Switch Theme:

Grav-Chute Insertion  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in au
Rookie Pilot




Brisbane

I have a game tonight, so I figured I would ask this:

Does Grav-Chute Insertion count as Deep Strike or Disembarking?

If it was Deep Strike, I can't use it on Turn 1, but if it's Disembarking, then I should be able to.

This message was edited 1 time. Last update was at 2020/03/25 03:19:09


I will not rest until the Tabletop Imperial Guard has been reduced to complete mediocrity. This is completely reflected in the lore. 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

Slayer6 wrote:
I have a game tonight, so I figured I would ask this:

Does Grav-Chute Insertion count as Deep Strike or Disembarking?

If it was Deep Strike, I can't use it outside of my deployment zone on Turn 1, but if it's Disembarking, then I should be able to.
It's what's colloquially known as Deep Striking, which isn't actually in the rules anymore.

And you cannot Deepstrike AT ALL Turn 1 anymore. Not even into your own Deployment Zone. Only Turns 2 and 3.

This message was edited 1 time. Last update was at 2020/03/25 03:34:01


Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in au
Rookie Pilot




Brisbane

 JNAProductions wrote:
Slayer6 wrote:
I have a game tonight, so I figured I would ask this:

Does Grav-Chute Insertion count as Deep Strike or Disembarking?

If it was Deep Strike, I can't use it outside of my deployment zone on Turn 1, but if it's Disembarking, then I should be able to.
It's what's colloquially known as Deep Striking, which isn't actually in the rules anymore.

And you cannot Deepstrike AT ALL Turn 1 anymore. Not even into your own Deployment Zone. Only Turns 2 and 3.


Thanks for the clarification, I have edited my post.

Still, it seems almost like Reinforcement deployment given the minimum distance rule, but there's the word, disembark in the Grav-Chute Insertion - along with a minimum distance...

I will not rest until the Tabletop Imperial Guard has been reduced to complete mediocrity. This is completely reflected in the lore. 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

Slayer6 wrote:
 JNAProductions wrote:
Slayer6 wrote:
I have a game tonight, so I figured I would ask this:

Does Grav-Chute Insertion count as Deep Strike or Disembarking?

If it was Deep Strike, I can't use it outside of my deployment zone on Turn 1, but if it's Disembarking, then I should be able to.
It's what's colloquially known as Deep Striking, which isn't actually in the rules anymore.

And you cannot Deepstrike AT ALL Turn 1 anymore. Not even into your own Deployment Zone. Only Turns 2 and 3.


Thanks for the clarification, I have edited my post.

Still, it seems almost like Reinforcement deployment given the minimum distance rule, but there's the word, disembark in the Grav-Chute Insertion - along with a minimum distance...
Please post the whole rules text.

Because I'm pretty much entirely sure that's fluff text, and NOT actual rules. I mean, what vehicle are they disembarking from?

This message was edited 1 time. Last update was at 2020/03/25 03:33:49


Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in ca
Secretive Dark Angels Veteran



Canada

Slayer6 wrote:
I have a game tonight, so I figured I would ask this:

Does Grav-Chute Insertion count as Deep Strike or Disembarking?

If it was Deep Strike, I can't use it on Turn 1, but if it's Disembarking, then I should be able to.


Grav-Chute Insertion is disembarking, so you can do so on Turn 1 and cannot be Auspex scanned etc. Look on page 117 of the AM Codex (the Valkyrie datasheet :"Grav-chute Insertion. Models may disembark...")

Scions also have Arial Drop which would be "deep striking."

Hope this helps!

This message was edited 1 time. Last update was at 2020/03/25 03:27:38


All you have to do is fire three rounds a minute, and stand 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

Oh. OH! OH GOD!

I was thinking of Reiver Grav-Chutes! Not IG! That's my bad!

This message was edited 1 time. Last update was at 2020/03/25 03:28:14


Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in au
Rookie Pilot




Brisbane

 JNAProductions wrote:
Slayer6 wrote:
 JNAProductions wrote:
Slayer6 wrote:
I have a game tonight, so I figured I would ask this:

Does Grav-Chute Insertion count as Deep Strike or Disembarking?

If it was Deep Strike, I can't use it outside of my deployment zone on Turn 1, but if it's Disembarking, then I should be able to.
It's what's colloquially known as Deep Striking, which isn't actually in the rules anymore.

And you cannot Deepstrike AT ALL Turn 1 anymore. Not even into your own Deployment Zone. Only Turns 2 and 3.


Thanks for the clarification, I have edited my post.

Still, it seems almost like Reinforcement deployment given the minimum distance rule, but there's the word, disembark in the Grav-Chute Insertion - along with a minimum distance...
Please post the whole rules text.

Because I'm pretty much entirely sure that's fluff text, and NOT actual rules. I mean, what vehicle are they disembarking from?


Alright, I'll list it fully - from the Codex. They are a squad of Scions, with a Tempestor Prime disembarking from a Valkyrie.

Astra Militarum Codex wrote:
Grav-Chute Insertion
Models may disembark from this vehicle at any point during its move, but if the Valkyrie moves 20" or more, you must roll a D6 for each model disembarking.
On a 1, that model is slain.
Models that disembark in this manner must be set up more than 9" from any enemy models.

I will not rest until the Tabletop Imperial Guard has been reduced to complete mediocrity. This is completely reflected in the lore. 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

Okay, scratch EVERYTHING I SAID.

I thought you were talking about the Space Marine Reiver grav-chutes, NOT Valkyrie Grav Chutes.

TangoTwo had the right answer.

My sincerest apologies!

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in ca
Secretive Dark Angels Veteran



Canada

The AM FAQ adds that models cannot move after disembarking in this manner. And yes, it’s disembarking.

All you have to do is fire three rounds a minute, and stand 
   
Made in au
Rookie Pilot




Brisbane

Hey, its no trouble at all! Exalted both of you.

I will not rest until the Tabletop Imperial Guard has been reduced to complete mediocrity. This is completely reflected in the lore. 
   
Made in ca
Secretive Dark Angels Veteran



Canada

Slayer6 wrote:
Hey, its no trouble at all! Exalted both of you.


Hope you had a good game! We can't get together for games over here right now.

All you have to do is fire three rounds a minute, and stand 
   
Made in au
Rookie Pilot




Brisbane

Yeah, it was a great game, I was playing 1557pts of Tempestus with 380pts of Assassins and a 63pt Inquisitor. I was against 2000pts of Tau fielding a Battlesuit spam list and 2 Riptides.

First turn I lost one of the Valkyries straight off the bat, but the second one was able to go Supersonic straight across the field and deploy the Tempestus Drop Force and 2 plasma command squads right behind one of the Riptides - the Valkyrie also managed to destroy the accompanying drones.
Then the squads (and Field Commander with Laurels of Command, and Command Rod) opened up at 5" with overcharged Take Aim and Elimination Protocols rapid fire Plasmaguns hitting on a 2+ with rerolling 1's - essentially even with the Nova Reactor 3++ the Riptide died.

The rest of the game went about the same from there - I dropped the Iotan Gorgonnes in 10 man troop squads with 4 flamers right beside large drone groups 5" away. Then dropped Melta squads a little further back - and then just rinsed and repeated. The Callidus Reign of Confusion skill and Stratagem are BRUTAL on Tau. I got a concede after his Turn 3 before my Turn 3 started.

It was the final game before the social restrictions kicked in here too.

This message was edited 1 time. Last update was at 2020/03/27 01:26:56


I will not rest until the Tabletop Imperial Guard has been reduced to complete mediocrity. This is completely reflected in the lore. 
   
Made in us
Longtime Dakkanaut





Awesome.
Against tau, my scions also have had similar experiences. And yeah, social lockdown predominates our society here, too.
Did you use just two valkryies? or were there others you didn't reference in your battlelist?

What assassins did you use and for what role / were they your melee folks?

This message was edited 1 time. Last update was at 2020/03/27 01:54:02


Guard gaurd gAAAARDity Gaurd gaurd.  
   
Made in au
Rookie Pilot




Brisbane

Dukeofstuff wrote:
Awesome.
Against tau, my scions also have had similar experiences. And yeah, social lockdown predominates our society here, too.
Did you use just two valkryies? or were there others you didn't reference in your battlelist?

What assassins did you use and for what role / were they your melee folks?


Alright here is the full list:

Inquisitor with Force Sword, Psyker with Psychic Fortitude, Inquisitorial Mandate: Formidable Resolve trait, Ordo Xenos, Storm Bolter


Battalion Detachment
Tempestus Drop Force
Stormtroopers

Tempestor Prime with Command Rod, Laurels of Command, Field Commander, Grav Chute Commando Trait
Lord Commissar with Boltgun, Bellowing Voice Trait (Warlord)

Scion Squad with +5 members, Flamer, Plasmagun, Plasma Pistol
Scion Squad with 2 Flamers, Plasma Pistol
Scion Squad with +2 members, 2 Plasmaguns, Plasma Pistol

Scion Command Squad with 4 Plasmaguns

Valkyrie with Rocket Pods, Heavy Bolters, Lascannon


Battalion Detachment
Lambdan Lions

Tempestor Prime with Command Rod, Progeny of Conflict: Keys to the Armoury
Tempestor Prime with Refractor Field Generator

Scion Squad with +5 members, Plasma Pistol
Scion Squad with +5 members, Plasma Pistol
Scion Squad with +5 members, Plasma Pistol

Scion Command Squad with 4 Plasmaguns
Scion Command Squad with 4 Plasmaguns

Valkyrie with Rocket Pods, Heavy Bolters, Lascannon


Battalion Detachment
Iotan Gorgonnes

Primaris Psyker with Nightshroud, Psychic Barrier
Primaris Psyker with Nightshroud, Psychic Barrier

Scion Squad with +5 members, 4 Flamers, Plasma Pistol
Scion Squad with +5 members, 4 Flamers, Plasma Pistol
Scion Squad with +5 members, 4 Meltaguns, Plasma Pistol


Vanguard Detachment
Officio Assassinorum

Vindicare Assassin
Callidus Assassin
Callidus Assassin
Culexus Assassin

TOTAL 2000pts


The Vindicare was deployed on a high building, at the start of the game.

My opponent likes using Coldstar Fusion Battlesuits, so I can't have too many points invested in transports - 2 is plenty for what I needed - a Tempestus Drop Force and Precision Drop team make for quite a bit of firepower.

The Iotan Gorgonnes are for Daring Descent drops within Flamer range on specific targets, whilst the Meltaguns can benefit from the doctrine at a normal 9" drop range.

The Lambdan Lions are primarily for front line work with the 5++ from the relic, the Inquisitor is with them primarily.

The Lord Commissar is with the other squads from the Drop Force (the ones with Flamers in them) to hold any other objectives and to screen the Vindicare while it does its job.

I didn't actually GET to use the Assassins, but yes they are my primary melee forces - I generally use the Callidus Assassins to take on the tough stuff such as Riptides, and the Culexus to simply aggravate fireteams. The Vindicare helped me generate 2CP that game.

If needed the Flamer drops could be used to charge (if they survive), but I'm not really expecting much close combat. Rather, the Tau, whilst they have similar statlines to me, they REALLY get messed up when I use the Flamer drops to take out the Marker Lights, and covering Shield Drones. The Primaris Psykers casting Nightshroud and Psychic Barrier on a Plasmagun Command Squad in Rapid Fire range, in cover - and giving them the Take Cover stratagem, results in a 2+, -1 to hit and later on one of those squads also benefited from the 5++, so they ate a truly tremendous amount of firepower, only losing one of their number throughout the whole game.

I will not rest until the Tabletop Imperial Guard has been reduced to complete mediocrity. This is completely reflected in the lore. 
   
Made in au
[MOD]
Making Stuff






Under the couch

We seem to have answered the original question - the ensuing conversation would be better over in Tactics.

 
   
 
Forum Index » 40K You Make Da Call
Go to: