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Can "Scout" units turboboost on their pre-game scout move? Obviously, I'm not referring to anything Tau seeing as we don't have turboboosting units, but what about Deffkoptas? Just played against an Ork army where my opponent placed his koptas as far forward as he could, then, because he had the first turn, turboboosted in his scout move, still remaining (barely) 12" away from one of my Hammerheads. First turn out of the gate, he moved to an angle that gave him a shot at my rear armor. Still whiffed the penetration roll, but it was nerve-wracking. So the question remains: can you turbo on your scout move?
Second of all: Crack shot. Fought another battle against an Eldar player. He fielded a squad of Dark Reapers, and the Exarch had Crack Shot. On the first turn, he hit, penetrated, and blew apart my Hammerhead, which sucks seeing as it was the first (and only) shot of the first turn of a 1,000 point game. Problem is, crack shot meant that he was able to shoot through a forest (area terrain, no line of sight block but a cover save, and through my disruption pod, hitting on a 2+ (Exarch BS is crazy) and ignoring all cover saves. So, my question is, how do you folks deal with stuff like that? His range on that launcher is already 2/3 of a Hammerhead Railgun, so it's difficult to simply stay out of range.
And finally, what other "nightmares" have you guys had trouble dealing with? Any unit combinations, strategies, or other unsavory things causing trouble for your Greater Good? I figure that if we combine forces, we've got a better chance of overcoming thorns in our side.
two words, Ass-ault...
My real problem has been with plague marines, and their FNP. Can be avoided if you have room to keep moving, but still a pain for me.
And Space Wolf scouts, just because they can enter behind me and screw up my broadsides for a few turns keeping me locked.
Turbo Boosting on the scout move i would almost want to say no, but i'll look into it more when i get home.
A good way to avoid being screwed by a first turn hammerhead getting poped (since everyone else is so afraid of them), play alternate tank killers, unit of 2 broadsides? (slow but can be used well), fusion armed stealths, crisis suit combos.. just a few give you that opprotunity to not worry about the hammerhead as much.. the points loss kinda blows though. Kit it up as low as you can, and use it as bait?
"Quisque suos patimur Manes" - Virgil
Farsight 2100pts (6/1/-)
Kroot Merc 1200pts (1/3/1)
Unless prohibited, I think it's only Dark Angels that are prohibited, you can turboboost during the scout move. Makes things nasty for poor Tau (especially if there are drop pods comming down first turn as well).
The Dark Reaper exarch can be hard to deal with in that particular case. If blocking LOS is not an option, give him something else to think about. Threaten his position with a FW squad or keep the hammerheads in reserve. There is no easy answer.
I also think that plague marines (or anything with FNP) is an absolute pain in the back side. With T5 a 3+ save and FNP they can be very hard to drop.
You can't shoot (or do anything) after turbo-boosting. So his Roflkoptas should have been sitting ducks for a turn.
I couldn't think of anything funny, smart, or witty to say, so I said this.
Scout move is done prior to turn 1. So they get to boost, then if they get turn 1 they can move shoot assault as normal.
He can make the turbo boost move with his scout move as long as he stays at least 12 inches away from you. Also, put your hammerhead behind another tank if you want to block line of sight to it.
Can tau tanks block line of sight now? Thought as skimmers they could not.
True LOS my friend. So yes, they block LOS.
My only way of killing them was to surround their rhino and blow the be-jayzus out of it.
My real problem has been with plague marines, and their F
dark reaper exarchs come standard with a S4 AP3 gun. how did he penetrate a hammerhead with that?
crack shot just means you don't get a cover save, and that he may re-roll to wound (this latter one which does not even apply to hammerheads, since he rolls for vehicle penetration, not rolling to wound)
an S4 gun glances the rear armour of a hammerhead if he's lucky. the rest of the dark reaper squad have S5 guns, which actually can penetrate... againt if he's really lucky. however, against those shots, you do get the cover save
how did he get a shot at the rear of your hammerhead on turn 1 at all with dark reapers? dark reapers can't even move and shoot; did you deploy your hammerhead with its rear facing the dark reapers?