| 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. |
|
 |
![[Post New]](/s/i/i.gif) 2010/05/05 02:14:45
Subject: And They Shall Know No Fear - Please Explain
|
 |
Regular Dakkanaut
|
In all honestly, the rules are written pretty horrid sometimes, and then widely used perk is part of that problem. How would you explain exactly that this works? In the limited description it seems to mean space marines automatically pass all morale tests, but does that mean they still have to retreat, or do they keep fighting from where they are at after a 25% loss?
As detailed of a description as possible please
Thanks
|
The next one of you that posts about Wraiths being I2 and ignores the whip coils mentioned 2000 times a week, and I am going to devote the rest of my life to becoming an ancient space god to trick and enslave a race, and turn them into soulless T-100s to rid the entire universe of life. At that point it will have been worth it. |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/05/05 02:24:39
Subject: And They Shall Know No Fear - Please Explain
|
 |
Dakka Veteran
|
1) space marines always pass all tests to regroup
2) space marines can always regroup, even if the squad is under half strength
3) space marines that fail their morale check at the end of an assault phase, and fail to get away from the enemy, take a number of wounds equal to how many wounds they lost combat by, rather than being removed from the table, as would normally happen by the "sweeping advance" rule.
4) space marines cannot regroup if they are within 6" of an enemy model at the start of their turn.
5) after the space marines regroup at the start of their turn, they are not counted as having moved yet that turn, and can either move and assault as normal, or fire a heavy weapon.
|
After the orbital strikes, Thunderhawk bombardments, Whirlwinds, Vindicators, fusion and starfire and finally Battle Brothers with flamers had finished cleansing the world of all the enemies of Man, we built a monastery in the center of the largest, most radioactive impact crater. We named the planet "Tranquility", for it was very quiet now.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/05/05 02:24:43
Subject: And They Shall Know No Fear - Please Explain
|
 |
Hanging Out with Russ until Wolftime
|
Nightsbane wrote:In all honestly, the rules are written pretty horrid sometimes, and then widely used perk is part of that problem. How would you explain exactly that this works? In the limited description it seems to mean space marines automatically pass all morale tests, but does that mean they still have to retreat, or do they keep fighting from where they are at after a 25% loss?
As detailed of a description as possible please
Thanks
No. They take morale checks as normal.
They Automatically pass leadership tests to regroup if they are falling back, even if under half strength, but not if within 6" of an enemy.
They cannot be sweeping advanced, but instead take No Retreat wounds if they are caught.
|
Got 40k Rules Question? Send an e-mail to Gwar! for your Confidential Rules Queries.
Please do not PM me unless really necessary. I much prefer e-mail.
Need it Answered RIGHT NOW!? Ring me on Skype: "gwar.the.trolle"
Looking to play some Vassal? Ring me for a game!
Download The Unofficial FAQs by Gwar! here! (Dark Eldar Draft FAQ v1.0 released 04/Nov/2010! Download it before the Pandas eat it all!) |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/05/05 02:24:44
Subject: And They Shall Know No Fear - Please Explain
|
 |
Anti-Armour Swiss Guard
|
They still make morale tests.
25% casualties in a phase - make test as normal.
Lose assault - make test as normal.
They can choose to roll and pass/fail, or just choose to fail and fall back. Then, if there are no enemy within 6", the automatically regroup at the start of their next turn.
They don't automatically pass them (unless a specific character is with them).
They just know the tactical flexibility of a fallback/regroup move.
If shot at by an enemy unit that is 6" away (and they would be charged in the assault phase) and they take 25% casualties, the SM player can choose to fail, and fall back 2d6". Even a roll of 2 will take them out of assault range, and means the enemy unit is going to be in a world of pain in the next turn (the SM player's) when they automatically regroup and can make a normal move shoot and charge (if allowed).
It makes them immune to sweeping advance.
|
I'm OVER 50 (and so far over everyone's BS, too).
Old enough to know better, young enough to not give a ****.
That is not dead which can eternal lie ...
... and yet, with strange aeons, even death may die.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/05/05 02:33:09
Subject: And They Shall Know No Fear - Please Explain
|
 |
Decrepit Dakkanaut
|
It's an interesting trade-off with Fearless. If the unit is Fearless, then it ignores pinning tests (good), but automatically takes No Retreat saves if it loses combat (bad). Of course, since a unit with And They Shall Know No Fear can Fall Back, and don't disregard the restriction on Rallying within 6" of the enemy, they can Fall Back off the board (bad), but they can escape a losing proposition in combat (good).
Notice that the goodness or badness of the latter implication depends on your ability as a player, both to exploit position so that the Space Marines can't Rally, and to exploit position so that they can!
Seriously, Combat Tactics makes Space Marines really fun to play. I wouldn't be surprised if the Tau get a version of it.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/05/05 02:47:16
Subject: Re:And They Shall Know No Fear - Please Explain
|
 |
Regular Dakkanaut
|
interesting, in a way it seems that it is far better than the way we had played it because in most instances it will provide a saving retreat and tactically advantageous position the next round.
|
The next one of you that posts about Wraiths being I2 and ignores the whip coils mentioned 2000 times a week, and I am going to devote the rest of my life to becoming an ancient space god to trick and enslave a race, and turn them into soulless T-100s to rid the entire universe of life. At that point it will have been worth it. |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/05/05 13:45:22
Subject: And They Shall Know No Fear - Please Explain
|
 |
Heroic Senior Officer
|
chromedog wrote:
or just choose to fail and fall back. Then, if there are no enemy within 6", the automatically regroup at the start of their next turn.
If shot at by an enemy unit that is 6" away (and they would be charged in the assault phase) and they take 25% casualties, the SM player can choose to fail, and fall back 2d6". Even a roll of 2 will take them out of assault range, and means the enemy unit is going to be in a world of pain in the next turn (the SM player's) when they automatically regroup and can make a normal move shoot and charge (if allowed).
Note that the choose to fail bit has nothing to do with ATSKNF and is conferred by Combat Tactics, so if you replace your Combat Tactics or play a variant ( BA/ DA/ SW/ BT) that doesn't have it, this does not apply.
|
Don "MONDO"
www.ironfistleague.com
Northern VA/Southern MD |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/05/05 14:11:45
Subject: And They Shall Know No Fear - Please Explain
|
 |
Ladies Love the Vibro-Cannon Operator
|
Honersstodnt wrote:1) space marines always pass all tests to regroup
2) space marines can always regroup, even if the squad is under half strength
3) space marines that fail their morale check at the end of an assault phase, and fail to get away from the enemy, take a number of wounds equal to how many wounds they lost combat by, rather than being removed from the table, as would normally happen by the "sweeping advance" rule.
4) space marines cannot regroup if they are within 6" of an enemy model at the start of their turn.
5) after the space marines regroup at the start of their turn, they are not counted as having moved yet that turn, and can either move and assault as normal, or fire a heavy weapon.
Absolutely correct.
The item 4 is always an issue. SM players tend to ignore whether the enemy is within 6''.
|
Former moderator 40kOnline
Lanchester's square law - please obey in list building!
Illumini: "And thank you for not finishing your post with a " " I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."
Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/05/05 14:53:18
Subject: And They Shall Know No Fear - Please Explain
|
 |
Ultramarine Terminator with Assault Cannon
|
I swear I just answered this question.
oni wrote:And They Shall Know No Fear
-Space Marines automatically pass tests to regroup. (If for any reason the unit is called upon to take a morale test whether it be 25% casualties from shooting, a loss in combat, or some other reason and they fail said morale test, they will fall back just like any other unit. On the following turn when other units without ATSKNF would take a test to regroup, units with ATSKNF do not need to roll the 2D6 as they automatically pass. Normal regrouping restrictions such as 'reduced below half strength' do not apply, but ones such as enemy units within six inches and out of coherency do and will prevent the test altogether. Additionally, when normal units pass a regrouping test they can not move (but count as moving), but get to shoot, run or assault as normal. This also, does not apply to Space Marines, they will get to do everything as normal including movement.)
-Space Marines are subject to the No Retreat! rule if caught by a sweeping advance. (They fight combat like any other normal unit, but if they loose and fail their morale check, and subsequently fail the initiative test for a sweeping advance, they are not destroyed. Instead they gain the No Retreat! rule for that round of combat and may take additional casualties as per the No Retreat! rule.)
-Units with Servitors are still subject to all of this as long as there is at least one Space Marine in the unit.
|
|
|
 |
 |
|
|