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July 25, 2011 by darrell
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Darrell has found another sneaky tip to help you guys avoid taking a dangerous terrain test or two.
Wait, Jump pack guys can move 12″? does this also apply to Crisis Suits?
The Crisis suits move 6″ then 6″ after they have shot, they have got jet packs, not jump packs, related, but not the same.
Orks on the other hand has the fastest jump packs, 12″ + 1d6″, but on a one a jump pack explodes. Great fun. nice for panicing your enemy too, 15 Storm boyz flying down theyr thoath wil eat just about anything they can get theyr claws on.
Supprisingly i have seen 5 1′s rolled before though not for dangerous terrain tests (devastator squad none of which died due to gets hot) so you can get those really unlucky rolls when you least expect them and this is a good bit of advice if your have no need to get into assault as quickly as possable.
darrell this tip has two bad things with it 1 your still doing tests as you will be jumping out so, 2 its better to deny any guns aimed at the jumpers the chance to see them. but this may be useful going up ruins and i’m afraid that’s probably it.
Just as a matter of interest, could you decide to walk into the difficult terrain during the movement phase instead of engaging your jump packs.
No it doesn’t matter how far you go you still need to take a dangerous test
Sadly,you’re wrong, On the jump infantry page of the rulebook (52 in the AoBR one),It states : “Jump infantry can use their jump packs (or equivalent) and move up to 12″ in the Movement phase. This is OPTIONNAL and they can chose to move as normal infantry if they wish. …” Thepetitbilly
(optional) So your jump infantry can move,using the regular infantry rules and avoid dangerous terrain tests
That is true and I have used this tactic a few times but most games there is no area terrain that is available to use this tactic on cause most terrain is not area terrain like forests and the like.
good idea, but as said above…you can just choose not to engage the pack and walk 6 inches
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