# Deep strike, Gate, and more tricks for fast travel

## Deep strike, Gate, and more tricks for fast travel

Long time I don't write in the Tactica section.

The idea is to recap all the options we have for fast traveling GK style (that is, using teleport variants), and I need your help to make it as clear as possible (since my knowledge on the matter is not).

So, the options we have are: deep strike, gate of infinity, rites of teleportation, and a bunch of reduce scatter/precision landing tools.

I'm thinking as almost pure GK (at most Ordo Malleus inquisition to help), so you are free to add any support we can get from other allied.

Let's begin with Deep Strike (DS). The basic idea is that you DS units kept in reserve (actually, deep strike reserve, DSR from now on, to be declared at the beginning of battle). How can you have DS without reserve? I can think only of a gating unit that mishaps. Other options? Besides that, things are simple, with basic DS, you test for scatter, in case you check on mishap table, if you survive you have a sitting duck unit that can only shoot until the next turn (but it can also have many pros).

Rites of Teleportation (RoT). We can DS at turn one. DS unit can shoot and run (in any order) when they arrive. They cannot charge, but at least they can run for some cover. Works only for DSR.

Teleport homer. Why does it work only for termies and teleporter? It does not make much sense (except for fluff), but let's leave with it. We can literally spam homers, giving one to each justicar. Perfetct DS within 6". Works for DSR.

Locator beam. Same as teleport home, but works for everyone, you simply need to have a stormraven at the right place. Works for DS.

Inquisitor's servo skulls. Reduces scatter to 1d6". You place them before battle out of enemy deployment zone. They self destruct if enemies come within 6". Works for DS.

Mystic henchman. Same as Locator beam. Works for DS.

Gate of infinity (GoI). Remove the unit from board and place it anywhere using rules for DS.

Now, as long as I use only DSR, I think I have things under control.

But how does exactly works GoI? Can I improve it with some of the tools to increase landing precision? Even better, can I run and shoot using RoT? I have found tons of pages on this specific topic, do you know if there is any "official" position by GW?

Here are some quotes.

Some say that, for point DS and DSR are synonyms. That GoI is DS, therefore any sort of help (RoT, homer, beacons and so on) works with GoT.

Some say that DS and DSR are not synonyms (DSR is the special case of DS from Reserve), so you can use GoI only with beacons, skulls, and mystics)

Some say, from point 3, that GoI doesn't work with anything else.

And finally, can we attack after GoI? I thought it was not possible, but in my last game my opponent told my I could (so this is how it works, at least in the store where I play), and it could make sense following point 3.

As I said, I am trying to make sense of this bunch of info and I found a lot of people discussing about it, but never with a definite conclusion. Do you know if there is an official interpretation by GW? Or at least how they play it in important tournaments?

Then we can talk about the best way of using "fast travel"

The idea is to recap all the options we have for fast traveling GK style (that is, using teleport variants), and I need your help to make it as clear as possible (since my knowledge on the matter is not).

So, the options we have are: deep strike, gate of infinity, rites of teleportation, and a bunch of reduce scatter/precision landing tools.

I'm thinking as almost pure GK (at most Ordo Malleus inquisition to help), so you are free to add any support we can get from other allied.

Let's begin with Deep Strike (DS). The basic idea is that you DS units kept in reserve (actually, deep strike reserve, DSR from now on, to be declared at the beginning of battle). How can you have DS without reserve? I can think only of a gating unit that mishaps. Other options? Besides that, things are simple, with basic DS, you test for scatter, in case you check on mishap table, if you survive you have a sitting duck unit that can only shoot until the next turn (but it can also have many pros).

Rites of Teleportation (RoT). We can DS at turn one. DS unit can shoot and run (in any order) when they arrive. They cannot charge, but at least they can run for some cover. Works only for DSR.

Teleport homer. Why does it work only for termies and teleporter? It does not make much sense (except for fluff), but let's leave with it. We can literally spam homers, giving one to each justicar. Perfetct DS within 6". Works for DSR.

Locator beam. Same as teleport home, but works for everyone, you simply need to have a stormraven at the right place. Works for DS.

Inquisitor's servo skulls. Reduces scatter to 1d6". You place them before battle out of enemy deployment zone. They self destruct if enemies come within 6". Works for DS.

Mystic henchman. Same as Locator beam. Works for DS.

Gate of infinity (GoI). Remove the unit from board and place it anywhere using rules for DS.

Now, as long as I use only DSR, I think I have things under control.

But how does exactly works GoI? Can I improve it with some of the tools to increase landing precision? Even better, can I run and shoot using RoT? I have found tons of pages on this specific topic, do you know if there is any "official" position by GW?

Here are some quotes.

- GOI rules: Unless the target is Zooming or Swooping, remove the target and his unit from the board. It then immediately arrives anywhere on the board using the rules for Deep Strike.
- DS rules (from rulebook): In order for a unit to be able to Deep Strike, all models in the unit must have the Deep Strike special rule and the unit must start the game in Reserve. When placing the unit in Reserve, you must tell your opponent that it will be arriving by Deep Strike (sometimes called Deep Strike Reserve).
- A guy from another forum (I don't cite him since he does not give reference of the FAQ): Old FAQ stated this explicitly: Moving on the table using rules for Deep Strike IS NOT Deep Strike, so many things (like Teleport Homers) do not work.

Some say that, for point DS and DSR are synonyms. That GoI is DS, therefore any sort of help (RoT, homer, beacons and so on) works with GoT.

Some say that DS and DSR are not synonyms (DSR is the special case of DS from Reserve), so you can use GoI only with beacons, skulls, and mystics)

Some say, from point 3, that GoI doesn't work with anything else.

And finally, can we attack after GoI? I thought it was not possible, but in my last game my opponent told my I could (so this is how it works, at least in the store where I play), and it could make sense following point 3.

As I said, I am trying to make sense of this bunch of info and I found a lot of people discussing about it, but never with a definite conclusion. Do you know if there is an official interpretation by GW? Or at least how they play it in important tournaments?

Then we can talk about the best way of using "fast travel"

**elugin**- Grey Knight
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## Re: Deep strike, Gate, and more tricks for fast travel

This is a very good "compendium" of rules and interpretations,

as you describe, some rules only apply to DSR, while the others that affects DS also affects DSR.

So, with this knowledge, we can do a precisely Strike.

Furthermore, i would like to add some usefull information about DSR distances and probabilities.

DSR is resolved with two D6, so this are the maths.

So we have a higher chance to get between 5-9" away if we don't get a "HIT" on the scatter dice (remember we have 1/6 probabilities to get HIT).

What i do is to divide this template into four sections, then evaluate what section has more threat. if is too much risky, move the template to another position.

another chart:

Hope this helps.

as you describe, some rules only apply to DSR, while the others that affects DS also affects DSR.

So, with this knowledge, we can do a precisely Strike.

Furthermore, i would like to add some usefull information about DSR distances and probabilities.

DSR is resolved with two D6, so this are the maths.

So we have a higher chance to get between 5-9" away if we don't get a "HIT" on the scatter dice (remember we have 1/6 probabilities to get HIT).

What i do is to divide this template into four sections, then evaluate what section has more threat. if is too much risky, move the template to another position.

another chart:

Hope this helps.

**rurik**- Stormtrooper
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## Re: Deep strike, Gate, and more tricks for fast travel

Nice chart, I was thinking in terms of cumulative probability of being landing below a given distance, but probably splitting it in three bands it's better.

Just one correction: the chances of a HIT are 1/3 (you have 2 sides with the hit). So, to summarize you plot, you have 1/3 chances of a hit, 1/18 chances of landing between 2" and 4", 4/9 chances of landing between 5" and 9", 1/18 chances of landing between 10" and 12". I probably should check for places 8~9" away from risk.

Just one correction: the chances of a HIT are 1/3 (you have 2 sides with the hit). So, to summarize you plot, you have 1/3 chances of a hit, 1/18 chances of landing between 2" and 4", 4/9 chances of landing between 5" and 9", 1/18 chances of landing between 10" and 12". I probably should check for places 8~9" away from risk.

**elugin**- Grey Knight
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## Re: Deep strike, Gate, and more tricks for fast travel

Oh, you're right . it's 1/3 I didn't have my scattrer dice at hand.

**rurik**- Stormtrooper
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## Re: Deep strike, Gate, and more tricks for fast travel

Nice work It's intersting to know the higher probability of scatter distance before choosing the DS targets.

**meecham63**- Henchmen
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## Re: Deep strike, Gate, and more tricks for fast travel

Gah, looking at that makes me want to reconsider my general tactics. Never tell me the odds.

**Sai**- Justicar
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## Re: Deep strike, Gate, and more tricks for fast travel

Great work on graphs thanks.

My 2 cents is this, we have one of two possibilities:

1) GoI is deep strike so you can benefit from beacons, skulls, and mystics and suffer pros and cons of DS rules

or

2) GoI is not deep strike, so beacons, skulls, and mystics do not work which means we can assault after we GoI as it is not deep strike as we are not restricted like DS is.

In short you can't pick and choose which parts of deep strike effect GoI its all or nothing so offer both to your opponent and let them decide I will take either to be honest.

My 2 cents is this, we have one of two possibilities:

1) GoI is deep strike so you can benefit from beacons, skulls, and mystics and suffer pros and cons of DS rules

or

2) GoI is not deep strike, so beacons, skulls, and mystics do not work which means we can assault after we GoI as it is not deep strike as we are not restricted like DS is.

In short you can't pick and choose which parts of deep strike effect GoI its all or nothing so offer both to your opponent and let them decide I will take either to be honest.

**Spartan**- Grey Knight
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