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Played my 2nd game of 40K and have a bunch of questions...


Arneas

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So I played my 2nd game of 40K ever. Both games have been against a friend who played in 4th, but has little to know familiarty with 5th edition (and wasn't all that sharp on the rules in 4th anyway).... A bunch of issues came up and we weren't able to come up with good answers...

 

Can anyone help me out here?

 

1) Can a WG in TDA w/CML move 6" and shoot?

2) How does one abuse wound allocation with Thunderwolves?

3) Does moving a Rhino more than 6" mean the Rune Priest inside can't shoot?

4) As a psychic shooting attack, does Living Lightning use BS?

5) Dawn of War deployment... Can you deploy dedicated transports empty and then walk their unit on during turn 1? I read on a blog somewhere about this, tried it, and couldnt' figure out how to explain that it's okay...

6) Ruins with a roof... How do you deal with getting up there? The rules for "buildings" treat it as embarking on a transport, but ruins aren't really a building, yet there was definitely a roof... How do people handle this?

 

Thanks!

 

David

 

P.S. I was cleaning out my desk at work when I found a little baggie of four missile launchers that I'd bought from Bitkingdom years ago. Longfangs get actual missile launchers now instead of a spare Typhoon rack blu-tacked to their backpack ^_^

1. Yes, TDA grants relentless which means you may move and fire heavy weapons.

 

2. By giving each of your TWC different equipment, you can allocate wounds because no 2 wolves are exactly the same.

 

3. Yes, RP can't shoot out.

 

4. Yes it does.

 

5. Yes, empty dedicated transports will count as 1 troop unit, and you can just walk on the troops on turn 1.

 

6. If there are multiple levels, then it takes 3" to go up a floor. So you would roll for moving through difficult terrain, and for every 3" you can up a floor, and vice versa.

3. No, the RP may shoot out.

Are you sure? I have read and re-read the rules on this and finally came to the conclusion that you couldn't shoot from a fire point on a Rhino if it moved more than 6". I'd love to be wrong though... -_-

3. No, the RP may shoot out.

Are you sure? I have read and re-read the rules on this and finally came to the conclusion that you couldn't shoot from a fire point on a Rhino if it moved more than 6". I'd love to be wrong though... -_-

 

Ahh oops, misread. You're right. RP can't shoot out.

5) Dawn of War deployment... Can you deploy dedicated transports empty and then walk their unit on during turn 1? I read on a blog somewhere about this, tried it, and couldnt' figure out how to explain that it's okay...

 

Dedicated Transports are considered more like a pack's wargear item, not as a vehicle in this regard, meaning it never specifies that the squad HAS to ride it, just that it belongs to them.

 

A popular tactic for this is to use empty drop pods with Deathwind MLs to defend/harass/block the enemy heading for objective markers.

Wow, I had never even considered the drop pod trick, that's nasty :D

 

Thanks for all the replies and I came up with a few more questions, if you guys are game :P

 

Specifically, I want to know if I'm playing the army right... My list is the basic starter list with RPs and GH packs roaming in Rhinos/RBs, with Long Fangs, a TDA CML, and a Rifleman Dread for support.

 

I remember reading one post where a guy said he never gets out of his Rhinos until the enemy blows it up. Are you supposed to leave the wolves in the Rhinos while the RP/Melta/One bolter out the top hatch shoots and the supports blows stuff up, or do you drive up and jump the pack out, shoot, and then get back in and drive somewhere else the next turn?

 

I know that you could do either, but I'm wondering what I "should" be doing :) Driving within 12" to rapid fire, then running away if I don't get assaulted? Or driving up w/in 12" and then taking the charge and relying on counter-charge to absorb the attacK? Putzing around with my troops for the whole game only to swoop onto objectives at the last minute?

 

Should I be dumping my full 10 man units off at objectives and waiting for the bad guys to come to me? or should I be waiting for them to take the objectives and then taking the pain to them, since they likely don't get counter-charge?

 

I know that the answers to these questions will vary depending on the tactical situation, but I'm looking for a loose/generic overview on the prevailing wisdom :)

 

Thanks again guys!

 

David

One other quick question...

 

For murderous hurricane, it says that the unit will treat all terrain as difficult and dangerous the next turn.

 

Does that mean a piece of terrain (like a crater, ruins, hill, fence, etc.)? Or does it mean terrain like the table and basically any movement is difficult and dangerous?

One other quick question...

 

For murderous hurricane, it says that the unit will treat all terrain as difficult and dangerous the next turn.

 

Does that mean a piece of terrain (like a crater, ruins, hill, fence, etc.)? Or does it mean terrain like the table and basically any movement is difficult and dangerous?

 

Any, since flat terrain is still counted as terrain.

I would say a lot of this depends on your opponent. There are many units that you would rather charge than be charged. Khorne Berzerkers, Orks, etc. In those cases, I may stay in the Rhino, drive close enough that I can get out and assault on a turn where the Rhino is stationary. That's tricky, though. They could still blow up your Rhino and charge you. It may be better to simply get out further away and shoot them for 2 turns before they get to you. You'll get one shot inside 24" and another inside 12". Or if you can concentrate several units fire, then you may assault them when they're in range.

 

Other units that don't have FC and other scary special rules may be fine to shoot and allow to charge you.

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