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![[Post New]](/s/i/i.gif) 2013/02/26 12:36:50
Subject: GK shunt question
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Regular Dakkanaut
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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!
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The Emperor Protects |
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![[Post New]](/s/i/i.gif) 2013/02/26 12:41:16
Subject: GK shunt question
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Ultramarine Chaplain with Hate to Spare
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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.
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![[Post New]](/s/i/i.gif) 2013/02/26 12:44:25
Subject: Re:GK shunt question
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Been Around the Block
Sydney, Australia
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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
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![[Post New]](/s/i/i.gif) 2013/02/26 14:58:24
Subject: GK shunt question
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Elite Tyranid Warrior
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Being able to shunt then assault would be rather overpowered, especially for Dreadknights!
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![[Post New]](/s/i/i.gif) 2013/02/26 15:53:30
Subject: GK shunt question
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Servoarm Flailing Magos
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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
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![[Post New]](/s/i/i.gif) 2013/02/26 18:40:50
Subject: GK shunt question
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Sword-Bearing Inquisitorial Crusader
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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.
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![[Post New]](/s/i/i.gif) 2013/02/27 09:48:37
Subject: GK shunt question
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Elite Tyranid Warrior
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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.
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![[Post New]](/s/i/i.gif) 2013/02/27 10:48:13
Subject: GK shunt question
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Ultramarine Chaplain with Hate to Spare
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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.
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![[Post New]](/s/i/i.gif) 2013/02/27 11:12:32
Subject: GK shunt question
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Elite Tyranid Warrior
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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.
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![[Post New]](/s/i/i.gif) 2013/02/27 13:11:49
Subject: GK shunt question
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Nasty Nob on Warbike with Klaw
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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!
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![[Post New]](/s/i/i.gif) 2013/02/28 00:51:36
Subject: Re:GK shunt question
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Regular Dakkanaut
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Thanks guys, not quite sure how I missed that one!
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The Emperor Protects |
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