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running after deep strike
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Old 24 Jun 2008, 12:45   #1 (permalink)
Shas'El
 
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Default running after deep strike

just finished reading the battlereport on the new WD. And excellent primer on how 5th will work BTW, and I suggest people read it.

But I couldn't help but notice that deepstriking terminators were able to RUN on the same turn they struck!

I'll wander up to the local store at lunch and check the restrictions on deep strike again, but this could have major implications for all DS armies like deathwing, IG drop armies and deamons!

Imagine <shuddering> a deep striking unit that has "fleet of foot" being able to run then assault on the turn they deep strike. I don't think assault is possible, but I'm going to make sure today. That would be a nasty nasty twist to the deamon army
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Old 24 Jun 2008, 14:18   #2 (permalink)
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Default Re: running after deep strike

pretty sure that assault still isn't possible.
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Old 24 Jun 2008, 14:20   #3 (permalink)
Shas'Vre
 
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Default Re: running after deep strike

The safer Deep Strike, followed by running, is one of the points that GW touts as an improvement for Chaos Daemons.
It is indeed possible to run after Deep Striking, but not to assault, unless your special rules permit it (Zagstruck, lesser Daemons, I'm looking at you!). Even if you can assault after Deep Striking, you couldn't do so after deep striking and running unless you also had Fleet, and I can't think of any units with both rules.
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Old 24 Jun 2008, 14:26   #4 (permalink)
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Default Re: running after deep strike

40k enthusiast got it actually, a few of us knew about this for a while. It makes deepstriking much more effective, to try and hit cover after you land or at least spread out. I'm unbelievably pumped for this change, as it will increase the effectiveness of demons a lot.
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Old 24 Jun 2008, 14:27   #5 (permalink)
Shas'El
 
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Default Re: running after deep strike

Quote:
Originally Posted by 40kenthusiast
Even if you can assault after Deep Striking, you couldn't do so after deep striking and running unless you also had Fleet, and I can't think of any units with both rules.
Right, and I can't think of any either. Just thinking out loud how devistating that would be.
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Old 24 Jun 2008, 14:28   #6 (permalink)
Shas'Ui
 
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Default Re: running after deep strike

Quote:
Originally Posted by 40kenthusiast
The safer Deep Strike, followed by running, is one of the points that GW touts as an improvement for Chaos Daemons.
It is indeed possible to run after Deep Striking, but not to assault, unless your special rules permit it (Zagstruck, lesser Daemons, I'm looking at you!). Even if you can assault after Deep Striking, you couldn't do so after deep striking and running unless you also had Fleet, and I can't think of any units with both rules.
I think that Swooping Hawks have both Deep Strike and Fleet of Foot.
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Old 24 Jun 2008, 14:36   #7 (permalink)
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Default Re: running after deep strike

Quote:
Originally Posted by sionnach19
40k enthusiast got it actually, a few of us knew about this for a while. It makes deepstriking much more effective, to try and hit cover after you land or at least spread out. I'm unbelievably pumped for this change, as it will increase the effectiveness of demons a lot.
I am struggling to think of any Daemons besides Slaneesh that have Fleet...
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Old 24 Jun 2008, 15:34   #8 (permalink)
Shas'Vre
 
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Default Re: running after deep strike

Well, most everyone can run, and if you've got no shooting weapon running is like fleeting in the deep strike round.
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Old 24 Jun 2008, 15:34   #9 (permalink)
Shas'Ui
 
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Default Re: running after deep strike

But swooping hawks don't have any special ability that lets them assault after deep striking.
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Old 24 Jun 2008, 15:39   #10 (permalink)
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Default Re: running after deep strike

Even if you have fleet, you still can't assault unless you were already allowed to assault after deep-striking. All that has changed for most armies is that a unit that drops in a bad position can alter it by d6". I don't think it changes the game plan for Imperial Guard or Deathwing very much, because both armies usually want to be firing as soon as they touch down. Unless it was a really bad scatter, and not running will mean the death of the unit (Plasma Cannon is sight, for example).
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