Ravinella Posted April 7, 2009 Share Posted April 7, 2009 Just want to check I'm doing this right. If I drop a Devestator squad in a pod, it then disembarks and the heavy weapons can't shoot as the disembark counts as moving ? Apoc game coming up and I hope to be able to drop an entire company....... Link to comment https://bolterandchainsword.com/topic/165385-disembark/ Share on other sites More sharing options...
Isiah Posted April 7, 2009 Share Posted April 7, 2009 No you're right they can't shoot their heavy weapons as they are counted as having moved on disembarkation. It's one reason never to put devs in a transport. But for those with bolters they can fire those. Cheers I Link to comment https://bolterandchainsword.com/topic/165385-disembark/#findComment-1946235 Share on other sites More sharing options...
Ravinella Posted April 7, 2009 Author Share Posted April 7, 2009 Thanks Isiah, I thought that was how it worked. Normally I wouldn't put them in a transport, that's why I wanted to check. Only really doing it to see the oppositions face when a full company makes a drop pod entry onto the field. A small additional question, if I drop an entire company, do the assault marines arrive using normal ds rules as they would usually ? Link to comment https://bolterandchainsword.com/topic/165385-disembark/#findComment-1946276 Share on other sites More sharing options...
nighthawks Posted April 7, 2009 Share Posted April 7, 2009 vanilla marine assault squads can DS as normal (with mishaps) or drop their packs and take a rhino or drop pod (C:SM p135). if they take a rhino, they roll on to the board, no deep strike, while the pod uses DP assault rules like the rest (C:SM p69). Link to comment https://bolterandchainsword.com/topic/165385-disembark/#findComment-1946282 Share on other sites More sharing options...
Brother Gothard Posted April 8, 2009 Share Posted April 8, 2009 ... but unless the assault marines are in a drop pod (and that pod is part of the 'half the number of pods, rounding up' group), the assault marines cannot drop on the first turn, no - only models with specific rules likes pods may do that. Unless that's an Apoc rule I dont know about. Link to comment https://bolterandchainsword.com/topic/165385-disembark/#findComment-1946379 Share on other sites More sharing options...
nighthawks Posted April 8, 2009 Share Posted April 8, 2009 correct - only specially-ruled units or transports may deepstrike on turn 1. assault marines would deepstriek normally - i.e. from reserves, arriving as the dice gods see fit. there's likely something in apocalypse that allows for turn-one deepstrike. find an apocalypse formation in any of the books / WD / website for it and you're in (or make your own, cost it appropriately, get opponent consent). Link to comment https://bolterandchainsword.com/topic/165385-disembark/#findComment-1946404 Share on other sites More sharing options...
Reglor Posted April 8, 2009 Share Posted April 8, 2009 One of the assests lets you bring in half your reserves on your first turn and the rest on your next turn. Link to comment https://bolterandchainsword.com/topic/165385-disembark/#findComment-1946440 Share on other sites More sharing options...
Ravinella Posted April 8, 2009 Author Share Posted April 8, 2009 It's a full comapny so I get to use the battle company formation, comes with the strategic asset (careful planning) that allows you to bump up you reserves entering to turn 1 and 2 instead of 2 and 3. As it's a single formation they all enter play at the same time. By my understanding of the rules that means the whole company drops on turn 1 if I choose it as part of the half of my strategic reserves that I bring on in turn one. Link to comment https://bolterandchainsword.com/topic/165385-disembark/#findComment-1946773 Share on other sites More sharing options...
Mycroft Holmes Posted April 8, 2009 Share Posted April 8, 2009 Remember that those Devestators aren't completely helpless the turn they come in. All your normal bolters get to fire AND all your heavy weapon members still have a Bolt Pistol to fire. Mycroft Link to comment https://bolterandchainsword.com/topic/165385-disembark/#findComment-1947198 Share on other sites More sharing options...
Ming Posted April 9, 2009 Share Posted April 9, 2009 You can also deploy the pod in your deployment zone before the game starts to get the devs firing turn 1. A cool fluffy force has all pods or deep strikers, and the way to play them is to do just that. Pod during deployment any devs, thunderfires, etc. Half the rest pod turn 1 anywhere, the remainder as turn 2-5 reserves. A typical pod/deep strike only force would have maybe 9 pods - 3 to deploy before the game, three on turn 1, three in reserve. Add to that LSs, Termies, assault marines, etc., for non-podded resources. No mechanized vehicles required. Link to comment https://bolterandchainsword.com/topic/165385-disembark/#findComment-1948714 Share on other sites More sharing options...
ShinyRhino Posted April 9, 2009 Share Posted April 9, 2009 You can also deploy the pod in your deployment zone before the game starts to get the devs firing turn 1. A cool fluffy force has all pods or deep strikers, and the way to play them is to do just that. Pod during deployment any devs, thunderfires, etc. Half the rest pod turn 1 anywhere, the remainder as turn 2-5 reserves. A typical pod/deep strike only force would have maybe 9 pods - 3 to deploy before the game, three on turn 1, three in reserve. Add to that LSs, Termies, assault marines, etc., for non-podded resources. No mechanized vehicles required. Pods cannot deploy on the table at the beginning of the game. They always come in via deep strike. Link to comment https://bolterandchainsword.com/topic/165385-disembark/#findComment-1948841 Share on other sites More sharing options...
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