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Made in us
Killer Klaivex




Oceanside, CA

The web-way deep strike fortification got me wondering.
Assume you can deep strike a Fortification by embarking an IC with a webway portal.
What fortification would you take, and what would you deep strike in with it?

 thedarkavenger wrote:

So. I got a game with this list in. First game in at least 3-4 months.
 
   
Made in ru
!!Goffik Rocker!!






I'd go unbound and deepstrike a hell ton of landing pads. Without anything else whatsoever.
Codex: Pirating Buildings.

Imagine you're the imperial guardsmen on your everyday duty. It's late and dark, you just patrol the area, than turn around and BAM! There's a landing pad. You quicken your steps and BAM! Another landing pad. You start to run for it choking and screaming madly. BAM BAM BAM! Landing pads everywhere. THE HORROR!

This message was edited 1 time. Last update was at 2014/10/20 06:02:44


 
   
Made in us
Road-Raging Blood Angel Biker





I think take all 3 hq's that have WWP, and do 3x Macro-Cannon strong pionts. Or a mix of them and Vortex missle strong points.

Some Must Be Told. Others Must Be Shown.
Blood Angels- 15000
Dark Angels-7800
Sisters of Battle- 5000
Space Wolves- 5000 
   
Made in us
Hellion Hitting and Running






I don't know if any fortifications are strong enough to matter. There is a reason they are not being taken right now and deep striking them in won't really fix much.
   
Made in us
Killer Klaivex




Oceanside, CA

Fireraven wrote:
I think take all 3 hq's that have WWP, and do 3x Macro-Cannon strong pionts. Or a mix of them and Vortex missle strong points.


What about a Imperial Bunker? It's cheap (55 points) and lets you embark Wraithguard with the WWP. You should be able to land and fire, then disembark and fire again.
Could add ammo dump (re-roll 1's to shoot) and escape hatch for additional disembark options.

-Matt


Automatically Appended Next Post:
Fireraven wrote:
I think take all 3 hq's that have WWP, and do 3x Macro-Cannon strong pionts. Or a mix of them and Vortex missle strong points.

How does making each one cost 95+ points more, and giving up the first turn of shooting make them better?




Automatically Appended Next Post:
 koooaei wrote:
I'd go unbound and deepstrike a hell ton of landing pads. Without anything else whatsoever.
Codex: Pirating Buildings.

Imagine you're the imperial guardsmen on your everyday duty. It's late and dark, you just patrol the area, than turn around and BAM! There's a landing pad. You quicken your steps and BAM! Another landing pad. You start to run for it choking and screaming madly. BAM BAM BAM! Landing pads everywhere. THE HORROR!

You'd have to embark an IC. Standing on it isn't good enough, you've got to be embarked. No landing pad for you.

This message was edited 2 times. Last update was at 2014/10/20 16:23:21


 thedarkavenger wrote:

So. I got a game with this list in. First game in at least 3-4 months.
 
   
Made in us
Longtime Dakkanaut




Incredilble silly, but deepstrike a fully loaded fortress of redemption on the opponents door step. Could also see a Firestorm redoubt with dual Punishers being useful. DS voer comes the range issue, and you can load a big squad in it for even more dakka fun.
   
Made in us
Executing Exarch





McKenzie, TN

I could see a few uses for this.
*Take a fortification network and load a single bunker, etc. with multiple quad guns. DS it in would be nice because you could get side and rear armour.
*Firestorm redoubt; get the punisher cannons and the upgraded BS. Whatever you DS next to will eat 40 BS3 Str5 shots. With no scatter placement this could actually be pretty good with a scytheguard or firedragon unit.
*Bunker w/ quad gun and escape hatch. This could give a very nice 12" shunt to a pinpoint DS unit.

Overall one of the big advantages to this would be taking a unit that is hard to kill with flamers and grenades and making plasma, grav, etc. useless against them due to the AV14 building. Combine this with a void shield to help block damage or ammo store for reroll 1's to hit would help buff the unit but I personally see the escape hatch as being the best upgrade for this sort of use as getting a free 12" shunt for the unit inside the building could be huge.

I would definitely not take a fortress of redeption or similar size fortification as even with pinpoint DS you could never land it anywhere (it is just too big).
   
Made in ru
!!Goffik Rocker!!






 HawaiiMatt wrote:


You'd have to embark an IC. Standing on it isn't good enough, you've got to be embarked. No landing pad for you.



That's silly.
   
Made in us
Haemonculi Flesh Apprentice






Did I miss something? I thought the consensus in YMDC was against DS'ing in fortifications due to when they are deployed.

   
Made in us
Devestating Grey Knight Dreadknight




^ yeah there's a discussion in YMDC you should check out first

Hope is the first step on the road to disappointment. 
   
Made in us
Killer Klaivex




Oceanside, CA

 Red Corsair wrote:
Did I miss something? I thought the consensus in YMDC was against DS'ing in fortifications due to when they are deployed.

The consensus is 1 or 2 very vocal people who aren't responding to counter arguments. But that's not what this thread is for. This thread was to look at if it's even useful, if you could do it. If it isn't useful, wither or not it's legal is moot.
Looks like you can't have escape hatch, as the hatch has to be placed within 12" of the bunker when it is first embarked. Kind of hard to do when you embark it in reserve.

 thedarkavenger wrote:

So. I got a game with this list in. First game in at least 3-4 months.
 
   
Made in us
Hellish Haemonculus






Boskydell, IL

 HawaiiMatt wrote:
 Red Corsair wrote:
Did I miss something? I thought the consensus in YMDC was against DS'ing in fortifications due to when they are deployed.

The consensus is 1 or 2 very vocal people who aren't responding to counter arguments. But that's not what this thread is for. This thread was to look at if it's even useful, if you could do it. If it isn't useful, wither or not it's legal is moot.
Looks like you can't have escape hatch, as the hatch has to be placed within 12" of the bunker when it is first embarked. Kind of hard to do when you embark it in reserve.


Is there a way to get down from battlements? If so, that might make the FOR a good pick. Just so many damn models..

Welcome to the Freakshow!

(Leadership-shenanigans for Eldar of all types.) 
   
Made in us
Killer Klaivex




Oceanside, CA

 Jimsolo wrote:
 HawaiiMatt wrote:
 Red Corsair wrote:
Did I miss something? I thought the consensus in YMDC was against DS'ing in fortifications due to when they are deployed.

The consensus is 1 or 2 very vocal people who aren't responding to counter arguments. But that's not what this thread is for. This thread was to look at if it's even useful, if you could do it. If it isn't useful, wither or not it's legal is moot.
Looks like you can't have escape hatch, as the hatch has to be placed within 12" of the bunker when it is first embarked. Kind of hard to do when you embark it in reserve.


Is there a way to get down from battlements? If so, that might make the FOR a good pick. Just so many damn models..

Each section of the FOR is it's own building. Only the one with the web way in it gains deep strike.

Uses for the deep striking building seems pretty limited.

 thedarkavenger wrote:

So. I got a game with this list in. First game in at least 3-4 months.
 
   
Made in us
Unrelenting Rubric Terminator of Tzeentch





The bunker with wraith guard seems like the best. Cheap, durable, and effective. Might even be cool to see some Wraithblades with a couple spiritseers in there. Seers PsyShriek something when they drop, angry Wraithblades disembark and assault next turn. Of course you would need to target any melta in the drop zone, but it'd be cool to see.

"Backfield? I have no backfield." 
   
Made in us
Killer Klaivex




Oceanside, CA

 astro_nomicon wrote:
The bunker with wraith guard seems like the best. Cheap, durable, and effective. Might even be cool to see some Wraithblades with a couple spiritseers in there. Seers PsyShriek something when they drop, angry Wraithblades disembark and assault next turn. Of course you would need to target any melta in the drop zone, but it'd be cool to see.

@ 165 for the unit of Wraithblades, 70 for each psycher and 95 for the cheapest webway delivery, and another 55 or more for the bunker, you're looking at 385 points.

For 5 points more, you can take a Tantalus with night shields and the 5 wraithblades (leaving the webway behind). You get 12 S5 AP2 shots on an AV12 3+ jink 5 hull point skimmer. Even when jinking you can dish out D6 S7 AP2 hits on a unit (or 1 S7 AP2 armorbane on vehicle) that you move over.

I think you're on the right track though, the only real use for a deepstriking bunker is wraith - guard/blades, and that's only because they are bulky.

Another question, is that combo of deep strike better than just taking a Wraithknight? Doesn't look like it to me.

 thedarkavenger wrote:

So. I got a game with this list in. First game in at least 3-4 months.
 
   
 
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