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Made in gb
Hellacious Havoc





Hi all,

I have been giving some thought to the "Going to Ground" rule lately. I understand the mechanics of it, but am interested in how players use this rule, if at all.

The most obvious tactical use of this rule is to invoke it on a unit, which is in cover, and happens to hold an objective. Just invoke the rule to increase your cover save. Now you're harder to shoot off the objective. This is repeated as a viable tactic in many threads here, but it did get me wondering if there was more to Going to Ground than just this?

The benefit's of Going to Ground are shackled by some rather heavy consequences. And the value of Going to Ground is somewhat muddied due to the fact that Pinning forces a unit to Go to Ground. That is to say, it is a penalty if invoked by Pinning, and and advantage if invoked by the owning player.

So let's assume that your gaming table has a good amount of varied terrain on it; for our purposes lets pretend we are using the 6ed Terrain Density roll for each four square foot section, and rolled a 2 for each one. So we have a dozen good sized pieces of terrain, LOS blocking, ruins, woods, barricades etc...

I guess I will start the ball rolling and pose something to consider where using Go to Ground may be an advantage.

You and your opponent are setting up the terrain, could/would you try to factor in the Going to Ground rule while doing so; with the purpose of using it later in the game?

For example, you set up terrain with an eye towards gaining the center of the table; thinking that you will advance a unit along the line of terrain with the intention of them drawing attention away from something else. Let's say it's a combat squaded unit of Space Marines, and one is carrying a Multi-melta. So you know it's going to get your opponents attention.

I think that there are probably a lot of instances when the Going to Ground rule could be an advantage. So let's brainstorm and discuss.

   
Made in us
Powerful Phoenix Lord





Buffalo, NY

I mostly used it as a way to prevent Overwatch against a unit I wanted in Melee.

Unit A declares a Charge. Enemy unit Overwatches. Unit A goes to ground, failing the charge automatically. Unit B charges in no risk.

Not sure if this is still doable in 7th though.

Greebo had spent an irritating two minutes in that box. Technically, a cat locked in a box may be alive or it may be dead. You never know until you look. In fact, the mere act of opening the box will determine the state of the cat, although in this case there were three determinate states the cat could be in: these being Alive, Dead, and Bloody Furious.
Orks always ride in single file to hide their strength and numbers.
Gozer the Gozerian, Gozer the Destructor, Volguus Zildrohar, Gozer the Traveler, and Lord of the Sebouillia 
   
Made in us
Legendary Master of the Chapter






never really though overwatch was suuuuper effective. (though flamers and some instances iv seen it just destroy the charger)

Personal favorite is GTG behind ADL with IG, then GBITF order to shoot again.


 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in us
Auspicious Daemonic Herald





 Happyjew wrote:
I mostly used it as a way to prevent Overwatch against a unit I wanted in Melee.

Unit A declares a Charge. Enemy unit Overwatches. Unit A goes to ground, failing the charge automatically. Unit B charges in no risk.

Not sure if this is still doable in 7th though.

You can't go to ground while charging
   
Made in us
Hellish Haemonculus






Boskydell, IL

I use it as a desperation gamble for units that are about to be wiped out.

Welcome to the Freakshow!

(Leadership-shenanigans for Eldar of all types.) 
   
Made in us
Tunneling Trygon






Genestealers benefit from it when they have a Broodlord. Infiltrate them and then Go to Ground at the first shot taken against them. The Children of Cryptus were almost purpose built for it, adding Stealth to the mix. So when they do, they get a +2 Cover Save, then when you might be able to charge, cast Dominion with the Broodlord and it cancels out Go to Ground. Caveat is they have to be outside of Synapse range to Go to Ground at all.
   
Made in us
Ruthless Interrogator





 Happyjew wrote:
I mostly used it as a way to prevent Overwatch against a unit I wanted in Melee.

Unit A declares a Charge. Enemy unit Overwatches. Unit A goes to ground, failing the charge automatically. Unit B charges in no risk.

Not sure if this is still doable in 7th though.


You can do this? I know how I'm going to screw with my Tau friend now.


Space Marines: Jacks of all trades yet masters of GRAV CANNONS!!!.
My Star Wars Imperial Codex Project: http://www.dakkadakka.com/dakkaforum/posts/list/641831.page
It has 7 HQs, 2 Troop types with Dedicated Transports, 5 Elite units, 5 Fast Attack units, 6 Heavy Support units, 2 Formations with unique units not in the rest of the codex, and 2 LOW choices.

‘I do not care who knows the truth now, tomorrow, or in ten thousand years. Loyalty is its own reward.’ -Lion El' Jonson 
   
Made in au
Missionary On A Mission




Australia

 CrownAxe wrote:
 Happyjew wrote:
I mostly used it as a way to prevent Overwatch against a unit I wanted in Melee.

Unit A declares a Charge. Enemy unit Overwatches. Unit A goes to ground, failing the charge automatically. Unit B charges in no risk.

Not sure if this is still doable in 7th though.

You can't go to ground while charging

Yeah you can - last sentence of the Go to Ground rule on pg38 of BRB.

The best tactical use of GtG I would think is forcing an enemy unit to do it and then charging them. Units that have gone to ground can't Overwatch, and you also don't suffer the initiative penalty for charging through difficult terrain. Could be pretty handy for those armies that don't get Assault Grenades or other similar rules. Pinning is a way to do this but you could also, depending on how dirty you want to play, 'helpfully' remind your opponent that he can Go to Ground if he wants.


 
   
Made in au
Unrelenting Rubric Terminator of Tzeentch





 CrownAxe wrote:
 Happyjew wrote:
I mostly used it as a way to prevent Overwatch against a unit I wanted in Melee.

Unit A declares a Charge. Enemy unit Overwatches. Unit A goes to ground, failing the charge automatically. Unit B charges in no risk.

Not sure if this is still doable in 7th though.

You can't go to ground while charging


Yes you can. It specifically states in the rule book that any unit going to ground (through pinning or by choice) automatically fails the charge.

Pg 38 of the small rulebook wrote:
...If a unit goes to ground from overwatch (pg 45), then the charge automatically fails.


Edit: Beaten like a Dark Angels player!

This message was edited 1 time. Last update was at 2015/05/08 22:48:38


 Peregrine wrote:
What, you don't like rolling dice to see how many dice you roll? Why are you such an anti-dice bigot?
 
   
Made in us
Ruthless Interrogator





They still get to resolve overwatch against your unit though right?


Space Marines: Jacks of all trades yet masters of GRAV CANNONS!!!.
My Star Wars Imperial Codex Project: http://www.dakkadakka.com/dakkaforum/posts/list/641831.page
It has 7 HQs, 2 Troop types with Dedicated Transports, 5 Elite units, 5 Fast Attack units, 6 Heavy Support units, 2 Formations with unique units not in the rest of the codex, and 2 LOW choices.

‘I do not care who knows the truth now, tomorrow, or in ten thousand years. Loyalty is its own reward.’ -Lion El' Jonson 
   
Made in gb
Hellacious Havoc





Thanks for all the replies so far.

I have to admit, I hadn't considered declaring a charge with a unit and then Going to Ground. With the reasoning being a second unit would charge and be free of overwatch.

So basically we could call that tactical use of Go to Ground a 'bait and switch'.

I'm still trying to wrap my head around the full advantage of pulling this trick. Obviously you could just eat the overwatch, roll the charge dice, and go for the attack. Your second unit will be able to charge and be free of overwatch regardless of whether the first invoked Go to Ground. And you'll possibly have more models in combat come the assault phase.

For those of you who have invoked the rule in this case, could you elaborate a bit more. I think a bit more context might be useful.

*****

Since one of the biggest consequences of Going to Ground is that the unit forfeits it ability to move until the end of it's following turn. And losing a turn of movement is a big thing in a game with only 5-7 turns. But what about units with Move Through Cover. Do these two rules have some synergy? For example Scion squads have Move Through Cover. So they are not as likely to be slowed when moving through terrain. So the negatives of going to ground are somewhat mitigated. Why? Because they can make up the lost ground easily. Also consider that their basic weapon has an 18" range, so may not have range to many targets; so the penalty to next turn shooting is not so harsh.

This gets me thinking that there are probably certain units that can make use of Going to Ground, especially in the early game.

Consider Scout's. Their special rules; scout, move through cover; outfitted with bolt pistols and close combat wpn and camo cloaks. Being able to move up the board and invoke Go to Ground with minimal penalty (at least in turn one). I'm going to think on this more.


   
Made in us
Ruthless Interrogator





Oh yes, Scouts can get an easy 2+ cover save turn 1 with camo cloaks and going to ground for t1. Plus if you give them sniper rifles (my favorite thing to do with them) you have a 36" range threat range that likes to sit still anyways.


Space Marines: Jacks of all trades yet masters of GRAV CANNONS!!!.
My Star Wars Imperial Codex Project: http://www.dakkadakka.com/dakkaforum/posts/list/641831.page
It has 7 HQs, 2 Troop types with Dedicated Transports, 5 Elite units, 5 Fast Attack units, 6 Heavy Support units, 2 Formations with unique units not in the rest of the codex, and 2 LOW choices.

‘I do not care who knows the truth now, tomorrow, or in ten thousand years. Loyalty is its own reward.’ -Lion El' Jonson 
   
Made in us
Sadistic Inquisitorial Excruciator





 Jimsolo wrote:
I use it as a desperation gamble for units that are about to be wiped out.


Or allows a cheap unit with a 3+ cover save like Scouts with camo cloaks in ruins to get a 2+ and be twice as durable.


Automatically Appended Next Post:
Also, Astra Militarum has an order that allows troops that have gone to ground to stand up and act normally.

Also, anyone with a fearless bubble can immediately end the go to ground by moving within range of the unit.

I can see quite a few shenanigans possible with those two things.

This message was edited 1 time. Last update was at 2015/05/09 00:30:53


 
   
Made in us
Ruthless Interrogator





Wow, there is an actual use for fearless Space Marine bubbles. Who would'a thunk it?


Space Marines: Jacks of all trades yet masters of GRAV CANNONS!!!.
My Star Wars Imperial Codex Project: http://www.dakkadakka.com/dakkaforum/posts/list/641831.page
It has 7 HQs, 2 Troop types with Dedicated Transports, 5 Elite units, 5 Fast Attack units, 6 Heavy Support units, 2 Formations with unique units not in the rest of the codex, and 2 LOW choices.

‘I do not care who knows the truth now, tomorrow, or in ten thousand years. Loyalty is its own reward.’ -Lion El' Jonson 
   
Made in us
Sadistic Inquisitorial Excruciator





Also remember defense lines give +2 when going to ground behind them. Anyone can have a 2+ cover save for 50 points. Conscripts behind an ADL can be very resilient against shooting, but remember they can't have a priest and go to ground at the same time nor be joined by one after they are charged.
   
 
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