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Deep Striking?

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Pyroa7xhavik
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Deep Striking? Empty Deep Striking?

Post by Vecuu Fri Feb 15, 2013 4:27 pm

With so many units in our codex being able to Deepstrike, there seems to be a disproportionate number of lists that start fully on the board (bar the occasional Storm Raven). We have easy access to Mystic henchmen which are walking homing beacons.

Do any Brothers have any experience with Deepstriking? 5-mans GKSS? Interceptors? GKTS?

Is there a "right" number of guys to threaten enemies with the turn they show up with shooting, while not leaving your initial deployment barren?
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Post by Souba Fri Feb 15, 2013 6:33 pm

i prefer to play my power armored GK units in 10 man squads. the ability to play them as combat squads helps immensly here. given the mission, number of objectives and of course how the enemy is set up this is a nice option we got there.

( if you decide to combat squad you simply roll for the unit if they appear and can deepstrike both 5 man units on different places.)

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Post by Pyroa7xhavik Fri Feb 15, 2013 6:49 pm

A lot of it depends on what your playing point wise ,what your playing against and which mission
I like to have some reserves to DS behind enemy lines
henchmen and servo skulls help a lot with he scatter
and our NDK can DS as well and with two very nice template weapons
I mostly used GKTs only problem I have is when they have plasma or any ap 2 blast
which a lot of armies have now they put that little blast marker that eats my termies fast
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Post by first strike Sat Feb 16, 2013 4:51 pm

As Pyroa7xhavik has posted it depends on what you are trying to do.
I like running solo palidins as deep strkiing disruprion units (a S5 large blast comes in handy in peoples back lines and they cannont be ignored). It also makes people use units to clear them out and a good armour save can make them use more then they want to do it.
As for size of units I would advise against large units deep striking as when it goes wrong it realy goes wrong.
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Post by DOMIN4TRIX Sat Feb 16, 2013 8:05 pm

first strike wrote:I like running solo palidins as deep strkiing disruprion units (a S5 large blast comes in handy in peoples back lines and they cannont be ignored). It also makes people use units to clear them out and a good armour save can make them use more then they want to do it.
As for size of units I would advise against large units deep striking as when it goes wrong it realy goes wrong.

I love this idea
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Post by Tiberian Sun Feb 17, 2013 4:27 pm

I'm a big fan of deepstriking Mordrak with 5 ghost knights into weak squads on the back lines of the enemy. I don't like to give the opponent a free charge of his quality units so if I go second he is usually well out of assault range when he realizes his mistake. The terminator armor keeps them in good condition until I can get some reinforcements like interceptors in there. Also try deepstriking a dreadknight once and watch the enemy force turn like the flock of dinosaurs from Jurassic Park on the next turn. Very Happy
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Post by Constantine Sun Feb 17, 2013 6:20 pm

+1 LOL!!! Very Happy Nice visual!!!
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Post by Pyroa7xhavik Sun Feb 17, 2013 6:32 pm

<3 Mordrake I've killed so many HQs and took over many defense lines with him he's pretty good with engines quad guns lol
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Post by jeffersonian000 Sun Feb 17, 2013 6:47 pm

Back in 5th, I use reserve my entire all TDA Ghostwing, bringing down Mordrak+Ghosts+Libby+Homer on turn 1 followed by everybody else on turn 2 via Psychic Communion. However, with 6th I've gotten tons of pushback on TDA being able to ignore the 50% reserves limit, as well as the potential turn 1 loss if Mordrak and the Libby die the turn they arrive. Have had to basically re-write my entire list to include units on the table at the start of the game.

And to make things even worse, I've been playing with Mordrak in a Stormraven+Homer deep striking on turn 1, followed by everybody else ... a tactic that is now null and void due to Stormravens osing Deep Strike!

How am I going to cheese my book of chees if they keep hiding my cheese!

SJ
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