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Made in nz
Camouflaged Zero





Auckland, New Zealand

Something I've never really noticed come up in game or thought about before now was whats the point of single model units melee weapons with ranges above 1"? I only play KO, where all our characters melee weapons are just 1" so doesnt really matter to me that much I suppose.

Quite a few heros and monsters have melee profiles with more than 1" range. Unlike units where you can get more models in range, I cant see what it does for them. Is it just nothing?

If thats the case seems a bit wasteful to me. Id think some rule addition to account for the extra reach would make sense. Like a model with a 2" profile gets +1 to charge or 3" +2. Or else something to interact with how they pile in.

If your attack is going too well, you have walked into an ambush

The easy way is always mined

 
   
Made in ca
Heroic Paladin





British Columbia

Placing them right behind a unit can allow them to swing over top if that unit is charged while being safe from enemy 1" weapons.

It can also help you reach something after a pile in.

This message was edited 1 time. Last update was at 2020/07/06 03:52:20


 Crimson Devil wrote:
That's what 7th edition is about. Yelling "Forge the Narrative Pussy!" while kicking your opponent in the dick.
 BlaxicanX wrote:
A young business man named Tom Kirby, who was a pupil of mine until he turned greedy, helped the capitalists hunt down and destroy the wargamers. He betrayed and murdered Games Workshop.


 
   
Made in nz
Camouflaged Zero





Auckland, New Zealand

A thought after posting it on a possible pile in variation.

When models make a charge move, they need to move into range if their melee weapon -1/2".

So for most thats our usual 1/2" range.

But for some with longer range melee profiles they could stop out at 1.5" or 2.5".

Then in the pile in phase you can keep that distance (as can only go closer).

This could open up options like pulling units away from objectives with monsters as they get drawn into it when its their pile in move (unless you kill too many).


Automatically Appended Next Post:
That was quick, thanks and makes sense.

I suppose I've always had quite low counts on the field, which may be why I havent felt it affect myself much either.

Usually if something of mine gets caught in melee its either a ship or a unit <10 models so everything often gets tied up after pile ins anyway.

This message was edited 1 time. Last update was at 2020/07/06 03:57:37


If your attack is going too well, you have walked into an ambush

The easy way is always mined

 
   
Made in ca
Boosting Ultramarine Biker






It happened to me once, where I charged in to a blob of Liberators with a Treelord, and found myself quite surprised when Vandus Hammerhand was beating me in the face through the line of Liberators with his 3" range melee weapon. Hurt real bad.

 Rippy wrote:
When you lose to a 7 year old, it's wise to not come and admit it and then try to blame the armies
 
   
Made in us
Insect-Infested Nurgle Chaos Lord






The name is literal; he takes off his gauntlets and throws them at you. It's only a melee weapon because he can't throw very far (huge shoulderpads get in the way).

Consider; Games Workshop rules not so much games but as toolboxes for players to craft an experience from, and open/narrative/matched play just examples of how things can be put together. 
   
Made in fi
Decrepit Dakkanaut





Also with lumineth it helps combating a bit command trait of one of grand nations. If you can't reach the general(likely behind pikes) you can't attack. You can't go near his general with any of your heroes if you aren't sure you get within reach as otherwise you don't attack at all.

But yeah striking from safety behind troop line is great. Many of the heroes are rather squishy so being safe from harm is nice.

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