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7/23/2025, 3:11:18 PM
>>96160494
>place tunnel along own table edge
>extend 5" TP1 to a place that gives a lot of access
>store your venomspitter in it
>trick requires either that you have initiative TP2 or that your opponent can't shoot through your light cover concealment where that tunnel marker is
>TP2 starts
>extend tunnel 5" in desired direction
>use strategy ploy to pop your venomspitter out for free, in base contact with the tunnel marker
>activate, charge 9" since the burrow exit action didn't happen during its activation
>with this setup, your melee engagement range from your turn 1 tunnel marker is over 16" (5" tunnel, base size, 9" charge, 1" engagement range) (and you get to move through terrain for the first 5" since that's tunnel)
>this is far enough that you can reach into the enemy drop zone on wide maps, and almost up to it on long maps
>proceed to fight the enemy in melee and kill them
>now have a 3rd action where your venom spitter can turn around and fire its blast weapon on a suitable blob of operatives from your new position inside their drop zone
There are some caveats of course. Not as effective against marines because you don't kill them and can't blast multiple weak targets, and requires initiative or a safe placement. Your opponent can play to avoid it (though that means they start T2 in the far corners of the map so the threat alone would be worth it), or try to use equipment to block your access (although that can backfire by restricting their own access and you can adjust your tunnel to account for non-scouting equipment). Different maps will make it more or less difficult to pull off. Basically, in a lot of cases, it won't work because of circumstance.
WHowever when it DOES work, it lets you sacrifice one model to get probably a 3rd of the enemy team killed or severely damaged, or forces your opponent to start TP2 further back than most teams would usually deploy during setup. Picrel is one possible reach, just to illustrate how far you can go.
>place tunnel along own table edge
>extend 5" TP1 to a place that gives a lot of access
>store your venomspitter in it
>trick requires either that you have initiative TP2 or that your opponent can't shoot through your light cover concealment where that tunnel marker is
>TP2 starts
>extend tunnel 5" in desired direction
>use strategy ploy to pop your venomspitter out for free, in base contact with the tunnel marker
>activate, charge 9" since the burrow exit action didn't happen during its activation
>with this setup, your melee engagement range from your turn 1 tunnel marker is over 16" (5" tunnel, base size, 9" charge, 1" engagement range) (and you get to move through terrain for the first 5" since that's tunnel)
>this is far enough that you can reach into the enemy drop zone on wide maps, and almost up to it on long maps
>proceed to fight the enemy in melee and kill them
>now have a 3rd action where your venom spitter can turn around and fire its blast weapon on a suitable blob of operatives from your new position inside their drop zone
There are some caveats of course. Not as effective against marines because you don't kill them and can't blast multiple weak targets, and requires initiative or a safe placement. Your opponent can play to avoid it (though that means they start T2 in the far corners of the map so the threat alone would be worth it), or try to use equipment to block your access (although that can backfire by restricting their own access and you can adjust your tunnel to account for non-scouting equipment). Different maps will make it more or less difficult to pull off. Basically, in a lot of cases, it won't work because of circumstance.
WHowever when it DOES work, it lets you sacrifice one model to get probably a 3rd of the enemy team killed or severely damaged, or forces your opponent to start TP2 further back than most teams would usually deploy during setup. Picrel is one possible reach, just to illustrate how far you can go.
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