Brother Tual Posted May 5, 2011 Share Posted May 5, 2011 Astral Aim affects and can be used by attached independant characters. I am assuming the whole unit has to fire at the same target? With 3 attached GK Techmarines (on multiple units or all on one) with orbital strike (or beamer) and their unlimited range AND astral aim allowing them to target any unit on the board whilst still being 'hidden' things could get a bit messy given a tight deployment (more so in spearhead). You can add extra strikes to the unit through additional HQ choices if you are this way inclinded and willing to pay the points. The accuracy of strikes could be improved through careful placement of skulls to reduce scatter. Given you can also select the type of strike during any given turn and barrage bomb dropping d3 times per shooting phase and when you start to multiply these given unlimited range large templates able to target anything from a hidden or untargetable (inside a rhino) position you are getting dangerously close to being able to (given decent d3 rolls) effectivley cover the entire enemy deployment zone (providing you are not restricted to shooting at the same enemy unit because you have attached all IC's to the one unit - I am not sure if you are or are not in this case) Has anyone seen or tried to drop bombs like this? It could get rather scary for any hoard army (3xd3 bombs or more) or any heavy mech army (3 lance strikes) coming down per turn. Does anyone think this is viable? P.S - with 3 x 3 skulls and deploying several no closer than 7 inches from the enemy deployment zone you can effectively 'fill' no mans land with the effect of skulls, reducing your scatter by 1d6 from first turn and whilst the enemy crosses the table. Link to comment https://bolterandchainsword.com/topic/229087-astral-aim/ Share on other sites More sharing options...
death_incarnite Posted May 5, 2011 Share Posted May 5, 2011 well i have not tried the astral aim bit but i do always field three techmarines w orbital strike relay, and 3 skulls each, it works pretty effectively but you need to old some back to protect from scouts and infiltrators, plus if some bikes waste a turn to clear them there worthless, i mean lets say a bike turbo boosting across going within the limits or a nice few and they just cleared an opening, also astral aim gives 4+ cover so wouldnt work well with lances Link to comment https://bolterandchainsword.com/topic/229087-astral-aim/#findComment-2747587 Share on other sites More sharing options...
Angelis Mortis Posted May 5, 2011 Share Posted May 5, 2011 well i have not tried the astral aim bit but i do always field three techmarines w orbital strike relay, and 3 skulls each, it works pretty effectively but you need to old some back to protect from scouts and infiltrators, plus if some bikes waste a turn to clear them there worthless, i mean lets say a bike turbo boosting across going within the limits or a nice few and they just cleared an opening, also astral aim gives 4+ cover so wouldnt work well with lances Placing the skulls in difficult terrain or with difficult terrain between the skull and the bike will prevent quite a bit of the turbo-boost technique, as will well thought out dispersal pattern. That or the enemy will need several bike squads. I agree with the cover save thing, but still think there is some use for this. Keep in mind another thing this can do to be very useful is pin tests while they are still in their deployment while you maneuver on them. Link to comment https://bolterandchainsword.com/topic/229087-astral-aim/#findComment-2747688 Share on other sites More sharing options...
confused_gordy Posted May 5, 2011 Share Posted May 5, 2011 The other problem, is if you fail your astral aim check, then thats an awesome ammount of wasted points! Link to comment https://bolterandchainsword.com/topic/229087-astral-aim/#findComment-2747710 Share on other sites More sharing options...
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