|
Post by LizardTau on Jun 26, 2016 5:59:28 GMT -5
Sooo, with the new faq angels fury is basically dead.
Q: I have a question regarding unit special rules that affect all or some units within a certain range of a model or unit. How do these interact with units inside Transports, and what happens if the unit with the rule is inside a Transport? A: When a unit embarks on a vehicle it is taken off the battlefield and does not interact with anything on the battlefield. However, certain rules may create exceptions to this rule, with the most obvious examples being Fire Points and psychic powers and Transports. If a unit’s rules are meant to apply even when embarked on a Transport, they will specify this.
now my teleport hommers dont work out of my storm ravens. so they come in turn one, get out turn two, and turn three i can assault the turn i show up from reserve.
(so basically when i could assault anyway so why would i bring three storm ravens)
But i had an idea.
so the storm ravens come in, and you drop the tac squads right behind the storm raven. They scatter and then need to take dangerous terrain.
so any ones id need to make a save. also they could get shot to death as they are sitting there for a turn. its not perfect but the only way id be able to assault turn two with reserves.
i dont think its worth it or very competitive but makes it a little playable. what do people think?
|
|
|
Post by Jack Shrapnel on Jun 26, 2016 6:43:18 GMT -5
could work... plus then you don't have to hover your stormravens, which would make them a whole lot more survivable
EDIT: far as I know teleport homers have always worked within vehicles (ie: rhinos), but the big debate with ITC and angel's fury was around whether or not they would be allowed to work turn one anyways as the teleport homer was not on the board at the beginning of the turn.
|
|
|
Post by LizardTau on Jun 26, 2016 7:06:22 GMT -5
yes, i've always played it that way. But the faq does say unless it says in the rules, and teleport homers dont say in their rules they work out of vehicles. yes the whole, can they assault turn one, is weird because teleport homers say they must be on the turn. but the rule they use says if they are within 12 of two of the teleport homers, any unit can assault after deep striking. teleport homers normally only work on terminators. but that's the ambiguous part about the whole turn one assault because you use the homers so did they intend for it to be able to assault turn one. we have ruled it here "no". cause they are teleport homers. so unless im missing a rule somewhere (like with dreadnoughts could have ended the argument so much easier if i saw that one rule lol) or we want to rule it that they work out of vehicles. then its just tough luck for me, which is ok ill work around it Edit: even if we said teleport homers worked the angular triangulation from the formation is technically an ability from the formation and also doesn't say it works out of vehicles
|
|
|
Post by LizardTau on Jun 29, 2016 19:18:33 GMT -5
apparently i was right on it not working out of vehicles. also stumbled on the only way to assault turn one with this.
needs a lot of luck with the tac squads not scattering too much. as well as the teleport homers not dieing from dangerous terrain tests. then but if you can do it, it would be interesting.
wouldn't be consistent enough for any sort of competitive play tho.
|
|
|
Post by Jack Shrapnel on Jun 29, 2016 19:44:52 GMT -5
that's the big issue... you can't rely on all these things going right EVERY time... and when it doesn't you're going to be left out in the open kind of hanging...
|
|
|
Post by LizardTau on Jun 30, 2016 5:15:10 GMT -5
yeah, it makes the formation almost useless. but could use it for fun games, since you know i already have the three storm ravens lol
|
|