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![[Post New]](/s/i/i.gif) 2015/07/04 16:35:05
Subject: AoS- Close combat casualties
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Regular Dakkanaut
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So if it is your turn, you pick a unit to attack in close combat, then your opponent gets to attack. Are these attacks considered simultaneous so that even your opponents casualties get to attack?
For example, I go first with my Ogre Iron-guts. I kill 4 Knights of the Realm and it is my turn. Do those models I just killed get to attack back, or is it assumed that since its your turn, your models have the initiative and they're gone?
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![[Post New]](/s/i/i.gif) 2015/07/04 16:50:23
Subject: AoS- Close combat casualties
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Stealthy Warhound Titan Princeps
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Units make their attacks separately and in an order.
So on your turn, you pick unit A to attack and kill unit B. NOW the opposing player can attack with unit B, or maybe he chooses his unit C to attack your unit D (thus making unit D less effective when it comes around to its turn to attack) and save unit B for last since it's already diminished and there's nothing else that can attack it.
(wow, what tactical thinking! ;P)
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![[Post New]](/s/i/i.gif) 2015/07/04 21:11:52
Subject: AoS- Close combat casualties
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Killer Klaivex
Oceanside, CA
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Tactically, you can do a lot in this phase.
My Krox have a close combat range of 2".
So I enghulf them in a skink cloud, preventing the enemy from piling in too close.
The enemy piles into the skinks, doing solid damage. The skinks withdrawl 8" (special skink rule), then krox pile in and do horrible things to the bunched up enemy (each krox attacking every enemy within 2").
Likewise, you can run spearmen behind normal saurus. Both units will get to fight, as the spear have a larger close combat range.
-Matt
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![[Post New]](/s/i/i.gif) 2015/07/06 20:46:36
Subject: AoS- Close combat casualties
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Regular Dakkanaut
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HawaiiMatt wrote:Tactically, you can do a lot in this phase.
My Krox have a close combat range of 2".
So I enghulf them in a skink cloud, preventing the enemy from piling in too close.
The enemy piles into the skinks, doing solid damage. The skinks withdrawl 8" (special skink rule), then krox pile in and do horrible things to the bunched up enemy (each krox attacking every enemy within 2").
Likewise, you can run spearmen behind normal saurus. Both units will get to fight, as the spear have a larger close combat range.
-Matt
You just need 1 model to get within 1/2 an inch during their charge to count as in HTH.
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![[Post New]](/s/i/i.gif) 2015/07/07 04:42:12
Subject: AoS- Close combat casualties
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Hunter with Harpoon Laucher
Castle Clarkenstein
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HawaiiMatt wrote:Tactically, you can do a lot in this phase.
My Krox have a close combat range of 2".
So I enghulf them in a skink cloud, preventing the enemy from piling in too close.
The enemy piles into the skinks, doing solid damage. The skinks withdrawl 8" (special skink rule), then krox pile in and do horrible things to the bunched up enemy (each krox attacking every enemy within 2").
Likewise, you can run spearmen behind normal saurus. Both units will get to fight, as the spear have a larger close combat range.
-Matt
Only one Krox in three gets the Moon Hammer that lets you get 1 attack on each model in 2". The others have the Drakebit Mauls. Minimum unit size is 3.
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....and lo!.....The Age of Sigmar came to an end when Saint Veetock and his hamster legions smote the false Sigmar and destroyed the bubbleverse and lead the true believers back to the Old World.
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![[Post New]](/s/i/i.gif) 2015/07/07 07:31:47
Subject: AoS- Close combat casualties
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Battleship Captain
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The point still stands, though; if you can bunch an enemy up then go in flailing the hammer, you'll do a lot more.
And yes, you pick a unit, resolve attacks, remove casualties, then your opponent does the same. So choosing the order in which you resolve fights is critical if you want to avoid a unit being murdered before it gets to attack, or if you've got one unit which provides bonuses or rerolls to another, or effects that trigger when you cause casualties.....or.....
It's also one of the reasons to take bigger units - everyone gets to fight in one 'activation'; if the same number of models were split between two units then one half fights, then the enemy fights, then the (battered) other half fights, so you can come off worst even if you were going first.
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Termagants expended for the Hive Mind: ~2835
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