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![[Post New]](/s/i/i.gif) 2013/02/21 11:15:34
Subject: Combat resolution -- Jump packs and sweeping advances?
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Neophyte Undergoing Surgeries
Beijing
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Hi guys,
I have a question for which there is probably an obvious and logical answer. I must be missing or mis-reading the close combat resolution rules in 6th edition and I'm wondering if someone can set me straight. Let me lay out the hypothetical situation.
Suppose I have a 10-man space marine assault squad equipped with jump packs which is in close combat with some regular enemy infantry. For the sake of irony, lets say it is a Tau Fire Warrior team. As the cruel gods would have it, my assault squad gets crushed in close combat and failing their leadership test, is forced to fall back. My understanding of the rules is that we would then roll to determine a sweeping advance (dice + initiative). If the Tau don't catch me, then I would roll my fallback distance and wipe my hands of the sordid affair. Case closed.
Now, let's say they DO catch me in a sweeping advance. Normal troops would be slaughtered and swept from the board. But my space marines, showing their mettle and boasting the 'And They Shall Know No Fear" rule, simply fall back and remain locked in combat. Here is where the problem arises for me. Because I have jump packs, I roll 3D6 for my fall back. Let's say the clouds part and I roll three 6's, falling back 18 inches! That seems to put me in a situation where I am simultaneously locked in a sweeping advance but fleeing farther than any normal infantry can pursue!
Clearly I've taken a wrong turn here somewhere. What's the solution?
Thanks for your help!
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![[Post New]](/s/i/i.gif) 2013/02/21 11:21:26
Subject: Combat resolution -- Jump packs and sweeping advances?
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Decrepit Dakkanaut
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Why do you fall back AND remain locked?
You only Fall Back if you SUCCESFULLY rol to avoid Sweeping Advance. You didnt. You failed.
So, you do not fall back. Instead of being destroyed, you are fearless.
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![[Post New]](/s/i/i.gif) 2013/02/21 13:47:35
Subject: Re:Combat resolution -- Jump packs and sweeping advances?
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Neophyte Undergoing Surgeries
Beijing
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That simple, huh? Thanks for the reply and explanation. I guess I had always assumed that if you are bested in combat, you get pushed back and lose ground even if you don't rout and run away. But I am probably over-thinking it. Is that how everyone else plays?
So let me see if I have this right. As a space marine unit, I can roll my morale check if I want to stay locked in a losing combat. Or I can automatically choose to fail it with my combat tactics, which then triggers the Sweeping Advance test. If the enemy catches me, I remain locked in combat. If the enemy doesn't catch me, I fall back my 3D6 and the enemy unit stays stationary. That about right?
Thanks again. Sorry for the newb question.
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![[Post New]](/s/i/i.gif) 2013/02/21 14:04:04
Subject: Combat resolution -- Jump packs and sweeping advances?
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Decrepit Dakkanaut
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As vanilla SM, you can indeed choose to either take the test, or automatically fail.
If you fail your leadership test to stay in close combat, you then roll for sweeping advance.
If you win, you sucessfully break off and fall back, 2D6" for infantry, 3D6" for infantry (jump) as examples. The enemy then *consolidates* D6"
If you fail your sweeping advance roll, you due to ATSKNF become fearless instead of being destroyed, and so stay locked. Noone moves anywhere.
No worries, this game has some hideously complex interactions, andt he rulebook isnt always the best written set of rules....
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![[Post New]](/s/i/i.gif) 2013/02/21 14:36:55
Subject: Re:Combat resolution -- Jump packs and sweeping advances?
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Neophyte Undergoing Surgeries
Beijing
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That is a great breakdown. Thanks. I really appreciate it. Maybe they should have you write the 7th edition.
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![[Post New]](/s/i/i.gif) 2013/02/21 15:00:59
Subject: Combat resolution -- Jump packs and sweeping advances?
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Decrepit Dakkanaut
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I'd rather not, although I'm a good proof reader....comes with being an auditor for a living!
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