Arka0415 wrote:It says, "advance and shoot as if you hadn't moved," not "advance and shoot as if you hadn't advanced."
So, feel free to move and shoot those Heavy weapons!
Yojimbob wrote:It helps Farsight in that he can advance and fire his rapid fire weapon but sadly he cannot charge.
CelticBarbarian wrote:Yojimbob wrote:It helps Farsight in that he can advance and fire his rapid fire weapon but sadly he cannot charge.
No.... it helps him because he can declare Mont'ka twice in a single battle and thus synergizes well with things like hammerheads or other heavy weapon users that can't take target lock.
CelticBarbarian wrote:Only if you're maintaining a static defense line. Sometimes you really need to move about the battlefield. Particularly if your enemy is deep striking behind your lines.
CelticBarbarian wrote:As I have stated before, Farsight's deepstriking strategies really help if you know how to use him. I'm not sure why you're so angry about my use of him, since he's more than made up his points for me several times over. It might not seem like a good idea to place him near hammerheads from the beginning, but there are times when you have to move them around the battlefield and your enemy can easily take out Pathfinders. It never hurts to have contingency strategies in place. Take that chip off your shoulder.
CelticBarbarian wrote:That's all well and good, but I still feel that you're wrong about him just being a gimmick. I've been able to make great use of him throughout all my 8e games. The problem is you're still thinking of him as a solo melee unit, and not taking advantage of his ability to use Mont'ka twice, the benefits in melee he gives to other commanders (slap an ATS on one for extra melee punch) , his anti-ork properties, his ability to not only tie up mooks in close combat but actually beat them in it, etc.
And no offense, but your advice has seemed a little biased and narrowly focused. Taking squads of 2 drones in a No Mercy or KP based game is still a terrible idea.
CelticBarbarian wrote:While our gun drones (and recently shield drones) are crucial, it makes a huge difference how you organize them. Tactical drone squads, or compiling them via Crisis suits (Especially with a Drone Controller) are how you should organize them if you're expecting that sort of game. Which the Fate of Konor has had for at least 2 weeks in a row, and if you're playing as part of it, which I am, then organizing your drones in squads of 2 is just asking for trouble. Plus against Ynnari that just gets even worse since they feed their ability to generate extra turns. God help you if you're playing under BOTH circumstances. Even with these circumstances aside, I like to organize them this way, since it makes them more accurate and makes them harder to kill off. Plus the larger squad size makes enemies more prone to dedicating their firepower entirely to taking them out.
Yojimbob wrote:Your opponent is more likely to waste firepower on small squads than they are on large squads. Always is and always will be. That's why MSU is strong and is used competitively. Anyway, we're now off topic and should bring this back to Mont'ka.
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