mrconcha
Conscript
You're in the Guard, son.
Posts: 9
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Post by mrconcha on Jan 19, 2018 9:28:37 GMT -5
The Tempestus Scions can now arrive via Aerial Drop, so I can place them 9” from any enemy at the end of my Movement Phase.
But does this count as they have moved? If I want to shoot with Hot-shot Volley Gun (Type: Heavy) in the following Shooting Phase, after deploying them via Aerial Drop, will my Sions have penalties on their BS?
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Post by RedsandRoyals on Jan 19, 2018 9:46:32 GMT -5
I don't have my rulebook with me (my co-workers would give me weird looks if I did) but I'm fairly certain that they do count as moving. The good news is that you pump out enough shots to mitigate that, especially if you combine it with orders.
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Post by nutty on Jan 19, 2018 12:07:23 GMT -5
Coming in from reserves counts as movement.
Isn't the volleygun a salvo weapon? Or am I stuck back in 7th with that idea?
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Post by RedsandRoyals on Jan 19, 2018 16:03:27 GMT -5
Wrong edition. It's just straight heavy.
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Post by treadiculous on Jan 20, 2018 17:29:50 GMT -5
to my understanding it would be a -1 penaulty for shooting after moving, which isn't too bad at their BS is decent
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Post by nutty on Jan 20, 2018 18:18:47 GMT -5
Wrong edition. It's just straight heavy. Everytime I think I know the rules for my units, GW releases a new book Salvo rules where a pain in behind anyway. Atleast shooting at -1 isn't that bad for scions.
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Post by Aeon on Jan 28, 2018 20:19:48 GMT -5
Keep in mind that if your detachment of Scions includes only the valid units to get the Storm Troopers doctrine, even arriving from aerial drop, with 10 men (that should be 4 volley guns if you max out), that's 16 shots, hitting on a 4+, which is average, you will likely trigger the Storm Troopers doctrine and gain a couple more shots. I don't know how to figure the math out, but I'd be willing to guess you get between 2 and 4 more shots on average. So up to 20
Now apply a first rank fire order and turn those hot shot rifles into a 4 shot weapon
You get the idea. 5 members of your squad will fire 20 shots, 4 of them will fire 16 shots with average ballistic skill. The volume of fire takes care of the -1 To Hit problem, and on the next turn you can use an order to move them without receiving a penalty
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Post by nutty on Jan 29, 2018 13:43:30 GMT -5
I don't know how to figure the math out, but I'd be willing to guess you get between 2 and 4 more shots on average. So up to 20 number of hits/6 = everage extra shots I'm no mathmatician, but that I can calculate for you With 4 volleyguns you are looking at: 16 shots > 8 hits (4+ = 50% chance to hit) > 8/6= 1.33 extra shots. Than you have 5 hotshot lasguns with 2 shots each (if you use FRFSRF, that is) for: 10 shots > ~6,6 hits (odds fo hitting being 2/3) > 6,6/6 = 1,1 extra shot Than you have a sergeant with either a plasma/bolt-pistol shot (or a hotshot laspistol that is out of range) One thing to keep in mind with FRFSRF is that you can't deepstrike your scions into rapidfire range for their hotshot-lasguns (18" range) so FRFSRF only work on subsequent turns, or if you disembark them from a valkyrie/vendetta
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