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What are you looking forward to most in the RG supplement?


Claws and Effect

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Actually, something I really hope they do is give something for gunships in our book. We’ve always been one of the chapters with an affinity for flight in all its forms, so why not a stratagem which gives flyers extra jink or perhaps allows us to deep strike them.

0% chance hes got a jump pack. Gonna be floot slogging Shrike.

I feel like this is accurate. I'm guessing more of a Shadow Captain Koryn (from the various Black Library audio dramas) vibe than an old jump pack vibe. Dual claws ands blingy armor, maybe with some sort of teleport ability.

I feel like this is accurate. I'm guessing more of a Shadow Captain Koryn (from the various Black Library audio dramas) vibe than an old jump pack vibe. Dual claws ands blingy armor, maybe with some sort of teleport ability.

 

 

I would love a Warlord Trait or Stratagem that allowed an HQ or unit to Step through the Shadows aka Teleport and redeploy. This is the kind of movement shenanigans RG should be the masters of.

I'd be ok with that, but not a foot slogging 6" of movement captain. If he has some type of ability that increases his movement I would love that.

 

It would be really cool if he could 'redeploy' each turn within 3" of a friendly unit. That would really allow him to hop around the battle field and be where he's needed most.

I'm thinking of using the +3" range and the 5+++FNP vs mortal wounds for my Raptors.

Stealthy is not that great as you should be using cover anyway and it doesn't stack. The extra 3" allows you to deeps trike or infiltrate 9" and Krak grenade high toughness units or 12.1" and still hit with 12" range weapons.

Well, cover should be used where possible, but in practice can't be used all the time. Sometimes, all ruins are already filled to the brim, or your dudes have to move out and capture stuff, or get away from something that's nasty in CC.

 

The real boon of Stealth is for vehicles though. Gaining cover is almost impossible otherwise, yet without any invuls they profit from it a lot.

 

But hey, until that damn supplement is out, we have no idea what is actually the best solution and what isn't. GW truly knows how to annoy people - with stuff they want to sell said people and said people want to buy. Quite contradictory, but they seem to have a hidden talent...

There is a Phobos warlord trait that allows 3 redeployments as per deployment rules for the battle, would like to see this in the supplement as a general trait rather than limited to Phobos and "as per deployment rules".

The nearest unit may be close enough, but cover still applies for the entire remaining army, including the usual backfield heavies.

I've won against Tau several times by midfield skirmishers - their objective campers closed in to shoot them properly, their backfield units didn't hit anything due to being >12", and next turn my guys were still standing. In guaranteed charge range of said skirmishers. CC units rarely have good shooting too, and heavy weapons rarely move into charge range, so my point still stands.

 

There is a Phobos warlord trait that allows 3 redeployments as per deployment rules for the battle, would like to see this in the supplement as a general trait rather than limited to Phobos and "as per deployment rules".

So...essentially the old, unnerfed SftS? Not going to happen - even GW saw that guaranteed first turn charges without any risk were bonkers...

Issadon already has the power to infiltrate 3 units that can first turn charge if they wanted to so it's not so overpowered to think RG in general could have a similar power, unless of course GW dumb down Issadon.

 

But yes stealth is good if you can keep >12" from the shooting unit that's difficult when you need to take objectives.

The wording on the raptor guys ability is the same as every other deep striking mechanic and doesn't have the specific exception of drop pods so it doesn't work turn 1. 

 

And sure Stealthy isn't the best for infantry when you run them up the board but you don't always run your tanks up the board so they will have the benefit for a lot longer.

Issodon can deep strike with 3 units, but Infiltrate (and his corresponding WL trait) is gone since 8th edition.

 

It doesn't matter whether they are set up "in the shadows", "in the teleportarium", "in orbit" or anything else - it's regular Deep Strike if they can arrive at the end of any movement phase (except for the first, see FAQ) and be over 9" from enemy models.

 

The only replacement for the old Infiltrate is Concealed Deployment, and the repositioning WL trait you mentioned was explicitly restricted to the deployment zone in the corresponding FAQ.

 

Guaranteed, risk-free first turn charges are not good balance and extremely one-dimensional. GW noticed it, and nerfed it across all codices. We will get our deployment shenanigans, but they won't instantly go back to "See if you get first turn, then put them in charge range".

They could have SftS operate on the Drop Pod rules. I doubt it but it wouldn’t be anymore OP.

 

Raptors are marksmen and expert covert ops. I’m betting they have an official set of Chapter Tactics. Or at least I’m hoping. My thought is Maeter Artisan and Stealth. With BS3 it means they’re likely only missing 1 maybe 2 shots per 5 so the reroll hit & wound enable them to operate effectively away from bubbles auras while in MSU. Leaving characters for other task. Or adding character and making even troops operate at elite levels

They could have SftS operate on the Drop Pod rules. I doubt it but it wouldn’t be anymore OP.

 

If you consider the cost of a Drop Pod is 65 points and effectively does the same thing. I would say even IF it allowed T1 charges it wouldn't be OP. If it functions like the old SFTS, and you deploy after you know who has first turn, should you deploy up in your enemies face, and they have first turn, they get a whole turn to blow your units off the board.

 

Alternatively, I was hoping for some sort of super-concealment - Units that do not move/charge get -1 to hit / +1 to T / +1 to Cover as long as they remain "Concealed". 

Remembers that old SFTS allows your unit to move after it got set up. That is nothing like drop pods and their cargo have to be over 9' at the end of the movement phase. It's not the hardest charge to make in the world, particularly with that new chaplain +2 to charge distance prayer but it is a lot less toxic for the game.

Remembers that old SFTS allows your unit to move after it got set up. That is nothing like drop pods and their cargo have to be over 9' at the end of the movement phase. It's not the hardest charge to make in the world, particularly with that new chaplain +2 to charge distance prayer but it is a lot less toxic for the game.

 

I believe most of us are referring to the original SFTS which effectively allowed you to delay deploying a unit until just before first turn, and allowed it to deploy anywhere more than 9" Away from an Enemy (Even better than Concealed Deployment).

 

Remembers that old SFTS allows your unit to move after it got set up. That is nothing like drop pods and their cargo have to be over 9' at the end of the movement phase. It's not the hardest charge to make in the world, particularly with that new chaplain +2 to charge distance prayer but it is a lot less toxic for the game.

 

I believe most of us are referring to the original SFTS which effectively allowed you to delay deploying a unit until just before first turn, and allowed it to deploy anywhere more than 9" Away from an Enemy (Even better than Concealed Deployment).

 

 Yup, that was such an amazing strat until the Alpha Legion screwed us over again... First they tainted the geneseed, then they tainted the stratagem... they need to be crushed!

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