As many pointed out. If a unit has been charged it will then make a pile in move, probably re engaging the talons. Also charging models in 10th must end base to base with enemy models if possible.
That way, talons will probably have to kill the entire unit 90% of the time for that ability to work, or use a strat to move away
I am not sure your opponent during his turn can force you to sequence YOUR abilities in any specific order. I don't see what would stop you from declaring Opportunistic raiders, doing the fallback AND THEN declaring the Warp talon return to reserves ability.
My opponent spending a CP every turn to make sure a chaff killing unit kills chaff without being killed in return seems…annoying, but not as annoying as actual cheap effective indirect fire that doesn't need any CP to function.
Merciless Pursuit in Dread Talons can be super spicy with them as well. It creates situations where you actually want to roll low, i.e. pacting for lethals or something, to leave a unit alive so you can charge them when they fall back and trap them.
Well as a Blood Angels player seems like I have a decent amount of tools to deal with these, fights first from Judicar and Mephiston, Sanguinor for his special ability, and access to multiple flamestorms (Baal pred and LRR).
There are many ways to make them just spicy raptors and if someone can’t hack them then that’s on them. They hit hard only low defense 1w models and anything harder than that is going to survive.
I just used my Stompa on the Waaagh! Turn. Used the dread mob detachment with the supercharged boilers stratagem. I got close enough for a 6 inch charge and tore through them all in one turn. So that’s my advice I guess, keep a suuuper dangerous melee unit next to your chaff when there’s a sizable number of these guys.
When u say "at any point during the fight phase it was engaging an enemy unit" (3:05), is that not wrong as the rule state, on screen. "it IS with in engagement range" implying that it has to be at the point of activation
What's the logic of them having an invun? Seems arbitrary
As many pointed out. If a unit has been charged it will then make a pile in move, probably re engaging the talons. Also charging models in 10th must end base to base with enemy models if possible.
That way, talons will probably have to kill the entire unit 90% of the time for that ability to work, or use a strat to move away
How is indirect fire effective against them if they spend your whole turn in reserves?
I am not sure your opponent during his turn can force you to sequence YOUR abilities in any specific order. I don't see what would stop you from declaring Opportunistic raiders, doing the fallback AND THEN declaring the Warp talon return to reserves ability.
This does not quite make sence as you have to end base to base if possible. Also not the opponent get to pile in before they can warp away?
Howling banshees are back in the game, brother!
Really been thinking about Psykers for my Guard and the Infiltrators somehow seem necessary now
My opponent spending a CP every turn to make sure a chaff killing unit kills chaff without being killed in return seems…annoying, but not as annoying as actual cheap effective indirect fire that doesn't need any CP to function.
Merciless Pursuit in Dread Talons can be super spicy with them as well. It creates situations where you actually want to roll low, i.e. pacting for lethals or something, to leave a unit alive so you can charge them when they fall back and trap them.
I think in theory it's strong but on the table it will be overated
Well as a Blood Angels player seems like I have a decent amount of tools to deal with these, fights first from Judicar and Mephiston, Sanguinor for his special ability, and access to multiple flamestorms (Baal pred and LRR).
Yeah, this is going to get "Once per game"
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There are many ways to make them just spicy raptors and if someone can’t hack them then that’s on them. They hit hard only low defense 1w models and anything harder than that is going to survive.
Fight first only works in the subsequent fight phase, not after a charge. Charging unit always fights first.
Doesn't this assume you consistently make a 9" charge roll? How likely are you going to make that each turn?
What is that online simulator?
I think this needs an errata to work at the end fo the opponents fight phase
So death guard seem fairly decent against them? All troops in rhinos… PBCs picking those talon squads off. Just thoughts… Not sure.
I just used my Stompa on the Waaagh! Turn. Used the dread mob detachment with the supercharged boilers stratagem. I got close enough for a 6 inch charge and tore through them all in one turn. So that’s my advice I guess, keep a suuuper dangerous melee unit next to your chaff when there’s a sizable number of these guys.
When u say "at any point during the fight phase it was engaging an enemy unit" (3:05), is that not wrong as the rule state, on screen. "it IS with in engagement range" implying that it has to be at the point of activation