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Has anyone tried...


Mattsama

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If I remember correctly, one of the FAQ's / errata documents specified that transports for the Daemon Hunters were truely dedicated, and could not transport squads other than the one they were bought for. This by definition excludes PAGK's from riding in anything other than a heavy support choice Land Raider.

 

Witch Hunters armies were not given this statement in their FAQ.

 

It's entirely possible this was added to specifically prevent your suggestion from occuring.

 

edit: This COULD though mean you could ally a Sisters unit and jack their non-dedicated Rhino.... hmm... THAT bears thought!

edit: This COULD though mean you could ally a Sisters unit and jack their non-dedicated Rhino.... hmm... THAT bears thought!

 

If thats the case you could ally with some Space Marines with some legitimit choices that add to your army (a Dev squad perhaps???) and give it a Rhino as opposed to some soft shelled Imp Guard with slingshots.

 

Even though FAQs are no longer official...

 

Wait, what? FAQs aren't official?

Even though FAQs are no longer official...

 

Wait, what? FAQs aren't official?

Er ... they're still official. It is expected that the FAQs will be used in conjunction with the codex (and the BRB) at all times. No exceptions. (Excepting house-ruling by you and your opponent or specific event-produced FAQs saying otherwise, of course. :P)

GW have said that FAQs are no more than their own houserules. The errata section is still official, but the questions themselves aren't.

The GW website does say that the FAQ section may be considered "soft" material. However, the fact that GW publishes them, and the fact they have always served as the basis of every tournament FAQ in existence, lends them official weight, if only in the practical sense.

 

Say you go to a new game store and play a pick-up game. What's going to carry more weight in a rules dispute? Your interpretation (or your opponent's interpretation) or what GW publicly says the intent of the rule is as indicated by the FAQ they helpfully publish? Whether you (or anybody else) considers a FAQ ruling to be "right" or "wrong" is purely subjective. What the FAQ items actually spell out is how GW intends for its rules to be played. If that's how they play the game, that indicates how they decided it was balanced.

 

FAQ items are RAI rendered "official", even when they may appear (subjectively speaking only, of course) to be somewhat contrary to the RAW.

 

If you don't like GW's RAI, then you are under the obligation to make a deal with your opponent. But if you can't make a deal, GW says in the BRB that you must play the game RAW. Seeing as GW publishes FAQs on that very RAW, how can you reasonably argue that GW's FAQ items shouldn't stand as-is when no other house-ruling is possible?

 

Ergo, the FAQ items, for all practical purposes, alter the game rules just as much as any Errata do. Recognizing this does not stop people from altering the game as they see fit, so there's no real harm being done by acknowledging them. Why fight it?

I'm going to try not to go on about this too long, as a discussion of the practical validity of FAQs probably deserves its own thread. However, the point that I feel is most imporant, is that the people who write the FAQs aren't the same people who write the rules. What this means, is that we have no way of knowing if it actually IS what the writers intended.

 

Anyway, this is a bit off topic, so this will be my last post on the matter, as to be honest the actual validity of FAQs doesn't matter much to me, my gaming group has our own set of house rules.

Trailing a little off-topic now...

 

Grey Knights in a Rhino, or even Chimera may be a sound plan to move the unit quickly to an objective, or to join a decisive assault. The general concensus is that it can not be done using the options from the DH codex.

 

For the off-topic discussion, I have, along with my gaming group, always considered the FaQ to be an official clarification to the rules by the guys who make the rules.

Actually there is something quite cheesy about the DH codex and their transport options. Albeit it isn't from the DH standpoint more the guard one. In the DH codex the listing for terminator armor says nothing about them taking up two spaces in a transport. In each individual vehicle capacity section it lists how many terminators that each of OUR vehicles can transport. If you play it RAW like the assault cannons/force weapons/storm shields, then models in terminator armor from the DH codex only take up ONE spot in a transport. And before anyone says thats not true go back and read the codex. Needless to say it is possible to first turn charge with a unit of 10 GKT with the valk.

 

I know that this isn't really the place for it but guard and DH or WH can make more broken lists then can be imagined. which is why I'm starting to go guard more. because I'm kind of tired of having to put so much effort into winning with DH its making the game less fun. I play against people that are just as competent as I am, and I tend to dwell after every game on every little thing that I did wrong :( . So I'm heading towards something that lets me make a few mistakes and dwell less about every little one I make when I play. Although, with all the time spent learning how to play pure GK has made me really good at tactics. Now with a none limped army its like going from playing on insane to playing on normal. :) look out opponents.

 

Sorry about the rant, I had to play against a 1500 point eldar list with eldrad, three falcons, an extra farseer, banshees, seer council, and some other rediculus unit. To say my troops accomplished nothing is an understatement. The worst part was that all of my rolls and his were average, also his absolute mobility meant that I had no way to outmaneuver him or use his low model count against him. On the bright side of things my LGS can order shadowforge and urban war models so now I can have female guardsmen!

 

PS eldrad is a dick

  • 2 weeks later...
in 5th Edition, the Transport rules have changed. Any transport can transport another unit. So yes, you can take a rhino for your Stormtroopers, deploy it empty, and load a GK Squad in it turn 1 and roll them out. However, Common Sense does apply. You are NOT gonna fit 10 Terms in a Rhino, even if the text doesnt say they take up two slots.
in 5th Edition, the Transport rules have changed. Any transport can transport another unit. So yes, you can take a rhino for your Stormtroopers, deploy it empty, and load a GK Squad in it turn 1 and roll them out. However, Common Sense does apply. You are NOT gonna fit 10 Terms in a Rhino, even if the text doesnt say they take up two slots.

Mate, next time read what has been written before you. The rhino in this case is a DEDICATED TRANSPORT. As such no one other then the unit it was purchased for may ride inside.

Needless to say it is possible to first turn charge with a unit of 10 GKT with the valk.

 

I know that this isn't really the place for it but guard and DH or WH can make more broken lists then can be imagined. which is why I'm starting to go guard more. because I'm kind of tired of having to put so much effort into winning with DH its making the game less fun. I play against people that are just as competent as I am, and I tend to dwell after every game on every little thing that I did wrong :)

 

...PS eldrad is a dick

I just knew I wasn't the only one whose been thinking about this my "Special-Crutch-Tastic" list for the next game night will look like this:

 

1700 Point "Imperial Guard" Army

0

185 The old man of Armageddon

 

130 Assault Carrier

Rocket Pods

 

180 Eleven Combat Nuns

Flamer

Heavy Flamer

Veteran Superior

Grotesquely Large Chainsaw

Auspex

 

195 Squad Bastonne

Lukas

Three Plasma Guns

Missile Launcher

Radio Star

 

55 Chimera

 

140 Squad Harker

Stonetooth

Three Grenade Launchers

 

220 Demolisher

Lascannon

Plasma Cannon

 

220 Demolisher

Lascannon

Plasma Cannon

 

375 Basilisk

Basilisk

Basilisk

 

... And I was just pulling one squad of girls to follow the old man around. I could very easily see a 'Flying Circus' of allied, scoring, inquisitorial powerarmour being backed up by a couple of squads of veterans (perhaps Harker and Bastonne?).

 

Unlike the traditional 'Water' knights and 'Earth-Fire' sisters, I see it as playing very much as a 'Fire-Air' force, all about local maximums to devastating effect before rapid redeployments. I think I'd initially run two power armoured brigades, and four Valkyries total in two squadrons of two.(maybe vendettas?) each brigade would have one grey knight squad and one sisters squad. This looks like ~500 points in air-mobility, ~50 in PAGK, ~350 for the sisters, ~300 for camo-cloaked (or Chimera borne?) guardsmen and 50 for a budget command section in 1700 points At 2k I'd fill the squadrons up to three and by a second cmd section to engage in special order shenanigans with my allied troops. Twin-linking the sisters melta-guns wouldn't be just for marines anymore, and everyone appreciates a little help against cover saves. The lesser orders arn't quite as useful, but if you we're playing for a late game hold, boosting covers saves could make them very difficult to shift.

 

Also, it's not just Eldrad, I've never met an Elf, space or otherwise, that didn't deserve a good thrashing.

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