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Clarification on the Lucifer Engines Stratagem


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Subject says it all. I'm confused on how that stratagem is played?

 

In the case of a Rhino is it 6" added to the movement of 12" that phase and you CAN STILL advance and roll a d6?

 

Or is it a full 6" when you advance with that Rhino that has a 12" movement?

 

Thanks.

 

 

 

 

 

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Subject says it all. I'm confused on how that stratagem is played?

 

In the case of a Rhino is it 6" added to the movement of 12" that phase and you CAN STILL advance and roll a d6?

 

Or is it a full 6" when you advance with that Rhino that has a 12" movement?

 

Thanks.

In case of a Rhino, you will move 18" (12+6) and you can still advance.

Stratagem's description is: increase movement characteristic by 6". So you increase the base characteristic from the datasheet.

 

The added example with the Baal Predator is a bit confusing, but it needs to be understood like this: when subjected to this Stratagem, Baal Predator looses it's 'Overcharged Engines' rule and will only throw one dice when advancing.

 

Edited by Majkhel
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Subject says it all. I'm confused on how that stratagem is played?

 

In the case of a Rhino is it 6" added to the movement of 12" that phase and you CAN STILL advance and roll a d6?

 

Or is it a full 6" when you advance with that Rhino that has a 12" movement?

 

Thanks.

In case of a Rhino, you will move 18" (12+6) and you can still advance.

Stratagem's description is: increase movement characteristic by 6". So you increase the base characteristic from the datasheet.

 

The added example with the Baal Predator is a bit confusing, but it needs to be understood like this: when subjected to this Stratagem, Baal Predator looses it's 'Overcharged Engines' rule and will only throw one dice when advancing.

 

 

 

Careful. The stratagem says instead of rolling a dice. So it's basically just an automatic 6 for the advance roll. The Rhino would be able to move 18" and that IS the advance move already.

 

The Baal Predator behaves as you described though. You get +6" to your movement and then roll an additional d6 and add that to your movement as well.

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It's certainly not a terrible option, if you're already planning on using a Rhino. It'd force you into a 2nd or 3rd turn charge, but given Doctrines, that's less of an awful idea than it used to be. Buzz up into the middle of the board turn 1, maybe sit on an objective? Then turn 2, have them hop out, try and charge?

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It does make going 2nd less painful, as if you have armor saturation your rhino is more likely to survive and therefore your DC might get there intact

Or a relatively inexpensive rhino soaks up anti armor fire for your other threats to make the DC footslog

Idea has potential I think

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