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Made in fr
Regular Dakkanaut




Hello,

To counter-balance the nerf to deepstrike turn 1, the deployment distance to enemy units should be reduced from 9 to 6, since the whole point of that distance was to reduce the effects of deepstrike, since a failed charge meant troubles.

Now that a whole turn is lost, i think it would be completely unfairt that on top of only being able to deepstrike turn 1, you would miserably fail your charge and be useless (or dead) for one more turn.

Gunline lovers don't need to participate in this thread btw.

What do you think ?

This message was edited 1 time. Last update was at 2018/05/01 12:48:18


 
   
Made in us
Powerful Phoenix Lord





Nope.

No deepstrike (regardless of when) should be a nearly guaranteed charge.
   
Made in gb
Longtime Dakkanaut




Yeah because rolling 6 inchs on 3d6 will be so challenging.
For the love of god atleast let the meta post faq shake out before complaining that stuff doesn't work.
The FAQ through some.big changes into the game players will take time to adjust, untill that has happened who knows whats needed.
   
Made in gb
Potent Possessed Daemonvessel





Why Aye Ya Canny Dakkanaughts!

Honestly, I wouldn't mind if the old form of deep strike came back:
- Roll 2d6+scatter dice
- On a mishap (landing on terrain or enemy models) roll a d6 and consult a table:
1 - unit is destroyed
2-3 - unit is held in reserve
4-5 - unit lands in the closest space that is more than 1" away from the enemy unit or building + the unit takes d6 mortal wounds as well as a further d6 mortal wounds per 5 models in the unit
6 - unit lands in the closest space that is more than 1" away from the enemy unit or building + if it would have landed on an enemy unit, that enemy unit takes d3 mortal wounds as well as a further d3 mortal wounds per 5 models in the unit

Personally I think that would make for more daring tactics.

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Made in us
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OKC, Oklahoma

 mrhappyface wrote:
Honestly, I wouldn't mind if the old form of deep strike came back:
- Roll 2d6+scatter dice
- On a mishap (landing on terrain or enemy models) roll a d6 and consult a table:
1 - unit is destroyed
2-3 - unit is held in reserve
4-5 - unit lands in the closest space that is more than 1" away from the enemy unit or building + the unit takes d6 mortal wounds as well as a further d6 mortal wounds per 5 models in the unit
6 - unit lands in the closest space that is more than 1" away from the enemy unit or building + if it would have landed on an enemy unit, that enemy unit takes d3 mortal wounds as well as a further d3 mortal wounds per 5 models in the unit

Personally I think that would make for more daring tactics.


How about a return to the other old rule: The 543 rule? First round Reserves come in on a 5+, Second on a 4+, Third on a 3+. Limits some of the First Round Alpha stuff without a complete nerf.

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Made in au
Regular Dakkanaut




I figured it would be better as follows.

1st turn, more than 12"
2nd turn, more than 9"
3rd turn, more than 6"
   
Made in gb
Norn Queen






Zustiur wrote:
I figured it would be better as follows.

1st turn, more than 12"
2nd turn, more than 9"
3rd turn, more than 6"
I like this. It fixes almost all the Plasma Bomb units (since they lose Rapid Fire) and mitigates T1 Charges but allows it later on.
   
Made in us
Nurgle Chosen Marine on a Palanquin






Zustiur wrote:
I figured it would be better as follows.

1st turn, more than 12"
2nd turn, more than 9"
3rd turn, more than 6"


Locally we have been playing something similar in apoc games.

T1: 9
T2: 6
T3: 3

We learned pretty quickly that after T1, 9" is far too big for deep strikes to ever make it on the table.


As for the deep strike hit, I would rather see a negative to WS/BS on the turn you arrive than having the turn delay.

   
Made in us
Pyro Pilot of a Triach Stalker





Somewhere over the rainbow, way up high

I actually like 9 inches, however, the arrival of units should go back to arriving randomly. 4+, 3+, Guarenteed.

I don't mind removing scatter.

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Made in us
Regular Dakkanaut




Atlanta

Zustiur wrote:
I figured it would be better as follows.

1st turn, more than 12"
2nd turn, more than 9"
3rd turn, more than 6"


I could definitely get behind this. Also I’d be happy never having to deal with scatter dice again. They caused more arguments than they were worth.
   
Made in it
Regular Dakkanaut




 helgrenze wrote:
 mrhappyface wrote:
Honestly, I wouldn't mind if the old form of deep strike came back:
- Roll 2d6+scatter dice
- On a mishap (landing on terrain or enemy models) roll a d6 and consult a table:
1 - unit is destroyed
2-3 - unit is held in reserve
4-5 - unit lands in the closest space that is more than 1" away from the enemy unit or building + the unit takes d6 mortal wounds as well as a further d6 mortal wounds per 5 models in the unit
6 - unit lands in the closest space that is more than 1" away from the enemy unit or building + if it would have landed on an enemy unit, that enemy unit takes d3 mortal wounds as well as a further d3 mortal wounds per 5 models in the unit

Personally I think that would make for more daring tactics.


How about a return to the other old rule: The 543 rule? First round Reserves come in on a 5+, Second on a 4+, Third on a 3+. Limits some of the First Round Alpha stuff without a complete nerf.


This
   
Made in gb
Norn Queen






 iGuy91 wrote:
I actually like 9 inches, however, the arrival of units should go back to arriving randomly. 4+, 3+, Guarenteed.

I don't mind removing scatter.
No, the entire reasoning behind the 9" is rule is to counteract the fact reserves isn't random anymore. If you re-introduce random reserves, you need to remove the distance or reduce it.

Random Reserves also screws over Characters + bodyguard in 8th, another reason why they removed the randomness.

This message was edited 1 time. Last update was at 2018/05/31 22:27:08


 
   
 
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