![]() With Urien, it is critical that the command units stick otherwise there is too much investment turn after turn being put into refreshing command units in order to maintain or attempt to establish that critical control. IMO Eldar offers better options for high HP command units. But it's just a slap in the face that for a middling effect you have to exhaust your warlord AND pay 1.Īfter switching to Chaos allies for the fanatics, I came back to Eldar allies with Urien. Urien gets shafted by it not being a torture card, but I still have 2 (I think) in the deck, to be tossed as a shield if needed or to finish off a mill if it presents itself.Īgain, the deck is not good, but Crucible of Malediction and Biel-Tan Warp Spiders could potentially make it hard for them to draw any units.Įdit: Also, Slake the Thirst can make them draw the cards you've left on top of the deck with the Crucible or Spiders so that you can filter the next few cards down. It's not a good card, but the effect is somewhat worth it if mill is a possibility. ![]() It's hurt by, among other things, the crappiness of Slake the Thirst. The idea is more to selectively filter what they draw so they don't have enough units to take early planets, with mill as kind of a side-light. Unfortunately, the deck is terrible, but I think the theory is somewhat sound and just needs a little more support. In either case listed above with warp jump you lose a model.I have these in my Urien deck. Max range using warp jump= 6+ 2d6(12) +6/shoot+ 2d6(12) = 36" which means you can be 36" away and still shoot something with a squad of normal warp spiders with their 12" range and then move up to 12 afterwards" Min range being normal jet pack infantry = 6 + 1 + 2 = 9 " So min movement range using warp jump = 6+ 2d6 (2 with snake eyes) + 1/shoot + 2d62 (rolled snake eyes again) = 11" The equation is: 6+ 2d6 + run/shoot (or shoot/run) + 2d6 Thus, by looking at the rules, using the warp jump ability in the movement phase does not count as moving as jump infantry and you cannot warp jump in the assault phase. (that's what you were thinking of, it doesn't mean they can use their warp jump ability in the assault phase since they did not move as jump infantry in the movement phase) "When jet pack units move in the assault phase and do no charge, they move just as they would when using their jet packs in the movement phase. Thrust Move: "A jet pack unit that is not locked in combat or charging can move up to 2D6" in the assault phase, even if they have shot or run in the preceding shooting phase or arrived by deepstrike that turn.". If making a Warp Jump, it immediately moves 6+ 2d6." In the movement phase, a model with a Warp Jump Generator can choose to either move as Jet Pack infantry or make a Warp Jump. The rules seem to read differently though.īEHOLD: pg 67 of Codex Eldar (6th) states: "Models with the Warp jump generators gain the Jet Pack unit type as described in WH40K rulebook. ![]() That is assuming you get to use the Warp Generator in the assault phase. Granted you would lose 2 warp spiders in the process either way due to double 6s or double 1s twice but that's an astounding range (obviously not assaulting since you are running with battle focus in the shooting phase but still). With the way you mentioned it, the max range for the warp spiders be 42" then with the min range being 17" if you use their warp jump ability in both phases. The BRB states that JTP Infantry can move Xd6 on assault phase (also states they may also move like in their movement phase) RAW in codex, it states the Warp Generator allows to Warp Jump in movement phase, also confers the unit Jet Pack Infantry type. Jacob29 wrote: To be fair you stole Warp Spiders 2d6Īre you guys sure you can still move 6" AND Warp Jump?Īlso does the Warp Jump not get rid of your jetpack type for that turn? So you can't do the assault phase jump?
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