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Made in gb
Regular Dakkanaut





Hi,

I hear a lot on here about people seeing that they're going to lose in the first or second turns. Is there a role for a tactical retreat option?

I mean I know we can get some victory points etc, but is there a rule where you can actually fall back all of your troops and try and run away. How would it work?

Get your troops in a certain area of the board for 1 turn and they can run away.

I'm not sure what the benefits would be, but if you were going to lose badly, it might offer you a chance to slim the victory (or for narrative play) and actually play out some more turns. It always seems daft to me that your named characters might get killed in battle so often

 
   
Made in us
Crazed Spirit of the Defiler





For the average game, there's no point. You're army being tabled means nothing since you can bring the same army to the next game. If you're doing a campaign with a fixed amount of points the retreat becomes intriguing because you can choose to lose any battle and save part of your army for use later.

If you had a few sides, a world map, and each faction starts with a fixed number of points for the entire campaign that drop with every model lost, you could make a narrative where breaking off had a point. I would say that it shouldn't be possible till the bottom of turn two to stop people from withdrawing immediately after losing first turn.

Iron within, Iron without 
   
Made in us
Fixture of Dakka





 evil_kiwi_60 wrote:
For the average game, there's no point. You're army being tabled means nothing since you can bring the same army to the next game. If you're doing a campaign with a fixed amount of points the retreat becomes intriguing because you can choose to lose any battle and save part of your army for use later.

If you had a few sides, a world map, and each faction starts with a fixed number of points for the entire campaign that drop with every model lost, you could make a narrative where breaking off had a point. I would say that it shouldn't be possible till the bottom of turn two to stop people from withdrawing immediately after losing first turn.


This. I've been in campaigns where you had the option to disengage your army to prevent units from perma-dying, but a "tactical retreat" in a normal pickup game is just another way of saying, "Okay, I'm going to lose. I'll just concede now."


ATTENTION
. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
 
   
Made in gb
Lord of the Fleet






London

If you're going to implement this the most simple thing I can think of is to scrap the "autolose if you're tabled" rule, then you could still win on victory points even if you have nothing left on the board.
   
 
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