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 Fire & Fade is awesome

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FattimusMcGee
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PostSubject: Fire & Fade is awesome   Sun Apr 01 2018, 00:14

It's going to be so much easier to hide important units, or get them 7" closer for next turns charge... 1CP!!!

Sadly they can't charge the turn you use it or it would be insanely powerful for us. Still, being able to pop some shots with a Ravager and then sulk back behind cover is priceless.
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Hen Tai, the tentacle guy
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PostSubject: Re: Fire & Fade is awesome   Sun Apr 01 2018, 00:18

Could be worth it, doing it to a squad of three taloi as well, but I wonder if it is restricted to bikes and infantry.

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TheBaconPope
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PostSubject: Re: Fire & Fade is awesome   Sun Apr 01 2018, 00:27

I'm looking forward to using it on my Scourges. Drop 18" from, say, a Taurox Prime, pepper it with Darklight (Should bring it down a Wound Track), then fade into cover, putting them infuriatingly 25" away. Taurox has to move to retaliate, and suddenly it's hitting me on 5's, 6's if I'm feel like putting Lightning Fast Reflexes on it.

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Hen Tai, the tentacle guy
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PostSubject: Re: Fire & Fade is awesome   Sun Apr 01 2018, 00:40

A shame we can't use it on Grotesques, with the LQ gun having range 8".

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FuelDrop
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PostSubject: Re: Fire & Fade is awesome   Sun Apr 01 2018, 00:55

I think it will combo well with Flawless Workmanship and a 20 Kabalite WWP drop. 15 inch rapid fire, move 7" away, and most enemy infantry will be out of return rapid fire range even if they advance. Quad Shredder (18" range) and 2 Splinter Cannons (42" range) means that you're virtually certain to shred a valuable infantry unit.
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Lord Asvaldir
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PostSubject: Re: Fire & Fade is awesome   Sun Apr 01 2018, 01:35

Yeah that sounds very solid, obsidian rose definitely benefits a lot from being able to deploy rapidly into rapid fire range and then moving out of it, and the extra rapid fire range makes it much easier for them to effectively kite enemy units very well.

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Rusty293
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PostSubject: Re: Fire & Fade is awesome   Sun Apr 01 2018, 08:52

Sounds like it would be great on scourges. Mine always drop, either maul something or kill it outright but then eat lead or get charged. Probably just bad play from me but being able to spend a command point to move them after shooting might be handy. Even better though would be being able to use it on a ravager!
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Dalakh
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PostSubject: Re: Fire & Fade is awesome   Sun Apr 01 2018, 16:03

I love Fire and Fade with CWE, so many uses.

For instance, you start with a unit protected in a Serpent turn 1 (Banshees work well for a surprise turn 1 charge, with one CP you can cover the no man's land and charge, or just quicken them) then go up the field with the Serpent, advancing with vectored engines ofc and embark all of your deep striked Fire Dragons to protect them after their kill. Then redeploy quickly or reengage at full strength the following turn, following your need.

Lovely stuff.

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CptMetal
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PostSubject: Re: Fire & Fade is awesome   Sun Apr 01 2018, 16:12

What exactly can we do with this strategem? Infantry only? Always 7 inches? Can we attack afterwards? etc
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Dalakh
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PostSubject: Re: Fire & Fade is awesome   Sun Apr 01 2018, 16:16

Fire and Fade (1 CP): After a friendly Drukhari unit shoots in your shooting phase, it can move 7" as if it was the movement phase; however, it may not advance as part of this extra move and will be unable to charge that turn.

Keep in mind I just copypasted the CWE version and changed the keyword but there is 99% chance it's the exact same thing.

EDIT: Long story short after you shot you can :
-Run and hide/get cover
-Move in closer
-Move to embark into a transport
You cannot :
-move+advance
-charge
-lock the enemy in combat as part of the movement

EDIT 2: OMG YOU SHOULD ACTUALLY BE ABLE TO SHOOT AND DISEMBARK DURING THE SHOOTING PHASE THANKS TO OPEN TOPPED ! bounce
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TheBaconPope
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PostSubject: Re: Fire & Fade is awesome   Sun Apr 01 2018, 16:31

Quote :
EDIT 2: OMG YOU SHOULD ACTUALLY BE ABLE TO SHOOT AND DISEMBARK DURING THE SHOOTING PHASE THANKS TO OPEN TOPPED !

Is there a specific benefit to doing this? I can maybe see grabbing a contested objective if you're near or bailing out of a transport that's not going to survive another round, but aside from that, are there any other benefits?

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CptMetal
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PostSubject: Re: Fire & Fade is awesome   Sun Apr 01 2018, 16:40

@TheBaconPope wrote:
Quote :
EDIT 2: OMG YOU SHOULD ACTUALLY BE ABLE TO SHOOT AND DISEMBARK DURING THE SHOOTING PHASE THANKS TO OPEN TOPPED !

Is there a specific benefit to doing this? I can maybe see grabbing a contested objective if you're near or bailing out of a transport that's not going to survive another round, but aside from that, are there any other benefits?

May be it´s possible to move closer in the transport. Shoot in the shooting phase and get out of the vehicle due to the strategem and charge in the charge phase?
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Myrvn
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PostSubject: Re: Fire & Fade is awesome   Sun Apr 01 2018, 16:41

I know the language is vague, but I'm fairly certain the FAQ'd the disembark/embark ruling that it can only be done in the Movement phase. It isn't technically the "move" of the unit, it is just an action taken during that phase. So moving as if in the movement phase doesn't allow for the disembark.
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FrankyMcShanky
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PostSubject: Re: Fire & Fade is awesome   Sun Apr 01 2018, 16:41

@TheBaconPope wrote:
Quote :
EDIT 2: OMG YOU SHOULD ACTUALLY BE ABLE TO SHOOT AND DISEMBARK DURING THE SHOOTING PHASE THANKS TO OPEN TOPPED !

Is there a specific benefit to doing this? I can maybe see grabbing a contested objective if you're near or bailing out of a transport that's not going to survive another round, but aside from that, are there any other benefits?

Disembarking happens at the begging of the movement phase. This, if true, would essentially allow you to disembark at the end of the movement phase.
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CptMetal
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PostSubject: Re: Fire & Fade is awesome   Sun Apr 01 2018, 16:46

@FrankyMcShanky wrote:
@TheBaconPope wrote:
Quote :
EDIT 2: OMG YOU SHOULD ACTUALLY BE ABLE TO SHOOT AND DISEMBARK DURING THE SHOOTING PHASE THANKS TO OPEN TOPPED !

Is there a specific benefit to doing this? I can maybe see grabbing a contested objective if you're near or bailing out of a transport that's not going to survive another round, but aside from that, are there any other benefits?

Disembarking happens at the begging of the movement phase.  This, if true, would essentially allow you to disembark at the end of the movement phase.

But I can´t charge due to the strategem, so why should I want to disembark?
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Skulnbonz
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PostSubject: Re: Fire & Fade is awesome   Sun Apr 01 2018, 16:50

@CptMetal wrote:

But I can´t charge due to the strategem, so why should I want to disembark?

Last game turn grabbing of an objective just out of range.

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Dalakh
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PostSubject: Re: Fire & Fade is awesome   Sun Apr 01 2018, 16:51

Hmm actually sorry, I'd say false alarm on this one because the rule about disembarking specifically mentions that disembarking has to be done before transport moves, but more importantly doesn't precise "this movement phase" or anything of the sort.

Anyway, it wouldn't allow you to do much in theory. In practice however you would have an additional option that was not initially anticipated and there is ALWAYS value to be found in new options even if it's niche or tiny.
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RedRegicide
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PostSubject: Re: Fire & Fade is awesome   Sun Apr 01 2018, 19:09

Grot sling shot- 5 grots in a raider, auto advance 8” with aethersail for 1cp (that exists right?) and the fire dissie at bs4+, and fire and fade 7” closer to your target. Gets them up 29”

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Hen Tai, the tentacle guy
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PostSubject: Re: Fire & Fade is awesome   Sun Apr 01 2018, 19:23

Ooh! That is evil! I like it.

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Crazy_Ivan
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PostSubject: Re: Fire & Fade is awesome   Sun Apr 01 2018, 20:32

I used to do this all the time with the coven supplement.
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