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Made in au
Regular Dakkanaut






Hey guys,

fairly sure I know the answer, but just checking. So, you know how jump infantry can only use their jump pack in either the movement phase or the assault phase? Does using teleporter shunt with GK interceptors mean they have used their jump pack in the movement phase? I'd assume yes, but wanted to check. So, if I shunt, I then cannot use my re-rolled charge and I don't receive hammer of wrath. Correct?

Thanks!

The Emperor Protects 
   
Made in gb
Ultramarine Chaplain with Hate to Spare





You can't shunt and charge in the same turn so it is irrelevant as to whether the shunt counts as using your jet pack.

Take the Magic: The Gathering 'What Color Are You?' Quiz.

Yes my Colour is Black but not for the reasons stated mainly just because it's slimming... http://imperiusdominatus.blogspot.com 
   
Made in au
Been Around the Block




Sydney, Australia

Hey mate,

GK Codex pg 28.

A unit that moves via a teleport shunt cannot assault in the same turn, although it can shoot or run as normal. The unit counts as having moved.

Cheers
   
Made in gb
Elite Tyranid Warrior




Being able to shunt then assault would be rather overpowered, especially for Dreadknights!
   
Made in dk
Servoarm Flailing Magos






Metalica

Enceladus wrote:
Being able to shunt then assault would be rather overpowered, especially for Dreadknights!

It already is. If you haven't had a DK pop up behind you and unleash the full power of a flamer and a Megaton Psycannon, count yourself and the lives of your dregs lucky

 
   
Made in gb
Sword-Bearing Inquisitorial Crusader





London, England

Yup, much as I'd like to shunt, fire the heavy incinerator and then charge with my dreadknights, there's no assault after a shunt move.
   
Made in gb
Elite Tyranid Warrior




 Purifier wrote:
Enceladus wrote:
Being able to shunt then assault would be rather overpowered, especially for Dreadknights!

It already is. If you haven't had a DK pop up behind you and unleash the full power of a flamer and a Megaton Psycannon, count yourself and the lives of your dregs lucky


It's never happened to me, believe it or not! In my competitive games I've never seen a Dreadknight with both weapons, they're always run with Heavy Incinerators, Teleporters and possibly Greatswords. In my casual games at my local GW, the only other GK player that I regularly play against refuses to spend 75 points on the Teleporter, but always equips the Heavy Psycannon and Heavy Incinerator, choosing to footslog the DK, using it as a shield. Fortunately this makes him far easier to deal with.

You're right though, a DK popping up in my backfield with both of the aforementioned weapons would definitely constitute an 'oh, sh*t...' moment. At least until I charge and Instant Death it with my Force weapons on my next turn.
   
Made in gb
Ultramarine Chaplain with Hate to Spare





What force weapons are you IDing the Dreadknight with. He challenges out fists and hammers and gets a 2+ against everything else. 6th has made the DK a beast in combat. Also heavy psycannon is a terrible weapon and that's why you don't see it in competitive play.

Take the Magic: The Gathering 'What Color Are You?' Quiz.

Yes my Colour is Black but not for the reasons stated mainly just because it's slimming... http://imperiusdominatus.blogspot.com 
   
Made in gb
Elite Tyranid Warrior




Pretty much any CC attack in my army since I play GK myself. Any unsaved wound it takes from any of my models and I can activate Force weapons for an insta-death, providing I didn't use their Warp Charge in that turn already. Granted he's T6 so it's pretty tough to put wounds on him with S4 weapons in the first place but it only takes a single armour save roll of 1 for him and a passed leadership test for me, then it's cheerio Dreadknight.
   
Made in im
Nasty Nob on Warbike with Klaw





Liverpool

 FlingitNow wrote:
What force weapons are you IDing the Dreadknight with. He challenges out fists and hammers and gets a 2+ against everything else. 6th has made the DK a beast in combat. Also heavy psycannon is a terrible weapon and that's why you don't see it in competitive play.

Strangely enough in my last game I manage to ID 2 Dreadnights, both killed by Ahriman in a challenge.
Higher Initiative let him go first, strength bonus of his staff helped to wound, and one failed armour save allowed the Force Weapon to activate.
It was lucky to happen the first time, and even better the second!
   
Made in au
Regular Dakkanaut






Thanks guys, not quite sure how I missed that one!

The Emperor Protects 
   
 
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