I know GW is testing out this rule about no deep strike on turn 1. But then how about scouts? Is it fair that scouts can then deploy within 9 inches before the game even starts but we can't deep strike on turn 1? Plus scouts can move and shoot normally after that. If they wanted to, they have a guaranteed charge. Not that scouts are built for charging, but even standing in front of a Gallant to render it next to useless since it can't move forward is a huge thing. I just find it unfair that if deep strikers aren't allowed to come in on turn 1, then why are scouts allowed to deploy where ever they want within 9 inches before the game even starts. Deep strikers don't even get a guaranteed charge off last time whereas for scouts, they get to move and charge after deployment, so they are almost guaranteed of a turn 1 charge if they wished to. We know scouts aren't really suited for close combat, but they are coming out with new versions of phobos armour in the future. You never know when GW might forget and launch a Phobos unit that is good in melee. I propose a rule that during the turn that scouts are deployed, they cannot move or charge. Shoot yes, they love to do that anyway. Narratively this works too, because once scouts gets into position, they usually stay there, until they need to retreat out of there.
Furthermore, the interaction of scouts against other scouts is all about who gets to deploy his scouts first. Now that we have missions where one side deploys everything first. What if both sides bring lots of scouts? The first one to deploy places all his scouts down, and by the time he is finished, the second to deploy find that his scouts are all wasted because essentially, there is nowhere on the board left he can place his scouts without being within 9 inches of an enemy scout. (The new infiltrator unit makes it worse, its 12 inches, not 9). So, he ends up being forced to deploy his scouts within his own deployment line. This is wrong and doesn't make sense.
Imagine scout to scout commander "ohh!!!! enemy has deployed their scouts already, so lets stay within our lines..."
I think scouts should be able to deploy within 2 inches of another scout type unit. The tactical value of scouts and similar units of that type are enormous, and I just feel that when both sides bring them, it shouldn't be a case of who gets to plonk down his scouts on the best real estate. This will also apply to anything which gets a scout move forward and such. So, hence, scouts still deploy, but cannot move or charge turn 1, and they still must deploy at least 9 inches from the enemy deployment zone. But other than that, even if they are other enemy scouts on the field, they are free to plonk themselves wherever as long as they stay 2 inches away from other scout units. That way, it won't be possible for a player deploying first to screen out the other player's scouts.
In conclusion, I propose that if the beta rules on deep strike and coming in from reserves are to be made actual rules, then scouts and any other similar unit similar to scouts really need to be looked at as well. They should not be allowed to move or charge on turn 1. And, it should be ok to deploy scouts within 2 inches of enemy scouts so that you don't have a situation of not being able to deploy the scouts you brought.
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