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 7th edition Jink rule and why it's awesome!

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Mushkilla
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Mushkilla

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PostSubject: Re: 7th edition Jink rule and why it's awesome!   7th edition Jink rule and why it's awesome! - Page 3 I_icon_minitimeThu May 29 2014, 13:13

@Azdrubael wrote:
Better just grisly trophies.

Good point, cheaper too. Smile

Now that warriors actually want to stay in their raiders splinter racks become a decent upgrade again. Smile

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PainReaver
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PostSubject: Re: 7th edition Jink rule and why it's awesome!   7th edition Jink rule and why it's awesome! - Page 3 I_icon_minitimeThu May 29 2014, 18:04

Warriors w/ sybarite in a raider w/ a flicker field, splinter racks and grisly trophies could be interesting. For 195 points however, not cheap.

But then if you're in a position to get shaken... you were probs in a position to get murdered anyway.

Hopefully the Sybarite have access to better gear come the 7th ed codex.

I guess does this really put an end to my plans of an all trueborn/ravager strike force?
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Hekatrix
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PostSubject: Re: 7th edition Jink rule and why it's awesome!   7th edition Jink rule and why it's awesome! - Page 3 I_icon_minitimeThu May 29 2014, 22:21

Could probably drop the flickerfield...but I guess it all comes down to how many Ignores Cover and Template weapons u face

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ligolski
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PostSubject: Re: 7th edition Jink rule and why it's awesome!   7th edition Jink rule and why it's awesome! - Page 3 I_icon_minitimeThu May 29 2014, 23:25

@Mushkilla wrote:
No where does it say jink makes the passengers snapfire. Enjoy!

WHAT??!?!?!?!! AMAZING!

I hadn't read far enough to figure this out yet...simply awesome. I never relied on my raiders for squat in terms of shooting anyways...might as well just fire at aircraft with them lances.

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Hekatrix
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PostSubject: Re: 7th edition Jink rule and why it's awesome!   7th edition Jink rule and why it's awesome! - Page 3 I_icon_minitimeFri May 30 2014, 02:13

@ligolski wrote:


I hadn't read far enough to figure this out yet...simply awesome. I never relied on my raiders for squat  in terms of shooting anyways...might as well just fire at aircraft with them lances.

Yep, so not all hope is lost

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Laughingcarp
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PostSubject: Re: 7th edition Jink rule and why it's awesome!   7th edition Jink rule and why it's awesome! - Page 3 I_icon_minitimeFri May 30 2014, 06:04

Holy smokes.
Just for catching that, I love all of you.

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Mushkilla
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PostSubject: Re: 7th edition Jink rule and why it's awesome!   7th edition Jink rule and why it's awesome! - Page 3 I_icon_minitimeFri May 30 2014, 08:41

@PainReaver wrote:
Warriors w/ sybarite in a raider w/ a flicker field, splinter racks and grisly trophies could be interesting. For 195 points however, not cheap.

But then if you're in a position to get shaken... you were probs in a position to get murdered anyway.

Hopefully the Sybarite have access to better gear come the 7th ed codex.

I guess does this really put an end to my plans of an all trueborn/ravager strike force?

You don't need it all, I'd just got with, raider, warriors, splinter racks and grisly trophies (cheaper than sybarite), so 165 points. Maybe add a splinter cannon or/and the deepstrike upgrade, making them at most 170-180 points.

Now that deepstriking vehicles only count as moving at combat speed (the passengers can fire at full Balistic Skill), deepstrike can pretty much give your splinter rack raider a rapid fire alpha strike. Very Happy

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lelith
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PostSubject: Re: 7th edition Jink rule and why it's awesome!   7th edition Jink rule and why it's awesome! - Page 3 I_icon_minitimeFri May 30 2014, 09:12

@Mushkilla wrote:
@PainReaver wrote:
Warriors w/ sybarite in a raider w/ a flicker field, splinter racks and grisly trophies could be interesting. For 195 points however, not cheap.

But then if you're in a position to get shaken... you were probs in a position to get murdered anyway.

Hopefully the Sybarite have access to better gear come the 7th ed codex.

I guess does this really put an end to my plans of an all trueborn/ravager strike force?

You don't need it all, I'd just got with, raider, warriors, splinter racks and grisly trophies (cheaper than sybarite), so 165 points. Maybe add a splinter cannon or/and the deepstrike upgrade, making them at most 170-180 points.

Now that deepstriking vehicles only count as moving at combat speed (the passengers can fire at full Balistic Skill), deepstrike can pretty much give your splinter rack raider a rapid fire alpha strike. Very Happy

I love your idea of deepstriking warriors (with full BS & RF), but my dice always betrays me whenever I try the deepstrike  Sad 
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commandersasha
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PostSubject: Re: 7th edition Jink rule and why it's awesome!   7th edition Jink rule and why it's awesome! - Page 3 I_icon_minitimeFri May 30 2014, 10:05

My boatload of Warriors with Sliscus might lead the attack from the front now, rather than holding the back line.
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PainReaver
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PostSubject: Re: 7th edition Jink rule and why it's awesome!   7th edition Jink rule and why it's awesome! - Page 3 I_icon_minitimeFri May 30 2014, 10:38

would the deepstrike work just as well for the blasterborn in a venom?
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Count Adhemar
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PostSubject: Re: 7th edition Jink rule and why it's awesome!   7th edition Jink rule and why it's awesome! - Page 3 I_icon_minitimeFri May 30 2014, 10:49

@PainReaver wrote:
would the deepstrike work just as well for the blasterborn in a venom?

I don't see why not. You can deep strike the vehicle and the passengers can fire at full effect. which they would previously have had to disembark to do (which you couldn't do with retro jets but could with Sliscus' ability). Now you can stay embarked. Just make sure you deep strike within 18" of your target.

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Poziom
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PostSubject: Re: 7th edition Jink rule and why it's awesome!   7th edition Jink rule and why it's awesome! - Page 3 I_icon_minitimeFri May 30 2014, 10:51

I wrote about this earlier but I just used it recently and my oponnent was furious. Raiders and Venoms packed with kabalites and trueborns doing jink all the time and having 2+ cover because of farseer on jetbike casting Shrouding Very Happy
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PainReaver
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PostSubject: Re: 7th edition Jink rule and why it's awesome!   7th edition Jink rule and why it's awesome! - Page 3 I_icon_minitimeFri May 30 2014, 10:53

can you still do a 6" move from the venom after

As cool as it is, i would have some problems trying to fit it into the unbound list, which i have in mind

Archon- Bl- 75
Blasterborn- 3x, venom 2x sc- 146
Blasterborn- 4x, venom 2x sc- 173
Splinterborn- 3x, 2x sc, 3x, hwg, venom 2x sc- 127
Splinterborn- 3x, 2x sc, 3x, hwg, venom 2x sc- 127
Ravager- 3x DL, FF- 115
Ravager- 3x DL, FF- 115
Ravager- 3x DL, FF- 115
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Count Adhemar
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PostSubject: Re: 7th edition Jink rule and why it's awesome!   7th edition Jink rule and why it's awesome! - Page 3 I_icon_minitimeFri May 30 2014, 10:57

You cannot disembark from a vehicle that is deep striking using the retrofire jets. You can if they are using Sliscus' ability.

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PainReaver
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PostSubject: Re: 7th edition Jink rule and why it's awesome!   7th edition Jink rule and why it's awesome! - Page 3 I_icon_minitimeFri May 30 2014, 10:58

I meant the venom doing a 6" move after. But here you go ruining my twisted plans of putting suicide wyches up close to the enemy.
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Count Adhemar
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PostSubject: Re: 7th edition Jink rule and why it's awesome!   7th edition Jink rule and why it's awesome! - Page 3 I_icon_minitimeFri May 30 2014, 11:36

No, you can't move a vehicle any further in the movement phase after deep striking but can go flat out in the shooting phase if needed.

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Mushkilla
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PostSubject: Re: 7th edition Jink rule and why it's awesome!   7th edition Jink rule and why it's awesome! - Page 3 I_icon_minitimeFri May 30 2014, 13:17

@lelith wrote:
I love your idea of deepstriking warriors (with full BS & RF), but my dice always betrays me whenever I try the deepstrike  Sad 

It's actually panic_puppets who came up with it, not me. Smile

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Zenotaph
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PostSubject: Re: 7th edition Jink rule and why it's awesome!   7th edition Jink rule and why it's awesome! - Page 3 I_icon_minitimeFri May 30 2014, 13:44

A deepstriking ravager with dissies sounds pretty nice to me.
What would a broadside team say to the idea? Or a terminator squad?

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Count Adhemar
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PostSubject: Re: 7th edition Jink rule and why it's awesome!   7th edition Jink rule and why it's awesome! - Page 3 I_icon_minitimeFri May 30 2014, 13:50

You could do it with Ravagers in 6e anyway and few people did. The only change this edition is that passengers, which Ravagers don't have, can now fire normally without having to disembark.

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Zenotaph
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PostSubject: Re: 7th edition Jink rule and why it's awesome!   7th edition Jink rule and why it's awesome! - Page 3 I_icon_minitimeFri May 30 2014, 14:49

@Count Adhemar wrote:
You could do it with Ravagers in 6e anyway and few people did.

I know, but I too never did it. Maybe, I give it try, this weekend. Along with my blasterborn in their venom.

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Brom
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PostSubject: Re: 7th edition Jink rule and why it's awesome!   7th edition Jink rule and why it's awesome! - Page 3 I_icon_minitimeFri May 30 2014, 15:26

Forgive me if this is posted and I missed it but the way I read jink it no longer precludes passengers from firing at full bs.
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Mushkilla
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PostSubject: Re: 7th edition Jink rule and why it's awesome!   7th edition Jink rule and why it's awesome! - Page 3 I_icon_minitimeFri May 30 2014, 18:02

@Brom wrote:
Forgive me if this is posted and I missed it but the way I read jink it no longer precludes passengers from firing at full bs.

Yeah we covered that on page 3. It's awesome. Wink

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Poziom
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PostSubject: Re: 7th edition Jink rule and why it's awesome!   7th edition Jink rule and why it's awesome! - Page 3 I_icon_minitimeSat May 31 2014, 08:01

Yes, it was covered two times in this topic (I'm suprised that so important information is skipped by so many Wink ). By the way deepstriking units in transport that have defensive grenades can try to blind some shooty units.
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Korwey
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PostSubject: Re: 7th edition Jink rule and why it's awesome!   7th edition Jink rule and why it's awesome! - Page 3 I_icon_minitimeSat May 31 2014, 09:43

I got my initiative seized two times in a row yesterday and I must admit the new jink is truly awesome:)
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Mushkilla
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PostSubject: Re: 7th edition Jink rule and why it's awesome!   7th edition Jink rule and why it's awesome! - Page 3 I_icon_minitimeSat May 31 2014, 12:22

@Korwey wrote:
I got my initiative seized two times in a row yesterday and I must admit the new jink is truly awesome:)

Nice catch I completely overlooked that it would let us deploy more aggressively when going first with less fear of being defenceless when seized.

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