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![[Post New]](/s/i/i.gif) 2013/10/05 03:18:33
Subject: Eldar Vs White Tide
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Big Mek in Kustom Dragster with Soopa-Gun
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Scout movements depend on what their normal movement is, not their type. If you gave a Monolith scout....somehow...it would move 6 because thats as far as it can go
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2013/10/05 05:05:41
Subject: Re:Eldar Vs White Tide
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Member of a Lodge? I Can't Say
WI
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Coyote81 wrote:
Infantry, Artillery or a Monstrous Creature scout 6", anything else 12". So vehicles goes 12"
Walkers also Scout only 6". But yeah, my mistake on the vehicles.
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This message was edited 1 time. Last update was at 2013/10/05 05:06:44
Been playing 40k on and off since 89.
Armies...
Orks, Eldar, Lamentors, Pre-Heresy EC, CSM EC, and IG. |
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![[Post New]](/s/i/i.gif) 2013/10/05 05:46:56
Subject: Eldar Vs White Tide
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Veteran Inquisitorial Tyranid Xenokiller
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Vineheart01 wrote:Scout movements depend on what their normal movement is, not their type. If you gave a Monolith scout....somehow...it would move 6 because thats as far as it can go
Not true. Scouting Monliths would make me laugh.
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Inquisitor Jex wrote:Yeah, telling people how this and that is 'garbage' and they should just throw their minis into the trash as they're not as efficient as XYZ.
Peregrine wrote:So the solution is to lie and pretend that certain options are effective so people will feel better? |
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![[Post New]](/s/i/i.gif) 2013/10/05 06:54:43
Subject: Eldar Vs White Tide
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Battlefortress Driver with Krusha Wheel
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BlkTom wrote:Range doesn't matter. As the vid shows, Scout move 12" because they are bikes (Infantry, walkers, MCs, and Vehicles only move 6" with Scout), move 12" because they are bikes, Relentless with Salvo 3, 18" range means they cover the entire board +6". When the unit your fighting can move 12" with a 18" range, 30" is hard to avoid.
The only option is to go first or seize so you can fire on them or charge them before they can shoot.
To be honest, I think the best way to take out a heavy use of grav gun unit is clowns. They have no armor save, so can not be wounded by the Grav Guns. Guardians due to low armor save and other units that have Scout to disrupt their Scout might also work.
*Correction... I believe minimum wound is a 6 for grav guns, so 6 to wound Harlequins.
so they would just shoot their str 4 double tapping rerolling bolters at the 3 toughness clowns then? Also they could stay 22 1/2 inches away since they can measure distance and you would probably not make the charge if alive next turn. And if any of them do live, they can hit and run and shoot again.
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warhammer 40k mmo. If I can drive an ork trukk into the back of a space marine dread and explode in a fireball of epic, I can die happy!
8k points
3k points
3k points
Admech 2.5k points
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