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		<title><![CDATA[Latest posts for the thread "Valk w/ GK 1st Turn Assault"]]></title>
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				<title>Valk w/ GK 1st Turn Assault</title>
				<description><![CDATA[ Valk/Vendetta w/ G/<span class="glossaryitem" onmouseover='gp(609);'>Ks</span> inside.  Scout 18” (fast skimmer) before the game and face your butt forward.<br /> <br /> Turn 1 unload 2”, get 1”from the <span class="glossaryitem" onmouseover='gp(305);'>GK</span> base, move 6”, assault 6”.  That’s 33” charge range before the enemy can do anything about it.<br /> <br /> Am I missing something?  Seems too brutal to be true.<br /> ]]></description>
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				<pubDate><![CDATA[Mon, 26 Apr 2010 21:57:10]]> GMT</pubDate>
				<author><![CDATA[ ArtfcllyFlvrd]]></author>
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				<title>Valk w/ GK 1st Turn Assault</title>
				<description><![CDATA[ Asked the same question a long while ago, and yes, its perfectly legal.<br /> <br /> Nasty, I know.]]></description>
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				<pubDate><![CDATA[Mon, 26 Apr 2010 22:54:25]]> GMT</pubDate>
				<author><![CDATA[ Karon]]></author>
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				<title>Valk w/ GK 1st Turn Assault</title>
				<description><![CDATA[ You don't even have to turn the Valk around.<br /> <br /> The latest <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> states that you can place your disembarking anywhere within 2 inches of any part of the base, not just the sides or rear.<br /> <br /> Oh, and <span class="glossaryitem" onmouseover='gp(17);'>BTW</span>, you can Scout 24" with the Valk; you are not limited to 18"....fast Skimmer]]></description>
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				<pubDate><![CDATA[Mon, 26 Apr 2010 22:58:08]]> GMT</pubDate>
				<author><![CDATA[ Alerian]]></author>
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				<title>Valk w/ GK 1st Turn Assault</title>
				<description><![CDATA[ But you do have to be more than 12" from the enemy at the end of your scout move.  So I think you'd actually have to turn the valk sideways to be able to get the base close enough for a turn 1 assault.<br /> <br /> Aside from bubble wrap, there are two easy counters for this strategy:<br /> <br /> 1. If your opponent doesn't deploy, puts everything in reserve, there's nothing for you to assault turn 1.  He can enter from reserve turn 2 with guns blazing at your expensive valk.<br /> <br /> 2. If your opponent deploys (usually by infiltration) a unit 12" in front of the thing you want to assault.  That pushes back your scout move so you can't get close enough for the assault.  Then he can use his own scout move (if he has one) to move his infiltrating unit back out of your new assault range, or just sacrifice the cheap infiltrating unit if he doesn't have a scout move.]]></description>
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				<pubDate><![CDATA[Tue, 27 Apr 2010 00:04:39]]> GMT</pubDate>
				<author><![CDATA[ Flavius Infernus]]></author>
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				<title>Valk w/ GK 1st Turn Assault</title>
				<description><![CDATA[ Is it legal to perform a scout move using the gunship with an embarked unit that does not have scout? It seems too good to me. Sure you can put your army in reserve as suggested but then the <span class="glossaryitem" onmouseover='gp(69);'>IG</span> can use Officer of hte Fleet to --1 your reserve rolls, so there is still a good chance you will have your army come in piecemeal. Also if you bring deepstriking units <span class="glossaryitem" onmouseover='gp(69);'>IG</span> can use the Inquisitor/Mystics ally. It just seems like <span class="glossaryitem" onmouseover='gp(69);'>IG</span> has a hard counter to everything.<br /> <br /> G]]></description>
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				<pubDate><![CDATA[Tue, 27 Apr 2010 00:29:50]]> GMT</pubDate>
				<author><![CDATA[ Black Blow Fly]]></author>
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				<title>Valk w/ GK 1st Turn Assault</title>
				<description><![CDATA[ You most definitely can get within charge range: I haven't used it in battle but I've measured it out many times.  If you're not sure what the <span class="glossaryitem" onmouseover='gp(421);'>TO</span> will rule w/r/t where you disembark, or if they will push you too far back w/r/t the 12" (you only have about 1/2" of leeway, so if they rule that you can't be within 12" of a non-hull part of a vehicle but rule that you need to assault the hull, for instance) then take a heavy weapons team and then you can get an additional 1 1/2" of charge!]]></description>
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				<pubDate><![CDATA[Tue, 27 Apr 2010 00:42:41]]> GMT</pubDate>
				<author><![CDATA[ Ludovic]]></author>
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				<title>Valk w/ GK 1st Turn Assault</title>
				<description><![CDATA[ I'm glad to see I'm not missing something.  I think I'm going to take at least 5 <span class="glossaryitem" onmouseover='gp(305);'>GKs</span> for awhile and see how it plays out.  Even against armies where you don't want to our can't bum rush the <span class="glossaryitem" onmouseover='gp(305);'>GKs</span> would be a nice counter assault/hard scoring unit.  <br /> <br /> Thanks guys!]]></description>
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				<pubDate><![CDATA[Tue, 27 Apr 2010 01:53:05]]> GMT</pubDate>
				<author><![CDATA[ ArtfcllyFlvrd]]></author>
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				<title>Valk w/ GK 1st Turn Assault</title>
				<description><![CDATA[ <blockquote><div><cite>Black Blow Fly wrote:</cite>Is it legal to perform a scout move using the gunship with an embarked unit that does not have scout? It seems too good to me. Sure you can put your army in reserve as suggested but then the <span class="glossaryitem" onmouseover='gp(69);'>IG</span> can use Officer of hte Fleet to --1 your reserve rolls, so there is still a good chance you will have your army come in piecemeal. Also if you bring deepstriking units <span class="glossaryitem" onmouseover='gp(69);'>IG</span> can use the Inquisitor/Mystics ally. It just seems like <span class="glossaryitem" onmouseover='gp(69);'>IG</span> has a hard counter to everything.<br /> <br /> G</div></blockquote><br /> <br /> I think it's FAQd that the unit inside can scout.  Even if it's not, I have no problem with it.<br /> <br /> Because officer of the fleet is -1 to *all* reserve rolls, that's not necessarily a disadvantage when your whole army is in reserve.  It moves the entire army back one turn (although there will be a few early birds that you might have to hide or sacrifice to kill artillery) and the guard army can't kill what it can't fight.  It also opens the possibility of a massive entry of most of your army in turn 4-5, which allows you to possibly do the ninja Tau thing of grabbing all the objectives or racking up a bunch of kill points and then hiding in the endgame.<br /> <br /> <span class="glossaryitem" onmouseover='gp(372);'>OotF</span> works best when the opponent reserves one or two key units, especially hammer or deathstar units, because it keeps those units off the board for an extra turn while the guard player still gets to fight the rest of the army.]]></description>
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				<pubDate><![CDATA[Tue, 27 Apr 2010 13:16:57]]> GMT</pubDate>
				<author><![CDATA[ Flavius Infernus]]></author>
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				<title>Valk w/ GK 1st Turn Assault</title>
				<description><![CDATA[ <blockquote><div><cite>Flavius Infernus wrote:</cite>But you do have to be more than 12" from the enemy at the end of your scout move.  So I think you'd actually have to turn the valk sideways to be able to get the base close enough for a turn 1 assault.<br /> <br /> Aside from bubble wrap, there are two easy counters for this strategy:<br /> <br /> 1. If your opponent doesn't deploy, puts everything in reserve, there's nothing for you to assault turn 1.  He can enter from reserve turn 2 with guns blazing at your expensive valk.<br /> <br /> 2. If your opponent deploys (usually by infiltration) a unit 12" in front of the thing you want to assault.  That pushes back your scout move so you can't get close enough for the assault.  Then he can use his own scout move (if he has one) to move his infiltrating unit back out of your new assault range, or just sacrifice the cheap infiltrating unit if he doesn't have a scout move.</div></blockquote><br /> <br /> Other counter...play <span class="glossaryitem" onmouseover='gp(305);'>GK</span> against you.  Makes the tactic a lot less effective.]]></description>
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				<pubDate><![CDATA[Tue, 27 Apr 2010 16:08:01]]> GMT</pubDate>
				<author><![CDATA[ ductvader]]></author>
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				<title>Valk w/ GK 1st Turn Assault</title>
				<description><![CDATA[ <a href="http://www.games-workshop.com/MEDIA_CustomProductCatalog/m470041a_FAQ_ImperialGuard_2009.pdf" target="_blank" rel="nofollow">http://www.games-workshop.com/MEDIA_CustomProductCatalog/m470041a_FAQ_ImperialGuard_2009.pdf</a><br /> <br /> Don't forget, GKT's can't get in the ride.<br /> Only <span class="glossaryitem" onmouseover='gp(307);'>PAGKs</span> can get in, which <span class="glossaryitem" onmouseover='gp(72);'>IMO</span> makes the whole thing very questionable.<br /> They are a water unit and not exactly a primary hammer unit (though compared to the rest of the <span class="glossaryitem" onmouseover='gp(69);'>IG</span> list they are).  It just doesn't seem cost effective to use <span class="glossaryitem" onmouseover='gp(307);'>PAGK</span>'s in a Guard list.]]></description>
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				<pubDate><![CDATA[Tue, 27 Apr 2010 16:20:34]]> GMT</pubDate>
				<author><![CDATA[ Sanctjud]]></author>
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				<title>Valk w/ GK 1st Turn Assault</title>
				<description><![CDATA[ <blockquote><div><cite>Sanctjud wrote:</cite>http://www.games-workshop.com/MEDIA_CustomProductCatalog/m470041a_FAQ_ImperialGuard_2009.pdf<br /> <br /> Don't forget, GKT's can't get in the ride.<br /> Only <span class="glossaryitem" onmouseover='gp(307);'>PAGKs</span> can get in, which <span class="glossaryitem" onmouseover='gp(72);'>IMO</span> makes the whole thing very questionable.<br /> They are a water unit and not exactly a primary hammer unit (though compared to the rest of the <span class="glossaryitem" onmouseover='gp(69);'>IG</span> list they are).  It just doesn't seem cost effective to use <span class="glossaryitem" onmouseover='gp(307);'>PAGK</span>'s in a Guard list.</div></blockquote><br /> <br /> agreed]]></description>
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				<pubDate><![CDATA[Tue, 27 Apr 2010 16:22:22]]> GMT</pubDate>
				<author><![CDATA[ ductvader]]></author>
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				<title>Valk w/ GK 1st Turn Assault</title>
				<description><![CDATA[ Works better as an anti tank unit with Vets and Demo skill 10 auto-hitting melta bombs = dead tank.]]></description>
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				<pubDate><![CDATA[Tue, 27 Apr 2010 16:38:40]]> GMT</pubDate>
				<author><![CDATA[ The Strange Dude]]></author>
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				<title>Valk w/ GK 1st Turn Assault</title>
				<description><![CDATA[ <blockquote><div><cite>The Strange Dude wrote:</cite>Works better as an anti tank unit with Vets and Demo skill 10 auto-hitting melta bombs = dead tank.</div></blockquote><br /> <br /> There you go!<br /> <br /> No that's what Guard do!]]></description>
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				<pubDate><![CDATA[Tue, 27 Apr 2010 16:42:44]]> GMT</pubDate>
				<author><![CDATA[ ductvader]]></author>
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				<title>Valk w/ GK 1st Turn Assault</title>
				<description><![CDATA[ I still think it's illegal for a unit without scout to use the scout move in a Valkyrie or Vendetta, especially seeing the <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> does not say you can.<br /> <br /> G]]></description>
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				<pubDate><![CDATA[Wed, 28 Apr 2010 12:04:01]]> GMT</pubDate>
				<author><![CDATA[ Black Blow Fly]]></author>
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				<title>Valk w/ GK 1st Turn Assault</title>
				<description><![CDATA[ <blockquote><div><cite>Black Blow Fly wrote:</cite>I still think it's illegal for a unit without scout to use the scout move in a Valkyrie or Vendetta, especially seeing the <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> does not say you can.<br /> <br /> G</div></blockquote><br /> <br /> Make a thread on <span class="glossaryitem" onmouseover='gp(151);'>YMDC</span> then.]]></description>
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				<pubDate><![CDATA[Wed, 28 Apr 2010 12:39:01]]> GMT</pubDate>
				<author><![CDATA[ whitedragon]]></author>
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				<title>Valk w/ GK 1st Turn Assault</title>
				<description><![CDATA[ <blockquote><div><cite>Black Blow Fly wrote:</cite>I still think it's illegal for a unit without scout to use the scout move in a Valkyrie or Vendetta, especially seeing the <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> does not say you can.<br /> <br /> G</div></blockquote><br /> <br /> ...and you would still be wrong <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> <br /> Go take it to <span class="glossaryitem" onmouseover='gp(151);'>YMDC</span>, and they will be happy to point out the error of your ways <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0">]]></description>
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				<pubDate><![CDATA[Wed, 28 Apr 2010 22:49:23]]> GMT</pubDate>
				<author><![CDATA[ Alerian]]></author>
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				<title>Valk w/ GK 1st Turn Assault</title>
				<description><![CDATA[ <blockquote><div><cite>Black Blow Fly wrote:</cite>I still think it's illegal for a unit without scout to use the scout move in a Valkyrie or Vendetta, especially seeing the <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> does not say you can.<br /> <br /> G</div></blockquote><br /> <br /> It is legal for many of the same reasons that your Raven-trick is illegal - passengers have no effect on the vehicle rules except in rare circumstances. (giving scout to it's dedicated transport)<br /> <br /> This point has been aired A LOT when the <span class="glossaryitem" onmouseover='gp(69);'>IG</span> codex hit, just search the <span class="glossaryitem" onmouseover='gp(151);'>YMDC</span>]]></description>
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				<pubDate><![CDATA[Thu, 29 Apr 2010 00:03:39]]> GMT</pubDate>
				<author><![CDATA[ Illumini]]></author>
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				<title>Valk w/ GK 1st Turn Assault</title>
				<description><![CDATA[ <blockquote><div><cite>Black Blow Fly wrote:</cite>I still think it's illegal for a unit without scout to use the scout move in a Valkyrie or Vendetta, especially seeing the <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> does not say you can.<br /> <br /> G</div></blockquote><br /> <br /> This is my understanding:<br /> <br /> The unit inside of the vehicle is not relevant, it isn't on the table and as such is not involved in the game yet.  It is literally along for the ride.  The vehicle itself is the one moving, thus it is the one interacting with the laws of the game.  If the vehicle can scout, it can drag along whatever is inside of it.<br /> <br /> I might be wrong with this, but I'm reasonably certain that I am not.  I usually don't answer rules questions at all unless I'm sure I'm right, I like to avoid spreading misinterpretations of the rules.  So I guess, take it with a grain of salt and look into it a bit more, but that is my reasoning for why it works.  It really isn't that overwhelming a thing in game terms.  The <span class="glossaryitem" onmouseover='gp(305);'>GKs</span> are solid in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> sure, but they get wrecked by just about any real <span class="glossaryitem" onmouseover='gp(19);'>CC</span> unit in the game.  Also running them up the table like that leaves them very unsupported and seems like nothing but a great way to throw away a ton of points (130 for the Valk + whatever the <span class="glossaryitem" onmouseover='gp(305);'>GK</span> unit costs) without a very devastating effect.  ]]></description>
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				<pubDate><![CDATA[Thu, 29 Apr 2010 18:08:44]]> GMT</pubDate>
				<author><![CDATA[ Caffran9]]></author>
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				<title>Valk w/ GK 1st Turn Assault</title>
				<description><![CDATA[ It is a very nice move and versatile.  The <span class="glossaryitem" onmouseover='gp(305);'>GK</span>'s are all <span class="glossaryitem" onmouseover='gp(123);'>str</span> 6 and can wreck a number of vehicles.  They have a ton of bolter shots before they charge so even a large squad of troops is in peril and they aren't to shabby in <span class="glossaryitem" onmouseover='gp(58);'>HtH</span> either.]]></description>
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				<pubDate><![CDATA[Thu, 29 Apr 2010 18:19:33]]> GMT</pubDate>
				<author><![CDATA[ DarthDiggler]]></author>
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				<title>Valk w/ GK 1st Turn Assault</title>
				<description><![CDATA[ Aren't too shabby...haha...they're some of the best troops in the game at a <span class="glossaryitem" onmouseover='gp(19);'>CC</span>.]]></description>
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				<pubDate><![CDATA[Thu, 29 Apr 2010 20:02:14]]> GMT</pubDate>
				<author><![CDATA[ ductvader]]></author>
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