|
Post by ColGravis on Dec 9, 2007 15:36:09 GMT -5
To be perfectly honest if your reduced to using a high end AT weapons such as Lascannons on a basic transport such as a Rhino as you suggest then something is not right.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Dec 10, 2007 9:22:46 GMT -5
To be perfectly honest if your reduced to using a high end AT weapons such as Lascannons on a basic transport such as a Rhino as you suggest then something is not right. Of course thats not clever to use lascannons on rhino, but it will be destroyed if its hit by lasc. that was my point
|
|
|
Post by ssgtdude (M.I.A) on Dec 13, 2007 1:28:30 GMT -5
When in doubt look to your deployment. Just because you are able to deploy 18 inches apart doesn't mean you have to.
A smart player will move his rhino's up on one turn to move 6 inches ( perhaps even 12), pop smoke and on their next turn pivot the rhino and deploy the troops in a 2" arc from the ramp move another 6" then move the rhino to guard one side or the other from heavy weapon fire and then assault 6" for a total of 26" of movement at the fullest. If you are at the 26.5 or even 26.25 it is a failed charge, but they are in rapid fire range, plasma range, and of course all those nice assault weapon ranges.
This means you need to remain another 8.5" away from the edge of the deployment zone so that you can help negate the rhino rush tactic. The Emperor's flashlight has a nasty bite in close quarters, and not many squads can hold up to 38 lasgun shots followed by a grenade launcher, or plasma
The most important thing for a guard player to learn is deployment. It will make or break a game for the guard in too many situations so it is best have control of it on your terms.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Dec 14, 2007 7:10:11 GMT -5
I've seen multiple people say that an entangled squad gets a 4+ cover save but I can't find it anywhere in my rulebook :S. I'm not using transports but I'm facing them quite often and we have never used this rule. Can anyone tell me in what part of the rulebook I can find this rule cause I don't want to win by cheating.
My advise against rhino rushers, rip 'em open with autocannons and take the passengers out with battlecannon pie plates. That is if they don't get the 4+ cover save...
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Dec 14, 2007 9:11:23 GMT -5
Page 68 of the bgb.
Wreckage gives a 4+ save. Entangled units are still technically in the wreckage and climbing out.
I guess the wording they use could be open for interpretation (like so many other things in the bgb) but it appears to be that they get the save.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Dec 14, 2007 10:08:23 GMT -5
I agree that the wreck gives a 4+ cover save but page 68 clearly says that the passengers first disembark and then in addition they may also suffer casualties and/or get pinned. Because they disembark first they have to be within 2" of the wreckage but not within it. That would mean that if the wreck is not between my unit and the disembarked unit they would not get a cover save. Ofcourse the owner of the Rhino will use the rear exit so that the wreckage is between my deployment zone and his troops and will get a cover save against direct fire. However if you fire ordnance at the disembarked troops you have to look at the central hole of the blast marker to determine cover saves so unless you have bad luck scattering the disembarked troops get no cover save from the wreckage. I have to admit we always treated a wrecked vehicle as impassable terrain so thanks for correcting me
|
|