Jump pack usage is particularly relevant to Blood Angels players.
This can be found in the Unit section under Jump Units.
Angels of Death have the complete breakdown on this here.
To actually get into assault, it is always better to use your jump pack in the movement phase.
What if things are looking a little desperate and it is time to make a calculated gamble to get off Hammer of Wrath? Up to 5 inches is pretty much a lock. 6" is still over 90%. 7" drops it to over 80%. 8" will drop it to 65% and everything else is under 50% after that. Unless you think it will be last turn or a way to kill a unit to take the objective, those Hammer of Wrath attacks are not that particularly strong nor valuable compared to the increased chance of actually making your assault.
Monday, July 7, 2014
Sunday, July 6, 2014
Best of 7th Edition Links
Here is a compilation of the best 7th Edition Links now that there has been enough time to digest most of the changes.
Let's start with the quizzes by Thor at Creative Twilight.
Movement Phase
Psychic Phase
Shooting Phase
Assault Phase
General Overviews
Frontline Gaming
3++
Team Belgium
More Detailed Overviews
From the Fang
Part 1
Part 2
Part 3
Part 4
Part 5
Imperator Guides
Part 1
Part 2
Part 3
Detailed Tidbits
3++ Alter of War vs. Maelstrom
3++ Small Changes
3++ Jink Saves
Psychic Phase
3++
Frontline Gaming
Torrent of Fire Mathhammering
Specific Blood Angels
7th Edition B&C
7th Changes B&C
Psychic Powers B&C
Let's start with the quizzes by Thor at Creative Twilight.
Movement Phase
Psychic Phase
Shooting Phase
Assault Phase
General Overviews
Frontline Gaming
3++
Team Belgium
More Detailed Overviews
From the Fang
Part 1
Part 2
Part 3
Part 4
Part 5
Imperator Guides
Part 1
Part 2
Part 3
Detailed Tidbits
3++ Alter of War vs. Maelstrom
3++ Small Changes
3++ Jink Saves
Psychic Phase
3++
Frontline Gaming
Torrent of Fire Mathhammering
Specific Blood Angels
7th Edition B&C
7th Changes B&C
Psychic Powers B&C
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