tadeer33

tadeer33

13p

9 comments posted · 0 followers · following 0

13 years ago @ http://www.equinoxhobb... - 6th edition: The Death... · 0 replies · +1 points

"A vehicle can elect to MOVE flat out...immediately MOVING up to 6 inches"

Flat out is movement, which is prohibited by having a unit disembark.

I am not quoting a rule out of context. That is the rule, if a unit disembarks a transport cannot move any further that TURN, if they wanted you to be able to flat out they would have said that movement phase.

13 years ago @ http://www.equinoxhobb... - 6th edition: The Death... · 0 replies · +1 points

"If a vehicle had already moved before a unit disembarked, the vehicle cannot move further that turn."

I assure you it is not allowed to move in the shooting phase.

13 years ago @ http://www.equinoxhobb... - 6th edition: The Death... · 0 replies · +1 points

Spaguatyrine:
Couple things, tanks can't move after a unit disembarks. So you can't move your tank into position to cover the squad that got out.

Yes you don't explode as easily but low armor models die quickly no matter. It has just become cheaper to protect them by sticking a character in them to allow you to use wound allocation. Again, cover is worse which means we need to rely on natural saves instead of cover saves. This means taking hardier troops or not advancing forward with guardsmen anymore.

Fearspect:
The problem is infantry lists can now easily deal with mech armies. They hit easily in close combat, and sitting in a transport has become a liability against mobile units that can surround you.

Hull points make target priority easier. Now more than ever, players will shoot a tank until its dead. And they know its going down. Stunned/Shaken use to protect tanks because an opponent would move onto worse targets. Now, they will fire at the best target until it drops because there is no more random factor into when it dies. (or at least much less)

13 years ago @ http://www.equinoxhobb... - 6th Edition Gauntlet · 0 replies · +1 points

20+ games is easier when its over the life of playing an army. Before a tournament I might ensure I get 1-2 games in against each type of list. But as you continue and work on your list you will get more and more games in.

So I wouldn't plan on just sitting down one week and playing 10 games against each gauntlet army. But I would plan to continuously play test against each. It also helps when you know which army you might struggle against. Say I have a lot of TH/SS Terminators. Now I would know that the jumper list isn't as scary for me so I would play less games against it, since I intrinsically know I can beat it.

13 years ago @ http://www.equinoxhobb... - First two games of 6th · 0 replies · +1 points

Yep, its still only on a 6 but it still means you want to keep your allies to a minimum.

13 years ago @ http://www.equinoxhobb... - The Best 6th Edition L... · 0 replies · +1 points

Nope, that was just a rumor floating around before 6th came out. You can in fact take special characters as allies.

13 years ago @ http://www.equinoxhobb... - The Best 6th Edition L... · 0 replies · +1 points

Not necessarily, you should have at least 1 cav with a stormshield, but you will also have fenris wolves that you can hide in cover to take wounds as well.

13 years ago @ http://hulksmash-homep... - Nova and 6th Edition, ... · 1 reply · +1 points

Just out of curiosity. With the flyrant tyranid list, how much trouble do you have with either units like Mephiston or deathstar units.

13 years ago @ http://www.equinoxhobb... - 6th Edition: Overlooke... · 0 replies · +1 points

Grounded does not override one of the movements. "At the beginning of its move a FMC must declare whether its swooping or gliding until the start of its next turn." You count as one of those 2 until the start of its next turn.

I don't doubt this (and most of these rules) will be faq'ed but currently it looks to work as I said.