Godhead Posted June 12, 2011 Share Posted June 12, 2011 So if a grey knight list goes 1st and shunts all over the board and lays down warp quake, how do you deal with that? It can leave you almost no where to deploy depending on table set up. Link to comment https://bolterandchainsword.com/topic/231934-how-do-you-deal-with-warp-quake-on-shunting-interceptors/ Share on other sites More sharing options...
Grey Mage Posted June 13, 2011 Share Posted June 13, 2011 Take risks. Sometimes you have to go big or go home. Link to comment https://bolterandchainsword.com/topic/231934-how-do-you-deal-with-warp-quake-on-shunting-interceptors/#findComment-2790547 Share on other sites More sharing options...
Godhead Posted June 13, 2011 Author Share Posted June 13, 2011 I gotcha, go big or go home, but with the ability to shunt, between strike squads and interceptors, warp quake can effectively ensure a mishaps roll. It isn't like a dangerous terrain test where you might take a wound. You MISHAP if you land in the bubble, and they can make the bubble so big that you can't not land in it (Imagine a spear head table set up with a few pieces of impassable terrain). Now once you mishap, then you either go back into reserves, get destroyed or get parked somewhere by your opponent. Oh HELLO Mr. DAEMON, I've been expecting you." DAKKADAKKADAKKA. It definitely forces daemons to take 1st turn vs those types of grey knights list. If not you might as well just pack up and look for a game vs someone else. While this scenario might be mildly amusing to think about, I doubt any daemon players would find this type of game any sort of fun, and I just find that counter productive to the game as a whole. Link to comment https://bolterandchainsword.com/topic/231934-how-do-you-deal-with-warp-quake-on-shunting-interceptors/#findComment-2791381 Share on other sites More sharing options...
Grey Mage Posted June 14, 2011 Share Posted June 14, 2011 Yeah, pretty much. Id say its still better than Santuaried landraiders though. Its just going to have alot more psychological inpact. Its a problem, and another reason Daemons need a new codex, or atleast a non DS option errata'd in. Link to comment https://bolterandchainsword.com/topic/231934-how-do-you-deal-with-warp-quake-on-shunting-interceptors/#findComment-2791620 Share on other sites More sharing options...
Godhead Posted June 15, 2011 Author Share Posted June 15, 2011 Yea they really need a way to deploy without deep striking. That or if I'm forced to deep strike every game, then I should be able to assault after the deep strike. Then at least there is a reason to be aggressive with the deep strikes. Link to comment https://bolterandchainsword.com/topic/231934-how-do-you-deal-with-warp-quake-on-shunting-interceptors/#findComment-2792778 Share on other sites More sharing options...
Grey Mage Posted June 15, 2011 Share Posted June 15, 2011 I would rather the non-deepstriking option- Ive always found assault out of deepstrike a bit overpowered in 40k. On the other hand if anyone can do it- and we all know some can, it aught to be daemons. Link to comment https://bolterandchainsword.com/topic/231934-how-do-you-deal-with-warp-quake-on-shunting-interceptors/#findComment-2792784 Share on other sites More sharing options...
Gibious Posted June 15, 2011 Share Posted June 15, 2011 Two SS two IS can cover the entire board with Warp quake (Including combat squads) But the units will be placed for coverage and not for retaliation. Unfortuantly the first bit relys on luck, but from then on it may not be easy, but is still possible. -Hope for either an opening or a failed test (Taking multiple ld9 tests, one has to fail) -Concentrate your army to that point, focus on shooting models, attempt to kill or break the interceptors (stay withing 6" so they cant rally) they would most likely combat squaded to 5 man groups ld8-9 -Once you have got your beach head, play as normal. Remember that you opponent has actualy spread out his squads (What daemons actualy prefere) and reduced their sizes into somthing a single Deamonic Gaze could kill 25% comfortably. You opponent has also may have already used all his 'Shunts', which is also a plus. -Gib- Link to comment https://bolterandchainsword.com/topic/231934-how-do-you-deal-with-warp-quake-on-shunting-interceptors/#findComment-2793127 Share on other sites More sharing options...
kalbik Posted June 15, 2011 Share Posted June 15, 2011 I don’t see a quake or 2 being game braking but combat squad 4 units… If it’s a friendly game you don’t have to play that. The first rule is to have fun. If a game doesn’t look fun then walk away. Link to comment https://bolterandchainsword.com/topic/231934-how-do-you-deal-with-warp-quake-on-shunting-interceptors/#findComment-2793141 Share on other sites More sharing options...
Something Wycked Posted June 15, 2011 Share Posted June 15, 2011 Judging by all the army lists I've read, a force composition of primarily Strikes and Interceptors is few and far between. Granted, it is my preferred playstyle, but it looks like most people prefer Purifiers, Terminators, Paladins, and Henchmen; you might run into the odd list like mine now and then, but I think its going to be the exception, not the rule. I think the primary thing you'll have to worry about is a force with a couple Strikes who make you enter from reserve at a comfortable distance to allow some shooting before you charge in. And I don't see that there's much to do about that but Deep Strike safely and then do your business. Link to comment https://bolterandchainsword.com/topic/231934-how-do-you-deal-with-warp-quake-on-shunting-interceptors/#findComment-2793731 Share on other sites More sharing options...
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