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Madmonkeyman

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  1. so does your opponent actually have to have a charge phase for you to perform a heroic intervention. In the GW FAQ it states you can intervene if any models are within 3inches of a character at the end of your opponents charge phase even if these units are not in combat. so this bit is clear Looking at the rule book it states that heroic intervention happens after your opponent has finished all his charges. Does this mean that he has to charge something ( somewhere on the board) for it to be allowed to take place personally i think that if they didn't charge they have completed all the charge moves for the phase- then heroic intervention happens Merged Double Post, Dam13n.
  2. In one of the faqs ( or maybe stepping into a new edition FAQ) it specially says you can't shoot over watch from an open topped transport.
  3. so yeh you slow play the hell out of them cos you have to have one hand holding your model as they wont let you use wobbly model syndrome :-) They will break quickly
  4. one of their characters makes all units -1 to wound within 6 inches. given they are all t3 assault cannons with their s6 is great.
  5. Psychic powers are not dependant on detachments.
  6. One other thought looking at the rules. You have to use wobbly model rules but both plays have to agree to it for it to happen. RAW does this mean your opponent can stop you from doing it. ( thinking more for tournaments where people may not be so agreeable)
  7. Things like power fists are not good against them . They are t3 models with a 4++. Agree storm bolters are good. As are aggressors As are deep striking inceptors with heavy bolters. They also get -1 to wound for all enemy attack for their models near a hq which is really annoying. Shoot them out of their transports to kill their speed. Deploy as far back as you can . If you survive their charge they will go down very very quickly to dakka
  8. Thanks for all the replies ! Glad to know I was reading it correctly.
  9. So harlies don't technically have 'fly' but they can advance and charge , move over terrain like it does exist, fall back from combat and charge again and they can jump over you units. All there weapons are high ap in close combat and they have lots of melta equivalent weapons . They ride in flimsy transports with a -1 to hit and a 4++ , apart from that they have jet bikes which are epic in combat ( and can assault flyers ) . And the solitaire moves a crazy distance and hits very hard in assault. Expect turn 1 charges and hope you have lots of tightly placed bubble rap. If you survive their charge then they are out of there transports and they die like toughness 3 models should :-)
  10. Was just checking i was reading it correctly as it seems very gamey. rolled double ones to go up a level to charge something 3 inches above my character yesterday. So technically i can move the 2 inches and still be within an inch of the enemy
  11. So what happens if you can't end you move on a floor of a ruins. a marine only moves 6 inches up an 8 inch wall. Can he not move at all or can he go half way up. makes a big difference when setting up charges etc. There is a designers commentary: What happens when an Infantry model cannot completely end its move on a floor of ruins when attempting to scale the walls? A: If an Infantry model is unable to complete a move to a stable position, use the Wobbly Model Syndrome guidelines in the core rules to identify with your opponent where your model’s actual location is.
  12. There is almost no good way to Screen against Harlies with marines. They are really really quick, effectively have the fly key world and will try and assault turn 1 . It's all about volume of fire with these guys to kill them given they have a 4++ . Plasma isn't so good as their transports are all -1 to hit .
  13. Honestly don't think. Flyer spam is that good. You have to table your opponent to win . There is no other option. You can't score objectives really.
  14. So how many tallon masters to people like To run? Personally I run to with sableclaw as well. Unlike normal characters which just buff stuff they do so much shooting them selves and can't be targeted.
  15. So I play mainly in tournament so against friend who bring horrible lists . I'm finding gun lines are the easiest to deal with. Admech/ guard. Also played grey knights / space marine raptors with good success as agin after they drop in very immobile. Eldar/ reapers / harlequins / sisters are much harder as they can get round screens and have good fire power. Still they are quite squishy and if you can survive the alpha strike they go down quickly. Chaos - the primarchs - still working on how to beat these guys. They are fast and attack flyers . One is ok- together it's hard work. Still think they are beatable but a harder match up for sure. Hellfire / flakk helps a bit as well. So far 11 wins and one loss with the new codex.
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