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my two cents on improveing at 40k
#9
if a vehicle went flat out and is destroyed in its OWN (player) turn (in the movement phase) the unit is killed, because passengers may not disembark from a vehicle that has moved flat out (p6, rulebook FAQ v1.5, Jan 2012). If destroyed in the opponents player turn the unit is not destroyed but follows normal rules for destroyed transports. Skimmers moving flat out are destroyed if immobilised, and count as moving flat out until the start of their next player turn (p71 rulebok)

So the only way i can see this happening is if you have a skimmer that has gone flat out into difficult terrain and fail the dangerous terrain check, immobilising your vehicle and because its a skimmer going flat out that destroys it.

Hope that helps.
My two cents based on playing Deathwing (learnt mostly through games I have lost!):

If you have a slow army, make sure you can outshoot your opponent, or overwhelm him with massed numbers. If you have a fast army, use that advantage to overwhelm a portion of his force. Try and fight half his force with all of your force. You can achieve this in deployment if you have a small army and he has a horde if you refuse a flank. Refuse the flank opposite his slower elements so they take longer to reach you.

Always support your units as mentioned before, otherwise no matter how hard they are they can get isolated and destroyed. Pre-match think about your strengths vs their strengths and your weaknesses vs their weaknesses.

Make sure you think carefully about target priority - what are the biggest threats to your units. Don't b afraid to sacrifice a unit, especially near the end of the game if it is not scoring and you are not playing KP, to slow/distract your opponent. Use cheap vehicles to block movement and provide cover.

If you are gong to be charged in the following turn and can't move out of charge range, always charge first. Chances are your unit is dead anyway (if not CC specialist) and you are more likely to be wiped in two rounds of combat than one, meaning he is tied up for his move phase but free on your player turn so you can shoot him again. (obviously this needs to be judged based on the strengths/ weaknesses of his army, and if you rapid fire you can't assault so you lose some shooting...).

If you are taking on a hard element of his force, do it with overwhelming force. Otherwise avoid his hard units (if poss), and take out the soft ones. Nothing better than a 500pt deathstar unit that you can avoid for the entire game. (I have learnt this the hard way).

Lastly if you reserve don't forget that the unit you wanted on turn 2 might not come on until turn 5 (and my Ravenwing always seem to arrive turn 5 when the battle is all but over!). I prefer to scout my RAvenwing bikes now, but still not great at using these, they seem to die too easily.

Sorry for the stream of conciousness, but hope some of it is useful to someone.

Chris
40K - Dark Angels, Dark Eldar, Necrons; Lord of the Rings - lots; Bloodbowl - Dwarves, Wood Elves; SAGA - Anglo Danes & Welsh; Guildball - Morticians, Engineers; Dropzone/fleet - Shaltari
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Messages In This Thread
my two cents on improveing at 40k - by sprogmcjob - 15-10-2011, 11:19 PM
RE: my two cents on improveing at 40k - by Nick - 15-10-2011, 11:35 PM
RE: my two cents on improveing at 40k - by Nick - 15-10-2011, 11:57 PM
RE: my two cents on improveing at 40k - by Nick - 01-02-2012, 07:21 PM
RE: my two cents on improveing at 40k - by Nick - 01-02-2012, 11:48 PM
RE: my two cents on improveing at 40k - by jaqenhgar - 02-02-2012, 11:18 AM
RE: my two cents on improveing at 40k - by Nick - 02-02-2012, 06:40 PM

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