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best way for AV14 killing


antique_nova

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what AV14 tank is going to move 12 inches and forfiet their shooting? Plus i get for chances to hit, hittingg on 3s or not on the charge. Seems like your comment is an epic fail.

thanks

antique_nova

 

 

Pretty much every AV 14 vehicle can and WILL move be moving 12 at some point. The only ones that wont will be Russes that want to use their heavy bolter sponsons or lascannons. They'll be moving 6 though.

 

You need to read the rulebook and learn a little more i think, a lot of the proposals you are shooting down on untrue logic, a little basic probability calculation can show you most of it, and the things you picked... uh... arent really gonna work for you.

 

I mean, you're welcome to do whatever you want, but you picked a 4 attack melee unit with no invuln that has to GET to the target (eassssssily liable to get shot up) over an AV12 dread. Necklace is NOT going to hit vehicles on a 3+. you still have to hit on a 6 if it moved 12.

 

 

Thunderhammers work well against MC, as my cyberwolfs act as the blanket. So even DPs can be killed by this guy. The WTN not being able to help doesn't affect me that much.

 

Seriously? all your opponent has to do is throw a storm bolter at that unit and half your ablative wounds are gone. Iron priest has no invuln and strikes at I1. MCs will own this guy.

 

 

 

anyway, just trying to help you avoid future frustration and wasting time and money, but hopefully you have fun with your ironpriest regardless

Scouts are a terrible option. Any av 14 you see is going to be moving forward in your face. Scouts in reserve will arrive too late, behind enemy lines is useless when the LR is driving towards you.

 

Speeders are NOT vulnerable to outflankers, they should have their job done by turn 2.

 

You can also deepstrike your speeders near an opponent, ensuring you get an opening shot.

 

Bottom line, Melta is the only reliable way to toast AV14. Youre not going to kill it with melta bombs, a single combi melta or a str 10 PF, because by the time your ironpriest, rune priest, W.E. Gets to it, the landraider will have done its job, you will get assaulted, and you will give your opponent a D6 move toward your lines.

Hell yes they are, your also not having consistent results with land speeders DS, look at this way. you have the same problem as scouts. you can't pin down what exact turns that they will come on. So they are mobile scouts with better armour and mobility. better at anti-tank too, but you can't garantee your shots will hit and that your going to be witin that 12 inch range, so they have a chance of being speeders with krak missiles, excep they have a slim chance of killing AV14 on glancing over a missile launcher.

 

So recap of problems with LS:

Low armour

Unreliable DS turn results

Unreliable DS positioning

 

I would almost always start with speeders on the table. There only are about 3 situations where i would even consider deepstriking them, which would be against hydras, tau smart missile systems or rifleman dreads and without suitable cover.

 

the low armor doesnt really matter when they can move 24 for a good cover save, or to hop between LOS blocks. 2 speeders really isnt that hard to hide.

 

Unreliable DS positioning doesnt really matter when you deepstrike them intelligently. Deepstrike them a few inches off the corner of vehicles to ensure that in many directions you simply scatter alongside the tank.

Unreliable DS turn results is pretty easy to mitigate if you break speeders up into separate squads, or run them 2x2

 

Its a mute point though, speeders are best on the table vs 90% of armies in my book. If you run 2 or 3 squads and 4 or 6 speeders, then you can afford to keep 1 squad in reserve maybe.

You need to read the rulebook and learn a little more i think, a lot of the proposals you are shooting down on untrue logic, a little basic probability calculation can show you most of it, and the things you picked... uh... arent really gonna work for you.

Untrue logic? i have seen many instances of scouts and speeders being used, wolf codex or not.

 

I mean, you're welcome to do whatever you want, but you picked a 4 attack melee unit with no invuln that has to GET to the target (eassssssily liable to get shot up) over an AV12 dread. Necklace is NOT going to hit vehicles on a 3+. you still have to hit on a 6 if it moved 12.

Does he need the invuln when he has 4 blankets? he doesn't even have to be base to base contact to strike, because he isn't an IC. He can easily get to any target. A dreadnought is more easssssssssily shot up than a cyberwolf unit with an IP, plus dreads for popping AV14 tanks? more like the other way round. That doesn't bother me that much that it must hit on 6s, because the fact that they must move 12 inches, exposes other units that the AV14 can block with it's mass. The IP doesn't have to go for the AV14 every turn. He can take his time. Your placing too much faith in dreads.

 

Seriously? all your opponent has to do is throw a storm bolter at that unit and half your ablative wounds are gone. Iron priest has no invuln and strikes at I1. MCs will own this guy.

They have to kill the wolves first, because i am not so stupid that i will place him base to base contact with the MC.

 

Spacefrisian:

New guys? I think not.

 

the low armor doesnt really matter when they can move 24 for a good cover save, or to hop between LOS blocks. 2 speeders really isnt that hard to hide.

They aren't hard to hide yes, but blocking complete LOS to them is much harder than it sounds.

 

Unreliable DS positioning doesnt really matter when you deepstrike them intelligently. Deepstrike them a few inches off the corner of vehicles to ensure that in many directions you simply scatter alongside the tank.

Unreliable DS turn results is pretty easy to mitigate if you break speeders up into separate squads, or run them 2x2

Unreliable as in scattering. I mean how consistent is DS? not very. You cannot talk about something which you cannot control.

Also, by the time your speeders come in, you can't guarantee that they will stop the AV14 before it has done what it needed to do.

However if you put them on the table, a smart opponent will DS or flank them, and bid his time for his AV14 to be used and they will most likely be placed in cover. Which increases the numbers of turns for your speeders to be shot down.

 

Its a mute point though, speeders are best on the table vs 90% of armies in my book.

In your book yes, but then again how many people have you faced who know how to combat speeders and players who know how to stop them from doing their job?

 

My IP unit is going to be behind the rhinos until they are ready to charge. So you can guarantee two things from that unit which is going to give me consistent results. That they will have +4 cover saves, behind the rhino and behind the GH squad that pops out when the rhino is dead, unless we have a DS unit that wants to do a 1 turn do or die moment..

 

Other than that, my IP will be in cc for every other turn.

 

thanks

antique_nova

you don't need to be in base contact with the MC for him to be able to hit your IP. as part of a unit any wounds caused against the unit are carried over to the IP. he will die quickly. as said the cyberwolves are easy to kill with light arms fire. the iron priest will follow quickly too.

 

as for always getting a 4+ cover save, against imperial guard there will likely be alot of barrage weapons, these weapons gauge cover saves based upon where the centre of the template is. as such if it lands on your IP then it doesn't matter if hes hiding he wont get a cover save. i think this unit is hard but not the MC killer you seem to think he is.

A single TWC with a power fist will have the potential to kill a AV 14 unit on the first turn. The stipulation is that your TWC unit must be EXACTLY 24" from the tank in question on your turn AND you get a 6 on your run (unless your opponent went first and rolled it closer). 5 attacks with a 66% chance to hit means on average 3 hits with an S10 fist 50% chance to glance 20% chance to penetrate. Odds are you're going to do some damage.

 

This unit is 75 points and can survive a S9 wound, unlike the Land Speeder. You can get 2 for under your 160 (2 fast attack choices), so spacing them out 3' in the middle of the board as close to center table as possible will spread their destructive reach.

Ally in a vindicare Assasin and a base 20 point Inquisitor. Don't roll a 1 on your Turbo Penetrator.

 

Really, it depends what's in the rest of your army though. Unless you don't want to include 'existing' units. B)

 

Ally in a Forgewolrd IST Squad with a Valk and 2 x MG on those IST.

 

And 5 S10 Lascannons aren't reliable? Then your only options are Chain Fists or Melta Bombs. Pod/LR the Termies, or Transport WG in a Rhino/BEL Scouts for the Melta Bombs. Or Add Melta Bombs to TWC.

 

I'd rather take the HQ Inq Lord. The extra elite spot for a normal Inquisitor is more valuable than an hq slot. IMHO

 

You nailed it tho. It depends on your army.

 

btw, lascannons are S9 iirc.

Does he need the invuln when he has 4 blankets?

 

The First Plasma Cannon (or equivalent. Dark Reapers for exmaple) will Toast the Unit.

 

btw, lascannons are S9 iirc.

 

Logan. B)

 

Unreliable as in scattering. I mean how consistent is DS? not very. You cannot talk about something which you cannot control.

 

That's why DP FTW. Use Internal Guidance System to your advantage. Place your DS in between enemy units (And away from Board Edges!) to control where you want your Pod to Land.

 

Normal DS, that's unreliable.

 

Unless you've got lots of Homers/Beacons. ;)

 

Gentlemenloser:

Yes but they have these problems:

 

Then use Logan with 5 LC Long Fangs, a CML WGT, and as many LL Rune PRiests as you can fit in. ;)

 

That's the best chance of popping armour. Hit's on BS, so no need to wory about how far, or where the Tank has moved, or having to move in Rapid Fire/Melta Range, like LS.

 

Otherwise, if you're looking at CC, Thunderhammrs *don't* cut it. You need Chain Fists, Arjac, or Meltas. And if it's CC, you then have to get to the Tank.

 

Which is why you either DP (Dreads, or SS Termies), Load up Termies in their own LR (for the protection, Assault, and the weapons on the LR itself), or use Scouts (Who can work wonders with static gun lines).

My IP unit is going to be behind the rhinos until they are ready to charge. So you can guarantee two things from that unit which is going to give me consistent results. That they will have +4 cover saves, behind the rhino and behind the GH squad that pops out when the rhino is dead, unless we have a DS unit that wants to do a 1 turn do or die moment..

 

I have to tease you for this.

 

Everyone else you said their AV unit would be flanked or DS to death with plasma. But your Iron Priest you argue safe b/c DS would be a do or die moment

Plasma wound T3-5 on 2+ so dangerous for you as well

 

B)

Then use Logan with 5 LC Long Fangs, a CML WGT, and as many LL Rune PRiests as you can fit in.

 

That's the best chance of popping armour. Hit's on BS, so no need to wory about how far, or where the Tank has moved, or having to move in Rapid Fire/Melta Range, like LS.

 

Otherwise, if you're looking at CC, Thunderhammrs *don't* cut it. You need Chain Fists, Arjac, or Meltas. And if it's CC, you then have to get to the Tank.

 

Which is why you either DP (Dreads, or SS Termies), Load up Termies in their own LR (for the protection, Assault, and the weapons on the LR itself), or use Scouts (Who can work wonders with static gun lines).

 

The Logan + LF is expensive...but soooo many positives if you are concerned about facing AV14.

 

You have instant attacks on the AV14 regardless of range/speed of the target (barring intervening terrain)

 

If you have initiative and decent luck his heavy tank or LR assault force will be foot slogging all game.

 

I "think" ML are also effective v. MC but I don't face many so someone else has to comment. I have mostly faced traitor legions and guard

The reason Logan is worth all his points with a Long Fang pack is two fold.

 

First; In most lists you already plan to take WG as a unit in some form anyway. when you reduce the number of scoring GH needed in a list, helps you pay for the extra cost of Logan.

 

Second you can build you list to be flexible meaning take 4 TDA in a DP. After looking at your opponents list decide if he should stay with the LF or join the WG in the DP for a back line cleanup. I also suggest a line of 10 GH with 2 PG and WG in TDA with a CML. Logan can leave the LF and join this squad for some close up action. And a banner, oh brother how the Great wolf loves his banner!n= The flexibility means he can be very effective in a all comers list which will allow you to put more points in speical units.

 

While he is with the LF he can give them relentless, this is a huge tactical benefit. Other than Dawn of war, consider, coming on in reserve if the first turn looks ugly. Plus being able to reposition and shoot in 5th and negating an opponents cover save will win you the game alone. He can take the first shot of anything and get a 4+ invol save without worry of instant death, means your LF are effective the whole game. The benefits go on and on.

 

I recommend all my wolf brothers proxy/playtest such a list at least in a few of their games.

 

Vrox

Scouts are a terrible option. Any av 14 you see is going to be moving forward in your face. Scouts in reserve will arrive too late, behind enemy lines is useless when the LR is driving towards you.

 

Speeders are NOT vulnerable to outflankers, they should have their job done by turn 2.

 

You can also deepstrike your speeders near an opponent, ensuring you get an opening shot.

 

Bottom line, Melta is the only reliable way to toast AV14. Youre not going to kill it with melta bombs, a single combi melta or a str 10 PF, because by the time your ironpriest, rune priest, W.E. Gets to it, the landraider will have done its job, you will get assaulted, and you will give your opponent a D6 move toward your lines.

Hell yes they are, your also not having consistent results with land speeders DS, look at this way. you have the same problem as scouts. you can't pin down what exact turns that they will come on. So they are mobile scouts with better armour and mobility. better at anti-tank too, but you can't garantee your shots will hit and that your going to be witin that 12 inch range, so they have a chance of being speeders with krak missiles, excep they have a slim chance of killing AV14 on glancing over a missile launcher.

 

So recap of problems with LS:

Low armour

Unreliable DS turn results

Unreliable DS positioning

 

I would almost always start with speeders on the table. There only are about 3 situations where i would even consider deepstriking them, which would be against hydras, tau smart missile systems or rifleman dreads and without suitable cover.

 

the low armor doesnt really matter when they can move 24 for a good cover save, or to hop between LOS blocks. 2 speeders really isnt that hard to hide.

 

Unreliable DS positioning doesnt really matter when you deepstrike them intelligently. Deepstrike them a few inches off the corner of vehicles to ensure that in many directions you simply scatter alongside the tank.

Unreliable DS turn results is pretty easy to mitigate if you break speeders up into separate squads, or run them 2x2

 

Its a mute point though, speeders are best on the table vs 90% of armies in my book. If you run 2 or 3 squads and 4 or 6 speeders, then you can afford to keep 1 squad in reserve maybe.

This.

 

Besides, anyone whos played as Eldar or Dark Eldar can tell you the impact taht AV 10 skimmers can make, and anyone whos played against them should have noticed.

okay, you make no sense.

You need to read the rulebook and learn a little more i think, a lot of the proposals you are shooting down on untrue logic, a little basic probability calculation can show you most of it, and the things you picked... uh... arent really gonna work for you.

 

Untrue logic? i have seen many instances of scouts and speeders being used, wolf codex or not.

 

You obviously dont understand what im getting at. Im not saying scouts and speeders are unheard of. Im saying you arent making rational unit choices based on common sense and a decent understanding of the game. You're shooting down scores of proposals, and using wacky substitutes. For instance, you are taking an iron priest as anti tank, hoping to force enemy AV14 to move 12 and expose units behind. What kind of game plan is this exactly? I mean, thats just a complete mess. Totally backwards. Why not just kill the AV14???

I mean, you're welcome to do whatever you want, but you picked a 4 attack melee unit with no invuln that has to GET to the target (eassssssily liable to get shot up) over an AV12 dread. Necklace is NOT going to hit vehicles on a 3+. you still have to hit on a 6 if it moved 12.

 

Does he need the invuln when he has 4 blankets? he doesn't even have to be base to base contact to strike, because he isn't an IC. He can easily get to any target. A dreadnought is more easssssssssily shot up than a cyberwolf unit with an IP, plus dreads for popping AV14 tanks? more like the other way round. That doesn't bother me that much that it must hit on 6s, because the fact that they must move 12 inches, exposes other units that the AV14 can block with it's mass. The IP doesn't have to go for the AV14 every turn. He can take his time. Your placing too much faith in dreads

 

 

4 blankets? you are saying that 4 T4 4+ saves are equivalent to an invulnerable save. Yes, he does not need to be in B2B. That point is irrelevant. the Priest can still be hit. Hes a unit, not an IC, like you already said. If what you're getting at is that it makes him quicker, I'll agree, but thunderwolves are fast as hell anyway - that particular advantage is minor at best. He is not more survivable than a dreadnought. Sure, his unit takes lascannon fire better, but instead his unit just gives your opponent's small arms fire something to do.

 

Alright. I've seen your GT list. Half the time you see AV 14 in a GT - i.e. whenever you see a land raider, you do NOT have the time for your anti tank to sit around in combat like you just talked about. If you want to play competitively, you need to realize that a LR is usually the spine of a marine battle plan, and you have to at the VERY LEAST stun the vehicle turn 1. If you see one, youll probably see 2. If you see two, you really need to be able to Immob, knock one out, or you'll be fighting an uphill battle all game.

 

Im not placing too much faith in dreads, im placing faith in melta that can arrive on turn 1 to silence guns and stop movement. Your solution to stop a land raider rush / battlecannon salvo is to 'threaten it with an ironpriest' to force it to move 12"" Trust me, if you see a landraider, and your opponent is good, hes going to WANT IT to move 12 anyway. On the other hand, a leman russ is NEVER going to move 12. its going to move 6, to drop the modifier to hit to 4+, and shoot everything it has at you, along with the countless scatter lasers/autocannons/flashlights, you name it. that IP isnt going to make it. A drop podding dread will, and theres nothing your opponent can do about it other than hold the russ in reserve, which is arguably beneficial to you.

 

Its a mute point though, speeders are best on the table vs 90% of armies in my book.

 

In your book yes, but then again how many people have you faced who know how to combat speeders and players who know how to stop them from doing their job?

 

My IP unit is going to be behind the rhinos until they are ready to charge. So you can guarantee two things from that unit which is going to give me consistent results. That they will have +4 cover saves, behind the rhino and behind the GH squad that pops out when the rhino is dead, unless we have a DS unit that wants to do a 1 turn do or die moment..

 

Other than that, my IP will be in cc for every other turn.

 

 

 

I mean... if you want to play who has the more competitive gaming environment, thats fine - my FLGS had a team on the top table at adepticon last year. I've got solid tournament experience against good opponents and your standard GT style lists, and hope to put up a solid top 10 show at adepticon this year -lady luck willing- but that doesnt matter. In the end, yes, people where im from DO know how to play. I know you want to play in the GT, i've seen your other threads. I think you might have a little more to spruce up on before you throw an elitist attitude around - in the end were all just trying to help ya out. Neither you nor I are the best players browsing this forumn, or probably even close to it. Just be open minded about it all eh? If you like the iron priest partly because of fluff or just because you Fu@#ing want to - thats totally understandable. Just dont argue against the math and common sense man. There are a lot of good people on these forumns with a fantastic amount of information that they're trying to teach you. Don't shut them out just because, learn some new stuff!

bravelybravesirrobin:

Became too smart, there was a more up to date set of options, but nice points.

 

Poor Grammar aside I don't know whether to be flattered or insulted. What exactly does "became too smart" mean?

 

You are planning on running an Iron Priest as your primary anti-tank? Well the IP is by no means a bad unit and he7ll murderise a russ but he has a few serious problems if you want him for your primary anti-tank.

 

1. He's got to get there. 24" charge (potentially with max fleet) will do a lot in that regard I agree but he is vulnerable to being skirmish screened. You play guard a lot right? surely the guard player has a ring of conscripts or guardsmen around his russes so that you can't assault them without clearing away the meatshield first? So say you charge the guardsmen and wipe them out, well now you're in a lovely position to get shot by that russ you wanted to stop.

 

2. He's got to get there. He only works in cc and that means turn 2 on average for him to start doing his job. In certain mission deployments, if the enemy moves towards you and if oyu roll high for fleet he could get a first turn charge but generally he won't start swinging till turn 2 (especially if you're using rhinos to hide him). A drop pod dread, a land speeder or long fangs can all be busting tanks from turn 1.

 

3. Landraiders? Lanraiders laugh at him. RAW he's only strength 9. That may be FAQ's so that +1 strength is part of the profile but right noe he is strength 9. That will murderise most vehicles but not a landraider. Only melta opens that can (or Arjac or a true Thundercav fist or a dread).

 

4. Fragility. T5 is nice and he does have a 2+ but that's a lot of pts for a 5 wound unit with an average save of 4+. There are all manner of shooty units that will open that up in a single turn. Russes, lootas, heavy bolters, plasma cannons. And crucially he is vulnerable to anti-infantry weapons making him a poor fit for a mech list (whereas a dread meshes quite nicey). I know you'll argue some kind of tactic to keep him alive long enough but many of the same tactics apply for land speeders too. The fact remains that it isn't hard to kill him in the turns 1-2 the enemy gets before he gets to swing, there isn't anything that can kill a drop pod dread before it gets to fire.

 

5. Cost. 170pts! That's 2 speeders that can engage 2 targets, require 2 enemy units to kill them and can contest 2 objectives. Or 1 drop pod dread with 20pts left spare. He isn't nearly the most cost efficient option. That is clearly the speeders.

 

In fact as i see it here is a run down of the "best" tank busting options

 

Most cost efficient: speeders

Most reliably going to actually kill a tank: speeders

Most likely to get to a situation where it can hurt a tank: Drop pod units all tied

Toughest: drop pod wolf guard

 

 

Oh and never deep strike the speeders. Use cover and their manouverability to advance them. The only things you deep strike with space wolves are drop pods because of inertial guidance system.

 

 

For my money for a mech army (and a footslogging to some extent) you want either a drop pod dread or speeders backed up by scouts and/or long fangs and some meltaguns on your Grey Hunters. Dread/speeder eliminates the NEED to die, scouts or hunters are there as a reserve for how the game flows and fangs go busting transport.

 

That should give you a decent anti-tank basis.

Poor Grammar aside I don't know whether to be flattered or insulted. What exactly does "became too smart" mean?

It was more of a joke, poorly worded. no offence intended.

 

look. earthen. ;). I will say four things, well alot ^_^. first....i have never heard of adepticon. second, no swearing, not even blanking it is aloud, just leave it out ok?

 

third. to bravelybravesirrobin: primary anti-tank? no i would be crazy if i did that.

 

number four: You guys have just been trumped ^^? why?

 

because i never doubted the IP would cause such an upstart and debate. The purpose of half this thread was so that i could find out how everyone thought of the IP and how they would deal with it and what would work best. However, my orginal intention was not to stick to the IP choice why? well for one reason ( not one plasma blast, not if your stupid enough to do that ) they are fragile, says it all really, plus the cost which has annoyed me the most. The IP has been a filler until i find something else, a better filler than my last option. the illegal WP JP in a rhino lol.

 

you are taking an iron priest as anti tank, hoping to force enemy AV14 to move 12 and expose units behind

Naa all i wanted to, or hoped is probably what your thinking, that i would hide for X number of turns and then get a charge off. I doubt experienced players will fall for it.

 

your standard GT style lists

My standard GT lists, have all been WIP.

 

Oh and never deep strike the speeders.

Sometimes you have no choice.

 

This.

 

Besides, anyone whos played as Eldar or Dark Eldar can tell you the impact taht AV 10 skimmers can make, and anyone whos played against them should have noticed.

They have flying transports, we dont, they have nifty upgrades to make them harder to kill, we don't. I myself have use speeders and hid them etc. But i want to think of other options. Because i need something anti-AV14 that i can partly rely on.

 

Plasma wound T3-5 on 2+ so dangerous for you as well

I have been wandering when someone would catch up on that! ^^

 

However, i am still unconvinced by Logan. why? because if your facing a gunline army. especially if it's static. the LF can't do as much as they would against non static/gunline lists. They would be vulnerable to DP DS and daemons are getting better.

 

And finally, what am i thinking of now? Well at the moment it's making the LF 5x missile squad into a squads of 4x ML and 1x LC. Taking out a GH from the larger GH squads for that. So that's a partly reliable AV14, not totally, but nice backdrop. Now for the real AV14 daddy.

 

Well probably not the daddy, but LS. when i use them it's always been hiding them behind the fat building over their and then strike at the right time. But i have always been sycthed down in the BT section for such option.

So is their another way to use speeders? The DS one is pretty dedictable, but on the tabletop that's a different story.

 

Update on my list: I have added speeders ^^. Also. what do you guys think for LF? 2LC for each LF squad or 1LC?

http://www.bolterandchainsword.com/index.p...50&start=50

 

Talk about a fun debate :rolleyes:

thanks

antique_nova

If you intend on using LC in LF pack for AV14 I say 2xLC

 

You are splitting fire already....so instead of 1xLC and 4xML you get a 2xLC 3xML split. Better usage of heavy weapons without wasting it on overkill

 

2xLC is basically a twin-linked shot but if you hit with both you get to try for 2xpenetration. If you are investing in LC and giving up flexibility (i.e. frag missiles) you want it to get the job done...you don't want it as a gimmick

So the answer is Land Speeders with Multi Meltas. Good Game, Next Map.

Good game, next map? what's that meant to mean? i am confused because i haven't put up a batrep for those two lists yet and we don't know how the field of battle will look like exactly.

 

Tigurius:

Ahh that's why 2x lascannon. i don't see it as TL, just 2x LC.

 

You never have to declare your speeders will entry via deepstrike. Ever.

I know.

 

A few questions, to do you have to declare whether your squadroning your speeders, before turn 1? While they are in reserve. and when you go to GWS tournaments, can you keep breaking your speeders into seperate speeders and squadroning them again for different games?

Plus declare in your list which unit your character will be with, before games and keep it like that throughout the tournament?

 

thanks

antique_nova

A few questions, to do you have to declare whether your squadroning your speeders, before turn 1? While they are in reserve. and when you go to GWS tournaments, can you keep breaking your speeders into seperate speeders and squadroning them again for different games?

Plus declare in your list which unit your character will be with, before games and keep it like that throughout the tournament?

 

thanks

antique_nova

 

If you don't put them in a squadron together then they count as 2 separate fast attack choices, and as far as I know you aren't allowed to amend your list once you enter that list in a tournament. So you should declare before the battle begins, just like with most other units. You'd probably be better off with 2 MM speeders by themselves anyway so they can move around independently hunting and popping transports and other tanks.

You never have to declare your speeders will entry via deepstrike. Ever.

 

Where are you seeing the rule that bypasses the reserve rule on page 94 of the BRB under Preparing reserves last paragraph.

 

"If units in reserve have the deep strike, scout or infiltrate special rule, the player must declare to his opponent during army deployment, whether they are going to use their special rules to deep strike/outflank or they are going to enter from his own table edge when they become available."

 

Vrox

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