T3mpl@r Crusade Posted May 13, 2011 Share Posted May 13, 2011 I just wanted to see if I could bounce some ideas around with you guys about an all deep strike list. It could be quite a bit of fun. First, I wanted to confirm some RAW: If I were to place Mordrak, a ghost retinue, and a libbie together in reserve so they could roll out onto the battlefield on a first turn deep strike, is there anything stopping me from placing servo skulls purchased by the libbie even though he is in reserve? It does seem a bit odd to me that he could have his servo skulls already cruising the field while hes in waiting to be teleported in. Could a line of servo skulls stretched across the battlefield deny a valkyrie scout movement? essentially it would shut down a garbage melta drop onto say my dreadknights. A shunt move does NOT scatter. correct? In dawn of war, instead of walking in everything on the first turn, i could reserve them, but if I decided to walk in the dreadknights, could they instead shunt in? The summoning, lets say there is a unit you want to bring to you by the summoning, but they have to be placed 6" away from the libbie. Doesnt that seem a bit high risk for a mishap? perhaps less so if you placed some servo skulls correctly... You can give a dreadknight scout moves or objective capturing? cool A teleport homer DOES NOT affect dreadknights, but does it affect The summoning? Combat squading, when does this occur if I chose to, could I combat squad while they are in reserve and bring them in as 2 separate deep strikes? Assuming what I have stated is correct, I want to toss around some tactical ideas for Mordrak, ghosts and a libbie. Roll off for choosing deployment and whatnot. If I won, I would choose 2nd turn. Armies deploy. I would place my dreadknights (2 of them, one can shunt) in cover, or well hidden from long range AT. Depending on mission, I would hold a strike squad in reserve, either combat squaded or not. *edit, cannont be combat squaded if reserving, then DSing. could always summon them if they are on the field, but hidden from first round shooting Place servo skulls in midfield stretched in a line for good coverage, if buildings 2nd floor or better. Since he's deployed first, I have placement flexibility since I can see what hes holding in reserve, and see what he has that could reach the servo skulls if he plans to take them out. Turn one: Opponents first turn, not much he can do but concentrate on the dreadknights, hopefully they can be hidden. I could always reserve them if the enemy has tons of dakka, but its not ideal, they need to support mordrak on the first turn. *edit, one could come in off a scout move into my opponents flank, that would make him sweat a bit. My turn, no scatter DS in mordrak, ghosts and libbie. I could do this one of tow ways, DS close by and run into cover, shunt in dread knight 1 for support. -OR- DS mordrak right into a vulnerable rear flank, and warp rift a mob. I dont think I would ever use this unit to try and shoot a tank, vortex of doom just sounds too risky after a DS. I would arm my libbie with warp rift, shrouding, sanctuary, might of titan. After DSing in, save my casts for shrouding and for either sanctuary or warp rift. Once they have DS in, if I can run into cover, I will. The dreadknights come in with a first turn shunt, either into a vulnerable flank, or if I have to cover mordrak, they shunt in front granting a cover save of 3+ because of shrouding. *edit: the one dreadknight with scout moves can go in on an opponents flank. 2 dreadknights would be pretty hard to kill, my opponent would have to commit a total of 8 high AP weapons total to kill them both. Comments on inital strategy? mordraks squad is essentially there to plow its way through flank from a vulnerable point. How would you assign grand strategy to elements in the army? I like the idea of a 10 man interceptor squad for support. If the enemy tries to outrun me on the flanks, they can cover that side. Armed with 2 hammer, 2 psycannon, with would be a good all rounder. This army will need to maintain its mobility with lots of jump troops. it also needs strike squads for objectives and psycannon saturation. How would you run this list? itll easily be 2k, I tried to point it out for 1850 today. *edit, 1850 isnt possible for what I want, so I aimed for 2k, if I was playing 1850, I would replace the termies with power armor to keep bodies on the field. HQ Mordrak 200 Ghost knights [5] 200 [4 halberds, 1 hammer] *assigned countercharge Librarian 235 [staff, 4 powers, 3 skulls, homer] Troop Terminator 1 470 [10] [psybolts, 2 psycannons, 2 hammers, halberds] (combat squads, you only pay 20pts for all 10 to get psybolts) *assigned rerolls of 1 Strike squad 1 260 [10] [psybolts, 2 psycannons, 2 hammers, swords] (im on the fence on combat squading this, since there is only 1 justicar to go around for Ld9) Fast Interceptor squad [7] 232 [psybolts, psycannon, 2hammer, swords] Heavy DK with teleport and heavy incinerator 235 *assigned scoring DK with heavy incinerator 160 *assigned scout Total: 1992 I havent bought any of these models yet, but I do have 16 termies kickin around, so I could go in any direction on this. Link to comment https://bolterandchainsword.com/topic/229686-deep-striking-army-list-sounds-fun/ Share on other sites More sharing options...
jeffersonian000 Posted May 13, 2011 Share Posted May 13, 2011 To answer your questions in order: Servo-skulls are placed before deployment, so they will be on the table before the first turn. Yes, 3 of them will stretch across the length of a standard 6' x 4' gaming table. No, the Teleport Homer will not work for Summoned units, but Servo-Skulls will still work fine. Yes, you should be able to Shunt from the table edge when coming in from reserve if not deep striking. Shunt does not scatter, but you may not assault after Shunting (you can still run or shoot, though). No, Dreadknights cannot use a Teleport Homer, but if they do deep strike, they can use Servo-Skulls. Yes, DK's can be given Scout and be allow to score per Grand Strategy, which does meen that you could enter the battle by Shunt from one of the side edges due to Scout, which is pretty darn cool. Combat squading occurs at deployment, so you could use Grand Strategy on a full unit of deep strikers, make your reserve roll, and then choose to combat squad the unit before placing them. This would mean that both 5-man squads will arrive at the same time off of a single reserve roll for the full 10-man unit; note that the 2 squads do not have to deploy near each other, as they are treated as seperate units at this point. In addition, yes, Psybolts purchased for a 10-man unit that combat squads is legal and is the cheapest way to pay for the Psybolts. Your thoughts on deploying are sound (within the limits stated above), and your army seems sound for what you stated that you are intended to do. I'd recommend Warp Rift over Vortex of Doom, as Warp Rift is far less risky and much easier to aim. You want to use your Strike Squad and Interceptors to deny areas of the board with their Warp Quake power, which makes them excellent objective holders. SJ *edit for spelling Link to comment https://bolterandchainsword.com/topic/229686-deep-striking-army-list-sounds-fun/#findComment-2756956 Share on other sites More sharing options...
T3mpl@r Crusade Posted May 13, 2011 Author Share Posted May 13, 2011 Thanks a ton dude, youve really cleared up some of my thoughts. So even if the libby is in reserve his servo skulls can still be placed? and can the servo skulls still stop the valkyrie scout move? If I can give one of the DK scout, then I can take away a teleporter since I could throw it in from the side to put pressure on a gunline defense. That way I could get more interceptors. List is editted. This will be a blast. Link to comment https://bolterandchainsword.com/topic/229686-deep-striking-army-list-sounds-fun/#findComment-2756978 Share on other sites More sharing options...
jeffersonian000 Posted May 13, 2011 Share Posted May 13, 2011 Skull are placed before the game starts, so they'll already be on the board regardless of were the purchaser is. However, the skull do not stop your opponent from use a scout move, they only prevent your opponent from moving through their area of effect. This would basically stop any scout mover at greater than 12" from any Servo-Skull. 3 skulls will cover a standard table across it's length, preventing any scout moves onto your half of the table. The Personal Teleport does more than just shunt, it also is a jump pack, giving your DK a 12" move every turn. SJ Link to comment https://bolterandchainsword.com/topic/229686-deep-striking-army-list-sounds-fun/#findComment-2757144 Share on other sites More sharing options...
Gibious Posted May 13, 2011 Share Posted May 13, 2011 I belive you may be confusing Skulls for Psychic Communion. The later is when you need him on the field to effect reserves. -Gib- Link to comment https://bolterandchainsword.com/topic/229686-deep-striking-army-list-sounds-fun/#findComment-2757240 Share on other sites More sharing options...
number6 Posted May 13, 2011 Share Posted May 13, 2011 Combat squading occurs at deployment, so you could use Grand Strategy on a full unit of deep strikers, make your reserve roll, and then choose to combat squad the unit before placing them. This would mean that both 5-man squads will arrive at the same time off of a single reserve roll for the full 10-man unit; note that the 2 squads do not have to deploy near each other, as they are treated as seperate units at this point. While there isn't a firm ruling for the GKs, yet, there has already been precedent set by the FAQs for the other Marine armies that can combat squad. And in those FAQs, GW has stated that units placed into reserve cannot combat squad, with the exception of units deployed via drop pod. Deep striking units NOT in a drop pod may NOT combat squad, as they are always "deployed" into reserves as a single unit. I don't like it, I think it's ridiculous, but neither do I believe that GW is going to make an exception for the GK codex. Link to comment https://bolterandchainsword.com/topic/229686-deep-striking-army-list-sounds-fun/#findComment-2757446 Share on other sites More sharing options...
T3mpl@r Crusade Posted May 13, 2011 Author Share Posted May 13, 2011 Combat squading occurs at deployment, so you could use Grand Strategy on a full unit of deep strikers, make your reserve roll, and then choose to combat squad the unit before placing them. This would mean that both 5-man squads will arrive at the same time off of a single reserve roll for the full 10-man unit; note that the 2 squads do not have to deploy near each other, as they are treated as seperate units at this point. While there isn't a firm ruling for the GKs, yet, there has already been precedent set by the FAQs for the other Marine armies that can combat squad. And in those FAQs, GW has stated that units placed into reserve cannot combat squad, with the exception of units deployed via drop pod. Deep striking units NOT in a drop pod may NOT combat squad, as they are always "deployed" into reserves as a single unit. I don't like it, I think it's ridiculous, but neither do I believe that GW is going to make an exception for the GK codex. :) bummer. Can I still assign the 10 termies a grand strategy then combat squad to have both of them get it? I can always have the termies on the board and summon them, so DSing doesnt have to be the only option. Regardless of mission type, combat squading can still be done one way or another depending if I foot slog it on, or reserve them. the termies dont have to stick together as one blob, if I really wanted to reserve them, I would have them split up from the start. I think the strength of this list will be hiding the servo skulls up high, and waiting for my opponent to come into the midfield where I can flank a tank with rear armor and have little to no scatter from my hidden skulls. My primary use for the dreadknights will be tank hunting or MC destroyin Link to comment https://bolterandchainsword.com/topic/229686-deep-striking-army-list-sounds-fun/#findComment-2757483 Share on other sites More sharing options...
number6 Posted May 13, 2011 Share Posted May 13, 2011 :D bummer. Can I still assign the 10 termies a grand strategy then combat squad to have both of them get it? Yes, because Grand Strategy is applied before deployment even happens. So you apply the results of GS, and then you decide during your employment whether any units are combat squading. I can always have the termies on the board and summon them, so DSing doesnt have to be the only option. Exactly. ;) So long as your unit isn't put into reserves -- and that does include just walking onto the table, too; it's not restricted to deep striking -- you can combat squad to your heart's content. Link to comment https://bolterandchainsword.com/topic/229686-deep-striking-army-list-sounds-fun/#findComment-2757520 Share on other sites More sharing options...
T3mpl@r Crusade Posted May 13, 2011 Author Share Posted May 13, 2011 Thank you one and all <_< Link to comment https://bolterandchainsword.com/topic/229686-deep-striking-army-list-sounds-fun/#findComment-2757592 Share on other sites More sharing options...
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