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Made in dk
Servoarm Flailing Magos






Metalica

Ruphi wrote:
Every model does move the max distance


See, that's what I thought, but during the conversation in this thread I read the rules over and over... and there is nothing in 6th that says you have to move the max distance.

1) You move the closest model to the closest enemy model
2) You choose the next model to move, and move him into base contact with an enemy model that does not already have one of your models in base contact with it.
3) Repeat step 2 until you are not able to anymore.

And here comes the important part

4) Move the next model you choose to stand within 2" of a model already in combat

That means you don't need to pile everything into the battle reading it RAW. All you need to do is move them sideways or whatever you choose, to make a wall, 2" behind your models in base contact that will then force your nob to walk around them and by that will not be able to reach.

You don't even need to have that many models to do this, as spacing them so that they have >1" between them also denies the nob the ability to walk between them, allowing you to block off with only a very few models.

There is nothing that says the charging models must use up their entire movement.

It'll look like this:

x x x
o o o


o o o o o
n

Tell me that isn't a beardy tactic?

if the issue was that a few models were not gonna get into combat and you made sure it was your nob, then yes, that's all very fluffy and cool.
But the issue is that we artificially create a situation where you have a bunch of the lads holding one back to go against the RAI... (" 'old me back, lads!")

This message was edited 1 time. Last update was at 2013/04/16 11:50:03


 
   
Made in gb
Tough Tyrant Guard





SHE-FI-ELD

 Purifier wrote:
Ruphi wrote:
Every model does move the max distance


See, that's what I thought, but during the conversation in this thread I read the rules over and over... and there is nothing in 6th that says you have to move the max distance.

1) You move the closest model to the closest enemy model
2) You choose the next model to move, and move him into base contact with an enemy model that does not already have one of your models in base contact with it.
3) Repeat step 2 until you are not able to anymore.

And here comes the important part

4) Move the next model you choose to stand within 2" of a model already in combat

That means you don't need to pile everything into the battle reading it RAW. All you need to do is move them sideways or whatever you choose, to make a wall, 2" behind your models in base contact that will then force your nob to walk around them and by that will not be able to reach.

You don't even need to have that many models to do this, as spacing them so that they have >1" between them also denies the nob the ability to walk between them, allowing you to block off with only a very few models.

There is nothing that says the charging models must use up their entire movement.

It'll look like this:

x x x
o o o


o o o o o
n

Tell me that isn't a beardy tactic?

if the issue was that a few models were not gonna get into combat and you made sure it was your nob, then yes, that's all very fluffy and cool.
But the issue is that we artificially create a situation where you have a bunch of the lads holding one back to go against the RAI... (" 'old me back, lads!")



Think that setup would be pretty hard to do most of the time, the Nob cant move through models, but IIRC can move around them (As the ''strait line'' requirement is on the first charger only?) Now you have your full possible charge distance to utilise to get 'Engaged' which means if you roll a much higher charge distance than needed he will pretty much always be able to move around into a 'Engaged' possition. I guess it really depends exactly how the space marines are standing and what formation your charging in on.

Playing with my friends we never do this properly really (Too much work I think! hah) We tend to just slide the unit in eheh

It's my codex and I'll cry If I want to.

Tactical objectives are fantastic 
   
Made in dk
Servoarm Flailing Magos






Metalica

 Nem wrote:

Playing with my friends we never do this properly really (Too much work I think! hah) We tend to just slide the unit in eheh


Heh, yeah, that's what my group did until the last time we played after I read it all through. Gotta tell you though, doing it properly is better. The requirement to move each new model into combat with a new foe creates a much nicer looking flank, and makes it easier to determine exactly who the wounds are supposed to go on. It's actually quite a sweet ruleset until it gets abused

As for how hard it is to block off, not very. Say you have a unit of 15 little cowards charging a stalwart and glistening unit of 5 brave grey knights. Your first 5 models get into base contact with one model each. You can then make an eclipse-shaped wall, 2 inches away from the actual fighting, that is almost 20 inches wide (in a curve). (1 inch per base, plus 0.99 to space the cowards while not allowing the nob to pass through) That means it's 10 inches in either direction just to get to the end of the bow, and atleast another inch to get close enough to get to fight.

So with a unit of 15 you can make it so that you must roll 11 on the charge for it to fail... and that's assuming your nob was no more than 3 inches from the grey knights to begin with.

(obviously, these numbers are gonna work out a little differently depending on terrain, exact placement of enemies etc etc, but the theory in general holds.)

It's all about what order you move your mens in. It's gonna take some tricky manouvering and it can fail in the end. You need to choose your movements in such an order that you can build your wall out of men that have no ability to get into base to base contact with an enemy, and at the same time make it harder for the rest of them to get into base to base contact... since you still have to get into base to base if you can reach, but if you can't, your movement becomes pretty free back there.

 
   
 
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