Switch Theme:

ATSKNF - falling back  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in eu
One Canoptek Scarab in a Swarm




Say a squad of space marines os falling back, and i move my jetbikes within 6" of them in the assault phase, can they still regroup?

I recently saw this on wayofsaimmhan:

"Jetbikes zoom up to a marine tactical squad and open fire killing a few marines and forcing a leadership check. If my opponent fails, he runs back 2D6, on average out of the 6” to prevent a regroup so he does and then shoots back or assaults. Another tactic marine players like to use is to auto fall back to prevent my jetbikes from assaulting by getting more then 6” away, regrouping on their turn and then getting back in the fight. That 6” jetbike assault move stops those shenanigans. Marines fall back and I follow up with the 6” move- at the start of the marine turn I am within 6” so you keep falling back. This works wonders when marines are holding a back table objective and fall back, but not off the table- following the 6” makes sure they do run off next turn." - posted by good 'ole Fritz!

The reason I ask, is because of ATSKNF- shouldn't the marines be able to regroup regardless? How does combat tactics affect this regrouping?

Also, if a marine squad are pinned by my units in a turn, can they get back up and move as normal in their turn?
   
Made in gb
Lord of the Fleet






Marines are able to regroup below half strength and can immediately act normally when they reroup but they are not given an exemption from the no enemies with 6" requirement so it is possible to chase them off the table.

Pinning affects them as normal.
   
Made in us
Scarred Ultramarine Tyrannic War Veteran





Arlington, VA

Marines cannot regroup if an enemy unit is within 6" and Combat Tactics really doesn't affect this.

If a Marine squad is pinned or has gone to ground, if it is forced to take a morale check, it can choose to autofail that, which causes it to fall back 2D6" and allows it to regroup and act normally if there isn't an enemy with 6".

Check out my blog for bat reps and pics of my Ultramarine Honorguard (Counts as GK) Army!
Howlingmoon wrote:Good on you for finally realizing the scum that is tournament players, Warhammer would really be better off if those mongrels all left to play Warmachine with the rest of the anti-social miscreants.
combatmedic wrote:Im sure the only reason Japan lost WW2 was because the US failed disclose beforehand they had Tactical Nuke special rule.

 
   
Made in ca
Angered Reaver Arena Champion






Indeed, SM are allowed to ignore the restriction of being under 50% to regroup, but not the restriction of an enemy within 6".

Sangfroid Marines 5000 pts
Wych Cult 2000
Tau 2000 
   
Made in eu
One Canoptek Scarab in a Swarm




Thanks.

I thought if you were pinned, you stay in one place, and don't fall back?
   
Made in ca
Angered Reaver Arena Champion






Pinned units are simply units that have been forced to go to ground, and "Whilst it has gone to ground the unit may do nothing of its own volition, but will react normally if affected by enemey actions (for example, it will take Morale tests as normal)." P.24 BGB

Sangfroid Marines 5000 pts
Wych Cult 2000
Tau 2000 
   
Made in us
Savage Minotaur




Chicago

This is kind of what draws alot of SM players to them, they are very easy to play and ignore running away generally because of ATSKNF
   
Made in gb
Decrepit Dakkanaut




Unless you have an enemy unit within 6", in which case they cannot rally.
   
Made in us
Incorporating Wet-Blending






Glendale, AZ

Everyone always forgets the third criteria for a unit to rally: coherency. Granted, it's very rare for a unit to be out of coherency at the end of a FB move, but it's possible for a unit to lose a model and not be coherent at the beginnig of it's next turn.

Mannahnin wrote:A lot of folks online (and in emails in other parts of life) use pretty mangled English. The idea is that it takes extra effort and time to write properly, and they’d rather save the time. If you can still be understood, what’s the harm? While most of the time a sloppy post CAN be understood, the use of proper grammar, punctuation, and spelling is generally seen as respectable and desirable on most forums. It demonstrates an effort made to be understood, and to make your post an easy and pleasant read. By making this effort, you can often elicit more positive responses from the community, and instantly mark yourself as someone worth talking to.
insaniak wrote: Every time someone threatens violence over the internet as a result of someone's hypothetical actions at the gaming table, the earth shakes infinitisemally in its orbit as millions of eyeballs behind millions of monitors all roll simultaneously.


 
   
Made in ca
Scouting Shadow Warrior



Somewhere Between here and the Warp

nosferatu1001 wrote:Unless you have an enemy unit within 6", in which case they cannot rally.


ATSKNF - they can rally.

Combat tactics- they can fail any morale test. As far as I'm concerned, that means they can choose to fail, or try to pass by rolling low enough.

SPAM FOR THE SPAM GOD!!!!! JAM FOR THE JAM THRONE!!!!!!! -codemonkey
We'ze da Orks, and we'ze were made for fightin' an' WINNIN'!
WHFB Armies:
High Elves: 4000 Points Painted
Orcs & Goblins: 3500 Points Painted

-------------------------------------------------------
DT:80-S+++G+++M++++B---I--Pwhfb05#+++D+A+++/wWD347R++++T(T)DM+ 
   
Made in au
[MOD]
Making Stuff






Under the couch

Cptn. Waaagh! wrote:
nosferatu1001 wrote:Unless you have an enemy unit within 6", in which case they cannot rally.

ATSKNF - they can rally.


No, sorry, they can't.

ATSKNF does not over-ride the restriction on regrouping when enemy are nearby. It just allows them to do so automatically, and when below half strength. All other criteria still apply (says as much in the rule).

 
   
Made in us
[DCM]
Tilter at Windmills






Manchester, NH

Yup. My Lesser Daemons ran the last TH/SS terminator from an assault termie squad off the table Saturday. It's good stuff.

Adepticon 2015: Team Tourney Best Imperial Team- Team Ironguts, Adepticon 2014: Team Tourney 6th/120, Best Imperial Team- Cold Steel Mercs 2, 40k Championship Qualifier ~25/226
More 2010-2014 GT/Major RTT Record (W/L/D) -- CSM: 78-20-9 // SW: 8-1-2 (Golden Ticket with SW), BA: 29-9-4 6th Ed GT & RTT Record (W/L/D) -- CSM: 36-12-2 // BA: 11-4-1 // SW: 1-1-1
DT:70S++++G(FAQ)M++B++I+Pw40k99#+D+++A+++/sWD105R+++T(T)DM+++++
A better way to score Sportsmanship in tournaments
The 40K Rulebook & Codex FAQs. You should have these bookmarked if you play this game.
The Dakka Dakka Forum Rules You agreed to abide by these when you signed up.

Maelstrom's Edge! 
   
Made in fi
Sneaky Striking Scorpion






Finland

Yep, one of the main reasons why I dont understand people who say your marines shouldn't ever win combat as they can just flee.

Don't know about all other people, but over here people tend to "escort" them out off the table.

This message was edited 1 time. Last update was at 2009/12/14 18:00:30





 
   
Made in ca
Decrepit Dakkanaut





Don't forget pinning. That's something I find many players have over-looked, the fact that so many Space Marines units, vital units at that, can be very vulnerable to pinning.

Besides, combat tactics are usually only useful during the opposing player's assault phase to get away from an opponent they can't contribute to defeating. Maybe in your own phase when a Dreadnought assaults the unit locked down by the Tactical squad, but that's really hard to pull off.

Successful use of And They Shall Know No Fear depends on how your units support each other so that you don't fall for the 'escort the Marines off the table' trick.
   
Made in us
Scarred Ultramarine Tyrannic War Veteran





Arlington, VA

Nurglitch wrote:Don't forget pinning. That's something I find many players have over-looked, the fact that so many Space Marines units, vital units at that, can be very vulnerable to pinning.


Yeah. It's really fun when a squad of Marines get Lashed around your Land Raider and then pinned, locking your LR (and the guys inside) in place.

Check out my blog for bat reps and pics of my Ultramarine Honorguard (Counts as GK) Army!
Howlingmoon wrote:Good on you for finally realizing the scum that is tournament players, Warhammer would really be better off if those mongrels all left to play Warmachine with the rest of the anti-social miscreants.
combatmedic wrote:Im sure the only reason Japan lost WW2 was because the US failed disclose beforehand they had Tactical Nuke special rule.

 
   
Made in gb
Decrepit Dakkanaut




Cptn. Waaagh! wrote:
nosferatu1001 wrote:Unless you have an enemy unit within 6", in which case they cannot rally.


ATSKNF - they can rally.


Please read the rules for ATSKNF - they ONLY rally if they can take the test, and enemy within 6" denies this.
   
Made in us
Dakka Veteran





next to a stop sign

For clarity - when exactly does the rule for ATSKNF apply for regrouping ?

01. at the end of the individual fall back move ?
02. at the end of the turn ?
03. at the start of the SM turn ?

"...you don't run internet lists, except for when you make a list and it becomes an internet list..." 
   
Made in us
Plaguelord Titan Princeps of Nurgle




Alabama

toxic_wisdom wrote:For clarity - when exactly does the rule for ATSKNF apply for regrouping ?

01. at the end of the individual fall back move ?
02. at the end of the turn ?
03. at the start of the SM turn ?


Just think of ATSKNF as an auto-regroup (unless they're out of coherency or there are enemies within 6"). Because that's what it boils down to.

1. Sorta - if you lose combat and you break, you flee. If you roll Initiative to see if you're caught, instead of being destroyed, you take No Retreat wounds.
2. No.
3. Yes, here if there are no enemies within 6" and you're in coherency, you will auto-regroup, without a test. I suppose if you wanted to use Combat Tactics (although many people use special characters, robbing their units of Combat Tactics) to continue to fall back, you could, since you can continue to fire while you fall back and you can just as easily regroup next turn.

Something like Combat Tactics could also be useful in a situation where you can't be swept. Ex. You're doing battle with a squad of terminators. You lose the battle, but you don't want to remain in the fight because it's your turn and you'd like to fire and assault next turn. You choose to auto-break. Since terminators can't sweep, you fall back, let's say 8", and you stay in coherency. Normally, models can only move 3" and count as having moved the next turn when they regroup, but ATSKNF allows Marines not only to auto-regroup, but to act normally upon doing so. Bingo. You auto-regroup, fire into the termis with all you got and then assault them again (or whatever else you'd like to do).

This message was edited 2 times. Last update was at 2009/12/15 10:38:30


WH40K
Death Guard 5100 pts.
Daemons 3000 pts.

DT:70+S++G+M-B-I--Pw40K90-D++A++/eWD?R++T(D)DM+

28 successful trades in the Dakka Swap Shop! Check out my latest auction here!
 
   
Made in us
Heroic Senior Officer





Woodbridge, VA

toxic_wisdom wrote:For clarity - when exactly does the rule for ATSKNF apply for regrouping ?

01. at the end of the individual fall back move ?
02. at the end of the turn ?
03. at the start of the SM turn ?


3. Nothing in ATSKNF changes when the regroup occurs, all it does is allow it to occur without rolling dice and to ignore one of the brestrictions.

Don "MONDO"
www.ironfistleague.com
Northern VA/Southern MD 
   
Made in ca
Been Around the Block




So if a squad of space marines is assaulted while falling back, they automatically regroup without having to pass a test?
   
Made in au
[MOD]
Making Stuff






Under the couch

Yes.

Assaulting a unit that is falling back triggers a test to regroup. Space Marines automatically pass tests to regroup.



 
   
Made in us
Dakka Veteran





next to a stop sign

don_mondo wrote:3. Nothing in ATSKNF changes when the regroup occurs, all it does is allow it to occur without rolling dice and to ignore one of the brestrictions.


okay thanx - seems that some SM players are playing it wrong then ( a domino effect ? ): A few have stated that ATSKNF allows for them to rally at the end of the turn - result is that when the SM player begins his turn the unit in question has already regrouped and therefore can act freely ( move, shoot, etc ).

"...you don't run internet lists, except for when you make a list and it becomes an internet list..." 
   
Made in au
[MOD]
Making Stuff






Under the couch

The SM players in question would appear to have a chronic case of 'Previous Editionitis' ... in this case, 3rd edition.

Tell them to report to their local Inquisitional offices for deprogramming. Or to just have a read of the ATSKNF in the current Space Marine codex.

 
   
Made in us
Scarred Ultramarine Tyrannic War Veteran





Arlington, VA

toxic_wisdom wrote:result is that when the SM player begins his turn the unit in question has already regrouped and therefore can act freely ( move, shoot, etc ).


This is correct. The regrouping unit gets a full 6" move and can act normally. However, it happens in the controling players turn, just like every other unit regrouping.

Check out my blog for bat reps and pics of my Ultramarine Honorguard (Counts as GK) Army!
Howlingmoon wrote:Good on you for finally realizing the scum that is tournament players, Warhammer would really be better off if those mongrels all left to play Warmachine with the rest of the anti-social miscreants.
combatmedic wrote:Im sure the only reason Japan lost WW2 was because the US failed disclose beforehand they had Tactical Nuke special rule.

 
   
Made in au
[MOD]
Making Stuff






Under the couch

Gornall wrote:
toxic_wisdom wrote:result is that when the SM player begins his turn the unit in question has already regrouped and therefore can act freely ( move, shoot, etc ).


This is correct. The regrouping unit gets a full 6" move and can act normally. However, it happens in the controling players turn, just like every other unit regrouping.


The main difference being that if they regroup at the end of their own turn (as they did in 3rd edition), it becomes impossible to shepherd them off the table by moving a unit close in your next turn to make them continue falling back.

 
   
Made in ca
Decrepit Dakkanaut





It offsets their advantages over Fearless units. Fearless units cannot be pinned or escorted off the table, but they have no way of avoiding No Retreat! wounds, or of avoiding being stuck in unwinnable combats.
   
Made in gb
Daemonic Dreadnought





Derby, UK.

Ok, now that that's cleared up. Coudl someone explain No Retreat wounds to e (I'm at work and dont have a codex handy to look it up)

Armies:

(Iron Warriors) .......Gallery: Iron Warriors Gallery
.......Gallery: Necron Gallery - Army Sold
.......Gallery: Crimson Fists Gallery - Army Sold

Iron Warriors (8000 points-ish)

 
   
Made in us
Rotting Sorcerer of Nurgle





You could wait til you get home...

Anyway, if called upon to take no retreats, you roll 'X' number of saves.
Where 'X' is the number you lost combat by.

This is a little story about four people named Everybody, Somebody, Anybody, and Nobody.
There was an important job to be done and Everybody was sure that Somebody would do it.
Anybody could have done it, but Nobody did it.
Somebody got angry about that because it was Everybody's job.
Everybody thought that Anybody could do it, but Nobody realized that Everybody wouldn't do it.
It ended up that Everybody blamed Somebody when Nobody did what Anybody could have done.
 
   
Made in gb
Daemonic Dreadnought





Derby, UK.

AH, thankyou. I dont finish for a few hours yet, and i will have forgotten by then.

Armies:

(Iron Warriors) .......Gallery: Iron Warriors Gallery
.......Gallery: Necron Gallery - Army Sold
.......Gallery: Crimson Fists Gallery - Army Sold

Iron Warriors (8000 points-ish)

 
   
Made in ca
Decrepit Dakkanaut





Basically if a squad of Space Marines fails a morale check when locked in combat, they have to test to avoid a Sweeping Advance by their opponents (if, indeed, their opponents can engage in a Sweeping Advance). If they are caught by the Sweeping Advance, however, they are not wiped out like ordinary troops, but suffer No Retreat! wounds like a Fearless unit would.

No Retreat! means that the falling back units takes a number of saves equal to the margin that they lost the combat by, so that a unit of Tactical Space Marines that lost a combat 6:3 would test on Ld6, roll 1D6+4 for Sweeping Advance, and have 3 saving throws if they suffered No Retreat!

Something to note is that Walkers are not Fearless, but never fall back, so if you have a Dreadnought enter a combat between a unit of Tactical Space Marines and a unit of Orks, then the Tactical Space Marines can use Combat Tactics to withdrawal without any risk of Sweeping Advance by the Orks, because the Orks will be locked in combat with a unit that will not fall back and will not suffer No Retreat!
   
 
Forum Index » 40K You Make Da Call
Go to: