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 Making sure I am understand Fast Scout Transports correctly

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maxgravity
Servitor with a short circuit
maxgravity


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PostSubject: Making sure I am understand Fast Scout Transports correctly   Making sure I am understand Fast Scout Transports correctly Icon_minitime13th May 2012, 11:22 pm

I'm kind of a "Every problem is a nail" tactican so have never used Scouts or Infiltrators. Now that I'm rebuilding my IG armor batt, I've come to the conclusion that Valks were just too purty a model to pass by, so I've got to reading the rules.

So i'f I'm understanding thier rules correctly and assuming normal deployment, after everything's been deployed we put out scouts which can then make take a normal move phase before turn 1. So if I'm understanding that correctly, on a tournie table I can drop my valk on the inside edge of my deployment zone and then take a Flat Out move which covers 24 inches. Right so far?

Assuming so, that means that in turn one I can then make up to a 12 inch move and still deploy the troops I'm transporting? If that's the case, then can I take three seperate squadrons of Valks and deploy them at the 1, 3 and 5 foot marks on the inside edge of my deployment zone which would allow me on turn one to drop off a squad of my troops anywhere in the opponents deployment zone on turn 1? Also, multiple rocket pods are S4 and so count as defensive weaps right? So, those deployed troops should be able to recieve fire support from the Valk in the form of a multi-laser (the one weap allwoed at comabt speed) and the Rocket Pods (defensive fire)?

Am i reading this right?

-MaxGrav
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Wildeyedjester
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Wildeyedjester


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PostSubject: Re: Making sure I am understand Fast Scout Transports correctly   Making sure I am understand Fast Scout Transports correctly Icon_minitime14th May 2012, 4:12 pm

You are correct. The other thing to keep in mind Is that you have also moved these flat out which will give you a cover save in the shooting phase following the scout move. The downfall? If the enemy imobilizes you after a flat out move the valk is dead.
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DreadArchon
Necron Pariah visiting a shrink
Necron Pariah visiting a shrink
DreadArchon


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Join date : 2011-06-14
Age : 32
Location : Fort Smith, AR

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PostSubject: Re: Making sure I am understand Fast Scout Transports correctly   Making sure I am understand Fast Scout Transports correctly Icon_minitime16th May 2012, 11:16 am

Also remember that the clarified the "Vehicle destoryed after going flat out kills the passengers question"

the current FAQ says

Q: If a transport vehicle is destroyed in a Movement
phase in which it has moved flat out, what happens to
any embarked models, as passengers may not
disembark from a vehicle that has moved flat out in
that Movement phase? (p70)
A: They are removed as casualties.
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Wildeyedjester
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PostSubject: Re: Making sure I am understand Fast Scout Transports correctly   Making sure I am understand Fast Scout Transports correctly Icon_minitime16th May 2012, 1:05 pm

You are correct but this is often read/interpreted wrong. You only lose the troops if it is imobilized or destroyed in the MOVEMENT phase. The only likely way for this to happen is to go flat out into cover and immobilize yourself.

Don't do that...
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maxgravity
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maxgravity


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PostSubject: Re: Making sure I am understand Fast Scout Transports correctly   Making sure I am understand Fast Scout Transports correctly Icon_minitime16th May 2012, 1:39 pm

Since this is a skimmer, unless I land in the terrain I ignore it right? As for getting shot at, since in the current meta Valks seem to be the highest priority targets in an IG army, if I have to go second, wouldn't it normally make more sense to deep strike them?

-MaxGrav
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DreadArchon
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PostSubject: Re: Making sure I am understand Fast Scout Transports correctly   Making sure I am understand Fast Scout Transports correctly Icon_minitime16th May 2012, 2:36 pm

In Fort Smith our IG guy outflanks his Valks

Yes, you ignore terrain unless you land in it. (Then you take a dangerous terrain test)
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Wildeyedjester
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PostSubject: Re: Making sure I am understand Fast Scout Transports correctly   Making sure I am understand Fast Scout Transports correctly Icon_minitime16th May 2012, 3:59 pm

Generally, I don't like to Deepstrike them since they have such a big foot print. If they land within an inch of an enemy they roll on the deep strike table.

Usually, if I am going second I will scout them (I use vendettas only) 24" sideways along my back edge in the scout phase. Then I just rely on their armor 12 and the 4+ save to weather the next shooting phase.

But, if you have the astropath for your reserves and you won't need the LC fire from vendettas, then reserve them. I think I would reserve Valkyries for the most part regardless for outflank.

I will expand on a common tactic for you with vendettas. Deploy Vendettas x3 at 12" mark, loaded with specialist weapon squads with demo packs. Scout forward 24" or to within 12" of nearest enemy (thats as close as you can get). On your 1st turn disembark squad 2" in front of base. Move them forward 6". Move Vendetta backwards 6" and fire 3 lascannons at transport (cracking it). Toss 3 str 8 ap 2 Demo packs at now exposed troops.

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PostSubject: Re: Making sure I am understand Fast Scout Transports correctly   Making sure I am understand Fast Scout Transports correctly Icon_minitime

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