L30n1d4s Posted November 1, 2011 Share Posted November 1, 2011 So, Grey Knights are the new kid on the block (still, until Necrons come rolling in.. I don't count SoB release) and the "signature weapon" of GK armies has been the new and improved Psycannon, losing some range and the ability to ignore invuls for increase strength/rate of fire and rending. Many, if not most, GK lists these days seem to be built around Psycannons as the core, and rightly so, given its utility against all types of targets. With all the hype and focus on Psycannons, the other two GK heavy weapons have received little attention. In the case of the Psilencer, well, it is a pretty poor weapon, so unless you are fighting Daemons only and/or do it for fluff purposes, I can see why it has been ignored. That said, people have also overlooked the Incinerator and the capabilities it can bring because of the "celebrity status" of the Psycannon. Below is some thoughts on employing Incinerators and getting the most out of them for your GK army: First, lets take a look at its stat line... regular Flamers are S4, Heavy Flamers are S5, and Incinerators are S6, with the same AP as Heavy Flamers. Obviously, Incinerators are a template weapon, so they auto-hit anything partially covered by the template, can be fired to full effect after moving, and units can assault after shooting them. Because they are template weapons, they also have very short range, meaning you will very likely be in CC shortly after using them, but also no cover saves can be taken against them, which is a big deal in 5th edition. So, all that sounds pretty "normal"... what makes the Incinerator unique? Well, to begin with, its S6 puts it in a unique class. Against T3 armies (IG, Eldar, DE, SoB, Nid hordes, Tau, etc.) any unsaved wounds from an Incinerator will cause ID, taking out special characters and multi-wound models with a single failed armor save. Also, because it is double toughness, it ignores any FNP rolls for these armies (obviously, a big deal for DE especially). As for higher Toughness armies, most of which are T4 (standard MEQ statline), S6 is also a big deal, since it means Incinerators are wounding on a 2+, which is the best any shooting weapon can wound on, even if it is S10. Even against MCs and very tough heroes with T5/T6 stats, Incinerators are still wound on 4+s, as compared to 5+s with Heavy Flamers and 6+s with Flamers.... all of those are very significant differences between Incinerators and its smaller brethren. Finally, Incinerators are unique in that they actually have a decent chance of damaging vehicles, unlike other flame weapons. Since Templates auto-hit, an Incinerator fired at the side or rear armor of most light vehicles as a very real chance of at least causing a Glancing Hit and possibly even doing more permanent damage. While this is definitely not the ideal use of this weapon, it does give it the flexibility/duality that other Template weapons lack. Now, about its AP. With the prevalence of MEQ armies, AP 4 doesn’t scare most players, but used in the right manner and against the right force, it can have devastating effects. Let’s begin with lower armor save forces, such as IG, Nids, Eldar/DE, Orks, Tau and (possibly) the incoming Necrons, with their rumored 4+ saves on Necron Warriors. Against all of these forces, Incinerators can obliterate units in a single volley… let’s look at a few examples: Example 1 – 15 Ork Loota Boyz…. If a 10 man GK Strike Squad with two Incinerators shoots at them, with say each template hitting 6 Lootas (remember, Incinerators ignore cover), then you get 12 hits… with 2+s to wound, you would have 10 wounds and with AP4, the Orks don’t have a save, so that is 10 dead Lootas, before the other 8 GK Storm Bolters even get to fire. Example 2 – 30 man IG Blob squad… Same scenario as above, but let’s say each Incinerator hits 8 Guardsmen, since they are smaller than Orks and might be packed tighter… that’s 16 hits, which gives about 13 wounds, with no saves, from the Incinerators alone.. SBs causer another 16 hits, 10 wounds, and no saves (unless in cover), which leaves only 7 Guardsmen left from that volley… notice the two Incinerator armed GKs caused more wounds than the other 8 GK combined. Example 3 – 15 Wyches with Pain Token from their Combat Drugs… this is even uglier … so, 2 Incinerators get 8 hits each, that’s 16 hits, which yields about 13 wounds… the Wyches get no save and no FNP (S6 is double their toughness), so that is almost the entire squad down from two Incinerators. Same goes against DE Warriors, Trueborn, Bloodbrides, Hellions, and Scourges. Even against DE Raiders, Incinerators will auto-hit, will penetrate on a 5+, and will destroy the vehicle on a 4+, since it is open-topped… again, no cover saves for going Flat Out, since it is a template weapon. Now, that’s great for those Xenos armies, but what about the oh-so-common MEQ armies? Well, let’s take a look. Example 1 – 10 Tac Marines… A GK Strike Squad with 2 Incinerators shoots, with each template getting 6 hits, if the Marines are bunched up (say they just dismounted after you destroyed their Rhino); that’s 12 hits, an average of 10 wounds, and 3-4 dead SMs… now, that may not seem like a lot, but compare it to the “classic” Marine Killer, the Plasma gun…. Say two Marines have Plasma guns and Rapid Fire at another MEQ squad… they will, on average, cause about 2 unsaved wounds… which is less than the average number of wounds caused by two Incinerators (and Incinerators won’t explode and kill your own GK when they roll 1s ) Example 2 – 10 Assault Terminators... now, the 2+ saves will cause a problem, but say you bring a GK squad that can carry 4 Incinerators (i.e. Purgation Squad, Purifiers, or even Paladins)… 4 templates hits say, 5 Terminators each, so that’s 20 hits, with an average of 16-17 wounds, which translates to 2-3 dead Assault Terminators…. Compare this to 4 Rapid Firing plasma gun Marines, who make 5-6 hits, 4-5 wounds, and only 1-2 dead Assault Terminators…. Because Incinerators don’t rely on low AP, but rather high strength and auto-hitting templates to cause damage, they can “bypass” Assault Terminators’ amazing Invul save in a relatively “economical” manner. So, while Incinerators are not a “dedicated” or perfect anti-MEQ/TEQ weapon, they are surprisingly more effective than one would expect of an AP4 weapon, mainly because of its high strength and Template status, thereby removing “two-thirds” of the unsaved wound equation, even on MEQs/TEQs. Given how cheap/available they are on multiple GK units, they can be a very cost-effective heavy weapon if used properly. TACTICS So, naturally, the key issues with Incinerators are getting close enough to use them and employing them in a manner so that your forces aren’t left “high and dry” after using them. The first thing to look at is who to equip them with. The GK codex allows you to take Incinerators with the following units: (MEQs)-Strike Squads/Interceptor Squads/Purifier Squads/Purgation Squads (TEQs)-Terminator Squads/Paladin Squads (ICs)-Grand Master/Brother Captain/Ordos Malleus Inquisitor Also, Razorbacks, Dreadnoughts, and Venerable Dreads can take Heavy Flamers with Psyflame ammo, making them essentially Incinerators in all but name. Of all of these options, Terminators/Paladins are a good choice, being cheap to replace SBs there and not losing NFWs, but you lose the great advantage of relentless Psycannons, so I would focus more on the Power Armor and IC options for Incinerators. Strike Squads and Interceptor Squads can both Deep Strike, which is great to get in range, but also are limited to 1 Incinerator per 5 squad members and have a high points cost for each Incinerator. Purifiers can get 2 Incinerators per 5 men for free, but already have Cleansing Flame and give up 2 Force Weapon attacks (3 on the charge) for each Incinerator you take. Very few people take Brother Captains because GMs are just better for their points, so that leaves us with three primary options for Incinerator deployment: 1 – Grand Masters – While you “lose” their BS 6, Incinerators are cheap, compliment their other options, and can really add some “ummphh” to the GM and his squad without breaking the bank. 2 – Ordos Malleus Inquisitor – For the same cost as a Terminator, you can get an Inquisitor with an Incinerator to attach to your squad, making it stubborn, giving it another S6 template, and “unlocking” a free Henchman Warband. For the price of a Paladin you can get an Inquisitor with an Incinerator and a Daemonblade, giving you both shooting and close-combat ability. This is definitely the “economy” option, but it counts as your HQ if you are really tight on points and can add firepower to whatever squad he attaches to. 3 – Purgation Squad – IMHO the best Incinerator wielders in the entire Codex. Why? Well, for ZERO points you can give a minimum 5 man squad 4 Incinerators in place of their NFWs/SBs. Now that is value! In fact, that is cheaper than pretty much any other template weapon in any Marine codex, even cheaper than 5 Marines with just regular, S4 flamers. Load these Purgators up in a Psybolt Razorback and you have a squad that can move 12” and then, at the right moment, jump out 2” and wax an unfortunate target with 4 S6 templates (even better if you tank shocked said target into a bunched up formation to maximize the template hits). The only down-size of Purgation Squads using Incinerators is that you can’t use the Astral Aim Pyschic power and you lose access to Psycannons, but they are relatively expensive points-wise with Purgation Squads (better to put them on Terminators, Purifiers, or Strike Squads, in my opinion). On the vehicle side, Razorbacks with TL-ed Heavy Flamers can still only move 6" and shoot and are pretty expensive, so not a good choice in my book. Dreadnoughts with their SB replaced by a Heavy Flamer (and possibly their Multi-melta with a TL-ed Heavy Flamer) with Psyflame ammo (i.e. an Incinerator) are good, but lacking Drop Pods or "Wings of Sanguinus," they have a hard time getting into the fight... the only real options are catching a ride on a Storm Raven or getting summoned by a Libby. If you are taking Dreads, likely you are either getting the amazing Psyfledreads or using their Multi-meltas, which you can't have enough of in a GK army. Bottom line, you can use Incinerators on vehicles, but generally they have better options for their points. The only way I would suggest to use Incinerators here is to replace SBs on Dreads with Heavy Flamer/Psyflame ammo as a good "secondary" weapon for them. OK, so now that we have established that Grand Masters, OM Inquisitors, and Purgation Squads are our best platforms for deploying Incinerators, let’s look at how they may be utilized on the battlefield: Tactic 1 (Economy option) – Get 2 x 5 man Purgation Squads with 4 Incinerators and a Psybolt Razorback each. Also get 2 OM Inquisitors with Incinerators and attach them to the two Purgation Squads. Now, for about the points of two 10 man Tac Squads, you have two Psybacks, each loaded with 5 Incinerators. The Psybacks provide long-range suppressive fire and a reliable transport (i.e. Fortitude) to get the squad to its target… once you get to the target, 5 Incinerators are going to cause A LOT of damage to pretty much any unit it hits, in some cases wiping out the unit entirely in one volley. Now, this is a bit of a suicide unit, but you get what you pay for and, if used against the right target, can more than pay for its point cost in terms of impact on the battle. Tactic 2 (middle of the road option) – Get 3 x 5 man Purgation Squads with 4 Incinerators and a TL-Lascannon Razorback each. Also, get a GM as your HQ. The GM can take an Incinerator and attach to a CC oriented squad, such as Terminators, Paladins, or Purifiers. More importantly, his Grand Strategy can supplement the Purgation Squads in multiple ways. Fist, you give D3 Purgation Squads Scout, which allows them to move 12” in the Razorbacks, then move another 12” on Turn 1, potentially putting them within Incinerator range on the first turn…. Give your opponent a bit of a surprise there, huh? Alternately, if it is an objectives mission, use Grand Strategy to make D3 Purgation Squads Scoring… they can then maneuver around in their Razorbacks, sniping with the Lascannons, seizing objectives, and jumping out to “napalm strike” any target of opportunity with 4 Incinerator templates. Finally, you can use Grand Strategy to give D3 Purgation Squads the Hammer of Righteousness ability, enabling them to re-roll all To Wounds of “1”…since Incinerators wound most models on a 2+, this in essence makes them all Twin-Linked against T4 and below targets…this means the Incinerators will auto-hit anything under the template, will cause a wound to all models hit 97-98% of the time, and then cause an unsaved wound based on the model’s save… even against Power Armor, that will cause A LOT of damage. As you can see. Grand Strategy can be very potent when used with Incinerator armed Purgation Squads. Tactic 3 – (High-end option) – Get 2 x 10 man Purgation Squads with a NDH and 4 Incinerators each. Also get a Grand Master with an Incinerator and Rad Grenades, a Librarian with Warp Rift, Might of Titan, and Shrouding, and 2 Storm Ravens. Put the GM and one 10 man Purgation squad in one Storm Raven and the Libby and the other 10 man Purgation Squad in the other Storm Raven. As discussed above, the GM can use Grand Strategy to “buff” D3 Purgation squads to either be Scoring or to re-roll all 1’s To Wound, as appropriate given the scenario and opponent you are facing. The “flight” of Storm Ravens can move flat out, using PotMS to still shoot one of their weapons (TL-ed multi-meltas should work great as “can-openers on enemy vehicles here) while getting a 4+ cover save (buffed to a 3+ cover save by Shrouding)… this get the GM, Libby, and both Purgation Squads up in the enemy face turn 1 and gives the Storm Raven a good chance of surviving enemy fire (melta proof, AV 12 all-around, CC hits on 6s only, and 3+ cover save all make it surprising difficulty to bring them down, even with focused fire)… turn 2 and beyond, the Storm Ravens dart in and unload their IC/Purgation Squad cargoes… the GM and his squad hit the enemy with 5 Incinerators (think of them as Initiative 11 close combat weapons) and then charge in and finish off the survivors, using Rad Grenades and Hammerhand to maximize their attacks. Libby and his squad does the same thing, except the Libby uses Warp Rift instead of an Incinerator and can buff the squad with Might of Titan for use against vehicles if necessary. This is obviously very pricey points wise and requires a deft hand to use correctly, but can really disrupt your opponent’s game plan and surgically strike key elements of his army. OK, so that is my thoughts on Incinerator employment and how you might use it to your advantage. The Incinerator is not a game-breaking weapon and the Psycannon will still be the dominant, “flagship” weapon of most GK lists, but I think the Incinerator is a bit under-appreciated and can be used in a surprising and effective manner by a savvy player. Link to comment https://bolterandchainsword.com/topic/241268-incinerator-tactica/ Share on other sites More sharing options...
*Furyou Miko Posted November 1, 2011 Share Posted November 1, 2011 My god, that's sick. You wound on a 2+ in most cases anyway, then reroll ones, and you get the damn things for free? Excuse me while I go kill Cruddace for refusing me these weapons. Link to comment https://bolterandchainsword.com/topic/241268-incinerator-tactica/#findComment-2913741 Share on other sites More sharing options...
Archon_77 Posted November 1, 2011 Share Posted November 1, 2011 Indeed. The incinerator is the the forgotton powerhouse of our codex, I used to run 1 psycannon and 1 incinerator with every unit of terminators, and that was back when they were S5. I have so far found them to be amazingly effective, however I somewhat disagree with puttting them in purgation squads, choosing instead to put them in GKSS then using deep strike to get them into burninate range ( you DID bring servo skulls didnt you?!). I have also had some luck putting them in with 10 man purfier units in either 1's or 2's, while riding in either a raider or a raven. You are correct in that we lose 3 attacks on the charge at most likely I6, but I like the trade of 10+ average wounds for 3 garunteed, bein that I notice that 30 attacks on the charge with power weapons + cleansing flame has a tendacy to be overkill, and I really like the aforementioned anti-vehicle and cover flexibility that Incinerators offer. It also hurts a little less to stick that power fist wound(s) on the incinerator knight in cc, as I6 is still I6. Also, I feel I should mention that a purgation squad takes up a heavy slot that we badly need for anti mech, either with a psyfile, melta dread, godhammer/crusader raider or a NDK. Which is a nice segway I think to how I most often use the incinerator, on a NDK. Except on the NDK its a HEAVY Incinerator, which effectively doubles the template range to 12 INCHES. When you combine that with the NDK's 12" movement and 30" shunt it amounts to into a truly awesome amount of mobility and firepower, with an effective threat range of 24 or 42 inches; oh and you can still take that Heavy Psycannon. I find this option to be the absolute best way to use an incinerator in a GK force, although admittedly it lacks the redundacy of taking 2+ incinerators in other units. Link to comment https://bolterandchainsword.com/topic/241268-incinerator-tactica/#findComment-2913800 Share on other sites More sharing options...
Sir Clausel Posted November 1, 2011 Share Posted November 1, 2011 Incinerators are nice. But since I only use termies and paladins I find it to hard to not use the psycannon. Simply because it have a longer range and can kill big tanks. If I were to use Incinerators then it would be on a GM or BC because its so cheap. Sure I wont take advantage of their high BS but still. Though I use it on a DK to great succes. Also I rarely find that I can hit 8 targets with 1 template weapon(exept for the HI) which is why Im pretty sure a Psycannon will hit more than a Incinerator during a game. Link to comment https://bolterandchainsword.com/topic/241268-incinerator-tactica/#findComment-2913942 Share on other sites More sharing options...
Morollan Posted November 1, 2011 Share Posted November 1, 2011 Also I rarely find that I can hit 8 targets with 1 template weapon(exept for the HI) which is why Im pretty sure a Psycannon will hit more than a Incinerator during a game. I agree. I think the examples listed in the tactica are extremely optimistic. Hitting 5 terminators or 8 normal size models with a template? Only way you're going to get close to the casualty figures quoted is if you're playing a moron and/or something very strange is going on. Link to comment https://bolterandchainsword.com/topic/241268-incinerator-tactica/#findComment-2913950 Share on other sites More sharing options...
nurglez Posted November 1, 2011 Share Posted November 1, 2011 There are methods to force enemies to bunch up. Lash and pavane both do it, tank shocking can do it, a unit only rolling a 1 for consolidating is often quite bunched up too, and also if transports are blown up... I love heavy incinerators, they are awesome. I often use 1-2 DK's with teleporters, and enjoy giving them reroll to wound on 1's, this totally kills units of anything that isn't 3+saves, and I love them because they ignore cover, which is a big deal. Regular incinerators, well, they compete with psycannons (which are awesome vs everything except units in heavy cover) and they have short range, which is the main problem. If you are close enough to hit several troops, chances are if you kill them they might remove all the models close to you, and then you cant assault. While purgation squads can have a lot of them for cheap, they compete heavily with the psyrifle dread, landraiders and DK's. It's similar in my chaos force, with 4 squads of plague marines, I have 3 with dual melta, and 1 with dual plasma. 2 champions take combi flamers, but in the grand scheme of things a meltagun is a better investment then a flamer, as it can threaten all units. Psycannon's can destroy armour 14 vehicles, and also destroy infantry. incinerators threaten infantry, and up to armour 12 vehicles. Link to comment https://bolterandchainsword.com/topic/241268-incinerator-tactica/#findComment-2913966 Share on other sites More sharing options...
Drachnon Posted November 1, 2011 Share Posted November 1, 2011 You forgot to mention the heavy incinerator on the dreadknight, it has been working pretty well for me combined with personal teleporter. I've got to agree with the above posters that you won't be getting that much hits in unless your opponent isn't that great a player. Still I do like the incinerators, I was planning on running a purgation squad in a stormraven myself against hordes. I hadn't noticed the option for OM inquisitors to take them so I might have to look into that :P. Link to comment https://bolterandchainsword.com/topic/241268-incinerator-tactica/#findComment-2913979 Share on other sites More sharing options...
Gentlemanloser Posted November 1, 2011 Share Posted November 1, 2011 You forgot to mention the heavy incinerator on the dreadknight /seconded. Plus the reroll 1's get used on it's nice CC attacks as well. And potentially on the second Ranged weapon as well. Also the HI can be placed far better to get optimal coverage. Link to comment https://bolterandchainsword.com/topic/241268-incinerator-tactica/#findComment-2914001 Share on other sites More sharing options...
Inquisitor Fox Posted November 1, 2011 Share Posted November 1, 2011 Purifier units with Incinerators... I plan on collecting a 6 man Purifier unit with 2 Incinerators and throwing them in a 'psycannon' Razorback. It's even more sick when you imagine a 10 man Purifier squad with 4 Incinerators against well.. any horde anywhere. EDIT: I mention this because while the original post barely touches on Purifiers with Incinerators, it really doesn't delve into the sheer number of wounds and effectiveness this combination allows for. Infantry facing this unit is TOAST. You may well be able to destroy an entire squad in the shooting phase, thus allowing you to sometimes charge a second, different unit in the assault phase. Or charge into a 40 man or 50 man unit without blinking. Incinerators must be used up close and personal, Purifiers are built to get up close and personal. The extra firepower (heh.. I made a funny) from Cleansing Flame also helps against heavier armored units that will actually get some saves from the sheer number of Incinerator kills in the upcoming close combat. Just because both weapon and psychic power are geared towards handling large mobs of infantry doesn't mean they still shouldn't Both be used. EDIT 2: fix't per later posts Link to comment https://bolterandchainsword.com/topic/241268-incinerator-tactica/#findComment-2914139 Share on other sites More sharing options...
Seahawk Posted November 1, 2011 Share Posted November 1, 2011 I vastly prefer the incinerator over the psycannon on my terminator squad. It's built to be deposited in front of an enemy unit and obliterate; the incinerator is a better tool to achieve this than the psycannon. Link to comment https://bolterandchainsword.com/topic/241268-incinerator-tactica/#findComment-2914153 Share on other sites More sharing options...
NeoSamurai Posted November 1, 2011 Share Posted November 1, 2011 For me, the availability of psybolts vs. psyflame is why I go with the psycannons over the incinerators. I guess that might be a design hold-over to prevent power problems (if any) with flamers from the last 'dex. I might have to re-consider them--at least in a support unit. editted: hmm...did not realize incinerators are already psyflame mod'ed. I might have too refield them after all. Link to comment https://bolterandchainsword.com/topic/241268-incinerator-tactica/#findComment-2914158 Share on other sites More sharing options...
Valerian Posted November 1, 2011 Share Posted November 1, 2011 I definitely concur with putting an Incinerator on a Grand Master - only 5 points for a whole lot of additional capability on a model that you are probably trying to get into close combat anyway (esp. considering his special grenades). It's almost a no-brainer, as far as I'm concerned. I hadn't thought about a 4x Incinerator Purgation squad, but I can definitely see adding that to a list, even if only to do something with those old PAGK with Incinerator models I have laying around. Honestly, I'd probably leave them on foot, Outflank them via Grand Strategy, and slap a Telepor Homer on their Justicar to augment my Teleport Assault capability, depending on how early they come in from Reserves. EDIT: You may well be able to destroy an entire squad in the shooting phase, thus allowing you to sometimes charge a second, different unit in the assault phase. Yeah, you can't do that. Unless you are talking about a multi-charge, which includes a leftover model from the initial unit that you shot at. Valerian Link to comment https://bolterandchainsword.com/topic/241268-incinerator-tactica/#findComment-2914162 Share on other sites More sharing options...
thade Posted November 1, 2011 Share Posted November 1, 2011 Tank-shocking to force a unit into a template-friendly pile-up only to disembark and light them up with Incinerators is straight out of the Silent Requiem playbook; that made me smile to read it, Nurglez. ^_^ Psycannons are the "melta-guns" for this codex's current meta; they're both great anti-infantry and anti-armor, so they're very popular; "all the rage," as it were. After people get over the whole new-and-shiny view, we'll see people sew some incinerators into their lists, just as we see some marine players sew a few flamers or plasma guns into theirs. Things like these threads will probably help accelerate us to that day. :devil: Link to comment https://bolterandchainsword.com/topic/241268-incinerator-tactica/#findComment-2914166 Share on other sites More sharing options...
Inquisitor Fox Posted November 1, 2011 Share Posted November 1, 2011 Yeah, you can't do that. Unless you are talking about a multi-charge, which includes a leftover model from the initial unit that you shot at. If the shot at unit has at least one model left you must charge it, yes... however (unless the rule was changed and I just didn't find the fine print yet) if the unit is wiped out, gone, off the table, you no longer have to charge the thing you shot at because it doesn't exist any more. This free's you up in the close combat phase to charge something else. Granted that could have changed and I just didn't realize it til now... I'll check when I get home and have my rulebook handy :devil: Link to comment https://bolterandchainsword.com/topic/241268-incinerator-tactica/#findComment-2914174 Share on other sites More sharing options...
Valerian Posted November 1, 2011 Share Posted November 1, 2011 Yeah, you can't do that. Unless you are talking about a multi-charge, which includes a leftover model from the initial unit that you shot at. If the shot at unit has at least one model left you must charge it, yes... however (unless the rule was changed and I just didn't find the fine print yet) if the unit is wiped out, gone, off the table, you no longer have to charge the thing you shot at because it doesn't exist any more. This free's you up in the close combat phase to charge something else. This is not accurate. If the unit that you shot has been completely destroyed, then you lose your opportunity to assault that turn. You are not, in fact, "free'd up". Regards, V Link to comment https://bolterandchainsword.com/topic/241268-incinerator-tactica/#findComment-2914190 Share on other sites More sharing options...
Inquisitor Fox Posted November 1, 2011 Share Posted November 1, 2011 This is not accurate. If the unit that you shot has been completely destroyed, then you lose your opportunity to assault that turn. You are not, in fact, "free'd up". Regards, V Drat, my bad. See what happens when you end up with kids and lose a lot of playtime? ;) Alright, well the rest of my post stands still then, just not that portion. Link to comment https://bolterandchainsword.com/topic/241268-incinerator-tactica/#findComment-2914197 Share on other sites More sharing options...
Valerian Posted November 1, 2011 Share Posted November 1, 2011 This is not accurate. If the unit that you shot has been completely destroyed, then you lose your opportunity to assault that turn. You are not, in fact, "free'd up". Regards, V Drat, my bad. See what happens when you end up with kids and lose a lot of playtime? ;) I hear you brother; I've got twins, so I wouldn't get to leave the house, if I didn't have to go to work. Alright, well the rest of my post stands still then, just not that portion. Absolutely. Link to comment https://bolterandchainsword.com/topic/241268-incinerator-tactica/#findComment-2914216 Share on other sites More sharing options...
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