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Up to 1000 points worth, provided you keep spending 1 CP per unit.

Why limit it to 1,000 points worth? He didn’t say what size game he’s playing.

 

 

you're right, I assumed he was playing 2,000 points.  

 

OP, you can only deepstrike/hunt/reserve 50% of your points even if every unit can deepstrike/hunt/reserves.  

...Question is, what is the maximum of units "on the hunt" which are tactically viable. Do people have experience with that? Has anyone taken this to an absolute extreme (and was successful in doing so)?

 

Also: Maybe we could do something like a "strategem of the week"-series as well?

Edited by ranulf the revenant

...Question is, what is the maximum of units "on the hunt" which are tactically viable. Do people have experience with that? Has anyone taken this to an absolute extreme (and was successful in doing so)?

 

Also: Maybe we could do something like a "strategem of the week"-series as well?

 

In my experience, 0.  9" from enemy and 6" from table edge severely limits options and makes it easy to screen.  Shooting units should generally be on table Turn 1, and we have 0 reliable ways to alter the odds of a 9" charge to better than 75% without running a Wolf Priest w/ Jump Pack and advancing it way up the board. Given that, I wouldn't spend CP to put a unit off the board. 

 

If you want deep strike options, look at jump packs with cheap weapons or Terminators with Storm Bolters. These units either have the inbuilt mobility or staying power to make it worth the points, deep strike for 0 CP, and can deep strike anywhere on the board.

What’s the strong counter to screening? Infiltration?

 

Infiltration can help put you in a position to mitigate it with damage but good screens are tricky. It's probably an annoying answer but i think list building is the strongest counter. Knowing that screens in the traditional sense will be mass bodies, building enough stuff to pump out lots of shots that can clear out where you're stabbing the spear in is really necessary.

 

My TLAC Razorbacks, have been filling this role as they can shred some light/med infantry with ease when supported by re-rolls and then ironically play screen themselves.

...Question is, what is the maximum of units "on the hunt" which are tactically viable. Do people have experience with that? Has anyone taken this to an absolute extreme (and was successful in doing so)?

 

Also: Maybe we could do something like a "strategem of the week"-series as well?

 

I am probably the most extreme WL using this tactic.

 

My current list sends approx. 990 of my 2k point army into reserve.

 

3 of those units are GHs accompanied by Primaris Ragnar all on the hunt

The last unit is a 10 man terminator squad

 

Yes...finding room for the outflank board edge guys can be trouble.

 

 

I am still play testing a list and figuring the best way to deal with it.

 

I haven't had time to write up the batrep but I just had a match where I couldn't bring everything in where I wanted on turn 2.

 

I had to clear a landing zone first.  I sent in 1 of the GHs and they killed off a squad of 10 cultists clearing enough room for a follow up.

 

However, I was not happy with the outcome because 2 GH squads and ragnar were kept off the board and i didn't kill all the things I had a chance to. 

 

 

In my game review I could have done things differently on turn 1 to clear a path.

 

I have 2 invictors with 12 total shots at 36" that can pick off infantry that is spread out to screen...I didn't use them to do that in turn 1 in that match...I hid them behind a wall waiting for reinforcements instead.  

 

 

When I write up the batrep I will edit this and link to it

The last unit is a 10 man terminator squad

Why pay a cp to out flank this unit? They can reserve for free. Are you just playing into the old fluff or not teleporting? Does out flank work in a way that gives an advantage over deep strike, that I’m not seeing?

 

The last unit is a 10 man terminator squad

Why pay a cp to out flank this unit? They can reserve for free. Are you just playing into the old fluff or not teleporting? Does out flank work in a way that gives an advantage over deep strike, that I’m not seeing?

 

 

I believe he's just referring to the squads in reserves, not just using Cunning.

 

The last unit is a 10 man terminator squad

Why pay a cp to out flank this unit? They can reserve for free. Are you just playing into the old fluff or not teleporting? Does out flank work in a way that gives an advantage over deep strike, that I’m not seeing?

The terminators are teleporting not using a CP.

 

I included them to show how the army as a whole was working and how heavy I committed to a turn 2 arrival.

 

Sorry for any confusion

Ok so I did some playtesting.

I have to say I am going to pull back from outflanking 3 GHs

The theory sounded nice

In reality I am having trouble dropping them where I want in force

Here is the saga of some game experience

This is my typical outflank force I mentioned above

gallery_49686_16298_494840.png

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