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vs. grey knights with halbreds


Ash Tekka

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Not so, there is a specific listing for the skimmer that it is destroyed in it's own movement phase, but any vehicle that moves flat out and his immobilized by shooting becomes wrecked. From the FAQ "Q: If a transport vehicle is destroyed in the same turn as it

moved flat out what happens to any embarked models?

(p70)

A: They are removed as casualties

 

Q: If a skimmer is immobilised in its own Movement

phase whilst moving flat out is it still destroyed? (p71)

A: Yes."

 

The skimmer is specified by it's own turn's movement phase, whereas the transport one is referring to game turn, not player turn. Then, building on the skimmer rules in the BRB, if a skimmer suffers an immobilized result after it moved flat out from opponent shooting or CC, it crashes.

Yes the skimmer is destroyed, but the passangers only die if it happens during the players own turn. By the ruling in the BRB FAQ that says

 

The Turn

Q: What is meant when the term ‘turn’ is used? (p9)

A: Whenever the word turn is used it means player

turn. Otherwise it will clearly state game turn. In a

complete game turn both players get a player turn.

Hence one game turn will comprise two player turns.

 

SO

 

"Q: If a transport vehicle is destroyed in the same turn as it

moved flat out what happens to any embarked models?

(p70)

A: They are removed as casualties

 

really means

 

"Q: If a transport vehicle is destroyed in the same Player turn as it

moved flat out what happens to any embarked models?

(p70)

A: They are removed as casualties

Actually in the case of a storm raven it would make no sense at all, since the models can disembark while the vehilce is moving flat out. It is also a game balance thing (it makes fast transports useful), if the whole squad dies during shooting after moving flat out, no one would ever move transports flat out (except at the end of the game) The chance of losing the transport and the squad is just too high to make it worth it. The squad dying rule was a response to the DE codex, where people could send a raider with squad, as a guided missile into another vehicle, ramming it, hoping to kill both vehilces, and then assault with their squad that hops out of the transport at destruction (basically it was a way around the you cannot disembark after moving flat out rule). GW is anti-turn 1 assault with very few exceptions.

Its been a busy weekend and haven't had time to post an update on how the game last Friday went.

 

My final list was

1 RP LL+TW, Cots, WTT

1 RP LL+MH

1 GH pack x9 w/ motw, melta, standard, rhino

1 GH pack x7 w/ plasma, rhino

1 typhoon

1 typhoon

1 pack of wolf scouts x6, snipers x5, missile

1 dreadnought w/plasma cannon, flamer, wtn

3 packs of long fangs x6 w/ 5x missile lauchers, 2 packs with bolterbacks.

 

his list was(going from memory)

grandmaster

crowe

2 squads of purifiers x5 w/1 psycannon and 4x halbreds, rhinos

1 squad of interceptors x5 w/incinerator and halbreds

1 squad of terminators x5, 1 w/hammer, 4 w/halbreds, not sure on the ranged weapon..psycanno probably?

1 callidus assassin

1 rifleman dread.

everything with psyammo as allowed.

 

 

game type was cross table annihilation, which he was hoping for since that benefits his close in ranges and he got first turn.

he gave one squad of purifiers scouts and used their scout move before the game began to move them closer to my line on my left side. he deployed the dread in the middle (in reinforced cover)with his two rhinos on either side with HQ on foot near them. everything on the 12" line.

 

I deployed across my entire 8' section with long fangs on the right, middle and left, scouts in the middle, dread on the right, rhinos full of GH near the right and left most LFs. typhoons on left and right table edge at the 12" line. Everything in ruins cover.

 

First turn he pounded my left and right most long fangs as they were in an elevated position in three story ruins.

My turn I unloaded and my dice were against me not scoring any major hits against any of his units.

 

second turn he was able to deepstrike his interceptors and callidus in which he used to pound my middle long fangs squad as he continued to pound my side units.

My turn I used my decreased long fang packs to wreck his left most rhino forcing a disembark and drop his interceptors down to 1 man, then used a bolterback to kill the callidus. my typhoons kill crowe.

 

Turn three he deepstriked his terminators into my lines and it looked like my wolves were finally crumble as he moved his left purifiers on foot in the same direction and his right rhino closed to firing range on my rune priest's rhino. however he forgot about my runic weapons and I shut down all of his attempts at using his powers. He shints his last interceptor towards my dreadnought but forgets to assault.

My turn I drop his terminators to 3 men, his left purifiers to 3 men. kick my grey hunters out of their rhinos and machine gun his interceptor to death.

 

Turn four he assaults my surviving scouts with his three terminators, casts hammerhand and looses a model, My runic weapon negates the power saving my scouts. he gets out of his rhino on the right and disables my rhino with a rune priest in it.

My turn my Typhoons manage to clear the buildings in his back line gaining clear LOS to his rifleman dreads rear armor. One salvo later its wrecked.

My plasma Greh hunters rapid fire into his disembarked squad and kill them and the grandmaster.

At this point we called the game.

He had 3 purifiers and 2 terminators left, he had only managed to kill one of my rhinos.

 

We have a rematch coming up in a few days.

Hes dropping his terminators and dreadnought. and adding a second 5 man squad of interceptors and two dreadknights

I'm dropping my scouts and possibly my dreadnought, and upgrading my long fangs to pack plasma/las cannons and possibly a lone wolf or two.

 

 

Admittedly I had reservations about playing against GK but found them way easier to fit then his BA lists...

one WGBL or WP with saga of the wolfkin, and they're I6 when assaulting. prolly should have mentioned this, but if I field wolves, I field and HQ with Saga of the wolfkin

 

Sorry to go back on this but trying to find where they would go up to Init 6, due to Saga of the Wolfkin. All that does is let them have Init 5 and Ldr 7.

 

Would love to find out that I am missing something, but not seeing anywhere that they would go up to Init 6. I read thru the rest of the thread and didnt see anyone argue it, so I very well might be missing something here.

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