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Made in gb
Raging-on-the-Inside Blood Angel Sergeant





I've seen people using the bomb with Tigurius and Farsights warlord trait to stop the scatter but I don't get how it works. Tigurius doesn't have a jump pack so can't deep strike the unit around.

How does this work then?

If the unit decides to use the Jet Pack move in the assault phase, what does Tig do?

I can't work out how he works with that list.

Can anyone help me understand?

Thanks

d-usa wrote:Orks are the GW version of R2D2. No matter how advanced the defenses may be, there is always an open serial port somewhere that can be pluged into and a firewall that was never configured.
 
   
Made in us
Hellion Hitting and Running






They use the telekinesis power gate of infinity to deep strike 24" away.
   
Made in gb
Raging-on-the-Inside Blood Angel Sergeant





 lambsandlions wrote:
They use the telekinesis power gate of infinity to deep strike 24" away.


Yes but surely Tigurius can't deep strike because he doesn't have a jump pack?

Or is that only if you deep strike from reserve? Otherwise you'd have to have him on the board at the start and walk him into contact with the bomb after it's come in on turn 2?

This message was edited 1 time. Last update was at 2013/10/21 23:25:16


d-usa wrote:Orks are the GW version of R2D2. No matter how advanced the defenses may be, there is always an open serial port somewhere that can be pluged into and a firewall that was never configured.
 
   
Made in us
Legendary Master of the Chapter






Its not that he is Deep striking, he is using the rules for deep striking to move 24" away

Also doesn't he come in terminator armor? (i dun remember)

Edit: Also "Remove the target unit from the board. It then immediately arrives using the rules for Deep Strike"

"Your Warlord, and his unit, do not scatter when Deep Striking" Tau warlord trait

the question is is using the rules for deep strike the same as deep striking?

Edit:2 no he does not have terminator armor, so he has to start on the field with far sight together to use that combo.

This message was edited 3 times. Last update was at 2013/10/21 23:32:28


 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in gb
Raging-on-the-Inside Blood Angel Sergeant





 Desubot wrote:
Its not that he is Deepstrikeing, he is using the rules for deepstriking to move 24" away

Also doesn't he come in terminator armor? (i dun remember)


3+ power armour

So how would you play it then? Infiltrate him with a unit of scouts, deepstrike the bomb turn 2 then walk him into coherency?

d-usa wrote:Orks are the GW version of R2D2. No matter how advanced the defenses may be, there is always an open serial port somewhere that can be pluged into and a firewall that was never configured.
 
   
Made in us
Legendary Master of the Chapter






Also cant infiltrate him with scouts.

i edited it in with the first post

He should start with them on first turn on the board.

 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in gb
Raging-on-the-Inside Blood Angel Sergeant





If you're arriving using the rules for deepstrike, surely he'll need a jump pack in order to do that?

I believe if we carry on with that it will belong in a different part of the forum.

So he'd have to start with the unit on the board? Turn 1 cast Gate and move 24"?

What about the Jet pack moves? does he go with them or can he not move?

d-usa wrote:Orks are the GW version of R2D2. No matter how advanced the defenses may be, there is always an open serial port somewhere that can be pluged into and a firewall that was never configured.
 
   
Made in us
Legendary Master of the Chapter






If your talking about the 2d6 jump in assault, the models that have it can but he him self stays put.

 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in us
Hellion Hitting and Running






 Thamor wrote:
 lambsandlions wrote:
They use the telekinesis power gate of infinity to deep strike 24" away.


Yes but surely Tigurius can't deep strike because he doesn't have a jump pack?

Or is that only if you deep strike from reserve? Otherwise you'd have to have him on the board at the start and walk him into contact with the bomb after it's come in on turn 2?
You start with the farsight bomb on board, Tigerius included. They won't be able to kill your bomb if they go turn 1 (you usually have stealth and shroud so 2+ cover) and you will kill their biggest threat on your first turn.
   
Made in gb
Sister Vastly Superior




Tiggy stands at the front during the enemy turn, tanking wounds with LOS. During your turn, he moves up with the unit, does his thing (often gate of infinity) and sits around, they use assault phase move torearrange themselves for incoming fire in the new location.

I collect:
Guard - 2k of mostly infantry
DA - 2k of deathwing, 2k of other bits (no vehicles)
Sisters - mostly converted/proxy because I'm waiting for therange to go plastic.
Tau - 2k with no riptides because I can. 
   
Made in us
Hellish Haemonculus






Boskydell, IL

I play this list. You have a really, really good chance to get GoI if you try for it.

I have the squad hide during deployment, with the Farsight bomb already on the table. (Usually behind a vehicle.) First turn they can immediately use GOI to start hopping around the table.

Welcome to the Freakshow!

(Leadership-shenanigans for Eldar of all types.) 
   
 
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