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20240801_125803.jpg

 

It doesn't make units any more likely to return via Ambush, but if they do get into Ambush, they can potentially recycle more rapidly by deep striking in their own turn, rather than waiting until the opponent's movement phase.

 

And it appears to make blips pretty irrelevant.

 

Edited by Rogue

So, if I'm reading this right, the blips can be handy because if they're not removed you can Rapid Ingress a unit from them. If they are destroyed, your units can just be deepstruck in your own turn.

It's not massive and I don't think entirely fixes GSC but is definitely very handy to have to potentially come in clutch :happy:

Just now, Kharn13 said:

There has been a few other minor changes too. Could we always scout a rhino?? Metawatch today?

 

https://www.warhammer-community.com/warhammer-40000-downloads/

 

 

Any Dedicated Transport that has a unit/units that all have the Scout rule is also able to Scout :smile:

7 minutes ago, Kharn13 said:


“regardless of how” - so Lord Invo could scout a rhino full of berzerkers!

It's an interesting one but I'm not 100% sure he would. If he uses Road of the 8 Bloody Steps (I think) he'd have to target a unit on the board which the Berzerkers technically aren't?

image.png.4709113d535ce098aed3c720c844e635.png

 

Something like Mark of Hound enhancement on a character in a unit that was the only unit in the Rhino would work:

mark-of-the-hound-for-transported-units-

1 minute ago, TrawlingCleaner said:

It's an interesting one but I'm not 100% sure he would. If he uses Road of the 8 Bloody Steps (I think) he'd have to target a unit on the board which the Berzerkers technically aren't?

image.png.4709113d535ce098aed3c720c844e635.png

 

Something like Mark of Hound enhancement on a character in a unit that was the only unit in the Rhino would work:

mark-of-the-hound-for-transported-units-

 

In this case, I think it's the 6" of area around him that stops it from working. Aura abilities do not work for embarked units as far as I understand if (happy to be proven wrong tho).

 

The enhancement would work for sure.  Give it to your character, slap him in a unit, that unit gets 6" scout which gets transferred to their rhino. 

Everything except the Jackals, I think.

 

Blips allow us to deploy during the opponent's turn (effectively a free rapid ingress, but locked to a specific location on the board (the blip)). So between blips and deep strike, Ambush units can arrive in either turn, which is usefully flexible. Add in the real rapid ingress, and Ambush units can appear across the board in either turn.

 

We have stratagems and abilities that affect blips, but those are generally concerned with keeping them safe in different ways. Otherwise, deploying from a blip still requires us to be 9" away from enemy models, so no gain there.

 

This does make Ambush soooooo much better. It also makes all blip manipulation stuff way less important, while making 'going after blips' alot less appealing for enemies, meaning you might get more use out of them in the first place.

 

The really funny thing to me here is that this makes it possible to immediately recycle units destroyed in your movement phase? Kill those last couple Acolytes with Overwatch in the movement phase? The whole unit might just pop right back up at 9.1".

 

Also note that this requires Deep-Strike ability on the unit, but is not in fact 'a use of Deep-Strike', nor is the unit in Reserves, and so coming on the board cannot be manipulated using stratagems that require those things to be true. Thus Rapid Ingress is not possible on a unit coming from Cult Ambush, but nor is the unit counted as destroyed after 3rd round, for instance.

 

Cheers,

 

The Good Doctor.

Edited by Dr. Clock
1 hour ago, Kharn13 said:

There has been a few other minor changes too. Could we always scout a rhino?? Metawatch today?

 

https://www.warhammer-community.com/warhammer-40000-downloads/

 

 

The Pivot rules also got some refinement, bikes and similar small oval are now 1 and skimmer bases are now 2 like other vehicles.

18 minutes ago, Dr. Clock said:

This does make Ambush soooooo much better. It also makes all blip manipulation stuff way less important, while making 'going after blips' alot less appealing for enemies, meaning you might get more use out of them in the first place.

 

The really funny thing to me here is that this makes it possible to immediately recycle units destroyed in your movement phase? Kill those last couple Acolytes with Overwatch in the movement phase? The whole unit might just pop right back up at 9.1". Note it jus

 

Also note that this requires Deep-Strike ability on the unit, but is not in fact 'a use of Deep-Strike', nor is the unit in Reserves, and so coming on the board cannot be manipulated using stratagems that require those things to be true. Thus Rapid Ingress is not possible on a unit coming from Cult Ambush, but nor is the unit counted as destroyed after 3rd round, for instance.

 

Cheers,

 

The Good Doctor.

 

Ah. The line: "While a unit is in Cult Ambush, it is also considered to be in Reserves." doesn't appear in the new version - it used to be after the line about one shot weapons, where there are two red words in the new version. 

 

So we've lost the ability to rapid ingress, which does give value back to the blips, as they're now the only way to drop in Ambush units during the enemy turn.

 

That feels like a give with one hand, take away with the other situation, then. We gain deep strike (which is handy), and give up use of rapid ingress on Ambush units. 

52 minutes ago, Trokair said:

 

The Pivot rules also got some refinement, bikes and similar small oval are now 1 and skimmer bases are now 2 like other vehicles.

 

Gotta love how despite all this, the Warpsmith still has to Pivot.

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