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Made in us
Fresh-Faced New User




Hey I'm a warhammer player noob though I've collected a necron army for awhile. As I'm getting more into actually playing the game rather than just painting I've come across a lot of complaints about the lack of assaulting after deep striking especially for my Necron Flayed Ones. Correct me from my noobness if I'm missing something but I was thinking:

What if after successfully deep striking in the unit must take an Initiative test (As far as my noobness is aware that means rolling a D6 and passing if the result is equal to or below the units initiative. Correct me if I'm wrong). If passed the unit may move and assault normally. If failed they can only move and assault as if they are in difficult terrain. And if they are actually in difficult terrain they move and assault as if moving through dangerous terrain.

Welp that's what I was thinking anyway just cause it sucks to see the flayed ones be pretty useless and doesn't really make much sense for a unit to just chill for a turn (they should at least attempt to do something). Like I said though I'm a noob though so let me know if my idea is stupid or impossible or any other ideas for that matter (maybe a morale test instead of initiative test? Would that make more sense? I don't know)

Anywho first time on here lemme know
   
Made in us
Infiltrating Broodlord





Indiana

Honestly, Deep Striking and Assaulting are touchy subjects. It's kind of a lose-lose scenario for people. With 6th edition being mostly a push for shooting based attacks, you are talking about a sudden radical shift in the meta. As is, to be honest, there are certain units in most codexes, that if allowed to deepstrike and assualt, would rather quickly overwhelm the table. Basically, you would wind up with so many situations where people would leave the guns at home, and you would see leaps and bounds in the number of alpha strike lists and drop pod armies. It would quickly turn the game into a match of how quickly can you table someone turn one, because whoever goes first would have the advantage of being able to table somone at the end of their 2nd turn, at the latest, with good rolls, and those fantastic assualt choices. Just be glad that the only unit in the game that can assualt on the turn they arrive are Ymgarl Genestealers. Those things as is tend to make people nervous.

"There is a cancer eating at the Imperium. With each decade it advances deeper, leaving drained, dead worlds in its wake. This horror, this abomination, has thought and purpose that functions on an unimaginable, galactic scale and all we can do is try to stop the swarms of bioengineered monsters it unleashes upon us by instinct. We have given the horror a name to salve our fears; we call it the Tyranid race, but if is aware of us at all it must know us only as Prey."
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Fresh-Faced New User




Oh really. Yeah I figured being able to assault right after deep striking was too powerful so I thought an initiative test would balance that somewhat (in the case of flayed ones only a 1 or 2 would grant them full movement and in the case of the genestealers I suppose they would only fail on a roll of 6) though I don't have a lot of game experience under my belt so I havent witnessed such a problem yet. But from an inexperienced and from a written rules standpoint it does seem a bit wonky how it is now. But yup sorry for bringing up a tabooed subject ;D
   
Made in gb
Agile Revenant Titan




In the Casualty section of a Blood Bowl dugout

Unyielding Hunger wrote:. Just be glad that the only unit in the game that can assualt on the turn they arrive are Ymgarl Genestealers. Those things as is tend to make people nervous.

Oi! Yer fergot da Vulcha Boyz!

Mattfilip wrote:Oh really. Yeah I figured being able to assault right after deep striking was too powerful so I thought an initiative test would balance that somewhat (in the case of flayed ones only a 1 or 2 would grant them full movement and in the case of the genestealers I suppose they would only fail on a roll of 6) though I don't have a lot of game experience under my belt so I havent witnessed such a problem yet. But from an inexperienced and from a written rules standpoint it does seem a bit wonky how it is now. But yup sorry for bringing up a tabooed subject ;D

But yeah, unyielding hunger is right. I like the idea, but it would make the whole game pretty horrible and, besides, there are a lot of units that can pass an Initiative test fairly easily (anything with I4 or higher is more than likely going to pass). It's also really unbalance things for low Initiative armies. I do think it's best if we restrict this ability to a handful of units.

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9th Age Fantasy Rules

 
   
Made in us
Slippery Scout Biker




Texas

You also have Space Marine Vanguard Veterans that can assault on the turn they arrive by Deep Strike, using Heroic Intervention. However, they are so points heavy, that you rarely see them (plus if they're joined by an IC, they cannot assault when they arrive).

I do agree, though, that, at present, the game is overly geared against assault armies, making Alpha Strike difficult at best. Deep Strike is best left to units that can assault when they arrive, shooty units, and very durable units such as Terminators or Monoliths.

Quite frankly, I believe that most units should not be able to assault on the same turn they Deep Strike because IRL, they would have to take the time to recover from the jump/teleport and get their bearings. Conversely, assaulting from Infiltrate, Outflank, Scout, or standard Reserve should be allowed since there is no recovery from a jump/teleport nor getting bearings.

I could probably make an entire article on how I feel about how the game should go to balance all types of armies, but I'll leave it at this for the purpose of this thread.

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Beijing, China

Mattfilip wrote:
Oh really. Yeah I figured being able to assault right after deep striking was too powerful so I thought an initiative test would balance that somewhat (in the case of flayed ones only a 1 or 2 would grant them full movement and in the case of the genestealers I suppose they would only fail on a roll of 6) though I don't have a lot of game experience under my belt so I havent witnessed such a problem yet. But from an inexperienced and from a written rules standpoint it does seem a bit wonky how it is now. But yup sorry for bringing up a tabooed subject ;D


but the Init test is too easy to pass. For flayed ones it is tough, only 33% chance of success but for most marines armies it would be 66% chance. Slanesh and DE would have a 83% chance. Daemons would be an unbeatable army.

Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
Made in gb
Bounding Assault Marine



hereford

[quote=Unyielding Hunger 497001 5117853 fcca8c462f6b4b9ea73a64cbca90 Just be glad that the only unit in the game that can assualt on the turn they arrive are Ymgarl Genestealers. Those things as is tend to make people nervous.

vanguard veterans have heroic intervention they can not do any thing normally permitted by deep strike but can assault


Automatically Appended Next Post:
drop pod units should be able to as they blow of the hatches so the marines are ready to assault

This message was edited 1 time. Last update was at 2012/12/29 09:05:15


sallies all the way

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Twisted Trueborn with Blaster




Fredericton, NB

Personally I think it should go something like this:

1. Leave the Deep Strike rules as they are.
2. Jump infantry may assault off the deep strike by passing an I test, if they do so they count as going through difficult and dangerous terrain. The assault is resolved as if they were using their jump packs. If they do so, they may not shoot.
3. Heroic Intervention removes the I test and the diff/dangerous terrain restrictions
4. Units arriving in drop pods may launch an assault, but their assault distance is halved.
5. All units (fr and en) within 6" of a Drop Pod on impact must pass an I(or T?) test or suffer the effects of taking an unsaved wound from a concussive weapon.
6. Drop pods go up to 45-50 pts
7. All units arriving by teleport or other DS means may not assault the turn they arrive.

Know thy self. Everything follows this.
 
   
Made in gb
Bounding Assault Marine



hereford

That is quite cool I would love to kill some geanstellers with my drop pood

sallies all the way

"Into the fires of battle unto the anvil of war."
War-cry of the salamanders
"Vulkans fire beats in my breast with it I shall smite the foes of the Emperor."
war-cry of the firedrakes and chapter command  
   
 
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