Jump to content

Warp quake


Gibious

Recommended Posts

Ok many people do claim that Purifiers beat SS and that interceptors are too expecive. I am not discussing about that.

 

Similar many have been mentioning that you can cover a board with WQ and instant win against deepstrike armies (daemons in particular) I am not discussing about that either.

 

I was thinking about the general use of WQ against various DS units.

 

-First the WQ does not count as a unit, this can put huge dampener on Monoliths, Drop Pods and Mycetic Spores. Forcing the player to suddenly be scared of scatter again.

 

Secondly is the whole, staying out of 12". even if they DS perfectly just out of range.

 

-One of the most common units to DS is jump infantry/mc wanting to assault next turn. Even if they have perfect landing, they are over 12" away from SS. In out turn we can move back 6" still firing at maxmimum potential. The next turn the jump infantry is over 18" away and unable to charge the SS. This can however be beaten quickly with a run move against infantry. Aginast vehicals its still game on.

 

-A melta gun is 12" range, a MM needs 12" to gain its melta rule. A whole new way to bubble wrap.

 

-Rapid Fire which has to fire repidly after DS because of counting as moving will be out of its 12" range.

 

-Gause flux arc is 12" range.

 

Can you think of any others?

 

-Gib-

Link to comment
https://bolterandchainsword.com/topic/228433-warp-quake/
Share on other sites

There is a small band around that 12", with not much room for error but lucky players (or properly equipped players, ie, locator beacons) may get to exploit it, where the unit deep strikes outside of the 12" but is still within 12" after disembarking.

 

The prime example is a Drop Pod with a Dreadnought. The pod comes in just outside 12", the Dread disembarks with its base touching the 2" line around the Pod, and has most all of its 3" base sticking outwards to breach the 12" line. This kind of unit can come in almost 17" away from the Warp Quake unit and still be within 12" for a MM shot.

 

A Pod with infantry can't do near as well- to be within 12" after disembarking, their pod has to be just less than 15" outside of the Warp Quake unit.

 

But aside from those narrow bands for those particular kinds of units, I wholeheartedly agree with you. This last weekend I used Warp Quake to excellent effect against a Monolith- forced it to arrive in the furthest corner of the board after it scattered into the Warp Quake.

Link to comment
https://bolterandchainsword.com/topic/228433-warp-quake/#findComment-2738128
Share on other sites

I thought they FAQ'd that a unit entering from a pod counted as deep striking. So wouldn't that mean disembarking into the bubble would be bad? I know the old mystic(think thats it right? never used em) trick allowed to you to choose the pod or the unit from the pod (at least thats how our LGS judge ruled it). I believe I saw this in an FAQ, I'll check again to be sure.

 

Caboose

Link to comment
https://bolterandchainsword.com/topic/228433-warp-quake/#findComment-2738143
Share on other sites

Found it! It says transported...but you can't disembark from something you weren't first transported in right?

 

Q: Does a unit being transported by a vehicle that has

arrived by Deep Stike that turn also count as having

arrived by Deep Strike? (p95)

A: Yes.

 

It says transported...but you can't disembark from something you weren't first transported in right?

 

Caboose

Link to comment
https://bolterandchainsword.com/topic/228433-warp-quake/#findComment-2738149
Share on other sites

OR has come through with an answer- the unit counts as having arrived by Deep Strike for purposes of movement and assault, not for purposes of Warp Quake. IE, the unit cannot move nor can it assault on the turn it comes in, because it arrived via Deep Strike, but it already arrived safely due to the placement of the drop pod and when the unit is placed on the table outside of the pod it is simply disembarking from a transport, not arriving again from Deep Strike (they just did that- in the pod.)

 

So the point stands- units can disembark from a Deep Striking transport inside Warp Quake's bubble to inflict 12" nastyness on the Grey Knights, but it is difficult to hit that sweet spot.

Link to comment
https://bolterandchainsword.com/topic/228433-warp-quake/#findComment-2738240
Share on other sites

-First the WQ does not count as a unit, this can put huge dampener on Monoliths, Drop Pods and Mycetic Spores. Forcing the player to suddenly be scared of scatter again.

 

-Gib-

 

i thought this also, and ws excited as i play against a Space Wolves player who loves to Drop Pod Assault. But unfortunately the warp quakes ability to take away the drop pods scatter reduction does not work as it is a special rule for the drop pod, not a piece of wargear.

 

i was prety disheartened by this, as even if it did land in the zone and have to take dangerous terrain, its just gonna imobalise an imobile vehicle. big woop. however, i did like the idea of all the passengers having to take dangerous terrain as well :)

Link to comment
https://bolterandchainsword.com/topic/228433-warp-quake/#findComment-2738249
Share on other sites

That's not how it works, CJ- Warp Quake doesn't do anything to a Drop Pod's scatter reduction. Example:

 

Drop Pod scatters towards your unit, and would land on top of it. The Drop Pod still reduces its scatter by the minimum necessary (leaving 1" between it and your unit). If the final location, after scatter and the Drop Pod special rule adjusting the location, is within 12" of a model of a unit that used Warp Quake (Strike Squad, Interceptors) in their preceding movement phase, the Drop Pod suffers a Deep Strike Mishap. Roll a 1-2, the unit is destroyed. 3-4, they get placed wherever you want to place them on the board (which includes dangerous terrain, and then the unit would have to take dangerous terrain tests like you imagined). 5-6, they're merely "Delayed" and placed back into reserves to be rolled for on the next turn.

 

If the Wolf player is using Locator Beacons, and those Locator Beacons are within 12" of the unit using Warp Quake, they cease to function, so that would eliminate their ability to arrive without scattering at all.

Link to comment
https://bolterandchainsword.com/topic/228433-warp-quake/#findComment-2738264
Share on other sites

I just don't see why it wouldn't affect the unit. I read the OR post. But why am I to assume it means for the purposes of movement, shooting, etc. when no where in the answer or the question does it say for the purposes of blah blah blah. If you could provide me with an example of a similiar ruling that would be most helpful. I'm just having a hard time seeing why it wouldn't. Not trying to be a bother!

 

Caboose

Link to comment
https://bolterandchainsword.com/topic/228433-warp-quake/#findComment-2739448
Share on other sites

The unit is arriving with the Drop Pod- that is the moment it is arriving by Deep Strike. If Warp Quake is to affect the unit, the Drop Pod must come down inside the area of effect of the power. After the Drop Pod comes in safely, outside of the power's range, the unit disembarks from the transport. They are not arriving from Deep Strike again, as they have already done so via the Drop Pod.

 

The FAQ quoted above only exists to indicate that models arriving inside a vehicle that Deep Strikes count as also having arrived via Deep Strike for the purposes of movement, shooting, and assaulting; ie, they cannot move (having already done so), can't shoot heavy weapons (having moved, unless they have a special ability like Relentless), and also cannot assault.

 

As Brother Ramses would say, "Counts as Deep Striking =/= Actually Deep Striking". They are not actually arriving by Deep Strike when they are simply disembarking from the transport.

Link to comment
https://bolterandchainsword.com/topic/228433-warp-quake/#findComment-2739512
Share on other sites

I don't have a BRB on me, but if a drop pod gets a mishap and is lost (a roll of 1-2 I think), does the squad inside die as well? Also, is this in the BRB or was it answered in an FAQ?

The embarked unit is also destroyed.

 

It's not in the BRB or FAQ. It's just a logical consequence of the rules. The drop pod never actually reached the table. It was destroyed before entering play, thus leaving no way for the embarked unit to legally enter play, either. Thus, it also counts as being destroyed.

Link to comment
https://bolterandchainsword.com/topic/228433-warp-quake/#findComment-2740240
Share on other sites

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.