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SW: SLINGSHOT TACTICA?!


MaveriK

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I actually used it in my very first battle of 6th. The thing you do is to move the first wolf. To be in coherency with the Lone wolf. Then you move the second wolf up so it is in coherency with the first. This way you get approximately 2+1.5+2+1.5=7'' longer charge than he would alone

 

If I understood you corectly I think that is ilegal. They both need to be 2" close to the character.

They do not. They simply need to be in unit coherency.

 

 

Ok, hate to end the fun but the most you can get is an extra 2 inches, This is from Space Wolves FAQ

 

A-yes in fact you could have a unit of several independent characters, all of whom have fenrisian wolves, though each set of fenrisian wolves must still remain within 2" of their independant character master.

 

 

So, the wolves have to stay within 2 inches of the character, even when in another squad.

 

Yes, the FAQ does address this albeit in an odd sort of way, saying the FW's "still have to remain," when there was no earlier codex requirement for that (that I can recall) to justify the use of the term "still".

 

Wulfebane, I'm glad that this thread allowed me to point out a completely unrelated, however, a quite useful 6e rules change for you; it's nice not having to lose the shooting from a whole Long Fangs pack, just because the wrong guy dies and your coherency is broken. Now, just move the model(s) necessary to regain coherency and Snap Fire with them, while the ones that stayed still shoot as normal.

 

V

 

DS, it does indeed say that they must remain within 2" and Val, the reason why it says, "still" is because of the rules entry for Loyal Companions on page 31,

 

Fenrisian Wolves that are chosen as part of a character's wargear must always stay within 2" of their master. Fenrisian Wolves bought as part of a character's wargear allowance may enter vehicles with a transport capacity, though they will count as two models.

 

So one FW 2" away from the LW and then another FW 2" away from that FW iis breaking the rule for Loyal Companions.

 

Seriously, we don't need to play idiotic Stelek type rules games to be successfu. Not calling anyone here an idiot, that is more directed to the skidmark of Warhammer 40k that calls himself Stelek.

 

Ok but what about a situation where they are not loyal companions, but rather have been joined by an IC? i.e. Bran Redmaw joining a group of Fen Wolves?

 

Does he not then just become a part of the unit and the unit must remain in coherency?

 

That FAQ would then only be affecting those that are taken as wargear, correct?

 

~BtW

 

Of course though, I am not sure if it would make any difference at this point than it would for any other type of unit, so.....

 

In that situation it could still work somewhat, but then you with how assault works now in regard to allocating hits and wounds with closest model to farthest, having a slow IC at the back of a big pack of FW doesn't seem as beneificial.

I actually used it in my very first battle of 6th. The thing you do is to move the first wolf. To be in coherency with the Lone wolf. Then you move the second wolf up so it is in coherency with the first. This way you get approximately 2+1.5+2+1.5=7'' longer charge than he would alone

 

If I understood you corectly I think that is ilegal. They both need to be 2" close to the character.

They do not. They simply need to be in unit coherency.

 

 

Ok, hate to end the fun but the most you can get is an extra 2 inches, This is from Space Wolves FAQ

 

A-yes in fact you could have a unit of several independent characters, all of whom have fenrisian wolves, though each set of fenrisian wolves must still remain within 2" of their independant character master.

 

 

So, the wolves have to stay within 2 inches of the character, even when in another squad.

 

Yes, the FAQ does address this albeit in an odd sort of way, saying the FW's "still have to remain," when there was no earlier codex requirement for that (that I can recall) to justify the use of the term "still".

 

Wulfebane, I'm glad that this thread allowed me to point out a completely unrelated, however, a quite useful 6e rules change for you; it's nice not having to lose the shooting from a whole Long Fangs pack, just because the wrong guy dies and your coherency is broken. Now, just move the model(s) necessary to regain coherency and Snap Fire with them, while the ones that stayed still shoot as normal.

 

V

 

DS, it does indeed say that they must remain within 2" and Val, the reason why it says, "still" is because of the rules entry for Loyal Companions on page 31,

 

Fenrisian Wolves that are chosen as part of a character's wargear must always stay within 2" of their master. Fenrisian Wolves bought as part of a character's wargear allowance may enter vehicles with a transport capacity, though they will count as two models.

 

So one FW 2" away from the LW and then another FW 2" away from that FW iis breaking the rule for Loyal Companions.

 

Seriously, we don't need to play idiotic Stelek type rules games to be successfu. Not calling anyone here an idiot, that is more directed to the skidmark of Warhammer 40k that calls himself Stelek.

 

Ok but what about a situation where they are not loyal companions, but rather have been joined by an IC? i.e. Bran Redmaw joining a group of Fen Wolves?

 

Does he not then just become a part of the unit and the unit must remain in coherency?

 

That FAQ would then only be affecting those that are taken as wargear, correct?

 

~BtW

 

Of course though, I am not sure if it would make any difference at this point than it would for any other type of unit, so.....

 

In that situation it could still work somewhat, but then you with how assault works now in regard to allocating hits and wounds with closest model to farthest, having a slow IC at the back of a big pack of FW doesn't seem as beneificial.

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