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Due to the new rules dictating that you now can't assault the turn you disembark from a transport, I was just wondering how you guys managed to get your guys (banshees scorpions etc) out of their serpents and into the fray as quickly as possible?
I don't particularly like my banshees getting out and taking a turn full of lead (or lasers gauss etc ) before getting into what they do best.
Appreciative of your thoughts, Boomstick
the most common method is to zoom your transport up there and keep your squad in it. then on your next turn before you move the transport you get the squad out (they are now free to disembark 2", move 6" (possibly fleet of foot d6" if they aren't scorpions) and assault 6"
(preferably your transport shouldn't stop right in front of the enemy, try to keep it a bit covered)
Thanx nickolai, i'll try that
Yes it works especially well with Wave Serpants as they have energy fields. And if they moved more than- er- twelve", isn't it?- your opponent can only get glancing hits. Try unloading Banshees, moving them, fleeting them, and then assaulting- I did that against SoB the other day and managed to wipe out a whole HQ- with Canoness, Celestians and Priest- in one round of combat, no sweat. Still lost the game, but heydey-hidey-ho...
"You're very interesting, and very perceptive. So interesting, and so perceptive, in fact, that we shall now fight with KNIVES!"
"I've been dead long before you were born, and I'll be dead long before you'll be dead!"
its if a skimmer moves over 6"
I'd say it doesn't work that well with waveserpents, they don't get as much protection as the falcon, so if its wrecked or immobilised the squad inside is pinned for the next turn and can't do anything. its a price assault eldar armies pay heavily with the new rules- we're not as good as we used to be.
Tzarnikolai, totally off topic but do you go for sheffield wednesday or united.
i better add something to do with the topic as well. yeah just leave them in their for that turn. but be in cover our out of sight so you can put your transport sideways so they can move into combat without haveing to run around the tank
Last edited by box; April 6th, 2005 at 09:40.
Only alternative is don't use transports and use "fleet of foot" to advance behind cover. The new rules prevent "moveTransport-unloadTroops-assault" all in one turn, but at least a Waveserpent still makes an OK (not great) tank with twin-link BrightLance or Starcannon.
Theres also a dude at my shop whos zooming turn one with 3 waves etc 24'' to my lines and unload the second turn. Anyways once he meet me il show him the weak spot of his so called invincebl tactic. Zoom a couple of cheapass units at the cargoentrance blow it up and there all dead, But still its a good tactic altough risky if your opponent knows wat to do.
However with that statement out of the way, I would say listen to ArchonBjorn. He has a really good tendency to not say stupid things and give bad advice.Learn from yesterday.
Live for today
Hope for tomorrow
I'm more of a sheffield steelers (ice hockey) fanTzarnikolai, totally off topic but do you go for sheffield wednesday or united.
anyway, remember that while other races have access to cheaper (though weaker) armoured transports ours are costing 130+ points each. and dedicated transports cannot claim objectives or table quarters, so don't field too many of them as it restricts how much of your army you have to have at the end in order to claim anything. my beil-tan usually manage with one waveserpent and one falcon.
and i usually never move over 12", i'd rather have whatever heavy weapon i'm fielding fire than have my banshees that close to the full enemy army. i want to soften it up a bit first before they get stuck in. possibly remove/weaken problem seargents or cc weapon troops with mindwar if i can.