Login

Username:


Password:


Remember me



Forgot Password?





 Merchandise




Killer Wolf Winds

Army lists, battle reports, and discussion of tactics

Killer Wolf Winds

Postby Antubis » Sun Oct 25, 2009 9:00 pm

A bit of a tactics with a dash rules query.

Space Wolf Rune Priests have a couple of cool "defensive" powers namely Storm Caller and Tempests Wrath.
Now I've been thinking, if you put a Master of Runes with said powers in a Land Raider you end up with quite a large bubble in which landing Jump Infantry, Jetbikes and Skimmers have to take a difficult and dangerous test.
If I remember the outcome of the landing on wrecked vehicles debate correctly, then jumpers and jetbikers will have to take two dangerous terrain tests each, no?
Combine this with a raider with a 5+ Cover Sv, times two, add some troops to each raider so they can take objectives and you get monster area denial against anything airborne.
Let’s see rubber hawks get though that. :twisted:

So, what do you all think?
"He who fights with monsters should look to it that he himself does not become a monster. "

"If money be not thy servant, it will be thy master"
User avatar
Antubis
Chosen
Chosen
 
Posts: 217
Joined: Wed Sep 19, 2007 12:00 am
Location: Eye of Terror (Hinckley, Leices)

Re: Killer Wolf Winds

Postby mattjgilbert » Sun Oct 25, 2009 9:48 pm

Why 2 dangerous terrain tests?
User avatar
mattjgilbert
Daemon
Chaos Lord
 
Posts: 5283
Joined: Wed Sep 19, 2007 12:00 am
Location: Worthing, UK

PostThis post was deleted by killmaimburn on Sun Oct 25, 2009 10:18 pm.

Re: Killer Wolf Winds

Postby killmaimburn » Sun Oct 25, 2009 10:23 pm

Wrath makes everything a wreck.
Wreck is difficult and dangerous
Previous arguments have said that
Bikes treat difficult as dangerous
Therefore moving through such things is moving through dangerous and dangerous.

I can't remember the outcomes.. but in 5th ed p14 its one test per model per "its move" so on a move they'd each take a test, in run, they'd each take a test assualting they'd each take a test.. but you wouldn't take 2 during any phase.
I think thats right anyway :D
It has always been the prerogative of half-wits and fools to point out the Emperor has no clothes, but the Emperor remains the Emperor, and the half-wit remains a half-wit.-The Sandman (The friendly ones)
ruffian4 wrote:Handy fellow, this kmb...Like Ahriman delving the paths of the webway ...
World of ME First try at Apoc Batrep WHAT/WHO is AOS?
User avatar
killmaimburn
CLu 2.0 sees all!!
Chaos Lord
 
Posts: 5561
Joined: Fri Sep 21, 2007 12:00 am
Location: Nottingham, mid-land
Blog: View Blog (1)

Re: Killer Wolf Winds

Postby Antubis » Mon Oct 26, 2009 12:26 am

I see, I was under the impression that the outcome was that, they had to take one danger test for dangerous and one danger test for difficult, so two per wreck. However if that is not the case, so be it.

EDIT:

Just had a read of the rulebook, here's what I found:
Deep Strikers will only take one test, as they treat difficult terrain as dangerous, and you only take one test for any number of dangerous terrains.
Skimmers are the same, as landing in difficult or dangerous causes one test.
Jump Infantry (both types) and Jetbikes however, will take one test for moving into dangerous terrain, and as ending a move in difficult terrain makes them take a dangerous terrain test, they will take two test in total.

Hope that makes sense.
"He who fights with monsters should look to it that he himself does not become a monster. "

"If money be not thy servant, it will be thy master"
User avatar
Antubis
Chosen
Chosen
 
Posts: 217
Joined: Wed Sep 19, 2007 12:00 am
Location: Eye of Terror (Hinckley, Leices)

Re: Killer Wolf Winds

Postby mattjgilbert » Mon Oct 26, 2009 10:28 am

So now we have the concept of "more dangerous" terrain ;)
User avatar
mattjgilbert
Daemon
Chaos Lord
 
Posts: 5283
Joined: Wed Sep 19, 2007 12:00 am
Location: Worthing, UK




Return to 40K Tactica



 Competitions



 Social Links