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Thoughts on anti-deepstriking.


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Hi all.

 

I was wondering what you think about an idea I just had. You'll need Coteaz, a purgation squad with 4 psycannon, maybe a Grand Master and several units with Warp Quake.

 

Use your first turn and/or scout from Grand Strategy, you can likely cover most of a battlefield with the Quake. I'm thinking of standing Coteaz with the Pugation squad, then letting them begin Deep Striking. Hopefully most of them will land in a quake zone, and one of three things will happen: They'll be removed from play (huzzah!), returned to reserve (meh, not too shabby) or you can place them anywhere on the battlefield of your choosing. Like, within 12" of Coteaz.

 

There's no limit on the number of times he can use I've Been Expecting You, and you'll have 4 psycannons and some other shots at every unit directed in this way.

 

Your thoughts?

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Coteaz I'd been Expecting You!: "unit arrives from reserve"--depends on how one interpret it. If it read when a reserve unit first enter play, the quake won't do anything. If it read as the entire move a unit make when it come in from reserve, then it's a whole lotta hurting.

 

If you want to make sure there are nothing left, take 3 Techmarines with Orbital Strike Relay join them to this anti-DS squad. Be sure to have a or two (if their ability stacks) servo-skulls next to them when they start calling down Danger Close Barrage Bomb.

I had another thought. Could you use Warp Quake to redirect a deep-striking squad into another quake, making them mishap again?

 

 

LOL. They'll never play with you again. They'll prolly use the can't re-roll re-roll argument, but the raw say you can keep doing until they vanish. Too nasty.

I had another thought. Could you use Warp Quake to redirect a deep-striking squad into another quake, making them mishap again?

 

I would think this legal, but a pretty big "jerk move." If you're going for a tournament, sounds like a great idea against DoA or Deepstriking armies. Like the previous fellah said, they'll most likely never want to play against you again though so don't use it in "just-for-fun" games.

I had another thought. Could you use Warp Quake to redirect a deep-striking squad into another quake, making them mishap again?

 

I would think this legal, but a pretty big "jerk move." If you're going for a tournament, sounds like a great idea against DoA or Deepstriking armies. Like the previous fellah said, they'll most likely never want to play against you again though so don't use it in "just-for-fun" games.

 

I will remeber that move for when my DoA plays Grey Knights. Suddenly they will all be starting on the board xD

I had another thought. Could you use Warp Quake to redirect a deep-striking squad into another quake, making them mishap again?

 

I would think this legal, but a pretty big "jerk move." If you're going for a tournament, sounds like a great idea against DoA or Deepstriking armies. Like the previous fellah said, they'll most likely never want to play against you again though so don't use it in "just-for-fun" games.

 

I will remeber that move for when my DoA plays Grey Knights. Suddenly they will all be starting on the board xD

 

 

GK make my poor DOA bloodangels cry, even if you start on foot you have to spend atleast a turn (unless there is convienient LOS blocking terrain) inside of that 24" of doom before you charge. and then when you do charge the bastards have the audacity to strike first, with power weapons.... often at st5..... Plus the vanguard vets who are usually the lynchpin of the armys "supresion" are going to struggle to hit CC with their heroic intervention alot of the time. Even my old reliable MEQ killers the sanguinary guard are kindof screwed due to lack of initiative and low model count (2+ means nothing when poked with a nemesis stick).

 

Still FNP goes a long way to mitigating those st5 stormbolters, and you will atleast have numbers on your side (and a healthy supply of meltaguns). DOA armies work on foot as often as they DS anyway (GK arnt the only army you want to avoid too much DS around). But both furious charge and FNP are a bit redundant vs GK squads, so a bit of shooting (low AP) is probbably going to be more important than ever.

 

Maybe its time for that plasma bike squad ive been putting off for all this time ;)

Hi all.

 

I was wondering what you think about an idea I just had. You'll need Coteaz, a purgation squad with 4 psycannon, maybe a Grand Master and several units with Warp Quake.

 

Use your first turn and/or scout from Grand Strategy, you can likely cover most of a battlefield with the Quake. I'm thinking of standing Coteaz with the Pugation squad, then letting them begin Deep Striking. Hopefully most of them will land in a quake zone, and one of three things will happen: They'll be removed from play (huzzah!), returned to reserve (meh, not too shabby) or you can place them anywhere on the battlefield of your choosing. Like, within 12" of Coteaz.

 

There's no limit on the number of times he can use I've Been Expecting You, and you'll have 4 psycannons and some other shots at every unit directed in this way.

 

Your thoughts?

Please, please, please do this to my deepstriking BA DoA army! :wacko:

 

The problem I have when facing GKs is that my army is designed to assault, but your guys are better in CC. There is some melta in my army but it's mainly bolt pistols, so I'm probably not going to out shoot you.

 

My best hope is to spread your army out, and pick apart individual squads with greater numbers. With the strat you've outline, you've done most of the job for me, especially since your GKs are slow to cover ground. I find nooks and cranies to drop into, and begin to overwhelm individual elements of your slow moving, spread out army.

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