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whitewolfmxc

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What about in this situation? A 10 man hunter squad with say a plasma and a melta are 12 inches away from either DC or regular Bood marines, would it be better to rapid fire death or charge and deny them the furious charge?

If the DC have a chaplain attached, it is better to deny them the charge (reroll hits and wounds on the charge with a chaplain). For the regular marines, probably better to rapid fire.

What about in this situation? A 10 man hunter squad with say a plasma and a melta are 12 inches away from either DC or regular Bood marines, would it be better to rapid fire death or charge and deny them the furious charge?

If the DC have a chaplain attached, it is better to deny them the charge (reroll hits and wounds on the charge with a chaplain). For the regular marines, probably better to rapid fire.

 

But even the nilla Marines are better off to charge them. Charging is always better if it means you are denying all of his special abilities. Rapid fires have quite a low chance to kill MEQ, especially the ones with FnP (grumble, grumble.. :) ). Even if you have plasma and melta, its still not enough to dwindle their size to make counter-charging more worth it. So, charge them all the way!! (yeah, my Blood Claw attitude is showing up..)

From what I understand, Vanguard don't have decent of the angels.

yea they do, it just not under their entry because they do not come with jump packs standard, but under jump packs in the wargear section it very clearly says all units with jump packs gain the decent of angels ability. looking forward to using 1d6'' scattering vanguard with re-rolls on reserves... gunna be fun :D C:SM's most useless unit might be one of our most interesting

jump packs apparantly grant the wearer the DOA special rule. some units like the assault marine squads come with jump packs as standard and so have te rule in their profile. others, like vanquard and death company for instance can purcase jump packs and so gain it when upgraded to wear jump packs
What about in this situation? A 10 man hunter squad with say a plasma and a melta are 12 inches away from either DC or regular Bood marines, would it be better to rapid fire death or charge and deny them the furious charge?

 

Regular Blood Angels only get Furious Charge if they either a ) roll a 1 on a d6 at the beginning of the game for Red Fury or b ) are within 6" of a Sanguinary Priest. If either of these is the case and they do have Furious Charge, then you are probably better off shooting pistols and assault weapons (the Meltagun), and charging. If they do not have Furious Charge, however, then you are better off shooting your Rapid Fire weapons (including the Plasma Gun), and recieving their charge. Your Grey Hunters will have more attacks on the Countercharge (3) than the Blood Angels will while charging (just 2). Combine that with your firing (2 shots with Rapid Fire) versus his firing prior to the charge (1 shot with his pistols), and you've got a 5 to 3 attack per model advantage.

 

im surprised none of you are scared of Heroic Intervention + Decent of Angels. That basically means VV's are guarenteed the charge when they deep strike :ph34r:

 

Actually they are not guaranteed the charge. Even with Descent of Angels, they use a d6 to determine scatter. If they place the unit within 6" of an enemy unit (i.e. within charge range), then they risk a scatter into the unit and the Mishap! table. They can also scatter the opposite direction and move greater than 6" away, and therefore out of charge range.

 

It is much better with these new rules, but it is still risky. It's a tough call to make a gamble like this with an expesive unit like the Vanguard Veterans.

 

Valerian

The only way to guarantee that Vanguard Veterans will charge, is to attach them with Dante, who will also give them hit and run.

 

They lose Heroic Intervention then. HI doesn't work with an attached character.

 

Damn, I forgot that one... ;)

Its a good balancing factor. Imagine Vanguard with a chaplain and a sanguinary priest attached.

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