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What are the odds / stats on likelihood to scatter
and how does that compare to your experience?
Simple math. There are six sides on a scatter die, and four of them are misses. Two out of every three rolls for Deepstriking will miss, on average, then. Pretty much has worked out this way in my experience, when I don't use Teleport Homers. Hence why I do use them.
If the roll misses, then the average scatter distance is 7". Of course, that varies with every single roll +/- 5", so you can't really count on 7" being a good distance to rely on. My general rule is to aim the incoming TP Homer-less unit about 8-10" away from enemy units, table edge, and impassable terrain - all of which are instant death for the unit if they land directly on it. With 24" weapons and the inability to move/assault on the turn they land anyways, FAGK don't need to land right up next to the foe. If they do, they're actually just allowing the enemy to assault them the next turn!
true i dont want to hand an assault to my opp
but we r so good in CC ...
i just hate the thought of having to chase after retreating foe
still shooting them up is just as satisfying:shifty:
'8-10' is a good distance to Deep Strike, I almost learned the hard way.
But to me, its the reason i dont like to deep strike, its one of our most valuable tools yet i end up having to chase the enemy for my kill. I've never scattered into oblivion, but had close calls.
Gimmers, you reminded me of another tidbit: Improved Comms.
Improved Comms are a vehicle upgrade for Imperial Guard vehicles. If you're using inducted Guard (in the form of Armored Fists, Sentinels, and/or a Leman Russ) you can take one or more Improved Comms. They allow you to reroll a Reserves roll each turn - basically, gives you another chance to bring the GK units in that turn instead of waiting (or actually, to delay them if you want to wait longer). In conjunction with IST Vets with Teleport Homers, you can get some amazing accuracy in timing and placement with Deepstriking units.
I hav e aproblem with this.
I thinking out this version before, than read the Imperial Guard codex.
The improved comms affect only Imperial guards reserve.
Can I use it, with Grey Knights teleport force? Are you sure?
Yes. It says the Imperial Guard player can reroll Reserves, not that the player can reroll reserves for Guard units. Remember, when you have allies on the same Force Organization Chart as your main army (as would be the case when combining DH with IG), they count as one army.Originally Posted by Matej
improved comms homer in newest IG codex doesnt say anything about only affecting guard units held in reserve. ive been using improved comms to compliment my DS units for some time now and it works rather well. teleport homers on ISTs are a nice bonus but rather expensive =(
I have one codex, and it says:
"A vehicle with improved comms can comminicatre with other Imperial Guard formations."
The Gk's don't count as "Imperial Guard", I think. Maybe my codex is old, but I have this one, and I am sure, that I will not buy a new, to check this. :-))
Read further. "To represent this, the improved comms allow the Imperial Guard player to reroll X reserves rolls per turn." It doesn't say that it allows the IG player to reroll the reserves of Guard units specifically.