Jump to content

Fly and Jump Pack Assault special rules


Indefragable

Recommended Posts

As we are the sons of the Angel, these rules will effect us quite a bit. This is to start the tactica for those of us who like to strap rockets to our backs so that there is no such thing as "out of stabbing range."

 

1. Do we have official wording anywhere on what exactly "Fly" means?

 

2. Jump Pack Assault: pretty much the same as Deep Striking by any other means. Good or bad?

As we are the sons of the Angel, these rules will effect us quite a bit. This is to start the tactica for those of us who like to strap rockets to our backs so that there is no such thing as "out of stabbing range."

 

1. Do we have official wording anywhere on what exactly "Fly" means?

 

2. Jump Pack Assault: pretty much the same as Deep Striking by any other means. Good or bad?

1. Yes. It's in the Core rules (which all got leaked). Moving over other units and terrain, being able to fall back and still shoot (if physically able to fall back), being able to charge units with the 'airbourne' special rule, giving enemy anti-air units +1 to-hit against them. It's not like there is just one place where all those rules are collected. That's not how the keyword system works. But the <Fly> keyword gets mentioned in a lot of places as exceptions/special cases.

 

2. Good imo. No scatter and no additional disadvantage over any other deep striking units (well some even have a 12" restriction instead of 9")? I'll take it! Just sad that Flamer won't do anything that turn and Melta while still strong (d6 damage won't go anywhere) aren't in Melta range for that turn. Charging is a delicate topic. Without a re-roll it's rather unlikely to pull it off but if the unit is tanky enough, the target tasty enough or the Overwatch to be ignored I'd try to pull it off.

We also have to forget habits from the past and realize we have to meet a quota of half units at most in reserves in matched play, and that we can choose which turn, 1, 2, or 3 to come down in. Maybe waiting a turn or coming in 1st might be better in a situation but not all. Whether we go first or not also needs too be considered. If we go second, then coming in 1st turn means skipping an enemy shooting phase, but
Note that in a lot of the new missions, players alternate deploying their units one at a time, and whoever finishes deployment first gets to choice whether he wants the first or second turn. Having half your army in reserve can thus also mean you get to dictate who starts. Seeing as there are no reserve rolls anymore, you don't have to be afraid of your army coming in piecemeal.

Reserves won't help you get first turn. The rules for reserve in 8th are all different but the gist is 'this unit is set up in x location rather than on the board'. Each unit is still 'placed' in turn even if not on the board.

 

Example. Your opponent places their first unit on the board. You declare your first unit of Terminators is set up in a teleportarium for deep strike, they set their next ECT ECT. The only way you'll get first turn is having less total units to place on board and in reserve. An advantage to large units or elite armies over horde or msu.

Reserves won't help you get first turn. The rules for reserve in 8th are all different but the gist is 'this unit is set up in x location rather than on the board'. Each unit is still 'placed' in turn even if not on the board.

 

Example. Your opponent places their first unit on the board. You declare your first unit of Terminators is set up in a teleportarium for deep strike, they set their next ECT ECT. The only way you'll get first turn is having less total units to place on board and in reserve. An advantage to large units or elite armies over horde or msu.

 

 

Or in Transports.

 

For example (assuming I'm doing everything legal here)

 

2 Death Company with Jumppacks (10 man squads) (kitted out with chain swords and power weapons)

2 Storm ravens (kitted out with Hurricane Bolters, Twin Assault Cannon, Typhon missile launcher and Storm Strike missiles)

2 5 man Company Veterans all with Thunder hammers and Storm Shields 

2 DC Dreadnoughts with magnagrapple and Furiso Fists

Lemartes

Astorath

 

Is 1999 points.  This can be 2 Vanguard Detachments for a total of 5 Command Points. 

 

and can have as few as 4 total deployments: 2 Stormravens (each boat carrying a company veteran squad, a character, a Dread) and 2 DC w Jump.  Pragmatically its most likely going to have 8 deployments so that you can Jump Pack assault the Characters along with the DC.

 

 

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.