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Post by cmcd on May 19, 2021 18:17:53 GMT -5
You do need to have literally your entire army in Drop Pods (or Forgeworld equivalents) for it to work - essentially, half of your units not within Drop Pods (rounded up) have to be deployed on the table. Include a single unit of Terminators, and the option to null deploy is gone. I would argue this. Drop pod Assualt: “This transport must start the battle set up high in the skies (see Death From Above) but neither it, nor any units embarked within it, are counted towards ANY limits that the mission you are playing places on the maximum number of Reinforcement units you can have in your ARMY. ...” page 190 SM Codex 10. Declare reserves and transports “ ... No more than half the total number of units in your ARMY can be Strategic Reserve and/or Reinforcement units, and the combined points value of all your Strategic Reserve and Reinforcement units (including those embarked within TRANSPORT models that are Strategic Reserve and/or Reinforcement units) must be less than half of your ARMY’S total points value, even if every unit in your army has an ability that would allow them to be set up elsewhere. ...” page 282 MRB —- You say, correct me. If I’m wrong. If I included termies of 250 points and the rest are all in drop pods (1750 points) than your saying that my ARMY for the purpose of determining strategic reserves and reinforcements (SR&R) would be 250points and only half of that (points and number) can be in SR&R . the way I read it is that the units within the drop pods and the pods themselves are removed and not counted towards the maximum number of reinforcement units. It does not change your army’s point max. They are just not counted. So for my example you could have a unit of 250point termies in teleportation. The limit is “no more than half the total number of units and the combine point level.”Which those units are not counted towards. So your left with 1 unit of 250points of 2000 points., which you would meet the combine point value requirement but not the unit requirement. (No more than half.) however. You could start the game with 1 unit of 125points on the table and the other 125 in SR&R. Here you are still meeting the point requirement (125 out of 2000) and less than half of 2. This brings up a new question then. If at the end of battle round #1, the one unit I have on the table at the start of the game is destroyed and the 1875 points falling from orbit are not on the table yet. Do I still get to play come battle round 2? Last edition was no. But in this edition, is it still viable? After reading this I realize that I am just agreeing and not arguing. Funny that.
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Post by raceygaming on May 19, 2021 20:18:53 GMT -5
I would have to think about the interactions of the first section, the any limits is a weird way to word it.
As for your question, there are no rules that state you have to have models on the table in order to play the game, you just don't do anything in each phase and the turn progresses. It you have 1875 pts in reserve they can sit up there until turn 3 without an "auto" lose. I do think that you would really struggle to do well giving some one 2.5 full turns of board control in terms of primary points and some secondary's.
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Post by cmcd on May 19, 2021 20:51:46 GMT -5
I would have to think about the interactions of the first section, the any limits is a weird way to word it. As for your question, there are no rules that state you have to have models on the table in order to play the game, you just don't do anything in each phase and the turn progresses. It you have 1875 pts in reserve they can sit up there until turn 3 without an "auto" lose. I do think that you would really struggle to do well giving some one 2.5 full turns of board control in terms of primary points and some secondary's. but it looks cool.
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Post by Typhus on May 19, 2021 22:50:04 GMT -5
You do need to have literally your entire army in Drop Pods (or Forgeworld equivalents) for it to work - essentially, half of your units not within Drop Pods (rounded up) have to be deployed on the table. Include a single unit of Terminators, and the option to null deploy is gone. I would argue this. Drop pod Assualt: “This transport must start the battle set up high in the skies (see Death From Above) but neither it, nor any units embarked within it, are counted towards ANY limits that the mission you are playing places on the maximum number of Reinforcement units you can have in your ARMY. ...” page 190 SM Codex 10. Declare reserves and transports “ ... No more than half the total number of units in your ARMY can be Strategic Reserve and/or Reinforcement units, and the combined points value of all your Strategic Reserve and Reinforcement units (including those embarked within TRANSPORT models that are Strategic Reserve and/or Reinforcement units) must be less than half of your ARMY’S total points value, even if every unit in your army has an ability that would allow them to be set up elsewhere. ...” page 282 MRB —- You say, correct me. If I’m wrong. If I included termies of 250 points and the rest are all in drop pods (1750 points) than your saying that my ARMY for the purpose of determining strategic reserves and reinforcements (SR&R) would be 250points and only half of that (points and number) can be in SR&R . the way I read it is that the units within the drop pods and the pods themselves are removed and not counted towards the maximum number of reinforcement units. It does not change your army’s point max. They are just not counted. So for my example you could have a unit of 250point termies in teleportation. The limit is “no more than half the total number of units and the combine point level.”Which those units are not counted towards. So your left with 1 unit of 250points of 2000 points., which you would meet the combine point value requirement but not the unit requirement. (No more than half.) however. You could start the game with 1 unit of 125points on the table and the other 125 in SR&R. Here you are still meeting the point requirement (125 out of 2000) and less than half of 2. This brings up a new question then. If at the end of battle round #1, the one unit I have on the table at the start of the game is destroyed and the 1875 points falling from orbit are not on the table yet. Do I still get to play come battle round 2? Last edition was no. But in this edition, is it still viable? Yeah, we're saying the same thing - what I meant is that you can only "null deploy" (ie zero on the table) if every unit is in Drop Pod Assault. You can play with (say) 1500 points in Drop Pods, and then have a 500 point "army" which you can then subdivide into two 250 point chunks via normal reinforcements/Strategic Reserves. It's only a true null deploy which requires all Drop Pods. There are no rules about ending the game early due to tabling in 9th edition. Viable... perhaps not. But it is strictly possible. I've run the list a few times - when it works, it works. Drop Pods are frustrating to move into and around - if you get first turn on a low mobility army, you can pen them into their deployment zone.
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Post by cmcd on May 20, 2021 8:17:10 GMT -5
I thought I had broken the game when I thought you could put hammerfall bunkers into strategic reserve. I thought it would be awesome with a whole lot of drop pods. But. FAQ says you can’t.... .
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Post by LizardTau on May 20, 2021 8:25:21 GMT -5
I thought I had broken the game when I thought you could put hammerfall bunkers into strategic reserve. I thought it would be awesome with a whole lot of drop pods. But. FAQ says you can’t.... . Ya. The bunker dropping in could get crazy with it shooting everything.
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Post by Frosty the Pirate on May 20, 2021 9:30:54 GMT -5
There's a reason it's been nicknamed the HammerFail Bunker
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Post by voodoo on May 20, 2021 15:41:22 GMT -5
I still think that a load of hammer fall bunkers would be sweet accompanied by drop pods en masse.
The bunkers have to be over 9" away from opposing troops correct? Why not use 6 of them to zone out your own side of the board to ensure fast moving armies can't spread out to keep your pods from landing then start dropping the pods in waves to fill up the empty spots on the board to make a parking lot/obstacle course.
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Drop pods
May 20, 2021 17:46:31 GMT -5
via mobile
Post by Typhus on May 20, 2021 17:46:31 GMT -5
I still think that a load of hammer fall bunkers would be sweet accompanied by drop pods en masse. The bunkers have to be over 9" away from opposing troops correct? Why not use 6 of them to zone out your own side of the board to ensure fast moving armies can't spread out to keep your pods from landing then start dropping the pods in waves to fill up the empty spots on the board to make a parking lot/obstacle course. The Hammerfall Bunker has to be wholly within your deployment zone, no forward deployment capabilities whatsoever. You can only field 3 of them - or any unit, aside from Troops or Dedicated Transports. At a whopping 175 points each, if you could field 6 you'd be looking at 1050 points spent on the Bunkers. For the maximum of 3, it's 525. To me, it's not remotely worth the points, especially at its (degrading) BS 4+
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Post by lastcranston on May 29, 2021 22:00:11 GMT -5
Since drop pods can "drop" turn one your opponent can only truly creep you out of areas they can reach on the first turn if they go first. Opens up lots of good options like combi plasma sternguard vets. I've considered doing it with black templars since crusaders are 14ppm. The doors are considered part of the model again so you can pull some shenanigans to force opponents to waste firepower on the pods themselves. Works really well for the table quarters secondary as well since you can drop into three of them
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Post by cmcd on May 30, 2021 7:53:09 GMT -5
There's a reason it's been nicknamed the HammerFail Bunker It’s even named HammerFail bunker in BattleScribe.
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