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Made in ca
Mutilatin' Mad Dok






I think I finally got how to do CC right (me and my friend discovered in the past two month that we were doing some parts wrong about 2 month ago and been learning new things about that part of the game non stop)

I am not talking about assault, but only the close combat part, more precisely the resolution of the CC.

If a non fearless units lose CC:
- takes leadership test
=> passes test, he stays in the fight, does not have to take any more wounds (since they are not fearless)
=>fails test: Compare d6+ I for both units (winner and loser). If the loser has equal or higher than the winner, he can do his fall back move. If the winner has higher than the loser, he obliterate the losing unit.

Fall back move: 2d6 for the loser, 1d6 for the winner, if the winner has equal or higher than the loser, the loser's units is destroyed. Otherwise, everyone move as per fall back and sweep and advance rules.

Fearless units loses CC:

after doing the saves, you compare the wounds suffered by each units. The losing fearless unit takes additionnal wounds that are equals to the amount of wound he loss combat by.

This message was edited 2 times. Last update was at 2011/05/25 18:55:15


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Made in us
Basecoated Black





Serder wrote:
=>fails test: Compare d6+ I for both units (winner and loser). If the loser has equal or higher than the winner, he can do his fall back move. If the winner has higher than the loser, he obliterate the losing unit.


Actually, if the winner's score is equal or higher than loser, then the loser is destroyed. In your words, If the loser has a higher score than the winner, he can do his fall back move.

For the most part, you've got the basic combat resolution part down. There are going to be other factors involved eventually: And they shall know no fear, multiple combats, jump troops falling back, etc)

Actions define a person. 
   
Made in ca
Mutilatin' Mad Dok






Dshrike wrote:[
For the most part, you've got the basic combat resolution part down. There are going to be other factors involved eventually: And they shall know no fear, multiple combats, jump troops falling back, etc)


thanks,

yeah, I paly vs a SM, just converted to BA player, so he abused the and they shall know no fear, lol. I got the hand in multiple combat not long ago (learned how to use them, as an ORK, might be usefull, lol)

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Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

How was he abusing ATSKNF?

ATSKNF means that if they are caught in a SA then they take fearless wounds instead of being destroyed.


it is a pretty abusive rule if used correctly, and few people do.

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Made in us
Regular Dakkanaut




Serder wrote:Fall back move: 2d6 for the loser, 1d6 for the winner, if the winner has equal or higher than the loser, the loser's units is destroyed. Otherwise, everyone move as per fall back and sweep and advance rules.

Not sure where you got the underlined part from. That was how sweeping advance worked in like 3rd edition but I don't think anything like that is around today. The best you can do is keep him from regrouping by staying within 6".
   
Made in us
Basecoated Black






Serder wrote:
Fall back move: 2d6 for the loser, 1d6 for the winner, if the winner has equal or higher than the loser, the loser's units is destroyed. Otherwise, everyone move as per fall back and sweep and advance rules.


This no longer exists. The loser who doesn't get sweeping advanced will run 2D6 (or 3d6 depending on unit type) and the winner will just consolidate D6.

In other words, only when you roll for I + D6 does the loser have the chance to be completely wiped out.

This message was edited 4 times. Last update was at 2011/05/25 20:32:46


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Made in gb
Never-Miss Nightwing Pilot





In the Webway.

Yep, Dshrike is right. They're destroyed on the spot if this happens. If not, the losers flee 2D6.

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Made in gb
Lord of the Fleet






Bugs_N_Orks wrote:
Serder wrote:Fall back move: 2d6 for the loser, 1d6 for the winner, if the winner has equal or higher than the loser, the loser's units is destroyed. Otherwise, everyone move as per fall back and sweep and advance rules.

Not sure where you got the underlined part from. That was how sweeping advance worked in like 3rd edition but I don't think anything like that is around today. The best you can do is keep him from regrouping by staying within 6".

It still works like that but marines are immune to it.

Just like they were in 3rd edition.
   
Made in au
[MOD]
Making Stuff






Under the couch

Scott-S6 wrote:
Bugs_N_Orks wrote:
Serder wrote:Fall back move: 2d6 for the loser, 1d6 for the winner, if the winner has equal or higher than the loser, the loser's units is destroyed. Otherwise, everyone move as per fall back and sweep and advance rules.

Not sure where you got the underlined part from. That was how sweeping advance worked in like 3rd edition but I don't think anything like that is around today. The best you can do is keep him from regrouping by staying within 6".

It still works like that but marines are immune to it.

No, it doesn't work like that at all.

In 3rd edition, Sweeping Advance was a part of the Fall Back roll.
Currently, Sweeping Advance is a separate Initiative roll. You make the Fall Back roll if you don't get caught by the Sweeping Advance, and the victors consolidate once you've moved away. You don't compare the Fall Back roll to anything.

 
   
 
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