no news is good news...
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Yeah dude, you're absolutely right. I hadn't even thought about the Suprise Assault power. This issue does make it a very expensive, yet weak, option doesn't it? The BoogerMan
FoF for scorpions could cause severe problems as it could be combined with infiltrate, meaning a good chance of assaulting on the first turn (12" away behnd a wood, an ok FoF roll and you are in assault). It would break things and cause lots of complaints as everyone would take it.
Another solution would be to simply alter the Exarch's Stealth power so that it always allows infiltration, even in missions that don't normally allow infiltration. No real change in the effectiveness of the power on the battlefield - you just get to use it more often.As for the Banshee Exarch's powers - what's wrong with Acrobatic? The function of the power in 3rd ed was (as I understand it - I never played 3rd ed) to let her single out a model to attack. All that needs be done is to rephrase the power in 4th ed so that she can allocate her attacks against any single model involved in close combat with her squad. Cheers - Rax
Nothing wrong with acrobatic at all. But it would be nice to see more alternatives. I'd like to see more choices. And Autarchs might be able to wield three exharc powers, so alternatives are useful.
FoF for scorps isn't neccesary, but a ruling stating teh exharc may not take both Fof and Stealth at the same time might solve the issue. Either Fof or infiltrate.
Not sure if you're answering me here, but I wasn't suggesting improved Stealth + FoF. I don't think Scorpions should have FoF at all, in fact - being able to infiltrate at will should be enough of an advantage.
I agree D3 would make more sense fluff wise, but you might have to have the no FoF if they have just infiltrated as well, or there would be the same problem. At the minute, nothing can start 12" from the enemy and move more than 6". Hmmm, "Scorpion rush", no, that just sounds wrong
I believe that FoF should be changed for ALL infantry. For 4+ armor and exarchs, FoF should be D6. 3+ I think should be D3. As for the scorps being able to get into a first turn assault, anyone can if they start 12" away from someone (except someone with a worse movement than 6"). scorps with FoF, even at D3 with a roll of 1 can just get more into CC. A simple rule change can solve this. Changing the Infiltrate power so that it forces no FoF on the first turn would be quite simple.
But they can only deploy there if they're out of LOS, meaning that they at the very least need to make a difficult terrain check, and probably were deployed behind impassible terrain, so they need to move further than that.
A revision to my earlier question: does anyone know a consistant way of getting any unit into CC in the first turn? Calvalry can do it, assuming that both sides deployed at the very edge of the deployment zone and they roll a 6 on their fleet move, but this is a rare occurance.
I can theoritically reach combat in turn 1 half the time I try it if the enemy is 24 inches away and everytime when the enemy is 18 inches away. Assuming I get first turn or if I dont Im not decimated by enemy fire. Unforunately for you Eldar players its with DE using an Archite with a wych squad in a raider
Venom Transports are open topped so any Harlie trouper can assault in turn 1. What is it with you slow coach Eldar.The Eldar need some open topped goodies I reckon.
LoL howabout this: The Venom becomes avalable for all Eldar. Its our light transport. One of them anyways. The Falcon sorta qualifies for light transport, but then again...