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 Chain snares, freakish spectacle and Armor of Misery

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Kabalite Warrior


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Join date : 2013-07-10
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PostSubject: Re: Chain snares, freakish spectacle and Armor of Misery   Wed 3 Dec 2014 - 0:49

@ Cerve

that switches the math to a 33% chance to lose the Nob (roll a 1 or 2 on armor pen roll). Still not ideal, considering you can simply charge it the next turn without any risk whatsoever... but hey! I'd encourage you to death or glory if I were playing you!
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Emilytheflayer
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Join date : 2015-01-23
Location : High commorragh/Hilton head island sc in summer

PostSubject: Re: Chain snares, freakish spectacle and Armor of Misery   Fri 23 Jan 2015 - 21:16

Re:eldur ahh yes the last time I heard someone say "just shoot" it was a group of ork shoota boyz that my bloodbrides and I whee chari from our raider though that said "moar dakka" i think it ment the same thing
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@miral
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PostSubject: Re: Chain snares, freakish spectacle and Armor of Misery   Sat 24 Jan 2015 - 10:20

I think tank shock can be outright killy but no one ever seems to interpret the rules as I do. Why not killing a thunderfire by driving in between the gunner and the cannon? If both had to move the shortest way possible, they would not be in coherence. But yeah, I know, no one plays it like that.

I used to play a lot of chains. Once I pushed some dudes off an objective for one VP, but over all my chain snares were hardly of any use. Partly because my shooting already did the work, partly because the enemy shooting took care of my raiders.

I would recommend venoms with snares though, because of the invul safe and because grots and trueborn in raiders are the primary target nowadays, which makes it more likely for them to survive until in position.
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Sigmaril
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PostSubject: Re: Chain snares, freakish spectacle and Armor of Misery   Sat 24 Jan 2015 - 12:59

@@miral wrote:
I think tank shock can be outright killy but no one ever seems to interpret the rules as I do. Why not killing a thunderfire by driving in between the gunner and the cannon? If both had to move the shortest way possible, they would not be in coherence. But yeah, I know, no one plays it like that.
That no one plays it that way is probably because it isn't the way to do it Wink You cannot split the unit up by going through the middle, because they have to stay in coherency, which mean both gun and crewman moves to the same side.
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@miral
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PostSubject: Re: Chain snares, freakish spectacle and Armor of Misery   Sat 24 Jan 2015 - 13:39

Yep, that point is exactly the point. I don't have the wording in mind, but it might either be: " move out of the way the shortest way possible WHILE KEEPING coherency" or "move out the shortest way and THEN CHECK for coherency and crunch the rest".

I think you can read it in both ways. On the other hand, that surely was discussed very often and I agree to play as everybody does. (Which is probably right anyways)

What should work though is blob-control - if I am correct only the models under the tank are moved and as you can only move if your base has enough space + you need to keep the one inch to the tank, this could hurt large groups.

Has somebody a better understanding of this?
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Sigmaril
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PostSubject: Re: Chain snares, freakish spectacle and Armor of Misery   Sat 24 Jan 2015 - 20:52

Move the models underneath the shortest possible route while staying in coherency and one inch away from the tank.
Understand that "shortest route possibly" can actually be quite long, and only in the strictest of circumstances will anyone be destroyed. It CAN happen, especially if you've moved other units up to surround them first, but it's very unlikely.
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