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 Role shift between Reavers and Hellions 8th ed.

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Von Snabel
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PostSubject: Re: Role shift between Reavers and Hellions 8th ed.   Fri Jun 02 2017, 22:14

How did you manage the Turn one charge ? Deployments are 18-24" and with a move of 14" you'll only be able to charge things that they want you to charge. To me in this edition it feels like we can melee better than most and shoot better than most, generally. But we're still worse than the truly dedicated units due to the low S and T on our units.

I havent tried it yet so I'll take your word over my own speculation but I feel like I want my Helions to charge some more backline shooters (Unless i can get a 1st turn that is) and murder some expensive models.

What did you charge if I may ask ? Smile

Understand that you probably just goofed around with the new rules so ofc one got to test what does what.
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amishprn86
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PostSubject: Re: Role shift between Reavers and Hellions 8th ed.   Fri Jun 02 2017, 22:19

"My turn 1", they moved closer one game and then other time i gave them +2" movement b.c they die outside of combat and the T4 help but not against Guard with plasma and battle tanks.

16" move in the open with a charge of 10" is 26", anything on or close to the line was easy target, Dont forget you can use a command point once per phase, i used 1 to reroll a charged dice (rolled a 4 and a 2, rerolled for a 6).

18" deadzone is small when you move 16" can charge and reroll 1 dice Smile

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Cerve
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PostSubject: Re: Role shift between Reavers and Hellions 8th ed.   Fri Jun 02 2017, 23:50

@Azdrubael wrote:
Well you can escape at the start of your turn, cant shoot, but can assault again. The point of it eludes me, other then to switch targets.

If they have the Fly Keyword they can even shoot after falling back. It is a general rule for any Fly model.
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