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Made in us
Fresh-Faced New User




Two questions, actually. I've been searching high and low, but I can't find anything in the new rules that says you have to Turbo Boost in a straight line. In the case of Dark Eldar bikes, that means they move 12", turbo boost 18", Blade Vane/Grav Caltrop the ever-loving heck out of my greenskins, finish their boost backwards with another 18", and then use their assault move to guarantee their safety from my line of fire. Combine that with their Skilled Riders (3+, possibly more if cover is involved), they ignore difficult terrain, and are basically free to wreak havoc on my lines without any proper retaliation. Furthermore, using the Allies, this opponent has been crafty enough to employ the DE's blood brothers, the Eldar, and place a Farseer on a bike, to lead this unit. Fortune's himself, dooms his target. We're talking a full squad of 30 boyz gone without a slug or shuriken fired. And yes, I had well-positioned lootas. It was short table edges, and they were able to zip in and out of my range with relative ease while my buys vainly attempted to advance/hold objectives.

Originally, my idea was Flash Gitz, with their new Gitfinda bitz. But that turned out to be zoggin' worthless, since their range sucks. So I upgrade to the Burna-Bomba. And man, that bugger does its job. But the point is this: Is all this cheese he's got going for him legal? And is there any better response? I'm a pretty adamant warbike fan, and there's not much better than letting my Warboss cruise around the battlefield with a squad, but I have been forced to fill my Fast Attack slots with my new flyers as of late. Which is agreeable, after all. That Dakkajet...

On top of that, a second, lesser question. Certain sites, namely a site I read pretty heavily 1d4chan, mention turbo boosting during the scout move. Which I realize was a thing in 5th Edition, pretty sure that's been phased out. But the 6th Edition Tactics section for Space Marines mention it as possible, and its Dark Angel Counterpart remarks on them not being able to. Is that possible? I was under the impression scouts move was a redeploy.

-Edit- Appears this is in the wrong section. Rather foolish of me. Do not see a delete thread button, though. So I'll change the main question:

How do I deal with Eldar/Dark Eldar nonsense, without filling my Fast Attack Slots?

This message was edited 1 time. Last update was at 2012/09/05 06:11:24


 
   
Made in gb
Executing Exarch






Whilst I think the turbo-boost moves used to (5th) specifically mention having to end the move a distance from the start point, I can't find anything about it now.

There is quite a bit of discussion about the farseer Fortuning DE units, I suggest finding it in the You Make The Call forum.
However, Turbo-boosting specifically excludes making "other voluntary action for the rest of the turn" (P45), so I'd say the extra 2D6 move at the end isn't allowed.
   
Made in us
Dakka Veteran





In the Booklet that came in the Dark Vengeance starter box, it gives a blow by blow description of a basic battle. In it, they mention the Ravenwing making a turbo boost, and being able to swerve to avoid terrain.

I'd assume that this means you don't have to maintain a straight line when you turbo boost. If you can't specifically find anything otherwise.




 
   
Made in us
Secretive Dark Angels Veteran





Houston, TX

For Eldar and Dark Eldar jetbikes, they can move 12", Turbo-boost 36" and then move 2D6" in the assault phase. That Turbo-boost means they activate their Bladevane too I think. I guess the best option for you is to try to catch them with your truck.

Seems pretty broken to me since they get 3+ invulnerable save when turbo-boost.
   
Made in us
Longtime Dakkanaut




St. George, UT

5th edition specifically had it worded that if bikes used turbo boosters they had to end up X" (don't remember what it was) away from their starting position to claim the cover save. This turbo boost also had to be in a straight line and could not pass through difficult/dangerous terrain.

The above restrictions no longer exist, so apparently you can turbo boost in a circle as long as you claim you have turbo boosted and gain the cover save.

And yeah, no extra move in the assault phase if you turbo boost because it is specifically disallowed as it would be a voluntary action.

See pics of my Orks, Tau, Emperor's Children, Necrons, Space Wolves, and Dark Eldar here:


 
   
Made in us
Fresh-Faced New User




Thanks for the feedback! No assault move is good, at least. But I'm fairly sure it's a 3+ cover save, not an invulnerable save. Also, catch them with my trukk? I'm not sure how that would stop them. Jetbikes and all.
   
Made in us
Secretive Dark Angels Veteran





Houston, TX

What I meant is to have boys in your trukk. Run up, disembark and show them who is boss.
   
Made in gb
Hellion Hitting and Running




From DE FAQ

Q: How do you mark the start and end points of a unit of unit of
Reavers move when they are using their special Bladevanes attack?
(p29)
A: Should confusion arise, simply pick any model in the unit as
the start point and mark that spot. Then move the unit and
pick any model as the end point. One unengaged, non-vehicle
unit under the line between the two markers can then be
chosen to be the target of the attack.


It was quite a heated discussion in YMDC, IIRC, and I didn't follow it to the end, but I went with the geometrical definition of the word "line", aka, it has to be in a straight line between 2 points, because I think it's just plain evil and cheesy to say "I WENT ALL OVER THE PLACE WITH MY TURBO BOOST!!"... I also believe there was some arguments over whether EJB gets to do their special assault phase movement after turbo boosting, never followed that to the end either... (I'm not using reavers.)

They also don't get better cover save than 3+, unless there can be 2+ cover save without any USR to boost it. Skilled rider only affects jinks save.

Can't really help you with how to take down my own units(see: my army icons) though! ... Partly because I have no experience fighting myself... I also don't use allies....so...

Reavers are expensive T4 bikes that have subpar shooting(compared with what we could bring at similar/lower price), their bladevane/caltrops can only affect one non-vehicle unengaged unit per turn, and they're absolutely terrible in melee... If you can somehow catch them in melee, it will certainly help, otherwise, focus on getting everything into melee yourself, as they'd have nothing to bladevane on... Otherwise, mass amount of shootings? But we're talking about orks here, aren't we... Or... how about burna? I believe template weapons ignore cover save, so you've just gotta spread yourself out...?

Sorry, really don't know enough about Orks or how to fight my own army, but I hope the FAQ's quote will help you get some advantage through forcing the DE to fly them in a straight path, at least.

 
   
Made in us
Disgusting Nurgling




So... This brings into question how Screamers (Chaos Daemon) jetbikes work.

What I think I know:
Turbo-boost no longer requires a straight line.
There also is no longer a minimum distance for how far you can turbo-boost and receive a Jink save (as far as I can tell in the 6th edition rulebook and Errata changes).
DE Reavers have Bladevanes that require a straight line to determine a target.

Now here is the kicker:
Screamers say that if they move over an unengaged enemy unit(s) to choose one to deal Wounds via Slashing Attack.
Slashing Attack is not Bladevanes.
Slashing Attack does not say anything about a straight line.
Turbo-boost no longer requires a straight line.

The final question:
Can Screamers Turbo-boost over a unit, turn around, and end their turn near where they started (granted that the unit being Turbo-boosted over is within 12" due to Jetbikes' 24" Turbo-boost distance) and still receive Slashing Attack? (Edit: Granted that the models furthest from the slashed unit before moving are now the models closest to the slashed unit.)

This message was edited 1 time. Last update was at 2012/09/14 18:03:30


 
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

In 5th ed, turboboosting was a different kind of movement. In 6th ed, turboboosting is basically just a fancy way to call how bikes run in the shooting phase. Flat-out for vehicles got a similar change. Think of it more like how infantry moves and less like how vehicles used to move.

MoshMosh wrote:... and are basically free to wreak havoc on my lines without any proper retaliation.

This is your real problem. Your opponent is building a list and playing a game that is designed to limit your ability to play the game as much as possible. He's making it so that he's playing the game, and you're basically not.

Put another way, he's really just playing with himself. It's TFG behavior. Whether you can beat it with orks or not is irrelevant if he's not the kind of person worth playing a game against in the first place.



Your one-stop website for batreps, articles, and assorted goodies about the men of Folera: Foleran First Imperial Archives. Read Dakka's favorite narrative battle report series The Hand of the King. Also, check out my commission work, and my terrain.

Abstract Principles of 40k: Why game imbalance and list tailoring is good, and why tournaments are an absurd farce.

Read "The Geomides Affair", now on sale! No bolter porn. Not another inquisitor story. A book written by a dakkanought for dakkanoughts!
 
   
Made in gb
Assassin with Black Lotus Poison





Bristol

 Ailaros wrote:
In 5th ed, turboboosting was a different kind of movement. In 6th ed, turboboosting is basically just a fancy way to call how bikes run in the shooting phase. Flat-out for vehicles got a similar change. Think of it more like how infantry moves and less like how vehicles used to move.

MoshMosh wrote:... and are basically free to wreak havoc on my lines without any proper retaliation.

This is your real problem. Your opponent is building a list and playing a game that is designed to limit your ability to play the game as much as possible. He's making it so that he's playing the game, and you're basically not.

Put another way, he's really just playing with himself. It's TFG behavior. Whether you can beat it with orks or not is irrelevant if he's not the kind of person worth playing a game against in the first place.




Using a unit to the best of its ability is TFG behaviour? He's doing what Dark Eldar jetbikes should be doing, hit and run attacks. They'll just get massacred in assault or by shooting if they stay still.

I would say your best bet is to drive a trukk full of burna boys up to them and unleash the fires of hell. No cover saves = no re-rollable 3+ = dead jetbikes.

The Laws of Thermodynamics:
1) You cannot win. 2) You cannot break even. 3) You cannot stop playing the game.

Colonel Flagg wrote:You think you're real smart. But you're not smart; you're dumb. Very dumb. But you've met your match in me.
 
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

No, but playing an army with the intent of preventing your opponent from playing the game while they're playing the game... Well, if you're not going to be doing much more than packing up your minis after you unpacked them, don't bother unpacking them in the first place.

Or, of course, the OP could play a different army that would actually get to do something in this scenario, but it kind of makes you question what kind of person the opponent is in the first place.


Your one-stop website for batreps, articles, and assorted goodies about the men of Folera: Foleran First Imperial Archives. Read Dakka's favorite narrative battle report series The Hand of the King. Also, check out my commission work, and my terrain.

Abstract Principles of 40k: Why game imbalance and list tailoring is good, and why tournaments are an absurd farce.

Read "The Geomides Affair", now on sale! No bolter porn. Not another inquisitor story. A book written by a dakkanought for dakkanoughts!
 
   
Made in gb
Hellion Hitting and Running




 Ailaros wrote:
No, but playing an army with the intent of preventing your opponent from playing the game while they're playing the game... Well, if you're not going to be doing much more than packing up your minis after you unpacked them, don't bother unpacking them in the first place.

Or, of course, the OP could play a different army that would actually get to do something in this scenario, but it kind of makes you question what kind of person the opponent is in the first place.



We have no evidence that the player OP played against list-tailored his list to the OP's list, and as A Town Called Malus has said, that is how you play bladevane reavers, you run left and right and stay out of assault range. By the same logic, an IG army is cheating by shooting up all the nids before they got close for an assault, a DE/eldar army is cheating by flat-outting their transports away from the nids before they could assault, and to avoid being called TFG, we should play tactics that is detrimental to our army just so the other guy can stand a chance... I think that is quite insulting to the opponent if you have to play bad tactics to let him win, but whatever floats your boat.

So if I build a pure AI DE list that can literally not harm any vehicle, and you're using a mech list, are you gonna purposefully not fire any gun, and disembark your non-vehicle units near me so I can "play"?

Instead of calling his opponent a TFG out of nowhere, how about providing some actual list-building advice for the OP? Even myself, a non-ork player, and a DE player, have tried to offer a way to counter the reavers here.

 
   
Made in ca
Devastating Dark Reaper





Advice! battle wagons rock, use them to burna boy/boy assault the heck out of any bikes that get too close. And a Dakka jet will make many sad eldar faces lol.

Also as amended in the most recent faq, Dark Eldar units cannot be fortuned or guided by a friendly farseer. Battle brothers or not. However i do believe a Dark Eldar character joining a fortuned unit of Eldar still benefits from fortune...

"We bring only death and leave only carrion, it is a message even a human can understand."  
   
 
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