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![[Post New]](/s/i/i.gif) 2015/06/01 16:13:16
Subject: Flicker Jump, turn 1 charge with warp spiders.
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Killer Klaivex
Oceanside, CA
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Came across this entirely by accident.
Turn 1, warp spiders flicker jump to move towards wyverns (who will crush my reavers). They roll an 11, and move 17" across the table.
Dark reapers in a raider land on top of a tall building.
In the shooting phase, the reapers destroy 1 wyvers, and get a weapon destroy on the 2nd, leaving the warp spiders just facing off against the 20 guardsmen bubble wrap, only 8" away.
In a stroke of genius, I declare a charge, re-rolling the charge dice with fleet. With the re-roll, I get a 9, letting me hit a unit 2" deep in my opponents DZ on turn 1. I win combat, he holds. On his turn, I hit and run out, and start tearing apart his backfield, firing a volley into a 2nd squad at point blank, and then assaulting them.
It's not often you'll find a target you'd want to assault with warp spiders, but with re-rolling leadership tests, you might be able to tie something up for a turn.
Can anything else do a turn 1 charge? If you roll stupidly well (pair of 6's for the warp jump then a pair of 6's for the charge) you can reach 30".
-Matt
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![[Post New]](/s/i/i.gif) 2015/06/01 16:16:08
Subject: Flicker Jump, turn 1 charge with warp spiders.
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Rampaging Carnifex
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Well, anything that can move further than 12" should be able to charge turn one. So Swooping Hawks?
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![[Post New]](/s/i/i.gif) 2015/06/01 16:24:45
Subject: Flicker Jump, turn 1 charge with warp spiders.
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Fixture of Dakka
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Zimko wrote:Well, anything that can move further than 12" should be able to charge turn one. So Swooping Hawks?
Unless they've got Hit-&-Run, you wouldn't want to charge with them. They won't make back their points in assault and they aren't that great in it either.
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![[Post New]](/s/i/i.gif) 2015/06/01 16:42:18
Subject: Flicker Jump, turn 1 charge with warp spiders.
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Killer Klaivex
Oceanside, CA
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jy2 wrote:Zimko wrote:Well, anything that can move further than 12" should be able to charge turn one. So Swooping Hawks?
Unless they've got Hit-&-Run, you wouldn't want to charge with them. They won't make back their points in assault and they aren't that great in it either.
Didn't think about hawks. Or about attaching an autarch for some more punch.
Oddly, hawks can get hit and run if the phoenix lord shows up with them.
Hmmm....
Craftworld Warhost, packing a jet seer, autarch, baharroth joined up with a max sized hawk unit (w/exarch).
Autarch prevents over-watch. Hawks trail backwards to stay within 12" of avatar to gain furious charge and rage.
You'd charge in with 7 autarch power weapon attacks (S4 base) 6 S5 AP3 blinding attacks (baharroth), 4 exarch power weapon attacks (S4 base) and then 3S4 attacks from each hawk, and the the farseers 4 attacks. If farseer can roll up hammer hand, this might just work.
Very oddball and gimmicky.
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![[Post New]](/s/i/i.gif) 2015/06/01 17:45:18
Subject: Flicker Jump, turn 1 charge with warp spiders.
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Fixture of Dakka
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Hawks can actually do a decent anti-tank in CC. If your opponent plops a LR directly opposite and you go first, go for it.
But its like the 2-move in Chess. I wouldn't count on it.
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![[Post New]](/s/i/i.gif) 2015/06/02 03:42:52
Subject: Flicker Jump, turn 1 charge with warp spiders.
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Regular Dakkanaut
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Well, a farseer only has 3 attacks on the charge. If you did throw one into a hawk squad with a wings autarch and Big B, you'd only be able to move 12" instead of 18" for everyone having hawk wings.
Sticking to pure wings, hawks can do well to charge far distances, especially for vehicle killing.
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ITC 2016 - Best of Harlequins |
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![[Post New]](/s/i/i.gif) 2015/06/02 06:18:53
Subject: Flicker Jump, turn 1 charge with warp spiders.
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Regular Dakkanaut
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jy2 wrote:Zimko wrote:Well, anything that can move further than 12" should be able to charge turn one. So Swooping Hawks?
Unless they've got Hit-&-Run, you wouldn't want to charge with them. They won't make back their points in assault and they aren't that great in it either.
Ever tried charging a Knight with Swooping Hawks? A full squad can take it down before it can even strikes.
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![[Post New]](/s/i/i.gif) 2015/06/02 14:30:28
Subject: Flicker Jump, turn 1 charge with warp spiders.
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Killer Klaivex
Oceanside, CA
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Rypher wrote:Well, a farseer only has 3 attacks on the charge. If you did throw one into a hawk squad with a wings autarch and Big B, you'd only be able to move 12" instead of 18" for everyone having hawk wings.
Sticking to pure wings, hawks can do well to charge far distances, especially for vehicle killing.
He gets Rage from the avatar.
Hawks move 12, and string back to be near the farseer. Farseer leaves one squad, and moves 12, joining the hawk unit, after the hawks have already moved.
-Matt
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![[Post New]](/s/i/i.gif) 2015/06/02 15:16:53
Subject: Re:Flicker Jump, turn 1 charge with warp spiders.
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Screaming Shining Spear
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It also doesn't quite work, as IIRC Flickerjump has to be away from the unit selecting them as a target.
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~3000 (Fully Painted)
Coming Soon!
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![[Post New]](/s/i/i.gif) 2015/06/02 15:39:51
Subject: Flicker Jump, turn 1 charge with warp spiders.
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Fixture of Dakka
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You have to be within 12" of the Avatar when your attacks are being counted for that to have any effect.
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"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."
This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.
Freelance Ontologist
When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. |
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![[Post New]](/s/i/i.gif) 2015/06/02 15:45:49
Subject: Re:Flicker Jump, turn 1 charge with warp spiders.
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Longtime Dakkanaut
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TheNewBlood wrote:It also doesn't quite work, as IIRC Flickerjump has to be away from the unit selecting them as a target.
Flickerjump is in any direction.
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![[Post New]](/s/i/i.gif) 2015/06/02 16:04:47
Subject: Flicker Jump, turn 1 charge with warp spiders.
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Killer Klaivex
Oceanside, CA
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DarknessEternal wrote:
You have to be within 12" of the Avatar when your attacks are being counted for that to have any effect.
The unit has to be within 12" of the Avatar, not the model. String out a few swooping hawks, and the rest of the unit picks up furious charge, rage and fearless.
Trading 6 S3 attacks to give everyone else Rage and Furious is awesome.
-Matt
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![[Post New]](/s/i/i.gif) 2015/06/03 19:49:00
Subject: Flicker Jump, turn 1 charge with warp spiders.
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Nurgle Chosen Marine on a Palanquin
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Greater brass scorpion moves 12 and charges 3d6. It is not only capable of turn 1 assault, but it is made for it.
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![[Post New]](/s/i/i.gif) 2015/06/04 04:51:07
Subject: Flicker Jump, turn 1 charge with warp spiders.
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War Walker Pilot with Withering Fire
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jy2 wrote:Zimko wrote:Well, anything that can move further than 12" should be able to charge turn one. So Swooping Hawks?
Unless they've got Hit-&-Run, you wouldn't want to charge with them. They won't make back their points in assault and they aren't that great in it either.
I assaulted a badly deployed Imperial knight with two units in my last game. There's your "points back".
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8,000 pts and counting
1,000 points, now painting. |
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![[Post New]](/s/i/i.gif) 2015/06/06 21:40:42
Subject: Flicker Jump, turn 1 charge with warp spiders.
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Screaming Shining Spear
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HawaiiMatt wrote: jy2 wrote:Zimko wrote:Well, anything that can move further than 12" should be able to charge turn one. So Swooping Hawks?
Unless they've got Hit-&-Run, you wouldn't want to charge with them. They won't make back their points in assault and they aren't that great in it either.
Didn't think about hawks. Or about attaching an autarch for some more punch.
Oddly, hawks can get hit and run if the phoenix lord shows up with them.
Hmmm....
Craftworld Warhost, packing a jet seer, autarch, baharroth joined up with a max sized hawk unit (w/exarch).
Autarch prevents over-watch. Hawks trail backwards to stay within 12" of avatar to gain furious charge and rage.
You'd charge in with 7 autarch power weapon attacks (S4 base) 6 S5 AP3 blinding attacks (baharroth), 4 exarch power weapon attacks (S4 base) and then 3S4 attacks from each hawk, and the the farseers 4 attacks. If farseer can roll up hammer hand, this might just work.
Very oddball and gimmicky.
Give the Autarch a laser lance instead of a power weapon.
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4000 points: Craftworld Mymeara |
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![[Post New]](/s/i/i.gif) 2015/06/06 23:42:31
Subject: Flicker Jump, turn 1 charge with warp spiders.
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Killer Klaivex
Oceanside, CA
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Laserlance requires jetbike, which would force the Autarch to be in the back of the unit. Hawk Wings lets you put him upfront with his power weapon attacks (could go axe for S5 AP2 thanks to furious charge).
-Matt
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![[Post New]](/s/i/i.gif) 2015/06/08 10:24:33
Subject: Flicker Jump, turn 1 charge with warp spiders.
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Regular Dakkanaut
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A few other things can charge T1 involving allied transports. Eversor or those Skitari dunestrider things in a Landraider, Banshees in a Raider. I think there's a IK warlord trait to charge +1". Sure there's more.
HawaiiMatt wrote: jy2 wrote:Zimko wrote:Well, anything that can move further than 12" should be able to charge turn one. So Swooping Hawks?
Unless they've got Hit-&-Run, you wouldn't want to charge with them. They won't make back their points in assault and they aren't that great in it either.
Didn't think about hawks. Or about attaching an autarch for some more punch.
Oddly, hawks can get hit and run if the phoenix lord shows up with them.
Hmmm....
Craftworld Warhost, packing a jet seer, autarch, baharroth joined up with a max sized hawk unit (w/exarch).
Autarch prevents over-watch. Hawks trail backwards to stay within 12" of avatar to gain furious charge and rage.
You'd charge in with 7 autarch power weapon attacks (S4 base) 6 S5 AP3 blinding attacks (baharroth), 4 exarch power weapon attacks (S4 base) and then 3S4 attacks from each hawk, and the the farseers 4 attacks. If farseer can roll up hammer hand, this might just work.
Very oddball and gimmicky.
To move 18 the whole unit must be equipped with hawk wings so the jetseer is holding that unit back.
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This message was edited 1 time. Last update was at 2015/06/08 10:31:23
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![[Post New]](/s/i/i.gif) 2015/06/08 13:50:24
Subject: Flicker Jump, turn 1 charge with warp spiders.
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Fixture of Dakka
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Falchu seer instead would work. But nobody does that.
Things my Hawks have assaulted successfully with the old dex:
-IG artillery unit
-Grots on their artillery guns
-Scourge (Wingfight!)
-Pair of Marines
-Land Raiders
-Rhinos
-Press
-DE Raiders
-Monolith
-DA Techmarine w/PFG
If its a vehicle, Hawks can do some real damage.
If its not a vehicle, Hawks suck in CC. But they don't need to be good at CC. They just need to suck less than what you charge.
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This message was edited 1 time. Last update was at 2015/06/08 13:51:24
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![[Post New]](/s/i/i.gif) 2015/06/08 14:18:01
Subject: Flicker Jump, turn 1 charge with warp spiders.
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Furious Fire Dragon
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HawaiiMatt wrote:Laserlance requires jetbike, which would force the Autarch to be in the back of the unit. Hawk Wings lets you put him upfront with his power weapon attacks (could go axe for S5 AP2 thanks to furious charge).
-Matt
How about a Power Lance (+1S, AP3 on charge)?
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