Switch Theme:

Chaos Dreadclaw Rules  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in se
Ancient Space Wolves Venerable Dreadnought






I... actually don't know. Help?

I've read through the Dreadclaw rules several times from IA13, but I still don't get it. If I understand it correctly, the Dreadclaw deepstrikes, but remains in hover mode. After that, I don't understand anything. Could someone please explain it in a way that doesn't confuse me?

This message was edited 1 time. Last update was at 2015/01/21 11:54:44


To Valhall! ~2800 points

Tutorials: Wet Palette | Painting Station
 
   
Made in se
Chaos Space Marine dedicated to Slaanesh





What is confusing?
It has Drop Pod Assault, like loyalists, it can hit units it deepstrikes close to, and it can hit models it moves over.

This silence offends Slaanesh! Things will get loud now!

 
   
Made in se
Ancient Space Wolves Venerable Dreadnought






I... actually don't know. Help?

dethric wrote:
What is confusing?
It has Drop Pod Assault, like loyalists, it can hit units it deepstrikes close to, and it can hit models it moves over.


I think the whole 'being able to move after deep striking' thing is really confusing.

To Valhall! ~2800 points

Tutorials: Wet Palette | Painting Station
 
   
Made in gb
Longtime Dakkanaut




It deep strikes and lands, exactly like a fast skimmer. the guys can get out the turn in lands but cannot assault (unless you do the heat wave attack thing)

The following turn, you can remain a fast skimmer, move 6 and the guys inside can assault. Or you can enter zooming mode, and reposition yourself somewhere more useful.

DFTT 
   
Made in se
Chaos Space Marine dedicated to Slaanesh





See it as a flying transport that is able to deep strike like a drop pod. As for starting in hover mode, this means that it moves like a fast skimmer.

This silence offends Slaanesh! Things will get loud now!

 
   
Made in ie
Crazed Spirit of the Defiler




Ireland

It Deep Strikes in and counts as a Hover mode Flyer (So a Fast Skimmer). It can't move any further that movement phase but it can Flat Out (Just as a Deepstriking unit can run).

The next turn it can Zoom like another flyer or continue in Hover mode moving as a Fast Skimmer.

It really is just a Flyer and follows all the rules of a Flyer, except that it must Deepstrike in.

By the 37 keys of Tzeentch,We open the way for our brothers,
By the 1000 whispers of Slaanesh we call to them,
By the 12 plagues of Nurgle we fell their enemies,
And by the mighty axe of Khorne we cut open the world for them!

- Ritual of Summoning, Recited by Amphion and Zethus Dark Sorcerers of the Deimos Peninsula,Kronos


 
   
Made in gb
Longtime Dakkanaut




And as a fast skimmer it can turbo boost in the shooting phase to respostion, which counteracts the fact it doesn't have inertial guidance (boo)

DFTT 
   
Made in gb
Confessor Of Sins





Newton Aycliffe

 Voodoo_Chile wrote:
It Deep Strikes in and counts as a Hover mode Flyer (So a Fast Skimmer). It can't move any further that movement phase but it can Flat Out (Just as a Deepstriking unit can run).


From lack of knowledge of the Dreadclaw rules, is it forced to Hover? As Deep Striking flyers in Zooming mode are also a part of Forgeworld (and debated by RaW though...)

This message was edited 3 times. Last update was at 2015/01/21 12:23:48


DA:80-S+G+M+B++I-Pw40k01++D+++A+++WD100R++T(T)DM+
Roronoa Zoro wrote:When the world shoves you around, you just gotta stand up and shove back. It's not like somebody's gonna save you if you start babbling excuses. - Bring on the hardship. It's preferred in a path of carnage.
Manchu wrote:
It's like you take a Space Marine and say "what could make him cooler?" Instead of adding more super-genetic-psycho-organic modification, you take it all away. You have a regular human left in power armor and all the armies of hell at the gates. And she doesn't even flinch. Pure. Badass. 
   
Made in gb
Decrepit Dakkanaut




As above.

JUst think of it as a Flyer, with hover mode, that MUST enter play via DS, and MUST Hover when doing so.
   
Made in se
Ancient Space Wolves Venerable Dreadnought






I... actually don't know. Help?

Okay, so it deepstrikes and can then the next turn either zoom or hover. Say I choose to hover it, can I disembaek a unit, and then a bit later embark a new unit?

To Valhall! ~2800 points

Tutorials: Wet Palette | Painting Station
 
   
Made in gb
Decrepit Dakkanaut




Yes. One of the reasons you pay so many points for it - you can still get a turn two assault, but have far ore flexibility. Rememebr it can go flat out the turn it drops in as well, so you can safely land a fair distance away. As it is an assault vehicle you can move 6", disembark 6" and asasult turn 2 as well.
   
Made in us
Pulsating Possessed Chaos Marine






Pasadena, CA

Disembark for dreadclaw is only 2" not 6"

   
Made in us
Painlord Titan Princeps of Slaanesh






Dallas, TX

Because screw you, chaos. Your vehicle disembarks less than other vehicles for no reason.

Also don't forget that at the start of the game you need to roll a die, and on a 1 a model is killed. Also anytime someone embarks in it, you have to roll again.

40k Armies I play:


Glory for Slaanesh!

 
   
Made in us
Pulsating Possessed Chaos Marine






Pasadena, CA

Thats why you keep your killy units in the transport until it gets destroyed.

   
Made in au
Frenzied Berserker Terminator






 Bahkara wrote:
Disembark for dreadclaw is only 2" not 6"

Not technically true. The actual wording:

"In practice, passengers can disembark at ground level within 2" of the hull." -IA13 p89

This is not restrictive at all (i.e., does not say "only"), so the normal rules for disembarking from Flyers still apply, allowing you to disembark from the base as if it were an additional access point.
   
Made in se
Been Around the Block




My useage would be, depending on terrain and possibilities, either:
1. Drop 20+" away from them, stay in the pod and turbo 18" semi-close to them, preferably behind cover. Turn 2 move 6 inches, disembark 6 inches, plasma blaster/butcher cannon/flamer them to bits and charge. (yea i would run a dreadnought in it, im that suicidal).
2. If he has 10 tanks sitting i would turn 1 drop in cover on my side of the board, turn 2 go zooming and stand behind his sorry ass and hopefully not get skyfired too much, turn 3 hover 6", disembark and move 6", blast away and charge.

Turn 3 is damn late for an expensive unit, but its god a decent chance of survival that shooting phase and being able to drop wthever you want behind his gunline is great, specially for chaos who get shafted on transports anyway.

*edit* im still painting my alpha contemptors for this

This message was edited 1 time. Last update was at 2015/01/22 08:24:33


 
   
Made in ru
!!Goffik Rocker!!






It might be a sound tactix with 20-strong csm squads. Especially since they're less vulnerable to getting important guyz eaten. It's transport capacity is 20, right?

This message was edited 1 time. Last update was at 2015/01/22 08:48:59


 
   
Made in gb
Longtime Dakkanaut






The dreadclaw is transport 10 or a dreadnought .
the kharybdis is transport 20 or a dreadnought, and 260 pts!

This message was edited 2 times. Last update was at 2015/01/22 08:59:02


DFTT 
   
Made in se
Ancient Space Wolves Venerable Dreadnought






I... actually don't know. Help?

Yonasu wrote:
My useage would be, depending on terrain and possibilities, either:
1. Drop 20+" away from them, stay in the pod and turbo 18" semi-close to them, preferably behind cover. Turn 2 move 6 inches, disembark 6 inches, plasma blaster/butcher cannon/flamer them to bits and charge. (yea i would run a dreadnought in it, im that suicidal).
2. If he has 10 tanks sitting i would turn 1 drop in cover on my side of the board, turn 2 go zooming and stand behind his sorry ass and hopefully not get skyfired too much, turn 3 hover 6", disembark and move 6", blast away and charge.

Turn 3 is damn late for an expensive unit, but its god a decent chance of survival that shooting phase and being able to drop wthever you want behind his gunline is great, specially for chaos who get shafted on transports anyway.

*edit* im still painting my alpha contemptors for this


But what if that Contemptor has angered the Dice Gods, and rolls a 1? Uh, oh, spagetti-oh!

To Valhall! ~2800 points

Tutorials: Wet Palette | Painting Station
 
   
Made in gb
Longtime Dakkanaut




Uh. Hmm. Thats awful.
I wish fw could write rules sensibly. Theres no reason for the drop pods to come with daemonic possession.

They do have a daemonic transport rule in the rule summary at the back of ia13 which gives the same info worded differently, without the T1 eat check. However no unit I've seen is listed with the rule.


Automatically Appended Next Post:
I much prefer the arvus lighter. You can get 3 in the FA slot with renegade allies.
they are awful, but only 55 points for a drop transport.

This message was edited 1 time. Last update was at 2015/01/22 15:30:58


DFTT 
   
Made in us
Pulsating Possessed Chaos Marine






Pasadena, CA

 Cheexsta wrote:
 Bahkara wrote:
Disembark for dreadclaw is only 2" not 6"

Not technically true. The actual wording:

"In practice, passengers can disembark at ground level within 2" of the hull." -IA13 p89

This is not restrictive at all (i.e., does not say "only"), so the normal rules for disembarking from Flyers still apply, allowing you to disembark from the base as if it were an additional access point.


Omg, I sometimes think that english is their second language. You can argue that it is 2" since that is the "practical application"


Automatically Appended Next Post:
 Matthew wrote:
Yonasu wrote:
My useage would be, depending on terrain and possibilities, either:
1. Drop 20+" away from them, stay in the pod and turbo 18" semi-close to them, preferably behind cover. Turn 2 move 6 inches, disembark 6 inches, plasma blaster/butcher cannon/flamer them to bits and charge. (yea i would run a dreadnought in it, im that suicidal).
2. If he has 10 tanks sitting i would turn 1 drop in cover on my side of the board, turn 2 go zooming and stand behind his sorry ass and hopefully not get skyfired too much, turn 3 hover 6", disembark and move 6", blast away and charge.

Turn 3 is damn late for an expensive unit, but its god a decent chance of survival that shooting phase and being able to drop wthever you want behind his gunline is great, specially for chaos who get shafted on transports anyway.

*edit* im still painting my alpha contemptors for this


But what if that Contemptor has angered the Dice Gods, and rolls a 1? Uh, oh, spagetti-oh!


Thats why you don't get out. Stay inside close to a unit you want the dread to kill. Once you start hitting units with D6 S5 AP5 hits they pay attention.

This message was edited 1 time. Last update was at 2015/01/23 03:45:52


   
Made in im
Nasty Nob on Warbike with Klaw





Liverpool

 Bahkara wrote:
 Cheexsta wrote:
 Bahkara wrote:
Disembark for dreadclaw is only 2" not 6"

Not technically true. The actual wording:

"In practice, passengers can disembark at ground level within 2" of the hull." -IA13 p89

This is not restrictive at all (i.e., does not say "only"), so the normal rules for disembarking from Flyers still apply, allowing you to disembark from the base as if it were an additional access point.


Omg, I sometimes think that english is their second language. You can argue that it is 2" since that is the "practical application".
Normal Disembark is not 6", it's 0".

Disembark you place the model in base contact with the access point. That's not possible on the Dreadclaw as the access point is suspended in the air. So instead the model "can disembark at ground level within 2" of the hull."

Once disembarked, a model then makes a normal move (but must remain wholly within 6" of the access point).
   
Made in us
Pulsating Possessed Chaos Marine






Pasadena, CA

Thank you, that makes more sense

   
Made in se
Been Around the Block




 Bahkara wrote:


Thats why you don't get out. Stay inside close to a unit you want the dread to kill. Once you start hitting units with D6 S5 AP5 hits they pay attention.


Disembarking doesnt eat the model, embarking does. At deployment as well sadly.
   
Made in us
Pulsating Possessed Chaos Marine






Pasadena, CA

IA 13 has a harsher definition. Since I don't embark, they just start in the drop pods, I don't have to worry

   
Made in im
Nasty Nob on Warbike with Klaw





Liverpool

 Bahkara wrote:
IA 13 has a harsher definition.
What page is that on? I can find "Daemonic Transport" but that's a completely different rule.

Since I don't embark, they just start in the drop pods, I don't have to worry
That's a shame, then your unit can never Disembark. As only Embarked units can get out, not units that "just start in".

Then again the Reserve rules say that your unit is indeed Embarked:
"Similarly, you must specify if any units in Reserve are embarked upon any Transport vehicles in Reserve, in which case they will arrive together."
   
Made in gb
Longtime Dakkanaut




The wording is getting a bit messy here. IA13 does have a summary for daemonic transport rule (but doesn't reference it anywhere that I can see. ) this seems to match the summary of daemonic transports in the back of the CSM codex, however both are different to the description in the main text of the codex, which specifies a roll at the start of the game.

DFTT 
   
Made in im
Nasty Nob on Warbike with Klaw





Liverpool

Daemonic Transport and Daemonic Possesion are two completely different rules.

Daemonic Transport is a option for the Chaos Thunderhawk in IA:13.

Daemonic Possesion, which is what the Dredclaw has, is found in Codex: Chaos Space Marines.
   
 
Forum Index » 40K You Make Da Call
Go to: