Sarapham Posted March 8, 2011 Share Posted March 8, 2011 Ok so you're saying a unit can take multiple dangerous terrain tests in a turn, and outside of the movement phase? If this is true, then I had been told to use this incorrectly.... as long as you're pretty sure about this. If I can recall way back, I started playing it this way, someone called me on it saying the test only took place during movement. This is better... not awesome, but better. Yes it is right. They have to take a test when they move, run, assault and fall back. Link to comment https://bolterandchainsword.com/topic/224214-just-wondering-if-im-missing-anything/page/2/#findComment-2681754 Share on other sites More sharing options...
Decoy Posted March 8, 2011 Share Posted March 8, 2011 Also, in regards to Dangerous Terrain tests, just remember that he has to roll separately for each "unique" model; Sanguinary Priest, models with different wargear or weaponry... It's a great, if unreliable, way to snipe out those pesky hidden annoyances in a squad. (Had a buddy of mine lose one of his DE characters that way. o.O) Link to comment https://bolterandchainsword.com/topic/224214-just-wondering-if-im-missing-anything/page/2/#findComment-2681769 Share on other sites More sharing options...
Ranwulf Posted March 8, 2011 Share Posted March 8, 2011 I have always favored Space Wolves with one or two Melta GH pack, one Plasma and maybe one flamer. Seriously, get AP1 and 2 Weapons. Space Wolves fight too many enemies that have Inv. save or FnP, so some Plasma fire is very good. Also, I think you should try at least a super unit like Ragnar+Wolf Guard, because they can be quite devastating against most enemies(specially Deathwing). Try to give yours GH this loadout: 2 Lascannons, 2 Missile Launchers and 1 Heavy Bolter, quite effective I have to admit. Ran Link to comment https://bolterandchainsword.com/topic/224214-just-wondering-if-im-missing-anything/page/2/#findComment-2681856 Share on other sites More sharing options...
LoneSniperSG Posted March 8, 2011 Share Posted March 8, 2011 No, your thinking of the Death Co. Dreadnought and Rage which is you must move as fast as possible to the enemy. I don't want to alarm you, but the Death Co Dread is probably the most commonly used. I see the things all the time around my LGS and my friend loves using them. You are playing Tempest Wrath wrong which is probably why you lack so much faith that some of us have in it. As Valerian points out, it is a 24" bubble that those jump packers have to do the following: Deep Strike (Roll dangerous terrain tests) Move (roll dangerous terrain tests) Assaukt (roll difficult terrain test AND dangerous terrain tests) That is not taking into account if you decide to pour fire into them and assault during your turn to negate their charge bonus. Ok so you're saying a unit can take multiple dangerous terrain tests in a turn, and outside of the movement phase? If this is true, then I had been told to use this incorrectly.... as long as you're pretty sure about this. If I can recall way back, I started playing it this way, someone called me on it saying the test only took place during movement. This is better... not awesome, but better. That's correct. The difficult terrain and dangerous terrain tests are taken at any point the unit in question moves for any reason. Link to comment https://bolterandchainsword.com/topic/224214-just-wondering-if-im-missing-anything/page/2/#findComment-2681960 Share on other sites More sharing options...
ReachOnyx2552 Posted March 8, 2011 Share Posted March 8, 2011 Remember Long Fangs can split fire. That is very useful to take out squads. Try a 5 man Long Fang squad(4 missiles), target a squad with two missiles,roll it out if you kill everything good, if not target it again with the other two missiles. Link to comment https://bolterandchainsword.com/topic/224214-just-wondering-if-im-missing-anything/page/2/#findComment-2681964 Share on other sites More sharing options...
MalachiOfRuss Posted March 8, 2011 Share Posted March 8, 2011 Remember Long Fangs can split fire. That is very useful to take out squads. Try a 5 man Long Fang squad(4 missiles), target a squad with two missiles,roll it out if you kill everything good, if not target it again with the other two missiles. Don't you have to declare all shooting from the squad before resolving the attack? Link to comment https://bolterandchainsword.com/topic/224214-just-wondering-if-im-missing-anything/page/2/#findComment-2681967 Share on other sites More sharing options...
Grimtooth Posted March 8, 2011 Share Posted March 8, 2011 The point of frag over krak is that you pretty much need to treat a FnP unit like a squad with a 2+ TDA save. Massed hits to try and create massed unsaved wounds that force massed FnP saves. You are limited by your weapons that negate FnP so you need to go with what the math dictates which is massed fire power to overcome FnP. Link to comment https://bolterandchainsword.com/topic/224214-just-wondering-if-im-missing-anything/page/2/#findComment-2681970 Share on other sites More sharing options...
Prot Posted March 8, 2011 Author Share Posted March 8, 2011 Remember Long Fangs can split fire. That is very useful to take out squads. Try a 5 man Long Fang squad(4 missiles), target a squad with two missiles,roll it out if you kill everything good, if not target it again with the other two missiles. Actually you can't do it that way. You have to designate targets for split fire at the same time. Seriously, get AP1 and 2 Weapons. Space Wolves fight too many enemies that have Inv. save or FnP, so some Plasma fire is very good. Also, I think you should try at least a super unit like Ragnar+Wolf Guard, because they can be quite devastating against most enemies(specially Deathwing). I'd love to try Ragnar but I'm having a lot of trouble fitting him in 1500 pts right. The Long Fang squads are looking like 2 units done up with 2 x Plasma Cannons, 3 x Rocket Launchers..... Both squads in Lascannon Razorbacks possibly. Link to comment https://bolterandchainsword.com/topic/224214-just-wondering-if-im-missing-anything/page/2/#findComment-2681971 Share on other sites More sharing options...
Grimtooth Posted March 8, 2011 Share Posted March 8, 2011 Remember Long Fangs can split fire. That is very useful to take out squads. Try a 5 man Long Fang squad(4 missiles), target a squad with two missiles,roll it out if you kill everything good, if not target it again with the other two missiles. Don't you have to declare all shooting from the squad before resolving the attack? You are correct. You have to declare all firing for the squad at the same time, which for Long Fangs includes the splitting of fire. Link to comment https://bolterandchainsword.com/topic/224214-just-wondering-if-im-missing-anything/page/2/#findComment-2681972 Share on other sites More sharing options...
ReachOnyx2552 Posted March 8, 2011 Share Posted March 8, 2011 Remember Long Fangs can split fire. That is very useful to take out squads. Try a 5 man Long Fang squad(4 missiles), target a squad with two missiles,roll it out if you kill everything good, if not target it again with the other two missiles. Don't you have to declare all shooting from the squad before resolving the attack? No. My friend plays them this way and it is brutal. Link to comment https://bolterandchainsword.com/topic/224214-just-wondering-if-im-missing-anything/page/2/#findComment-2681973 Share on other sites More sharing options...
LoneSniperSG Posted March 8, 2011 Share Posted March 8, 2011 Remember Long Fangs can split fire. That is very useful to take out squads. Try a 5 man Long Fang squad(4 missiles), target a squad with two missiles,roll it out if you kill everything good, if not target it again with the other two missiles. Actually you can't do it that way. You have to designate targets for split fire at the same time. Seriously, get AP1 and 2 Weapons. Space Wolves fight too many enemies that have Inv. save or FnP, so some Plasma fire is very good. Also, I think you should try at least a super unit like Ragnar+Wolf Guard, because they can be quite devastating against most enemies(specially Deathwing). I'd love to try Ragnar but I'm having a lot of trouble fitting him in 1500 pts right. The Long Fang squads are looking like 2 units done up with 2 x Plasma Cannons, 3 x Rocket Launchers..... Both squads in Lascannon Razorbacks possibly. Prot your Long Fangs should do well like that. The PC's and ML's will eat squads alive (given good firing lines and such). Button them up and call them done. If SC's like Ragnar are out of your reach, I would say try Ulrik the Slayer or basic Wolf Priests and use their specials to nominate Preferred Enemies. Remember Long Fangs can split fire. That is very useful to take out squads. Try a 5 man Long Fang squad(4 missiles), target a squad with two missiles,roll it out if you kill everything good, if not target it again with the other two missiles. Don't you have to declare all shooting from the squad before resolving the attack? No. My friend plays them this way and it is brutal. I think your friend is cheating.. I never use my LF's like this. Link to comment https://bolterandchainsword.com/topic/224214-just-wondering-if-im-missing-anything/page/2/#findComment-2681978 Share on other sites More sharing options...
ReachOnyx2552 Posted March 8, 2011 Share Posted March 8, 2011 Apparently i was wrong. Sorry for the confusion. Link to comment https://bolterandchainsword.com/topic/224214-just-wondering-if-im-missing-anything/page/2/#findComment-2681980 Share on other sites More sharing options...
Decoy Posted March 8, 2011 Share Posted March 8, 2011 Just so it's known: All shooting from one squad must be declared at one time. No "I shoot two Missile Launchers at that tank. Hmm... I did nothing... Okay, I fire the other three, too." None of that. Link to comment https://bolterandchainsword.com/topic/224214-just-wondering-if-im-missing-anything/page/2/#findComment-2681981 Share on other sites More sharing options...
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