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![[Post New]](/s/i/i.gif) 2006/07/30 20:37:27
Subject: Effectiveness (or fluffiness) of this...
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Regular Dakkanaut
Australia
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Hey I am on my way to collecting an Inquisitorial army. I already have a lot of Witch hunter and Daemonhunter models, and space marines. I usually field my space marines and daemonhunters and really cause damage as a lot of units deepstrike and infiltrate and the orbital strike works wonders (when it arrives on time...) However, I really, REALLY like the looks of the scouts. So, I am thinking of making a scout marine army and combining it with witch hunters... The idea is that it's a relatively new chapter, and so it is lacking in both heavy equipment and fully fledged marines and has been attatched to an Inquisitorial regiment of purist witch hunters.
One thing I am not sure of is can scouts begin with the rest of the army, in a rhino or do they have to infiltrate? Wouldn't it just count as a dedicated transport?
Lemme know what you think!
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There are no rights or wrongs, only perspectives |
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![[Post New]](/s/i/i.gif) 2006/07/30 21:06:57
Subject: RE: Effectiveness (or fluffiness) of this...
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Battlewagon Driver with Charged Engine
Murfreesboro, TN
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Scouts can't take a transport, but they can choose to deploy with the main force, in their deployment zone, if you want.
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As a rule of thumb, the designers do not hide "easter eggs" in the rules. If clever reading is required to unlock some sort of hidden option, then it is most likely the result of wishful thinking.
But there's no sense crying over every mistake;
You just keep on trying till you run out of cake.
Member of the "No Retreat for Calgar" Club |
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![[Post New]](/s/i/i.gif) 2006/07/30 21:20:46
Subject: RE: Effectiveness (or fluffiness) of this...
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Regular Dakkanaut
Australia
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So, if there was an undedicated transport, could they embark and then continue?
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There are no rights or wrongs, only perspectives |
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![[Post New]](/s/i/i.gif) 2006/07/30 21:37:04
Subject: RE: Effectiveness (or fluffiness) of this...
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Battlewagon Driver with Charged Engine
Murfreesboro, TN
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Sure, if you have a Land Raider lying around unoccupied, they can pile in.
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As a rule of thumb, the designers do not hide "easter eggs" in the rules. If clever reading is required to unlock some sort of hidden option, then it is most likely the result of wishful thinking.
But there's no sense crying over every mistake;
You just keep on trying till you run out of cake.
Member of the "No Retreat for Calgar" Club |
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![[Post New]](/s/i/i.gif) 2006/07/30 21:45:42
Subject: RE: Effectiveness (or fluffiness) of this...
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Regular Dakkanaut
Australia
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Are you serious? No transport? Gah no! there goes my idea for a SWAT army! No commando rolls out of moving vehicles with guns blazing... gah!
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There are no rights or wrongs, only perspectives |
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![[Post New]](/s/i/i.gif) 2006/07/30 22:14:56
Subject: RE: Effectiveness (or fluffiness) of this...
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Battlewagon Driver with Charged Engine
Murfreesboro, TN
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I'd imagine that's what Stormtroopers would be for... Don't they get an option for shotguns in the WH codex? Sounds pretty SWAT-like there, and you can even put flasher bars on their Rhino or Chimera and paint a big ole "S. W. A. T." across the side...
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As a rule of thumb, the designers do not hide "easter eggs" in the rules. If clever reading is required to unlock some sort of hidden option, then it is most likely the result of wishful thinking.
But there's no sense crying over every mistake;
You just keep on trying till you run out of cake.
Member of the "No Retreat for Calgar" Club |
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![[Post New]](/s/i/i.gif) 2006/07/30 23:18:38
Subject: RE: Effectiveness (or fluffiness) of this...
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Regular Dakkanaut
Australia
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Yeah, but the S3 T3 isn't very SWAT like... they look it, but game effectiveness could suffer. Besides, SM scouts have so much gear... Perhaps if I use scouts and just 'count-as' storm troopers.... but the SWAT sign on the side is a definate
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There are no rights or wrongs, only perspectives |
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![[Post New]](/s/i/i.gif) 2006/08/03 02:35:03
Subject: RE: Effectiveness (or fluffiness) of this...
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Rampaging Carnifex
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Black templars, man. Mix of scouts/normal guys would work perfectly.
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![[Post New]](/s/i/i.gif) 2006/08/03 03:05:14
Subject: RE: Effectiveness (or fluffiness) of this...
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Rampaging Chaos Russ Driver
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S3 T3 is Imperial Guard and still much tougher than your average human. SM are supposed to be that much better than the norm. Problem is that most people play MEq armies so its hard to remember how cool and tough marines really are.
Adeptus Arbitus is right up your alley. Essentially they are Imperial secret police.
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![[Post New]](/s/i/i.gif) 2006/08/13 22:08:51
Subject: RE: Effectiveness (or fluffiness) of this...
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Regular Dakkanaut
Australia
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Yeah well I just missed out on a auction on eBay for a bunch of Arbites... I was very upset. I am still going for a SWAT force (albeit only 1000 points) because I had a few games among friends with my Inquisitorial SM and Tau... I will post the batrep for the Tau one later. But it was depressing that I only loss ~100 points each game...... The 4+ sv and 3S 12" guns should hamper me a bit.
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There are no rights or wrongs, only perspectives |
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