Tuesday, August 19, 2014

Cheating With The Escape Hatch

Fellah named Frank emailed me a few days back for some list advice and mentioned he’d been making some creative use of escape hatches. I don’t spend a hell of a lot of time on the forums so this may be old news, but he was the first person I ever heard of using the idea.

First the ultra-basics I usually don’t deal with here because you’re all big boys and can look up the rules yourself. Lawd knows I’ve shown you where to go get them. An escape hatch is a 25 point upgrade in the Stronghold Assault supplement that can be purchased for buildings like a Bastion. It allows you to place a marker anywhere within 12” of the fortification. How big the marker can be is not specified, but I’d imagine you could get away with anything large enough for a model with a 60mm base to fit inside. This marker is an access point, so you can get out of it up to 6”.

Frank was using this to disembark Abaddon upfield and join him to Nurgle Spawn, then slingshotting him into assault. Most clever. Then when you think about what you could do with Grav Centurions, you start to consider the possibilities. Place the hatch 12” downfield. You figure the hatch is about 2” wide itself, with a 6” disembarkation, that’s a 20” move in the first turn for infantry. What does George Takei think?




You can’t assault, but you can get 20 sonic blasters to midfield, have Obliterators in their sweet spot on the first turn, send Pink Horrors to midfield to summon, get 20 Daemonettes in position to charge with the rest of the army on turn 2 (oooohh, think of the run move…). Use your imagination. Keep in mind you would need a medium building to get a 20 model capacity, but both a Bastion, and the much cheaper Wall of Martyr’s Bunker qualify.

Couple this with Huron, Ahriman or Cypher for infiltration shenanigans, scouting Hounds, speedy Screamers, and you’ve got another tool in that toolbox for getting there fast.

The game is becoming much more about getting in the other guy’s face quickly. Drop pods have become stronger. Grey Knights are getting a detachment that deep strikes turn 1. Imperial Knights will charge on turn 2 unless destroyed. Things are faster than ever. The daemon bomb concept where you drop everything turn 2 is nearly obsolete because it’s too slow. There’s no reason you can’t be there turn 1 anymore.

18 comments:

  1. Sounds like a good plan for footslogging units. The only slight issue is that it costs a decent amount to get it if you're only going to use the Bastion for that purpose. But you could always stick someone on top of the ramparts (like Noise Marines), put your unit for slingshotting inside, and then put a useless unit like Horrors right next to the door so they can get inside and just sit there the whole game. Something to make the Bastion more than just a one time slingshot.

    On a different note, how do you usually play these markers that don't have official dimensions listed. We usually just play that all distances are measured right to the center so that people don't take a really big one so that they can measure from the edges and make them much better. But I understand that the official rules are to measure all of the "within X inches" measurements to the nearest point on the model and not the center.

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    1. the bastion kit actually comes with a escape hatch piece

      http://www.games-workshop.com/resources/catalog/product/920x950/99120199018_ImperialBastionSprue1.jpg

      top middle there

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    2. I just imagined Abbadon crawling out of that tiny escape hatch, that the bastion comes with :D

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    3. Oh that thing! Mine has a comms relay glued on top if it!

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    4. i think it was also used as a escape hatch for city's of death or planet strike

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  2. Now imagine what could you do with the imperial strongpoint formation full of bastions with the hatches...

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  3. There is a huge discussion in german forums.
    I think you can´t deploy the hatch outside off your deploymentzone, because it will deployed after the fortificationrules. And you can´t deploy fortification outside off your deploymentzone

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    1. The bastion has to go in you zone, sure. But the wording says the hatch can be anywhere within 12". To me, anywhere means anywhere.

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    2. When you deploy fortifications they must go in your deployment zone as they follow the same deployment rules as the rest of your army. But the escape hatch is not deployed in the same manner. If you read its entry it states that "When this building is first occupied, the owning player can place an escape hatch marker anywhere within 12" of the building that is not impassable terrain or within another building." It's not deployed with the rest of your army and theoretically it might not get placed until turn 7 during the game. I don't see how the deployment restriction should apply to that.

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  4. I have been using the escape hatch to great effect for slinging a primarch with terminators across the board (boosted with levitation and invisibility why thank you Lorgar.)

    I completely disagree with the idea of getting extra distance through the size of the marker. The access points has no 'size' specified so the point measured from must be within 12 of the bastion.

    I also disagree that it must be within the deployment zone. In fact the escape hatch doesn't even need to be placed during deployment, only when the building is first claimed.

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    1. Well the 'Escape Hatch' upgrade does not specify the size of the hatch nor does it say to make a 1mm point (similar to how beams state they are only 1mm wide). All it says it that it must be placed within 12" of the Bastion. The rulebook defines "within" as meaning from closest point of one model to closest point of another. It specifically says that "fully within" means that whole model must be within however many inches. So RAW, all that is required is that one point of the marker is w/in 12" of the Bastion. Granted if you aren't a dick and take a huge marker it is only like 2" of wiggle room so your opponent shouldn't mind.

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    2. I think I would mind 2" of free move, with absolutely no rules justification.

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    3. It is the same thing as when you ds within 6" of an icon. Only the near end needs to be inside 6". Not the whole base. Like the post title says: legal cheating.

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    4. It's the difference between within, and entirely within. You can't move within 1" of the enemy. You must be entirely within 6" of a vehicle's access point when you disembark.

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    5. Like Kevin said, there absolutely is rules justification for it. It says to place a marker (unspecified size) and the marker must be within 12". Within means closest point to closest point. Also when you disembark from it you must be fully within 6" just like disembarking from a building. So you can measure that fully within from any point on the escape hatch. The only reason its considered "legal cheating" is because you can take as big of an escape hatch as you can get away with. Taking advantage of the 'within 12" of the bastion' wording to get maximum additional distance is totally justified by the rules and acceptable.

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    6. For not being a jerk about the unspecified hatch size the bastion hatch piece is about 2"x1" so anything around that size is perfectly fine. Hell even 2x2 would be fine i can see problems if you make something like a 4x4 hatch tho.

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  5. Do you think Kharn can be an answer for Knights, keeping in mind you can use the hatch?

    Frank

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    1. Offensively Kharne is a pure beast.
      Best case scenario (he gets the charge and is warlord for hatred) - 5.9 hull points average
      Worst case (gets charged and no hatred) - still 3 hull points.

      But getting into combat is a bear. Even with the escape hatch he still needs something to slingshot him into the Knight who *should* be smart enough not to move himself anywhere near the hatch.

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