Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
Deep Strike looks great at first. Then, after using it a few times, most veteran players realize that it's actually more of a liability than a blessing. Especially for troop types that use it primarily to move closer to and engage in Close Combat. Most troops that Deep Strike early in the game are completely obliterated by return fire from the enemy. Troops that Deep Strike late in the game are usually no better off than if they had merely foot slogged it to that position in the first place.
Here is my solution to fix Deep Strike:
Instead of blatantly and generically stating that troops cannot move after Deep Striking, give the players a choice of option.
1) You can choose to not shoot, move 6" and assault
2) You can choose to not shoot, move 6" and use a "fleet" ability, but not assault
3) You can choose to not move, and shoot as if stationary
This allows units units with Deep Strike, but no ranged weapons (Assault Terminators, Flayed Ones... ect) to still be useful once they touch the ground instead of absorbing bullets and dying to massed fire.
If anyone has any better idea's please post them here, it would be great to see how the community as a whole feels about this rule and how it applies to their army.
Err. . . Shouldn't this go in the Rules Development forum?
Anyway, I think the biggest problem with Deep Strike is that its restrictions are somewhat illogical. The rules in general have various logical issues, but the idea that an entire squad of Deep Striking Landspeeders is dead because it scattered over a couple of Grots is just plain ridiculous.
Why do the survivors remain anonymous -- as if cursed -- while the dead are revered? Why do we cling to what we lose while we ignore what we still hold?
Name none of the fallen, for they stood in our place, and stand there still in each moment of our lives.
--Duiker, "Deadhouse Gates"
Deep strike is fine as it is, I suppose some armies should be able to pay extra to be able to move afterwards, due to special equipment. This probably should be in rules development.
IMO your rules are pretty overpowered. it basically allows a squad to get into combat without being shot at at all (i know daemons do it already, don't get me started). there's hardly any risk involved and its an absolutely game winning rule. if that was the rule there wouldn't be any point taking anything but assault marines and heavy weapons squads in drop pods. so long tanks etc.
i play DE and i rely on hiding, deepstrikers already nullify that, i shudder to imagine what will happen if i can get charged out of the blue without getting a shot off.
I don't think it's overpowered at all. By the same standard, my White Scars are just as broken and here's why.
Without exception. Completely without exception, I can be in combat in turn two with my White Scars. There's nothing that can stop this from happening. Heck, any squad of bikes can be in combat on turn two.
A unit of Deep Strikers can't even be on the table until turn two and even then it's only a 50% chance. So 50% of the time a Deep Striking unit won't even be on the table until turn 3, which means that they won't be able to assault until turn four. Is that really overpowering? Not when you consider that most close combat armies will have all of their units tied up in CC by turn 2 or 3 at the latest.
Units like Flayed Ones and Assault Terminators usually have no chance of survival if they Deep Strike. I know for sure that neither type of unit has ever surivived Deep Striking against me, and even if a couple models do survive, they are in no shape to fight.
In a tournament once, I had an opponent hold two units back in order to Deep Strike them. At that precise moment, I knew I had won the game because it would be easy for my White Scars to get into place and shoot them to death before they got a turn. It turns out that I got even luckier than I thought because both units scattered onto my units and died instantly, which is another stupid rule IMO.
I think it does need fixing. Here's my suggestions: one should deviate like a drop pod - i.e., you don't get destroyed for landing on something.
Then, you should be able to move *or* shoot. No assault, no move and shoot.
This makes deep-strike do what it is intended - to place troops somewhere that they otherwise would not be able to do, without making them so super-vulnerable that they do nothing more than land-and-die, but also not making them so powerful that they land-and-tie-up-without-your-opponent-ever-getting-to-shoozt-them.
I still say if people want it, just have them pay extra for special items with altered DS rules. This allows for better army balance. For example, you could have a drop pod and an assault drop pod for extra points.
Why shouldn't they be able to land and assault? A LOT of armies can take troops that can be in combat by turn two, why do they feel that DS is so overpowered?
Like I said before, half of the time DS'ing troops won't even be on the table until turn three, so why can't they assault something? Their opponents should have plenty of time to prepare for it by then.
I've never understood why deep striking into cover destroyed the unit... making them take a difficult terrain to avoid wounds would be more intelligent, but why are Raveners (which "burrow" through bedrock) killed by brushing against trees or coming up in a crater? I can understand how that'd kill a teleporter (Oh bother, I seem to have a tree for a kidney!) ... It's just another example of Games Workshop being far to broad in their definition of Deep Striking in order to keep the rules simple (kinda like bikes and invulnerable saves vs. Psycannons).
Sometimes... things can be made too simple.