Alistair's Imperial Guard Blog - 07/03/10

Re: Alistair's Imperial Guard Blog - 25/02/10

Postby Rob_K » Feb 26th, '10, 03:56

So does that make 3 flying things in your army?
Hmmm, where did I leave my AA guns...
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Re: Alistair's Imperial Guard Blog - 25/02/10

Postby Alistair » Feb 26th, '10, 10:02

Woohoo second page!

And yup, two fast attacks and one heavy support.

I'm going to need to take a good look again at the fast transport rules for my valkyrie. As I understand it though, I can scout up to 12 inches away from a unit, then in my movement phase (providing I survive the first turn if I lost it), move the last 12 inches forward, unload the melta squad (who can't then move), have them fire at a tank within 6 inches, then still fire my multilaser and my strength 4 large blast frag pods at an enemy unit.
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Unpainted: 2 Chimeras, Vulture Gunship, 15 guardsmen, 10 Veterans.
Painted: Vendetta Gunship, 35 guardsmen, Chimera, Marbo, Manticore, Leman Russ
Working on: Valkyrie Transport. 10 Veterans
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Re: Alistair's Imperial Guard Blog - 25/02/10

Postby James Da Kan Man » Mar 4th, '10, 14:55

There's a conflict in the rules on that issue - as far as I recall, being Fast modifies the number of guns you can fire if moving 12", but doesn't mention a change to passengers, who can't fire in normal vehicles if they move over 6". However, it says in the disembarking bit that models can fire if they disembark. As the rules stand, this seems to suggest that if you cower in the vehicle after moving 12" you can't shoot, but if you come out (and you can use Fish of Fury style tricks with the Valk) then you can shoot.

Personally (from a consisteny point if nothing else) I would say that the update for shooting from Fast vehicles was just missed, but it's not necessarily clear.

Plus I can pull a similar trick with my Deffcoptas with the Scouting, except I can turbo-boost inside my scout move 24", then move 12" in turn one. Hello Manticore.
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Re: Alistair's Imperial Guard Blog - 25/02/10

Postby Toby » Mar 4th, '10, 16:07

You can only set up 12"away if completely out of sight, otherwise its 18" away. Then you can move up to 12" and fire one weapon and all your defensive weapons. I'm assuming the Valkyrie has no fire points so that bits irrelevant.
If you move your Valkyrie before disembarking then yes they can shoot but cant assault, if you disembark first then you can move, shoot & assault as normal, plus you get to move the valkyrie as you wish.
For now I shall be a proud and mentally impaired player who apparently shares the same intelligence level of that of a chimp. Now if you would excuse me I have pressing matters to attend to, I have found a stick and I am going to poke a banana.
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Re: Alistair's Imperial Guard Blog - 25/02/10

Postby Alistair » Mar 5th, '10, 01:21

As I've got my rulebook out now :)

The 'Scouts' rule is different from the 'Infiltrators' rule, they just both as a bonus provide the 'outflank' ability when in reserve

A scout move is a 'normal move' taken before the game begins, in which case is up to 24 inches from a 'fast skimmer' (18 inches for a fast vehicle). The only restriction, is that it must end up its move more than 12 inches away from an enemy unit.

The 'flat out' speed is defined as more than 12" and up to 18" (24 inches for a skimmer that is also fast and is moving flat out).

So, from my understanding,

Combat: 0 to 6
Cruising: 6 to 12
Fast Flat Out: 12 to 18
Fast skimmer Flat Out: 12 to 18

There is a restriction that passengers may not disembark from a vehicle moving at flat out in that movement phase.

So, it is entirely possible for a valkyrie (which doesn't have firepoints) to move flat out in the scout phase, move forward in the movement phase up to 12 inches, drop off a squad, particularly meltas, have them fire, then it fire its multilaser (main weapon), then rocket pods (defensive weapons). Of course, assaulting isn't particularly an issue for me :D

And yup, your deffkoptas seem to do that quite happily. However, if you have more than 1 with a buzzsaw, they'll end up costing more points than the manticore they're trying to kill. And even then it isn't a 'guarenteed' kill. Highly likely, but nowhere near certain :) And that's good enough for me.
1500pts Imperial Guard
Unpainted: 2 Chimeras, Vulture Gunship, 15 guardsmen, 10 Veterans.
Painted: Vendetta Gunship, 35 guardsmen, Chimera, Marbo, Manticore, Leman Russ
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Re: Alistair's Imperial Guard Blog - 25/02/10

Postby James Da Kan Man » Mar 7th, '10, 11:18

No buzzsaws, just twin-linked rokkit launchas... Lots of twin-linked rokkit launchas
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Re: Alistair's Imperial Guard Blog - 25/02/10

Postby Alistair » Mar 7th, '10, 21:58

They won't do much good against the side armour of my russ(es) - Unlike John S's twin linked lascannon last week. - Oh it's armour 13, it's still low odds that you'll kill it. *BOOM*

Manticore got revenge quickly though. Though it's screwed if anything gets a good line up on it, nevermind deffkoptas.

As for this weeks news, work progresses on the inside of the valkyrie. It's starting to look somewhat painted now, though it'll still be another couple of weeks before it is in a fieldable state.

Basically, the problem is, I need to paint the insides of it before I can glue it together.

I'm going for a Regal Blue basecoat, with Mordian blue next coat. This is different from my vendetta, which is Necron Abyss then Regal Blue.

Also going with tin and brass metal bits, as opposed to silver/grey and gold.

And on a sidenote, poo that Battle Missions is out of stock on day 2.
1500pts Imperial Guard
Unpainted: 2 Chimeras, Vulture Gunship, 15 guardsmen, 10 Veterans.
Painted: Vendetta Gunship, 35 guardsmen, Chimera, Marbo, Manticore, Leman Russ
Working on: Valkyrie Transport. 10 Veterans
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Re: Alistair's Imperial Guard Blog - 07/03/10

Postby Toby » Mar 7th, '10, 22:16

Well at least you dont have to have the outside painted for the one day event :D
For now I shall be a proud and mentally impaired player who apparently shares the same intelligence level of that of a chimp. Now if you would excuse me I have pressing matters to attend to, I have found a stick and I am going to poke a banana.
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Re: Alistair's Imperial Guard Blog - 07/03/10

Postby Rob_K » Mar 7th, '10, 22:41

I think the problem is he needs to paint the inside before he can assemble it, as once it's assembled the inside will be tough to paint!
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Re: Alistair's Imperial Guard Blog - 07/03/10

Postby Toby » Mar 8th, '10, 09:46

Rob_K wrote:I think the problem is he needs to paint the inside before he can assemble it, as once it's assembled the inside will be tough to paint!


Oh come on I may be new to the game, but even I had assumed that much :lol:
For now I shall be a proud and mentally impaired player who apparently shares the same intelligence level of that of a chimp. Now if you would excuse me I have pressing matters to attend to, I have found a stick and I am going to poke a banana.
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