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Fenrisian Wolf Charge Boost

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Fenrisian Wolf Charge Boost

Postby Confused_gordy » Tue Dec 15, 2009 4:38 pm

Little tip I thought I would share with you guys involving the new SW codex and Land raiders, in order for you to get that little extra charge range out of your front hatch, give any transported character a fenrisian wolf. this will increase his charge range by approximately 1 - 1.5 inches (Ive not had time to measure the base length of a cavalry model, but it seems to me to be around the 2-3 mark).

Pending an FaQ allowing saga of the iron wolf and disembarking, an Iron Priest may be able to get an effective charge range of approximately (12 move + D3 saga + 2 edge of dismount distance + 2 length of cyber wolf base + 6 charge range) 23-25 inch charging.

I know its not a lot but in some cases it can be the difference between defeat and victory.
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Re: Fenrisian Wolf Charge Boost

Postby mattjgilbert » Tue Dec 15, 2009 4:50 pm

Is the unit cavalry and can cavalry ride in a transport?
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Re: Fenrisian Wolf Charge Boost

Postby Confused_gordy » Tue Dec 15, 2009 4:56 pm

no the unit is not cavalry, the wolves count as infantry when bought for a character (well they still count as cavalry, but they are as slow as their master)

and yes upgrade wolves can ride in transports.
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Re: Fenrisian Wolf Charge Boost

Postby LordMalekTheRedKnight » Tue Dec 15, 2009 4:58 pm

If you are going for a maxed out charge from a Landraider, dont forget to deploy it *sideways* then turn it 90 degrees before moving forwards - this should give you an extra 0.5" - 1". ;)

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Re: Fenrisian Wolf Charge Boost

Postby Confused_gordy » Tue Dec 15, 2009 5:00 pm

Im pretty sure that one has been FaQed shut Malek. Something to do with really long ork trucks
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Re: Fenrisian Wolf Charge Boost

Postby LordMalekTheRedKnight » Tue Dec 15, 2009 5:06 pm

Do you have a link and FAQ quote for that? I cant imagine they would change how you pivot vehicles or how you measure distances, just for this...

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Re: Fenrisian Wolf Charge Boost

Postby Confused_gordy » Tue Dec 15, 2009 5:11 pm

Hmmmm Cant seem to find it, but could have sworn it was somewhere in the ork FaQ. If not well yeah thats an extra inch or 2
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Re: Fenrisian Wolf Charge Boost

Postby killmaimburn » Tue Dec 15, 2009 5:43 pm

Confused_gordy wrote:Im pretty sure that one has been FaQed shut Malek. Something to do with really long ork trucks

They did, but they clamped down the other end.. if you modify a vehicle it has to occupy vaguely the same footprint it did before. (and models have to be on an appropiate sized base.. nothing 4 ft long 2"s wide that just rotates for assualt).The admech I faced was perfect LR dimensions, and even had relative weapon mounts vs wyswyg indicated. 8)
If they'd faqed that you couldn't turn a vehicle the game would break (and we'd have heard screams from the dark eldar players who do this (without needing any mod) the most a long time ago).
LRs are almost square.. the distance gained is negligible (however having them totally block LOS to another unit is V handy)
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Re: Fenrisian Wolf Charge Boost

Postby LordMalekTheRedKnight » Tue Dec 15, 2009 5:48 pm

I dont have one to measure, but what is the distance from the centre to the side and from the centre to the ramp? (I did say 0.5" - 1"). :)

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Re: Fenrisian Wolf Charge Boost

Postby timewizard » Tue Dec 15, 2009 7:52 pm

You were right there,
center to side about 2"
center to ramp about 3" (I get 2 7/8")
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Re: Fenrisian Wolf Charge Boost

Postby LordMalekTheRedKnight » Tue Dec 15, 2009 8:07 pm

Ha! :P

*feels vindicated*

I would hardly call 7/8 of an inch "negligible"... sounds more like 0.5" - 1". ;)

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Re: Fenrisian Wolf Charge Boost

Postby timewizard » Tue Dec 15, 2009 8:13 pm

I wondered about the "negligible" distance gained myself.

The LR I have measures 4" wide hull to hull and 7" long tracks to tracks. The assault ramp is in a little bit from the front edge of the tracks.
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Re: Fenrisian Wolf Charge Boost

Postby killmaimburn » Wed Dec 16, 2009 11:57 am

ahh screw you guys.. I'm going hoooeemme :lol:
In the context in which the word was used I meant
1) that other narrower (open topped) vehicles gained a much more *significant* bonus by pivoting (due to the greater ratio difference between width and length).
2) that >1" when looking at something that by default is 21"+, it could only be radically (ok so slightly greater emphasis) significant if you managed to tip the constructions over 24"+.
And thats where I go OHHHHHHH 8O (facepalm).
Due to OP. Because if saga was allowed this would make the default distance 23.X-25.X.. the X provided by the rotation makes it a first turn charge on a 3+ (rather than a 5+,making it more of a 'sure thing' :roll: ).....IF its allowed, and IF we haven't rounded down to many numbers to lead to an inaccuracy.

So I shall adjust, if the rules allow it, and your enemy sets up at the front, and you are able to spot guess constituent parts of 7/8s of "s as part of an 20+" move without getting yellow carded for using external frames of reference..it may have some mild significance :angel4
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Re: Fenrisian Wolf Charge Boost

Postby LordMalekTheRedKnight » Wed Dec 16, 2009 12:03 pm

@OP: dont forget to use the new cavalry bases with the rounded ends, too. ;)
(they are what, 75mm?)

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Re: Fenrisian Wolf Charge Boost

Postby timewizard » Wed Dec 16, 2009 1:37 pm

Or if you have the old style rectangular bases, you can round the ends by cutting a slotta base in half and adding it to each end.
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