|Topic Review (Newest First)|
|03-21-16 02:20 PM|
Originally Posted by Orochi View Post
Not that this is anywhere near as cost effective as @Rush's suggestion, but have you ever considered putting your Deathwing Terminators into Drop Pods for that T1 glory they used to have?
|03-21-16 11:49 AM|
If you're after deep striking / mobile heavy bolters, might I suggest land speeders?
3 of them with dual heavy bolters kick out 18 shots at full BS for a smidge more than 4 HBs (for 12 snap shots) in a 5 man podded dev squad. Only downside being they're in on turn 2, but why not just start them on the board?
It's my go too build for dealing with thunderwolf spam at the moment, not to mention wulfen (AP 4 darlings!)
Side note:- If possible, avoid squadroning them.
|03-21-16 12:04 AM|
Ah, this is for DA. I was wondering about creating an 'anti-infantry' zone in turn one. I like to play deployment games.
and thank you, @Tyriks . That was the answer I was after.
|03-20-16 10:59 PM|
|ntaw||If you want Devs in Pods to not shoot snap shots play the Skyhammer Formation.|
|03-20-16 10:46 PM|
From the BRB (emphasis mine):
"After disembarking, models can manifest their psychic powers and either shoot or Run in their subsequent Shooting phase, counting as having moved that turn, but they cannot declare a charge in their subsequent Assault phase. If a unit disembarks from a destroyed vehicle during the enemy turn, it cannot charge in the Assault phase of its own turn unless the destroyed vehicle had the Assault Vehicle special rule."
|03-20-16 10:41 PM|
Shooting upon exiting a Drop Pod.
Can you help solve a little dilemma for me - I do not have access to my rulebook currently.
When a unit leaves a drop pod (on the turn it arrives) does count as having moved?
I am considering a unit of Dev's in a DP with 4 heavy bolters. Would they only be able to fire Snap Shots on the turn of arrival?