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Made in au
Been Around the Block




I feel like we're missing something here.

What sneaky tactics have you noticed in Close combat to make the most out of it?

1) Charge with your characters first. As long as they are not the closest unit when they declare their charge, they are immune to overwatch. Sounds weird, but the FAQ confirms this.

Keep them half an inch back, and then get them stuck in to protect your units from being overwatched.

2) Declare charges against multiple units (specifically ones that have been bubble-wrapped by other units as long as there is room to run between interveneing bubble wrap models). Then after resolving overwatch, if your charge distance is high enough you can run through the bubble wrapping unit (you're now allowed to move within 1" of the bubblewrapping unit, as long as you dont touch them). You can then pile in 3 inches during the fight phase and attack both units (you declared charges against both) and then consolidate 3 more inches after resolving the charge.

This allows you to run through a unit to get to the unit behind it to counter bubble wrapping.

Flying units (jump packs) are particularly good at this as they can fly over intervening models.

3) While you cant move closer than 1" to a unit when moving, you can do so during the pile in and consolidate steps of the Fight phase as long as you charged with that unit or you started the fight phase with a model within 1" of the enemy. (even a different unit)

You can charge one unit (moving a single model within 1" of another model in a unit you you charged) and then (maintaining coherency) move the rest of your models in such a way that they are more than 1" away from models in different units. Once the Fight phase starts, you can move those models 3" to engage these units that they did not charge (as long as they move closer to the closest model) to bring them within 1" (tying that unit up for a turn). You cant fight the unit you just engaged (but did not charge), but you are not subject to overwatch from that unit, and they are stuck in close combat with you unless they withdraw on their turn.

4) Dont forget to consolidate after butchering everything. Again you only need to move 3" to the nearest enemy model - not neccesarily a model that is in a unit you charged or were fighting this phase - you just need to maintain coherency.

Khorne Bezerkers in particular take note. With a 3" consolidate before fighting, a 3" consolidate after fighting, and then the opportunty to Fight (and pile in and consoldiate) again few units can avoid getting slaughtered by selective casualty removal.

5) If using a transport, charge with them first. Let them soak overwatch. If they make it in, your troops are safe from overwatch when they follow.

Any other suggestions?
   
Made in de
Crazed Cultist of Khorne




Bremen (Germany)

Malifice wrote:

What sneaky tactics have you noticed in Close combat to make the most out of it?

1) Charge with your characters first. As long as they are not the closest unit when they declare their charge, they are immune to overwatch. Sounds weird, but the FAQ confirms this.

Keep them half an inch back, and then get them stuck in to protect your units from being overwatched.




Absolutely nope?

"Q. Can a unit fire Overwatch at a Character if, when it declares its charge at them, there are other visible enemy models that are closer?
A. Yes."

The FAQ confirms the absolute opposite.

This message was edited 1 time. Last update was at 2017/07/17 09:14:43


My tabletop-blog (in german):
http://kubitabletop.wordpress.com 
   
Made in cz
Pile of Necron Spare Parts





3) Yes, you are safe from overwatch, but they will hit you.

IMMORTAL SPACE SKELETONZ 4 THE WIN  
   
Made in us
Longtime Dakkanaut





Gig Harbor, WA

Malifice wrote:



2) Declare charges against multiple units (specifically ones that have been bubble-wrapped by other units as long as there is room to run between interveneing bubble wrap models). Then after resolving overwatch, if your charge distance is high enough you can run through the bubble wrapping unit (you're now allowed to move within 1" of the bubblewrapping unit, as long as you dont touch them). You can then pile in 3 inches during the fight phase and attack both units (you declared charges against both) and then consolidate 3 more inches after resolving the charge.

This allows you to run through a unit to get to the unit behind it to counter bubble wrapping.

Flying units (jump packs) are particularly good at this as they can fly over intervening models.


The first downside is that the more units you charge, the more can overwatch, and the more can fight. Additionally, you have to consolidate towards the closest enemy, so who your opponent removes as casualties is going to determine where you can go. And if you consolidate into another enemy unit, you can't fight them but now they can fight you.
   
Made in us
Nasty Nob





United States

When assaulting with a Squad of Ork Boyz and a character sometimes you find it better to send the squad in before the character. Remember to use your charge moves to make a clear line for your character to make his assault too.

This only works with Orkz.. ya gitz

I am the kinda ork that takes his own washing machine apart, puts new bearings in it, then puts it back together, and it still works. 
   
Made in au
Been Around the Block




 Rismonite wrote:
When assaulting with a Squad of Ork Boyz and a character sometimes you find it better to send the squad in before the character. Remember to use your charge moves to make a clear line for your character to make his assault too.

This only works with Orkz.. ya gitz


Having characters or units that avoid overwatch is nifty too. Send them in first and if they make the charge, you're golden.
   
 
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