Hidicul Posted September 23, 2014 Share Posted September 23, 2014 Crap, sense the shields themselves aren't a model then they wouldn't benefit from a PFG or a Aggies. Would've been funny to be able to give them a cover or invuln save though. Link to comment https://bolterandchainsword.com/topic/297065-void-shield-generator/page/2/#findComment-3816443 Share on other sites More sharing options...
Rurik the blessed Posted September 23, 2014 Share Posted September 23, 2014 What if you stick a Dark Angel libby by the tower with a power field generator, would that confer a 4+ invul to your projected void shields? Only to the models that are within 3" of the libby. I think you guys are thinking of the shield wrong. Try thinking of it more in terms units affected. Every unit within 12" of the generator has a void shield until it fails. I don't have any books with me, can we take an allied detachment with NSF.or does it have to be a CAD? Wouldn't mind allying in some raven wing with a PFG for the void shields The NSF and CAD are both detachments, just like the allied detachment. There is no limit to the number of detachments you can have. The only restrictions on detachments, is that your allied detachment(s) cannot be the same faction as your primary faction, and your warlord cannot be chosen from your allied detachment (and therefore, cannot be your primary detachment). Well, we still can give the dreads or whatever inside the 4+ inv when the enemy passes all shields... Link to comment https://bolterandchainsword.com/topic/297065-void-shield-generator/page/2/#findComment-3816493 Share on other sites More sharing options...
Shadrach03 Posted September 23, 2014 Author Share Posted September 23, 2014 So there's no way to take an invul save on the void shields? Guess it did sound a bit too good to be true. Link to comment https://bolterandchainsword.com/topic/297065-void-shield-generator/page/2/#findComment-3816518 Share on other sites More sharing options...
Brom MKIV Posted September 23, 2014 Share Posted September 23, 2014 Its not worth the extra investment when you could just buy more shields. Each full CAD or allied detachment unlocks another shield (or you can take the network). Thing is GKs can't properly abuse VS because of their range and elite nature so the shields would really just be to facilitate a light mech rush without getting destroyed in your DZ. The other option would be take take allies with serious ranged capability to remain inside the shields. Even a couple dev units would be welcome for us but armies like tau and orks are the ones I've seen do it best. Link to comment https://bolterandchainsword.com/topic/297065-void-shield-generator/page/2/#findComment-3816568 Share on other sites More sharing options...
Shadrach03 Posted September 23, 2014 Author Share Posted September 23, 2014 True enough Brom. One last point I was wondering if a model has an invul save can it's invul be used to protect the void shield. I have a Dark Angels army and 3 preds under void shields with a pfg would be nice. Link to comment https://bolterandchainsword.com/topic/297065-void-shield-generator/page/2/#findComment-3816632 Share on other sites More sharing options...
IndigoJack Posted September 23, 2014 Share Posted September 23, 2014 No, the model's invul can't be used, because in order to use the save, the model has to be wounded/suffer a glancing/penetrating hit, and since the shield takes the hit instead of the model, no save can be taken. Link to comment https://bolterandchainsword.com/topic/297065-void-shield-generator/page/2/#findComment-3816650 Share on other sites More sharing options...
Shadrach03 Posted September 23, 2014 Author Share Posted September 23, 2014 Well at least it was a good conversation. Link to comment https://bolterandchainsword.com/topic/297065-void-shield-generator/page/2/#findComment-3816695 Share on other sites More sharing options...
Reclusiarch Darius Posted September 26, 2014 Share Posted September 26, 2014 Thing is GKs can't properly abuse VS because of their range and elite nature so the shields would really just be to facilitate a light mech rush without getting destroyed in your DZ. I completely disagree. 200 points to not get vaped Turn 1 by the absurd xenos firepower out there is worth it.. 6x AV12 shields is annoying to break through, even for Serpent Spam that's gonna require good rolls on their part (as opposed to average rolls to wipe out a squad or two). It's pretty easy to get the second Fortification slot for the 2nd generator. Allies are practically mandatory for us nowadays anyway, and if you wanna go pure Knights, just take a second NSF detachment. In my new list (I've been in a tourney that started before our new dex dropped, so I have to see it out with my 6th edition build), I'm taking void shields every game. For the price of a Raven, you get 6x AV12 walls with effectively IWND (they come back on a 5+) to shield your ground forces. Dreadknights are basically invulnerable Turn 1 to enemy shooting with that many shields up, which means you don't lose them early (a common problem of mine). Link to comment https://bolterandchainsword.com/topic/297065-void-shield-generator/page/2/#findComment-3818359 Share on other sites More sharing options...
Brom MKIV Posted September 26, 2014 Share Posted September 26, 2014 Lol that's pretty much what I was saying. That statement was regarding trying to get an invuln for the generator. When I say abuse I mean shelter high powered ranged units, not shelter units that will leave the umbrella asap. GK can't do that effectively IMO. Hope that cleared up where I'm coming from. Link to comment https://bolterandchainsword.com/topic/297065-void-shield-generator/page/2/#findComment-3818369 Share on other sites More sharing options...
Hidicul Posted September 26, 2014 Share Posted September 26, 2014 The Void Shields would make it so we could go back to using rifledreads, granted we still suffer from no more psybolts but it stills gives us a long ranged gun to take out armour or heavy infantry, without being to concerned with thier hull points being striped away. Guess I'm going to be making two VSGs and getting a couple of dreads. Link to comment https://bolterandchainsword.com/topic/297065-void-shield-generator/page/2/#findComment-3818378 Share on other sites More sharing options...
Rurik the blessed Posted September 26, 2014 Share Posted September 26, 2014 Shields from VS are treated as separately? In this case, for example, we shoot a shield with a H.Psycannon, where 3 hits make it to penetrate or glance... then all 3 hits are absorbed by this shield as it is counted as a single shield to breach... then you got the second... There are not like HP. Am i right? Link to comment https://bolterandchainsword.com/topic/297065-void-shield-generator/page/2/#findComment-3818899 Share on other sites More sharing options...
casb1965 Posted September 26, 2014 Share Posted September 26, 2014 Correct they are not like HP, unit x shoots at VS1 (1 of 4) and get's 3 penetrating hits, all 3 hits are on VS1 so even if shot 1 destroys the VS it does not affect VS2 or VS3 or VS4, unit x just lost 2 penetrating hits EDIT: I'm now thinking of 2 Void Shield either end of an Aegis Defense Line to put my Inquisitorial Servitors and Jokaero behind. Link to comment https://bolterandchainsword.com/topic/297065-void-shield-generator/page/2/#findComment-3818944 Share on other sites More sharing options...
Brom MKIV Posted September 27, 2014 Share Posted September 27, 2014 Actually the shields are randomized. So it's possible to be forced to drop 5 vs before getting to a generator, depending on how you place them. Link to comment https://bolterandchainsword.com/topic/297065-void-shield-generator/page/2/#findComment-3819052 Share on other sites More sharing options...
Hidicul Posted September 27, 2014 Share Posted September 27, 2014 So when you deploy the VS do you have to basically pick a faceing for each layer that VS has? Link to comment https://bolterandchainsword.com/topic/297065-void-shield-generator/page/2/#findComment-3819080 Share on other sites More sharing options...
Brom MKIV Posted September 27, 2014 Share Posted September 27, 2014 Not at all. It's basically a 24" bubble with the gen in the center. The trick is making them overlap so your opponent hits both forcing random allocation between generators. You also don't want to leave big gaps in the back etc where deep strikers can get inside. Link to comment https://bolterandchainsword.com/topic/297065-void-shield-generator/page/2/#findComment-3819096 Share on other sites More sharing options...
Hidicul Posted September 27, 2014 Share Posted September 27, 2014 Cool, thanks Brom. Next project is gonna be making a void shield relay. Link to comment https://bolterandchainsword.com/topic/297065-void-shield-generator/page/2/#findComment-3819116 Share on other sites More sharing options...
Reclusiarch Darius Posted September 28, 2014 Share Posted September 28, 2014 Not at all. It's basically a 24" bubble with the gen in the center. The trick is making them overlap so your opponent hits both forcing random allocation between generators. You also don't want to leave big gaps in the back etc where deep strikers can get inside. So, you'd put them 12" from one another? That's pretty dirty. Especially the randomisation, they could have knocked down 2 and feeling happy, and then they roll a 4+ and it goes to the other generator's shields...haha, awesome. Damn, void shields ftw. Definitely taking them next game I have. Link to comment https://bolterandchainsword.com/topic/297065-void-shield-generator/page/2/#findComment-3819881 Share on other sites More sharing options...
Brom MKIV Posted September 28, 2014 Share Posted September 28, 2014 Exactly on the overlap, but note the shields measure 12" from any point so you get 24" + VSG width minimum regardless of placement. Its all about where you want the bubbles. I've seen triangular setups and multiples stacked dead center with ruins at the DZ edges, just depending on their strategy. Its dirty and its been played on me with 3.. THREE!! VSGs plenty of times. Talk about unfun man. Gennies make you over commit because you think you can knock them all out but if you even fail to drop 1 shield or randomizing goes badly your anti infantry is worthless and they get to alpha strike you in return taking out your anti armour. From there its a downhill snowball effect pretty fast since the shields reboot while your guns don't. If your using VSGs this is what I would suggest, prioritize their anti armour first and place objectives to potentially abuse the umbrella. If you include an allied firebase with decent range (48"+ optimally) or just know your opponents range is also 24" then GKs could really get dirty since PTs would allow for easy objective grabs once you've wrecked the main threats. On the flip side I was forced to developed strategies against generators since they became really common for a short period, but some of these counters were nerfed hard with the advent of 7th.. LoS blocking terrain placement being the best one I came up with. Link to comment https://bolterandchainsword.com/topic/297065-void-shield-generator/page/2/#findComment-3820185 Share on other sites More sharing options...
Hidicul Posted September 28, 2014 Share Posted September 28, 2014 I kinda want to try and make a gun line protected by these. Why, because a GK gun line would be funny. Link to comment https://bolterandchainsword.com/topic/297065-void-shield-generator/page/2/#findComment-3820282 Share on other sites More sharing options...
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