive teleport homer would even do in this edition.



allow you to drop in within 6 inches of a friendly unit, at the end of their movement, even if they're in melee with a enemy unit. thus you'd rush forward with your bikes as close as you can get. drop your terminators. and charge with them?

Opinions are not facts please don't confuse the two 
   
Made in ca
Hauptmann





BrianDavion wrote:
 Ronin_eX wrote:
Oddly, despite how much GW pushed the whole teleport spam dual-wing since our 4th Edition codex and how much the fluff is plugged full of RW using teleport homers to drop us in (hilariously, still referenced in our section of the index) the new version of the teleport homer is basically the antithesis to the aggressive teleport assault that Deathwing have supposedly been masters of.

Personally? I wont mourn the loss of tele-spam centric DW (that only did that and that alone) and I don't really see a huge need for the current iteration of the teleport homer in the new DW considering how Belial works (which means you want your dropping DW in tight and in the enemy's face).

Though if they're going to keep that fluff reference to RW using teleport homers then I'm expecting the codex to give us some kind of (please, for the love of the Emperor, optional) unique version of the teleport homer that better meshes with the role it used to play in dual-wing lists. But the one vanilla terminators use just don't really mesh well with what you want to do with DW. DW want to drop in close with Belial and poor all that re-rollable firepower in to the enemy. Pulling things back to the deployment zone has limited application to the DW as they exist in 8th Edition. I'm fine with that remaining a vanilla trick. DW teleport homers should be more focused on taking ground since that is what most of our fluff has been based on all the way back to Storm of Vengeance when Namaan called in the thunder. But with teleporting in no longer being risky, I don't think we really need any more help in getting precise strikes. As it stands, that <9" bubble already puts us in the right range to shoot stuff to death to maximum effect. So not sure what a more aggressive teleport homer would even do in this edition.



allow you to drop in within 6 inches of a friendly unit, at the end of their movement, even if they're in melee with a enemy unit. thus you'd rush forward with your bikes as close as you can get. drop your terminators. and charge with them?


In all honesty, unless it cost an arm and a leg (to the point that it wouldn't be worth it) this would probably be overpowered under the current rules. Teleport Homers are largely fine because of how limited they are. Strapping something similar to a fast moving, tough object like a bike squad basically takes away the major downside to using it and allows it to place terminators within that 9" safety zone. Getting an easy charge right off the teleport with, a buffed unit of DWKs would probably be a bit beyond the pale (let alone eating a shooting phase followed by an easier charge from tactical terminators).

In general, anything that allows you to close within 9" off of a teleportation needs to come with an additional caveat beyond simply getting the device in to position.
   
Made in ca
Commander of the Mysterious 2nd Legion





I never said it was a good idea, I simply said that'd bea way to make some new more agreesive "teleport homer x2!"

Opinions are not facts please don't confuse the two 
   
 
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