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Made in us
Fresh-Faced New User



Fort worth, texas

So my daemon prince gains jink if he dives after being shot at. If I went MoN would he have a 2+ cover save?
   
Made in us
Dark Angels Librarian with Book of Secrets






My codex is 20 miles out of reach, how did you come up with this?
   
Made in us
Executing Exarch





McKenzie, TN

He would have 5+ dive + 2 shrouding (for being a daemon of nurgle). This is a 3+ cover save. Now if you GtG or are in ruins then you will get up to a 2+ cover save.
   
Made in us
Dark Angels Librarian with Book of Secrets






 ansacs wrote:
He would have 5+ dive + 2 shrouding (for being a daemon of nurgle). This is a 3+ cover save. Now if you GtG or are in ruins then you will get up to a 2+ cover save.


That's what I was thinking, couldn't remember if it was Stealth or Shrouded.
   
Made in us
Fresh-Faced New User



Fort worth, texas

 ansacs wrote:
He would have 5+ dive + 2 shrouding (for being a daemon of nurgle). This is a 3+ cover save. Now if you GtG or are in ruins then you will get up to a 2+ cover save.

Alright thanks man, was unsure if dive equaled a 5+ or 4+ save
   
Made in us
Pyro Pilot of a Triach Stalker





LaPorte, IN

 ansacs wrote:
He would have 5+ dive + 2 shrouding (for being a daemon of nurgle). This is a 3+ cover save. Now if you GtG or are in ruins then you will get up to a 2+ cover save.


Or are within 8" of the enemy shooting...
   
Made in us
Bloodthirsty Chaos Knight






Can Monstrous Creatures go to ground? Most of the are Fearless, but Codex:CD doesn't have that. I'm pretty sure Swooping Flying Monsters can't.

On the other hand, you really shouldn't go to ground with a unit like that anyway.

Space Wolves: 3770
Orks: 3000
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Made in us
Hoary Long Fang with Lascannon






 Wilytank wrote:
Can Monstrous Creatures go to ground? Most of the are Fearless, but Codex:CD doesn't have that. I'm pretty sure Swooping Flying Monsters can't.

On the other hand, you really shouldn't go to ground with a unit like that anyway.


They can go to ground. I've done it a couple of times, against S10 shooting after I had been grounded.


Ramblings: http://www.frontlinegaming.org/tag/anonymou5/

Batreps (WIP): http://www.youtube.com/channel/UCl20wU5SV0cVUtDaSqzMkiQ

Armies: Lokisons (The Rout), Sluts and Puppies: A Chaos Daemon Experience (Daemons), PDF of the Union of Surviving Slavic Regimes (Imperial Guard), The Dead Live! (Chaos Marines), Loke's Blokes (Orks), The Kabal of the Hidden Blade (DE) 
   
Made in gb
Gavin Thorpe




- You totally can Go to Ground, I raised this issue in YMDC a while ago and the overwhelming concensus was that it is fine. You can combine it with Dive for a 4+ at all times, even without cover, and Nurgle puts that to a 2+ with Shrouded.
- If you have Mental Fortitude somewhere in the army, you can cast it and immediately remove all the negative effects of GtG. You can therefore have a 2+ Cover save at all times with no downside as long as you keep passing that psychic check.

It's really, really sweet.

WarOne wrote:
At the very peak of his power, Mat Ward stood at the top echelons of the GW hierarchy, second only to Satan in terms of personal power within the company.
 
   
Made in us
Bloodthirsty Chaos Knight






anonymou5 wrote:
 Wilytank wrote:
Can Monstrous Creatures go to ground? Most of the are Fearless, but Codex:CD doesn't have that. I'm pretty sure Swooping Flying Monsters can't.

On the other hand, you really shouldn't go to ground with a unit like that anyway.


They can go to ground. I've done it a couple of times, against S10 shooting after I had been grounded.



Still not seeing why you'd want to. If you do, you can't move next turn so he's not doing anything which makes him less useful already by not getting anywhere; plus, the enemy can then just line up another shot the following turn.

Space Wolves: 3770
Orks: 3000
Chaos Daemons: 1750
Warriors of Chaos: 2000

My avatar 
   
Made in gb
Gavin Thorpe




 Wilytank wrote:
anonymou5 wrote:
 Wilytank wrote:
Can Monstrous Creatures go to ground? Most of the are Fearless, but Codex:CD doesn't have that. I'm pretty sure Swooping Flying Monsters can't.

On the other hand, you really shouldn't go to ground with a unit like that anyway.


They can go to ground. I've done it a couple of times, against S10 shooting after I had been grounded.



Still not seeing why you'd want to. If you do, you can't move next turn so he's not doing anything which makes him less useful already by not getting anywhere; plus, the enemy can then just line up another shot the following turn.


Mental Fortitude removes any penalties from G2G and allows you to act normally. As M3 Telepathy Psykers, Daemon Princes stand pretty good odds of rolling it up and can go to ground whenever they like with no downsides.

WarOne wrote:
At the very peak of his power, Mat Ward stood at the top echelons of the GW hierarchy, second only to Satan in terms of personal power within the company.
 
   
Made in us
Bloodthirsty Chaos Knight






Mozzamanx wrote:
 Wilytank wrote:
anonymou5 wrote:
 Wilytank wrote:
Can Monstrous Creatures go to ground? Most of the are Fearless, but Codex:CD doesn't have that. I'm pretty sure Swooping Flying Monsters can't.

On the other hand, you really shouldn't go to ground with a unit like that anyway.


They can go to ground. I've done it a couple of times, against S10 shooting after I had been grounded.



Still not seeing why you'd want to. If you do, you can't move next turn so he's not doing anything which makes him less useful already by not getting anywhere; plus, the enemy can then just line up another shot the following turn.


Mental Fortitude removes any penalties from G2G and allows you to act normally. As M3 Telepathy Psykers, Daemon Princes stand pretty good odds of rolling it up and can go to ground whenever they like with no downsides.


If I'm playing Daemons, then I'm only trying to get Iron Arm and if I do then I'm not worried about s10 in the first place.

Space Wolves: 3770
Orks: 3000
Chaos Daemons: 1750
Warriors of Chaos: 2000

My avatar 
   
Made in us
Hoary Long Fang with Lascannon






 Wilytank wrote:
Mozzamanx wrote:
 Wilytank wrote:
anonymou5 wrote:
 Wilytank wrote:
Can Monstrous Creatures go to ground? Most of the are Fearless, but Codex:CD doesn't have that. I'm pretty sure Swooping Flying Monsters can't.

On the other hand, you really shouldn't go to ground with a unit like that anyway.


They can go to ground. I've done it a couple of times, against S10 shooting after I had been grounded.



Still not seeing why you'd want to. If you do, you can't move next turn so he's not doing anything which makes him less useful already by not getting anywhere; plus, the enemy can then just line up another shot the following turn.


Mental Fortitude removes any penalties from G2G and allows you to act normally. As M3 Telepathy Psykers, Daemon Princes stand pretty good odds of rolling it up and can go to ground whenever they like with no downsides.


If I'm playing Daemons, then I'm only trying to get Iron Arm and if I do then I'm not worried about s10 in the first place.


That's not entirely true. Sometimes it's better to roll on Telepathy than Biomancy. That's one of the great things about Psychic Armies, flexibility depending on enemy. Invisibility against Dark Eldar, for example, is far better than Iron Arm.

Ramblings: http://www.frontlinegaming.org/tag/anonymou5/

Batreps (WIP): http://www.youtube.com/channel/UCl20wU5SV0cVUtDaSqzMkiQ

Armies: Lokisons (The Rout), Sluts and Puppies: A Chaos Daemon Experience (Daemons), PDF of the Union of Surviving Slavic Regimes (Imperial Guard), The Dead Live! (Chaos Marines), Loke's Blokes (Orks), The Kabal of the Hidden Blade (DE) 
   
 
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