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Deathwing Assault
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Old 15 Apr 2007, 04:57   #1 (permalink)
Shas'La
 
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Default Deathwing Assault

Well, I know it comes down first turn, and bikers with teleport homers means they don't scatter, but when do they come down?
At the start of your first turn, so 6" into the battlefield (if using the ravenwing homers) or anywhere else in the battlefield and being really 'alone'
Or during your first turns movment phase, like for example placed where your ravenwing end up after thier scout/turboboost move?

I read the rule book, and it doesn't say when reserves come in, just as soon as they are avaible and that can be read either way. So yeah....
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Old 15 Apr 2007, 07:10   #2 (permalink)
Shas'El
 
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Default Re: Deathwing Assault

It does in fact. I don't have my rule book with me though so can't give a page but,

on your second turn roll a D6 for each unit in reserve, on a 4+ they come into play, each turn after decrease the roll needed by 1.
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Old 15 Apr 2007, 11:37   #3 (permalink)
Shas'Vre
 
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Default Re: Deathwing Assault

When deepstriking in (or drop podding) you do it at the beginning of the movement phase, before your regular movement.

As far as the ravenwing homer is considered, you have to remember that they have a scout move. So with proper placement that could be up to 18" into the battlefield.
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Old 15 Apr 2007, 19:10   #4 (permalink)
Shas'La
 
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Default Re: Deathwing Assault

18" out of your deployment zone, that is. A total of 30" with no scatter is pretty nasty, which is why i bought a ravenwing bike squad last night. That should come in very handy.
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Old 16 Apr 2007, 00:24   #5 (permalink)
Shas'La
 
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Default Re: Deathwing Assault

agreed that is is pretty nasty, but we weren't sure when the first turn DS happened, I'm assuming the scout move lets you move your bike distance, not just 6"
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Old 16 Apr 2007, 00:37   #6 (permalink)
Ethereal
 
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Default Re: Deathwing Assault

Scouts just gives you a move before the first turn of the game, right before you roll to see who goes first. You are allowed to move your full distance, but you can not Turbo-Boost (because you are trying to be sneaky).
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Old 16 Apr 2007, 01:55   #7 (permalink)
Shas'La
 
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Default Re: Deathwing Assault

sweet, alright, now I know this I wont be cheating anyone by playing it wrong because I didn't know, thanks for all your help.
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Old 19 Apr 2007, 21:38   #8 (permalink)
Shas'La
 
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Default Re: Deathwing Assault

I picked up some bikes the other day and realized that 1 can deploy 12", scout 12", move 12" on turn 1, and deep strike my closest termie another 6" further. That is over 42" on turn 1. It could be awkward for almost anyone.
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Old 20 Apr 2007, 00:34   #9 (permalink)
Shas'Vre
 
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Default Re: Deathwing Assault

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Originally Posted by Bustafer Jones
I picked up some bikes the other day and realized that 1 can deploy 12", scout 12", move 12" on turn 1, and deep strike my closest termie another 6" further. That is over 42" on turn 1. It could be awkward for almost anyone.
Errr.... Not quite. You can set up 12", scout 12" but deep strike happens before movement. So it would be more like a 30" on turn one.

Other than that your pretty much on.
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Old 20 Apr 2007, 02:33   #10 (permalink)
Shas'La
 
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Default Re: Deathwing Assault

Ahh, ok. It doesn't say that exactly in the reserves section, but it does say that you must move reserves onto the table "as soon as possible" which strongly points to deep striking in before the movement phase. I'd always thought so, but was recently told that was not the case. I now beleive it is once more. Well, 30" is still pretty brutal, especially since your bikers could likely then go on to get a turn 1 charge, and your termies could follow up on turn two to finish the locked unit. I like it.
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