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how would you handel this


postal105

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daemonhosts are never "locked in combat", similar to a vehicle. so you could fire, but you would have to pick which target you are firing at, with all appropriate modifiers. i take this to mean treat them as a tank when it comes to them.

 

 

also daemonhosts are not considered daemons, though anything that would ignore or modify their invulnerable save still functions as normal.

yea and to think this is just the first scenario out of 3 to be played the 2nd one is basically table your opponent for primary Objective.

The Special Rules as follows

Deployment: Spearhead

The Rolling Fog – Due to strange atmospheric conditions, rolling walls of fog occasionally

obscure the battlefield. At the beginning of each round a player rolls a d6. On a roll of 6 the

fog has completely enveloped the battlefield and Night Fight rules are used during that round.

 

and the 3rd round scenario's Special Rules

Game lasts 6 turns.

Before deployment players must determine who will be the attacker and who will be the

defender by rolling a d6. High roll is the attacking player.

Defensive Scramblers: No unit or model may Deep Strike within 6” of the defensive

deployment zone. If a unit scatters into this area they stop 1” from the line.

Without Number: When the attacking player looses a full troop choice, including dedicated

vehicles, they may redeploy at the attackers table edge and move as normal at the beginning

of his/her next turn.

Defensive Deployment: Defensive player will deploy half of his/her units (rounded up) around

the scoring area. Minimum force organization is required to be fielded with the remainder in

reserve. All units in reserve gain the Out Flank ability.

Offensive Deployment: Offensive player deploys 6” from the table edge opposite the scoring

area. No infiltration allowed.

Note: Daemons will always be the attacker. The attacker always goes first. if there is a Daemon player other wise the defender and attacker will be determined by the judge.

These don't sound too bad. as a space wolf you can cope with the random night fighting. so remember that the rule is in effect ..when it is! this might keep some of your packs safe.

in game 3 this one could get tricky it is similar to a 3rd edition mission. if you attack hit very hard and keep up your momentum dice willing if you defend fight to the other board edge!yes it sounds strange but it worked very well for me at least once( long ago) by sitting on the other half of the board you might deny where they could bring in their with out number units. but a better game plan might be a fighting retreat, delaying the newly arriving units from having much effect on the game being 6 turns you would need to do as much damage as you can from the start.

Hope that helps a little, even if its only to get into who an other player might play it against you.

alsotry to not kill a squads rhino if you have the chance immobilising it would work better to your advantage stoping the whole squad from comming til it does die... though what advantage does the defender have? my ba would love attacking in that mission but defending i wouldnt have a hope...

also unless i missed something, tankshocking the deamon hosts could be very tasty...

@ Brother nathan the defenders only have this as their advantage in the 3rd game Defensive Scramblers: No unit or model may Deep Strike within 6” of the defensive deployment zone. If a unit scatters into this area they stop 1” from the line.

 

oh and the deployment zones look like this Scoring Area: 12”x12”

Defender Deployment Zone: 24”x24”

 

and the attacker has the standard long table edge deployment zone.

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