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Gyrocopter Partials


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#1 Runemaster

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Posted 06 August 2012 - 08:48 AM

Just wonderred what the current thinking is on this? Do we still play it with partials or are all hit? Can't see anything in the FAQ. I'm playing under swedish comp but can't see it mentioned there either.

R.

(lol just saw my rubbish typing... Edit needed!)

Edited by Runemaster, 06 August 2012 - 09:38 AM.


#2 Alebelly_Cragfist

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Posted 06 August 2012 - 09:00 AM

Yup, only unit in game that still has partials so far as I can tell. I believe many house rules have no partials. But there's no FAQ update on this, a nagging gripe for many and something that could so easily be fixed by 3 minutes of typing from GW.

#3 Montegue

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Posted 06 August 2012 - 03:08 PM

Partials were used in the tournament this weekend. If you get on a 10 wide formation of 20 mm models and have a generous opponent, it's not so bad.

#4 Alaric Saltzman

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Posted 06 August 2012 - 03:43 PM

I still like the gyro. Its a reliable template that never misses. Does great on 5+/6+ t3 infantry, even the larger bases like the marauders.

#5 Tegnus Vagnarsson

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Posted 06 August 2012 - 10:31 PM

partials don't bother me that much. You still get lots of hits.

#6 the bearded one

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Posted 07 August 2012 - 02:02 AM

partials don't bother me that much. You still get lots of hits.


Not anymore after you've rolled for partials, of course.

#7 Tegnus Vagnarsson

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Posted 07 August 2012 - 02:58 AM


partials don't bother me that much. You still get lots of hits.


Not anymore after you've rolled for partials, of course.


No, I meant you still get lots of hits after rolling for partials. It's usually more hits than something that does 2D6 hits or even 3D6 (granted that is assuming a large unit being covered by the template, and not a 10 man archer unit).

Edited by Tegnus Vagnarsson, 07 August 2012 - 03:00 AM.


#8 Runemaster

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Posted 07 August 2012 - 11:40 AM

We decided on house rules with no partials for the club anyhow, and the gyro did some really good stuff. I've only taken it before against shooty elves where it had no chance of survival really. Against beastmen it did some great shooting and even distracted a wizard in combat behind their lines for a few turns... Purple sun denial. ;)

Can I just ask if I got it correct... Gyro can't march and shoot but can move and shoot?

Thanks

R.



#9 Ok Okri

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Posted 07 August 2012 - 04:20 PM

That's correct.

#10 Bonecrusher

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Posted 08 August 2012 - 07:40 AM

We decided on house rules with no partials for the club anyhow, and the gyro did some really good stuff. I've only taken it before against shooty elves where it had no chance of survival really. Against beastmen it did some great shooting and even distracted a wizard in combat behind their lines for a few turns... Purple sun denial. ;)
Can I just ask if I got it correct... Gyro can't march and shoot but can move and shoot?
Thanks
R.


Correct the Gyro can move and shoot but can't march and shoot. Also concerning the house rule, as long as you remember its a house rule and not the actual rule when outside your gaming area, or giving advice on here. If the gyro didn't have partials it would probably be seem more, but as it is, its not worth the points in my view.

#11 uzkul

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Posted 08 August 2012 - 10:28 AM

I don't worry too much about the steam gun; most of the time it is better to march than shoot. A gyrochopter is really powerful if it survives to late game and your hordes begin breaking enemy units. Likewise gyros are really good against units that try to flee a dwarven charge.

Using a gyro as just redirection and template damage doesn't really get it's points value worth.

Edited by uzkul, 08 August 2012 - 10:37 AM.


#12 Bonecrusher

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Posted 08 August 2012 - 10:34 AM

Bonecrusher I think either you or I is confusing what Fly does.


Ah mis-typed, trying to do several things at once. editted now.

#13 uzkul

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Posted 08 August 2012 - 10:37 AM

Ah understood, I'll now edit my post to save from confusion :P




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