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Post by Silent one on Feb 17, 2015 12:51:21 GMT -5
I have been reading some threads on the Hive about Deep Strike and FMC. According to the concensus that a FMC can deep Strike at rhe beginning of the game.
What they are saying is under swooping FMC in the book they move like a jump infantry.
Under jump infantry it says any model that moves like a jump infantry has the abilities and special rules of jump infantry.
I want to know what everyone thoughts are on this. I am in my phone so I am gon8ng to make this as short one. Ty all
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Post by voodoo on Feb 17, 2015 13:07:28 GMT -5
Jump infantry can’t deep strike first turn, only drop pods could I thought via their special Drop Pod Assault rule. FMC’s can start on the board in jump mode then, upon their first movement phase go to swooping mode but they can’t deep strike first turn unless there’s some special rule saying that Jump infantry may “deep strike turn 1 as per blah blah blah” rule. Else why would SM players take the jump packs off their assault marines and stuff them into a drop pod to get them in turn 1? If their jump infantry could deep strike turn 1 there’d be no reason to gimp future movement phases for additional points.
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Post by Silent one on Feb 17, 2015 13:36:38 GMT -5
Sy miss worded that.(typing on a phone) nit the frist game turn but The first turn they roll high enough to come in from reserve.
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Post by Khalai on Feb 17, 2015 19:10:48 GMT -5
Honestly, I'm not sure that I'd ever want to deep strike a FMC. You would hit the table, sit there and die. There aren't many FMCs that could show up and live unless you DS them way out of the way or behind something, but at that point you might as well have started on the table.
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Post by voodoo on Feb 17, 2015 19:30:16 GMT -5
Well, like flyers that can deep strike in zooming mode, I'd imagine deep striking fmc's could DS in swooping mode. You'd just Bette Rhode that your opponent doesn't have any interceptors. I agree with Justin though, you'd be miles ahead to start them on the board unless this is about the club championship where you've got to pick on,y troops to begin on the board and everyone else comes in from reserve.
Some of which are first turn reserves on a 5+ and you're hoping to goose somebody with a pair of TL devourer flyrants in their backfield that'll try their best to table the meager forces they've got on the table.
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Post by Jack Shrapnel on Feb 17, 2015 19:33:43 GMT -5
you can deep strike in swooping...
but deep striking a flyrant, although legal, is a terrible, terrible idea
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Post by Khalai on Feb 17, 2015 19:59:37 GMT -5
Yea, I was thinking of CC FMCs, but still, I can't think of a single FMC that I'd want off the board for 1+ turns. They're already so mobile that you could basically reach any point on the board you wanted to by turn 2 while swooping anyways. That's at least 2 turns of vector strikes gone. And unless it's the super rare FMC combat machine, it's a waste of 1+ turns worth of shooting. Combat FMCs it means you aren't charging until at least T3 and would have to sit there for a turn to do so.
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Post by Silent one on Feb 18, 2015 7:45:34 GMT -5
Ty all I was curious althought not the best idea if was legal at all. You guys where able to help me with that.
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Post by Jack Shrapnel on Feb 18, 2015 9:08:34 GMT -5
I think that some MC's can work deep striking, the examples I can think of off the top of my head are daemons (I regularly deep strike skarbrand for example), a specific dark eldar option (that Talos formation with the homonculous webway dude attached) and tyranid in pods.
There are reasons however I would never do so with a FMC:
- you run the risk of deep strike mishap and losing an extremely expensive model - you are limiting your board presence by at minimum one turn - as FMC's can affect the board turn one, they don't really need to save themselves from the "walking across the board getting shot at" issue. - you are limiting your options on where you are going to be on the board and have less control due to scatter. - as a swooping FMC you're actually immune to the majority of weapons you should be scared about turn one - ie: flyers because they aren't on the board! - you might not come in turn two... even with some reserve manipulation. - you're vulnerable to interceptor shots, which can ignore both your cover and jink (tau, vindicares manning fortifications, etc.) and possibly crash you to the ground well in advance of your forces and unsupported.
The additional reasons why I would never, ever do so with a flyrant:
- it's your source of the longest range firepower due to it's mobility, so your best option to get first blood, given how short range all the nid guns are, and how easily it is to lose first blood in certain lists (single zoans, venoms etc.) - You're losing a mastery level two psyker for the first turn, when you need the critical buffs to make it across the board - FNP is best served that first couple turns and an early onslaught can get you into range with other heavy firepower (ie: dakkafexes) much sooner. - One less synapse creature on the board. Makes early long range targetting for your opponent extremely easy if they now have only 3-4 synapse creatures to target to stall your whole line. ie: tau. Tau exist. Often the only thing that can save you is having more synapse than they can kill turn one with their split firing ignore cover (sorry venoms) weaponry.
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