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Nid and there running
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Old 16 Jul 2008, 10:13   #1 (permalink)
Kroot Warrior
 
Join Date: Mar 2008
Posts: 8
Default Nid and there running

When looking over the rule book and obviously here as well, i noticed alot of people where talking about the new run ability that you can do.

Peeking my intrest i went and read about it and learned its not a bad thing. But one thing left me a little baffeled.

Ok so a hormagaunt moves 6" and then can run for another 6" and due to the fleet ability it can then charge (6 or 12 i dont remeber) but if they are not within range to charge would they still be able to fleet forward or would that so to speak count as there fleet movement. Couldnt they do this before move 6 and fleet 6 with a possible charge???

If this is the case then i dont see this as a major boost to a nids army. Unless you consider the warriors tryrant fex's that would get use of this might make for a bad day for the wrong player who doesnt realize it and you have a CC fex in his face turn 2

Thanks
J
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Old 16 Jul 2008, 15:52   #2 (permalink)
Shas'Vre
 
Join Date: Feb 2007
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Default Re: Nid and there running

It really isn't a boost since most of our guys had fleet already. Look at it this way: the old fleet is gone. Period. Units can now run, which your units can do in the shooting phase. However, they can't assault afterwards... unless they have fleet, units with fleet can run and then assault. However, this doesn't mean you would get an extra fleet move on top of the run.

The only thing run is really good for is close combat carnifexes ;D they might finally see combat before turn 4 now.
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Old 16 Jul 2008, 21:56   #3 (permalink)
Shas'Vre
 
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Default Re: Nid and there running

Quote:
Originally Posted by sionnach19
It really isn't a boost since most of our guys had fleet already. Look at it this way: the old fleet is gone. Period. Units can now run, which your units can do in the shooting phase. However, they can't assault afterwards... unless they have fleet, units with fleet can run and then assault. However, this doesn't mean you would get an extra fleet move on top of the run.

The only thing run is really good for is close combat carnifexes ;D they might finally see combat before turn 4 now.
Actually, it's good for more than just that...

CC Fex's sure... CC Walking Tyrants too... but even Flying Tyrants get a "run" move after the 12" flying move (but can't assault after of course), the Broodlord and Retinue can get probably get into combat faster (since I've been finding it near impossible to get infiltrated into a 12" position with the new LoS rules - though Outflank is awesome in it's stead), CC Leaping Warriors too, even Zoanthropes can "run" to get into the 18" focused blast range faster if it's what you need, Deepstriking Units (anything with Wings that you want in addition to anything else that already has it standard) can come on and "run" for cover if they scatter badly...

There are actually a lot of cool things you can do with it.

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Old 16 Jul 2008, 23:36   #4 (permalink)
Shas'El
 
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Default Re: Nid and there running

Can gaunts still charge 12"? Can they run and move normally on the same turn? I haven't seen the new rulebook.
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Old 17 Jul 2008, 01:49   #5 (permalink)
Shas'Vre
 
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Default Re: Nid and there running

Quote:
Originally Posted by Vilest Worm
Can gaunts still charge 12"? Can they run and move normally on the same turn? I haven't seen the new rulebook.
Gaunts (Spine, Terma, Devil) = 6" move + d6" Run + 6" assault in one turn.
Hormagaunts = 6" move + d6" Run + 12" assault in one turn.

Same as before, only now everything (not just Fleet units) can choose to do the extra d6" Run if they forgo Shooting - but unless you have Fleet you can't assault after the run. Non-Fleet units have to just do a regular move, and can not Run, if they intend to Assault.
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Old 17 Jul 2008, 14:26   #6 (permalink)
Kroot Shaper
 
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Default Re: Nid and there running

Something I have been wondering about. Can units with fleet assault after deepstriking? I am not sure. You can run after deepstriking, and if you have fleet can assault after running. I wonder if it works.
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Old 17 Jul 2008, 15:27   #7 (permalink)
Shas'Vre
 
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Default Re: Nid and there running

Don't think so. The rules pretty clearly state you may only take your shooting phase with a unit that deepstruck. Not 100% sure but that's pretty clearly how it's intended. Though I wouldn't mind gigantic units of ravenors popping up and assaulting the turn they did!
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Old 17 Jul 2008, 21:54   #8 (permalink)
Shas'Vre
 
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Default Re: Nid and there running

I'll be playing again tomorrow night, I'll check on the 5th Rulebook at the store - pretty certain I remember it mentioning that you can not assault after Deepstriking though in the Deepstriking rules themselves... unless of course you have somethinig that specifically overrides that like the Lictor.
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Old 18 Jul 2008, 19:43   #9 (permalink)
Shas'Vre
 
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Default Re: Nid and there running

Quote:
Originally Posted by Nezalhualixtlan
Quote:
Originally Posted by Vilest Worm
Can gaunts still charge 12"? Can they run and move normally on the same turn? I haven't seen the new rulebook.
Gaunts (Spine, Terma, Devil) = 6" move + d6" Run + 6" assault in one turn.
Hormagaunts = 6" move + d6" Run + 12" assault in one turn.

Same as before, only now everything (not just Fleet units) can choose to do the extra d6" Run if they forgo Shooting - but unless you have Fleet you can't assault after the run. Non-Fleet units have to just do a regular move, and can not Run, if they intend to Assault.
Can't charge if they fleet.
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Old 18 Jul 2008, 20:44   #10 (permalink)
Shas'El
 
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Default Re: Nid and there running

Quote:
Originally Posted by scar face
Quote:
Originally Posted by Nezalhualixtlan
Quote:
Originally Posted by Vilest Worm
Can gaunts still charge 12"? Can they run and move normally on the same turn? I haven't seen the new rulebook.
Gaunts (Spine, Terma, Devil) = 6" move + d6" Run + 6" assault in one turn.
Hormagaunts = 6" move + d6" Run + 12" assault in one turn.

Same as before, only now everything (not just Fleet units) can choose to do the extra d6" Run if they forgo Shooting - but unless you have Fleet you can't assault after the run. Non-Fleet units have to just do a regular move, and can not Run, if they intend to Assault.
Can't charge if they fleet.
those units with the fleet rule can.

Those using run without the fleet rule can't.
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