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 Deepstriking Vehicles

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Rikev
merse24
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merse24
Kabalite Warrior
merse24


Posts : 216
Join date : 2014-06-14
Location : Texas

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PostSubject: Deepstriking Vehicles   Deepstriking Vehicles I_icon_minitimeSun Oct 05 2014, 19:28

Played a game last night against GA at 1850. Had a good mix of units just trying out different roles and found that I was extremely pleased in the deepstriking vehicles. The Raider full of 10 Warriors with Splinter Racks proved to be very effective. In the past, I had issues getting all of my vehicles into firing range before they got shot up, now with the Deep Strike, it makes it so much easier now.
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Rikev
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Rikev


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Join date : 2014-08-11
Location : Surrey

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PostSubject: Re: Deepstriking Vehicles   Deepstriking Vehicles I_icon_minitimeSun Oct 05 2014, 20:07

It's good but I wouldn't put too much in Deep Strike. I did it today in a game and most of the units ended up coming way too late due to unlucky rolls. Sad

But dropping them on objectives and rapid firing splinter weapons was gold. Have something tough on the board for the turns they aren't there.
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Deamon
Sybarite
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Join date : 2012-05-09
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PostSubject: Re: Deepstriking Vehicles   Deepstriking Vehicles I_icon_minitimeSun Oct 05 2014, 21:23

I don't see why people are so hyped with DSing vehicules. We already had that in the previous codex with the Duke or with the retrojets.

It's cool and paper and it will be deadly if you are lucky with your scatter and reserve rolls but it's way to random to be considered an effective tactic. Starting in reserve means you forfeit AT LEAST 1 turn of shooting. It's even worst for assault elements since they won't get the chance to charge before turn 3 at best.

It's fine to have to option to use it on 1 or 2 units when the situations requires it (more flexibility is always good) but I have serious doubt about the heavy reserve (flyers and DS) army list I see popping around. That tactic failed for us in the past and I don't think the new codex will make it worth.
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Plague
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Plague


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PostSubject: Re: Deepstriking Vehicles   Deepstriking Vehicles I_icon_minitimeSun Oct 05 2014, 21:53

Bad rolls? That's why you bring a Comms Relay my friend. Re-roll those 1s and 2s!
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Deamon
Sybarite
Deamon


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PostSubject: Re: Deepstriking Vehicles   Deepstriking Vehicles I_icon_minitimeSun Oct 05 2014, 21:56

That's a 95 points tax that does nothing else (beside giving you a LOS block terrain). That's almost a 5 men warrior squad in venom with dual SC. Time will tell but I'll be surprised if this kind of list can do well on a regular basis.
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merse24
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merse24


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PostSubject: Re: Deepstriking Vehicles   Deepstriking Vehicles I_icon_minitimeSun Oct 05 2014, 22:00

I'm certainly not advocating using a raider deep strike spam list. I'm getting a strong feeling that this new codex will require a good mix of units to get the right balance. But I think 1-3 would be very beneficial.
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Creeping Darkness
Wych
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PostSubject: Re: Deepstriking Vehicles   Deepstriking Vehicles I_icon_minitimeMon Oct 06 2014, 01:19

I used to get hung up on missing the turns of shooting. But looking back on past games, I tend to think that there are only three pivotal turns of shooting anyway. After that, one side has usually won, it is only how much that is in question.

Against that, missing a turn or two of shooting in the early game doesn't seem so bad.

Now, splitting your force and allowing yourself to be defeated in detail is a much more pressing issue.

(By the way I don't have strongpoint assault or whatever it's called - do the fortifications come with usable rules in the box?)
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Plague
Kabalite Warrior
Plague


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PostSubject: Re: Deepstriking Vehicles   Deepstriking Vehicles I_icon_minitimeMon Oct 06 2014, 01:31

Deamon wrote:
That's a 95 points tax that does nothing else (beside giving you a LOS block terrain).  That's almost a 5 men warrior squad in venom with dual SC.  Time will tell but I'll be surprised if this kind of list can do well on a  regular basis.

A 95 Point tax that is AV14, makes a great place to put some splinter cannons or dark lances, allows you to survive a few turns if deployed properly so that you can get your Turn 2 strike in, allows you to re-roll the reserves roll, provides one additional piece of cover for a few vehicles that start on the table.

I don't know, seems worth it to me knowing that I will likely get everything deep striking on the table Turn 2 and what I do start on the table should be able to last a turn or two of shooting.
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MyNameDidntFit
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PostSubject: Re: Deepstriking Vehicles   Deepstriking Vehicles I_icon_minitimeMon Oct 06 2014, 03:21

For me the big thing with Deep Striking is giving any mobile opponent the run of the objectives for 1-2 turns (as we play majority Maelstrom).

I couldn't care less about missing T1 and some T2 shooting, but if your opponent is playing the objectives as they should be, you run a very real risk of giving them a few victory point head start. This is brutal in the mission where they can cash in your Objective Secured cards.

I'll definitely be looking at some DS units but I find that DE's greatest strength lies in playing the objectives and too much DS takes away from that.
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PostSubject: Re: Deepstriking Vehicles   Deepstriking Vehicles I_icon_minitime

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