MeatGrinder Posted June 3, 2014 Share Posted June 3, 2014 So how are we feeling about rhinos vs pods this edition? I havent had a chance to play any games yet and it'd be very happy to not have to carry my pods around anymore. Link to comment https://bolterandchainsword.com/topic/291797-7th-edition-musings/page/2/#findComment-3706082 Share on other sites More sharing options...
tjdudey Posted June 3, 2014 Author Share Posted June 3, 2014 Pods annoy me, because they are purely designed for planetary assault, yet they don't have assault ramps. I hate that you can't assault on the turn they land. I will only drop Termies with Storm Shields to give them a shot at surviving. Link to comment https://bolterandchainsword.com/topic/291797-7th-edition-musings/page/2/#findComment-3706087 Share on other sites More sharing options...
Baulder Posted June 3, 2014 Share Posted June 3, 2014 super scoring pods dropped on objectives can be fun. Plus the new pod rules mean the deathwind launcher can fire first turn now. You can drop one of these with a flamer unit in among some IG and watch their faces melt. plus given that they are armour 12 and the new dmg table has helped keep vehicle alive they aren't as big a liability as they once were. Link to comment https://bolterandchainsword.com/topic/291797-7th-edition-musings/page/2/#findComment-3706101 Share on other sites More sharing options...
Sohail187 Posted June 3, 2014 Share Posted June 3, 2014 O they removed the snap firing on the turn it arrives? Link to comment https://bolterandchainsword.com/topic/291797-7th-edition-musings/page/2/#findComment-3706141 Share on other sites More sharing options...
Baulder Posted June 3, 2014 Share Posted June 3, 2014 they changed the speed that it arrives at Link to comment https://bolterandchainsword.com/topic/291797-7th-edition-musings/page/2/#findComment-3706197 Share on other sites More sharing options...
Nadir Posted June 3, 2014 Share Posted June 3, 2014 And you can not shoot from them. If you give a rhino a HK missile it will aid your LF squad. Link to comment https://bolterandchainsword.com/topic/291797-7th-edition-musings/page/2/#findComment-3706205 Share on other sites More sharing options...
DanPesci Posted June 3, 2014 Share Posted June 3, 2014 I'm starting to feel long fangs are not up to much unless you can give them relentless. Unfortunately I think there is only 2 ways to do it. 1) Put Logan with them what a waste (unless in a drop pod so they are closer to CC action) 2) Cast endurance on them. With tougher Rhinos, I reckon a squad of LF in a Rhino, 2 firing from the top makes some sense. razor backs would be cheaper I think if you're going to do that rzorbacks are more expensive, and dont have fire points (pretty sure on that), whereas a rhino has 2 fire points. Still seems a waste to be driving your long fangs about to me. I just deploy them somewhere with a good fire lane, and some cover if possible. Even if they are out of range to begin with, unless your opponent is castling theyre still gonna casue a threat/stop him blindly moving about the board Link to comment https://bolterandchainsword.com/topic/291797-7th-edition-musings/page/2/#findComment-3706321 Share on other sites More sharing options...
Baulder Posted June 3, 2014 Share Posted June 3, 2014 I meant cheaper than having 2 longfangs fire out of a stationary Rhino. E.g. Razor with TL-HB 40pts Rhino with 2 HB long fangs and a squad leader 90pts. Granted the latter has more shots but isn't TL and cost 50pts more (for what you get) Link to comment https://bolterandchainsword.com/topic/291797-7th-edition-musings/page/2/#findComment-3706408 Share on other sites More sharing options...
Valerian Posted June 3, 2014 Share Posted June 3, 2014 3) The one thing I was told though, I can't use the same spell again even though I had a lot of power dice. Is that true? Meaning I cannot cast Smite twice, and instead must cast different powers all the time? That's true. You can only cast each power once per Psyker, so you could cast a total of 3 for a regular Rune Priest per turn (Force, Primaris (Smite), then whatever you rolled (Enfeeble). So, if during your turn you roll your d6 for Warp Charge, and add your Mastery Level, and you get a high number, say a total of 7, then you can figure out how you want to distribute those to support the casting of each of your 3 powers. Sometimes you can ignore one (for example, no need to cast Force if you're nowhere near the enemy, and don't expect to meet this game turn), and you can put your Warp Charge toward supporting the two powers that you do want to go off this turn. Anyway, what was really annoying and contributed to my defeat, was that he rolled 6+ deny the witch TWICE when I tried to smite him on different turns. Sigh, that was luck on his side so I don't really begrudge him that. Remember that he needs to roll a successful Deny the Witch (usually 6+) for every success that you had to cast the power. So, in the example above, if you put 4 of your dice toward casting Smite, and got 2 successes (rolls of 4+), then he needs to roll at least two 6+'s to cancel you. 4) Wound allocation: OK, somebody help me out here. In the past, one of our traditional techniques was placing a Wolf Guard with Terminator armour or IC with Runic Armour in front of squad to tank wounds from the front. Now I hear this is no longer the case. i read the rules but its all Greek to me, and basically the way my opponent described it was something like 5th Edition wound allocation, except that instead of allocating wounds to models with different gear, the wounds are allocated to the "Outer circle of guys", not just the nearest guy or guy in front of the firer. This isn't true. Just go read the section on Wound Allocation in your rulebook again. It still works the same as 6e for the most part, in that Wounds are always allocated to the closest model in the enemy unit, so you absolutely can still stick a higher Armour model out front to 'tank' for the rest of the unit. It's all very clearly explained on page 35 - there's even a picture. Link to comment https://bolterandchainsword.com/topic/291797-7th-edition-musings/page/2/#findComment-3706440 Share on other sites More sharing options...
Reede Posted June 3, 2014 Share Posted June 3, 2014 they changed the speed that it arrives at Really? Where did they change this, I'll have to look that up, cause it's awesome if they did. Link to comment https://bolterandchainsword.com/topic/291797-7th-edition-musings/page/2/#findComment-3706488 Share on other sites More sharing options...
Valerian Posted June 3, 2014 Share Posted June 3, 2014 they changed the speed that it arrives at Really? Where did they change this, I'll have to look that up, cause it's awesome if they did. Page 162 in the rules for Deep Strike, "Vehicles, except for Walkers, count as having moved at Combat Speed (even Immobilized vehicles)." V Link to comment https://bolterandchainsword.com/topic/291797-7th-edition-musings/page/2/#findComment-3706546 Share on other sites More sharing options...
Reede Posted June 3, 2014 Share Posted June 3, 2014 That is awesome, Drop pods can actually shoot first turn now, might have to think about the Deathwind launcher sometimes Link to comment https://bolterandchainsword.com/topic/291797-7th-edition-musings/page/2/#findComment-3706571 Share on other sites More sharing options...
CatSmasher Posted June 3, 2014 Share Posted June 3, 2014 This is great. I really like to use DP and flamers to break gun lines or disrupt troop movement. The DWML will work nicely against IG, ORKs, or other massed units. Its also nice that you can shoot this at a different unit that your DP group Link to comment https://bolterandchainsword.com/topic/291797-7th-edition-musings/page/2/#findComment-3706575 Share on other sites More sharing options...
Urauloth Posted June 4, 2014 Share Posted June 4, 2014 Drop pods seem like a ridiculously good option right now what with first turn shooting and Objective Secured. Sure as hell wish I'd invested in some instead of all these rhinos/razorbacks, although I've been very happy to see those get a survivability boost. Link to comment https://bolterandchainsword.com/topic/291797-7th-edition-musings/page/2/#findComment-3707697 Share on other sites More sharing options...
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