
If you're against an army on 32mm bases, you can't make the move at all. However, you do need to plan this by setting your unit up so that each is 2" apart and lined up in the centre of the 2" screening gaps. If the screening unit is spread 2" between each model, then you just have enough space to make the move. 11.5" to get the back of your base to the back of theirs. This is because you would need a minimum move distance of 12.5" to give you the required space. If these 3 points are not met, you will not have enough space after you finish your move to be outside of the 1" requirement. Screening unit has the maximum 2" spread between each model AND they are in a straight line. Best option isn't really to go "over" the screen, as to sometimes use the movement to just go around it.Īlternatively, you try to bait the screen setup with your scout deployment in an attempt to open up gaps in the backline to drop into straight away.ĮDIT (bit in red) - I've just done some quick checks as it got me thinking about jump packs and getting over screens.Įssentially, there is only -ONE- scenario that allows you to move your jump pack marines over a screening unit. Given deployment and enough units, people can still make that initial charge extremely unlikely. When jumping over screens you only really tend to have a 2" wide strip of space to jump into, if they are on the standard 25mm base. Ideally, they wouldn't be hitting screens, they would be moving in to tie up things like dakkabots and tanks etc - however, against armies with a lot of units/models (orks, guard, cultists, and tau + necrons to a lesser extent) the chances of getting into those pockets gets slimmer and slimmer. Use scouts to create the pocket for SftS drop your jump packers in and turn 1 smash face or force them to move, ball up or runaway from your SftS deployment and punish them with dreadnaughts and devs from your deployment zone. If your using jump packs with SftS why are you hitting screens you have 12inch move and reroll charges with shrike. Should be reasonable against Eldar now as well, again if with 1st turn.
#Sentinels of terra devastator lascannon vs missile launcher how to#
This idea is born from thinking about how to attempt to counter a Guard/Tau gunline and the new DE. The issue then becomes one of a beta strike weakness, not having first turn, facing 200 ork boyz, or not killing enough DE Venoms first turn to give me a chance to keep up with them.

Sure, it can wipe out 3-4 screening units and maybe a character or 2, but, then I can’t help but think the VVs, Scouts and probably the Terminators get wiped out straight away, leaving me with just 3 characters and a couple of Reivers in their lines alongside mainly just bolter shots.


One of my ideas since the FAQ has been a large SftS presence with essentially lascannon and scout/biker unit support.ġx 5 Vanguard Vets (2 double chainswords, 3 double LC… Now thinking maybe 5x plasma + chainsword might be better)Įssentially 7 CP to do it, but, the more I look at it, the more I’m starting to think it feels very expensive and I’m not sure it’ll make as much of a dent as I want it to. Kdash wrote: The problem I’m starting to see with VV, is, now they feel like a suicide Raven Guard unit at best, a turn 3 distraction at worst.
