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Post by Imperial Black Watch on May 9, 2012 5:24:12 GMT -5
To any DKoK players out there.... If a Hades breaching drill is immobilised before the engineers come out, does that mean the poor guys are stuck down in a hole?? Can it move 6" after it "deepstrikes" or is this wishful thinking. I played a game using them the other night and had no answer for this situation, so they were classed as destroyed. i lost 2 squads!!!!
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Post by magot on May 9, 2012 6:39:23 GMT -5
as a start you can look up the following: www.forgeworld.co.uk/Downloads/Product/PDF/k/kreig.pdfi.m.h.o. after the drill emerges and dashed out his blasts, the way is free for the engineers to climb up the next turn as they automatically arrive. I think the Hades is always out of the ground before some one is able to shoot on it and immobilise it and in that way it will never block the tunnel completely....
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Post by KRIEGEIRK on May 9, 2012 7:40:51 GMT -5
Agreed with Magot. If you think about it from a technical point of view, the Drill will come up at an angle. In order for it to become fully viewable it would have to emerge from the hole completely.
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Post by Imperial Black Watch on May 11, 2012 7:46:56 GMT -5
Thanks for clearing that up guys. Also, since they are actually mini tanks, i have another question. If you have a 3 man squad of cyclops operators, do the cyclops themselves have to stay within 2" of each other??? If so how does that work with the no template over your own guy rule??
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Post by Welsh Paul on May 11, 2012 8:21:49 GMT -5
It's 4" for vehicles and yes, they would have to adhere to squadron rules. Just keep them 3-4" apart in case any suffer a Destroyed - Explodes hit.
You've raised an interesting point actually. Although the Cyclops vehicles explode on contact with an enemy unit, unlike in the shooting or assault phases, there is no obligation to move the entire unit into B2B contact - you could keep the second Cyclops more than 1" from an enemy model while the first one detonates and then move it on to another target.
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