doubleback
novice
I rock harder than most, yet less hard than some.
Posts: 1,262
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Post by doubleback on Nov 21, 2017 15:27:08 GMT -6
Ok wait, I think we are arguing the same thing....I agree that at deployment they have to be within coherency.....I think the rules are very explicit about that. I am just arguing that with so few drops you are much more likely to score that first turn, thus giving you time to spread out. If you go first and want to deep strike in my backfield before my boys have moved...I am much more comfortable with my ability to handle that.
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doubleback
novice
I rock harder than most, yet less hard than some.
Posts: 1,262
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Post by doubleback on Nov 21, 2017 15:34:16 GMT -6
Let me rephrase this. At deployment the gun and each corresponding unit of 5grots are a unit, and must observe coherency. You can daisy chain them, but they have to observe the 3 inch rule. However, per the specific rule for Mek gunz, once they are deployed, they are then separate units, and can spread out. This strategy is for avoiding turn two+ deep strikes, because a turn 1 deep strike generally just gets swarmed immediately, and is not worth the points for my opponent. A late game deep strike, when my boyz are up field, however, is often devastating if objectives are involved.
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Post by Nick P on Nov 21, 2017 15:39:03 GMT -6
Correct, they become separate models after deployment so you can run the grots away from oncoming threats if you're about to get charged, or so you can go use them to capture nearby objectives or what have you, since the actual mek gun only has a move of 3" which is more or less useless in any pressing tactical situation. So treating the crew of an artillery unit as separate gives more tactical flexibility which is key.
But that doesn't mean that they shouldn't have to be deployed the way every other unit in the game deploys is my point. That's why I think GW overlooked this verbiage and will FAQ it. You should be able to run the grots on turn 1 to do exactly what this player did and protect your deployment zone, it just means you can't deploy them that way to protect against a turn 1 alpha strike with that unit alone, should your opponent go first or steal the initiative on you.
You see what I mean?
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Post by Nick P on Nov 21, 2017 15:42:00 GMT -6
We're arguing the same thing, seeing your other 2 comments.
My understanding of what that player did is contrary to what we're both describing - because the rules for the mek gunz state that each model only need be within 3" of one other model in the unit, the player deployed his force not as entire units, but in little batches of 2 models within 3" of each other. So the entire unit wasn't in coherency upon deployment, but each group of 2 models was, thereby covering his entire deployment zone and protecting against alpha strikes even if he didn't get first turn. That's where I'm saying he's perverting the rules as intended, since the models SHOULD be deployed in coherency as per usual in my opinion despite the awkward writing of the rules for the Mek Gunz entry.
Does that make sense?
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doubleback
novice
I rock harder than most, yet less hard than some.
Posts: 1,262
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Post by doubleback on Nov 21, 2017 15:45:48 GMT -6
Yeah, we are definitely saying the same thing here. I can see why the ability to run the crews on turn 2 might not be cool to other armies, but for Orks that kind of block is crucial. I think I was doing a poor job of describing what he was doing, because I am pretty sure he was doing what we are both talking about now
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Post by Russell on Nov 21, 2017 15:58:50 GMT -6
are you guys gonna kiss now or what
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doubleback
novice
I rock harder than most, yet less hard than some.
Posts: 1,262
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Post by doubleback on Nov 21, 2017 16:03:50 GMT -6
Silly Russell, our computers are right next to each other, we've been holding hands this whole time....
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Post by Nick P on Nov 22, 2017 21:09:38 GMT -6
Silly Russell, our computers are right next to each other, we've been holding hands this whole time.... "hands"
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Post by Nick P on Nov 22, 2017 21:12:37 GMT -6
Yeah, we are definitely saying the same thing here. I can see why the ability to run the crews on turn 2 might not be cool to other armies, but for Orks that kind of block is crucial. I think I was doing a poor job of describing what he was doing, because I am pretty sure he was doing what we are both talking about now So this is where I think you're mistaken - by my understanding he wasn't running them on turn 2, he was deploying them in line segments of 2 models each 3" apart, but the whole unit wasn't in 3" of each other. So he'd have 2 guns within 3", 2 grots within 3" of each other nearby to operate them, and then pairs of grots deployed like land mines all over his deployment zone to prevent deep strikers - on deployment, not on turn 1. That's why I was saying it was sketchy
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doubleback
novice
I rock harder than most, yet less hard than some.
Posts: 1,262
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Post by doubleback on Nov 22, 2017 21:36:38 GMT -6
Yeah that’s not great, I’d have to see a FAQ on that before I buy that it’s legal
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doubleback
novice
I rock harder than most, yet less hard than some.
Posts: 1,262
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Post by doubleback on Nov 30, 2017 10:11:31 GMT -6
Though I will probably not be playing Orks till the codex comes out.....Mob Up is a game changing stratagem (even if it does just reinforce the primacy of green tide)
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