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We've been experimenting on different ways that affect each army as far as deployment zones go. Right now we've only been doing vs. with no actual mission objective.
The problem that we are running into is that while doing a 2v2 on a 6x4 map, its pretty one sided if we use usual 12" lengthwise deployment zones. This creates only a 24" gap between zones (not to include anyone w/ scout or infiltrate). In short, shooty armies are boned as Orks, Black Templars, etc are assualting in Turn 1.
If we do 12" Widthwise deployments, this gives a bigger breathing room between deployment zones and makes IG smile. The problem though is that our melee heavy armies say they are now at a total disadvantage.
Ive heard of using corners on lengthwise deployments but if so, whats the deployment zone then for each army (12"x12" square for 1500pts??)?
Id like to hear how you guys do your deployment
Well there are many types of deployment, the ones which our group uses regularly are:
Standard: deploy along the long table edge up to 12” deep.
Extended: deploy along the long table edge up to 15” deep.
Long: deploy along the short table edge up to 24” deep.
Quarters: deploy in opposite table quarters, must be 6” from the center & 24” from any enemy models.
Diagonal: deploy in a triangle made from a chosen corner and two points 18" towards your corner from the adjacent corners.
With that said, your opponents should not generally be able to cover 24” on the first turn for a charge. It they are transported then they could at best move 12” in the transport deploy out 2” then charge 6” (assuming an open toped vehicle or a land raider) for a total of 20”. Unless you have other special rules, but even then it is next to impossible to cover more then 24” in one round with a charge. Also to even be able to get that off you would have to place right on the deployment line, and if you are doing that knowing that they usually charge you early on then that is your own fault for poor deployment (no offence intended there, but often you can fix these problems by just adjusting how you deploy).
Also depending on how you interpret the rules a unit would have to be able to move greater then 24” in order to charge a unit that is exactly 24” away. In our gaming group we have it stated that you must be able to cover .0000001” more then the distance in order to get the charge or shots off. This really only applies in the first round since that is the only time you can guarantee that the distance between two models is at least 24” (or what ever the distance is for the given deployment method).
Hope that helps
Primary Army: Tyranids; Secondary Army: Space Wolves
It's Illeagle, but it' s not that illeagle. - John Public
For sure that helps.
We basically had a game where Ork/Chaos went 2nd. It was IG/Eldar that moved up 6 to occupy buildings and such 1st so that already cut no-man's land to 18". So bottom of 1st turn, Orks moved their trukks up 12", deployed off front and assaulted in.
Was a masterfully played turn but a one sided affair. We got smoked hands down. We are basically trying to get it to where Shooty and Melee armies are balanced on deployments.
Beasts could pull off a 24" charge if they were lucky... 6" move, 6" fleet, 12" charge.
The deployment zones Platypus outlined can be found in the missions section near the back of the rulebook. As far as the 24.0000001" distance goes, note that this only applies if the units are placed 'more than' 24" away. A unit which was EXACTLY 24" away could get a 24" charge in: 24" distance - 24" move/assault = 0" distance, which is base to base contact. If the distance was less than 0", the model's bases would be overlapping.
Last edited by Moglun; March 26th, 2008 at 16:31. Reason: Mistake... fixed.
Put the box on the table by the window in the kitchen.
I have to agree with Moglun, and also mean no offense. Placement of terrain and where you deploy are critical components to a game. The deployment zones should not give you an infinite buffer by default that allows you guaranteed fire upon an enemy army.
That being said, we use an 8x5 board for 2v2 4,000 point battles (2,000 per player).
Nids & Guard
GMail = MVBrandt
Yea it was totally my bad on that 1st movement. 2 mistakes we made were not letting them move 1st and us moving forward. He called his Waaaaagh and got the extra movement on us and it was a done deal.
We basically started 40k within a month or two and are still learning. I do like the idea of the 8x5 though.
Dunno if I'm reading it right, but Orks can't declare a Waaagh on the first turn... Not with their General, anyway. Only a Weird Boy can get that to go off on turn 1.
yea was that caster unit guy w/ the psychic roll at the beginning of the turn.
Heh, you got hosed by your inexperience not by the deployment rules.
A standard board size is 4x6 and the most common deployment is 12" zones on the long table edge. But even with different deployment zone configurations you are still almost always required to be more than 24" from the nearest enemy model. That means bolters are out of range on first turn and most armies can't get a first turn assault with basic units.
13" red paint Trukk + 2" disembark + d6" waaagh + 6" assault = 22"-27"
That's just about the fastest unit in the game. A dark eldar special char with combat drugs can do 27"-32" assaults and some Eldar and Dark eldar units can do a 20-26" assault though. You probably just didn't realize how fast he could be on you, fair enough. Next time don't move towards him unless you know you can blow up the trukks.
There are plenty of sneaky unit out there that could get the jump on you. Scout bikes, deff koptas, kroot with infiltrate and special upgrade to deploy 18" -1d6", etc. It's just a matter of knowing all the armies and all the units and all the special rules, thats all ;P
Welcome to the hobby btw!
Last edited by medic_4077; March 28th, 2008 at 21:36.
War Record Since Sept 2005
Old Codex 48-20-9 Dark Eldar
New Codex 1-0-0 Dark Eldar