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Made in it
Regular Dakkanaut






would be ok (rule wise) to:

· use stones to teleport a heavy (i.e. Stalker) on "the opposite" of an enemy beast so it will be in the way once the enemy beast will be slammed.
· slam the enemy beast with a Satyr, so it will hit the Stalker for one die of additional damage. eventually follow up and beat again.
· activate the Stalker and beat to death the knocked down beast lying at his feet.

there's any rulings I didn't considered that will forbid the above tactic? for example, I've searched if the model hit by a slammed model would take damage or end knocked down, but found nothing.

also, if this is a viable tactics, any suggestion on how to improve it would be welcome.

   
Made in pt
Tea-Kettle of Blood




On the Collateral Damage section:

If a slammed model contacts a model with an equal-sized
base or moves through a model with a smaller base, that
model is knocked down and suffers collateral damage.


And on the Knockdown section:

A knocked down model can stand up at the start of its
next activation unless it was knocked down during its
controller’s turn; in that case it cannot stand up until its
controller’s next turn even if it has not yet activated this
turn.


So I would say that that is not a very good tactic overall...
   
Made in it
Regular Dakkanaut






d'oh! I've checked Slam and Slam Damage on War Room and still missed it...

the collateral damage is NOT dependant on the knock down, right?
so, If I put a Gallows Grove behind the slammed model (that have to be a medium-based one, otherwise it will fly past it) the Grove will not be knocked down, but still will take the damage, right?

This message was edited 1 time. Last update was at 2013/04/18 10:45:10


   
Made in pt
Tea-Kettle of Blood




Right.
   
Made in gb
Longtime Dakkanaut




Prime him with a gorax, teleport him behind his target with the stones, and activate the stalker then. primat (+2mat) and backstrike bonus (+2 to hit) leaves him at an effective MAT of 10. if you're taking Kromac as your caster upkeep wild aggression on him for auto-boosted melee attack rolls.

No need for slamming/knockdown to pull it off.
   
Made in it
Regular Dakkanaut






thanks, yeah, teleporting in back arc looks the most obvious use, but while unable to reach the back, this trick could have been an option (slamming more "horizontally" on the battlefield, instead of toward my opponent's deploy zone).

anyway, as you can guess, I've got the goat. looking forward to try it, looks like a fun beast to use.

   
Made in no
Longtime Dakkanaut





Hey first I thought "nah this would just knock down your own beast and damage yourself".

But don't forget eBaldur, Megalith and Wold Guardian!

Shift Megalith or Wold Guardian next to an enemy heavy jack. Slam the enemy with Gnarlhorn. Only the enemy gets knocked down (but both suffer collateral damage). Next Megalith or Wold Guardian can finish the job (and they are not as strong so they will prefer to hit the enemy already damaged by Gnarlhorn). Wold Guardian and Megalith have really low SPD so Shifting them is just optimal.

Other than that, you could Shift your Stalker next to the enemy heavy jack/beast, use eBaldur's feat, his spell or Geomancy to give Roots of the Earth to the Stalker. Now Stalker can't be knocked down and also has extra protection against collateral damage.

This message was edited 1 time. Last update was at 2013/04/18 14:42:02


 
   
Made in us
Arch Magos w/ 4 Meg of RAM






Baxx wrote:


Other than that, you could Shift your Stalker next to the enemy heavy jack/beast, use eBaldur's feat, his spell or Geomancy to give Roots of the Earth to the Stalker. Now Stalker can't be knocked down and also has extra protection against collateral damage.


also remember if you resist a knockdown during your own turn, you must sac action or movement, so after shifting the dude behind you need him facing the right direction so he can sac movement and still swing.

Godforge custom 3d printing / professional level casting masters and design:
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Made in it
Regular Dakkanaut






Baxx wrote:
Other than that, you could Shift your Stalker next to the enemy heavy jack/beast, use eBaldur's feat, his spell or Geomancy to give Roots of the Earth to the Stalker. Now Stalker can't be knocked down and also has extra protection against collateral damage.

Nice! Unfortunately I don't play Baldur. The idea came to mind as an option for what I'm already playing, I don't know if it's worth to build a list on it. Anyway, I'll keep in mind for when I'll get Bald-ur.
 Grundz wrote:
also remember if you resist a knockdown during your own turn, you must sac action or movement, so after shifting the dude behind you need him facing the right direction so he can sac movement and still swing.

I could be wrong, but the shifted beast should forfeit movement already, since it was placed by the stones, isn't it?

   
Made in no
Longtime Dakkanaut





 Grundz wrote:

also remember if you resist a knockdown during your own turn, you must sac action or movement, so after shifting the dude behind you need him facing the right direction so he can sac movement and still swing.

Well that's kind of a party pooper.

Out of curiosity, do you know on which page or where it is written? I know it's written under Slam page 53 that the slammed model must forfeit movement or action, but I couldn't find anything about it for collateral damage and impacted models.
 Gabbi wrote:

I could be wrong, but the shifted beast should forfeit movement already, since it was placed by the stones, isn't it?

I think so since movement already must be forfeited to shifting, action must be forfeited for knockdown immunity. So much for thinking outside the box :(

This message was edited 4 times. Last update was at 2013/04/18 18:33:09


 
   
Made in us
Longtime Dakkanaut





Baxx wrote:
 Grundz wrote:

also remember if you resist a knockdown during your own turn, you must sac action or movement, so after shifting the dude behind you need him facing the right direction so he can sac movement and still swing.

Well that's kind of a party pooper.

Out of curiosity, do you know on which page or where it is written? I know it's written under Slam page 53 that the slammed model must forfeit movement or action, but I couldn't find anything about it for collateral damage and impacted models.:(

pg 63

This message was edited 2 times. Last update was at 2013/04/18 19:31:52



6+ = 6/36 | Reroll 1s = 7/36 | Reroll Misses = 11/36 ||||||| 5+ = 12/36 | Reroll 1s 14/36 | Reroll Misses = 20/36 ||||||| 4+ = 18/36 | Reroll 1s 21/36 | Reroll Misses = 27/36
3+ = 24/36 | Reroll 1s 28/36 | Reroll Misses = 32/36 ||||||| 2+ = 30/36 | Reroll 1s 35/36 ||||||| Highest of 2d6 = 4.47
 
   
Made in no
Longtime Dakkanaut





I'm reading page 63 but can't find it. Could you phrase the line(s) you're refering to?
   
Made in pt
Tea-Kettle of Blood




 Grundz wrote:
Baxx wrote:


Other than that, you could Shift your Stalker next to the enemy heavy jack/beast, use eBaldur's feat, his spell or Geomancy to give Roots of the Earth to the Stalker. Now Stalker can't be knocked down and also has extra protection against collateral damage.


also remember if you resist a knockdown during your own turn, you must sac action or movement, so after shifting the dude behind you need him facing the right direction so he can sac movement and still swing.


I'm sorry but that is wrong.

There are a few specific circumstances that are clearly stated in the rulebook in which models immune to knock down must still forfeit action or movement, those circumstances are when the model is being slammed during his own turn and when the model is being thrown during his own turn, if a situation other then those two arises where a model would be knocked down during its own turn but is immune to knock down, then the model will not be knocked down and will be able to continue to act normally.

A thrown or slammed model passing over or colliding with model immune to knock down will not have any impact on that model (apart from the collateral damage). Another example of this is when a though model that is immune to knock down passes over a covering fire template for example, if he passes his though roll, he will be able to continue to act normally even though he should have been knocked down by the though rule.
   
Made in no
Longtime Dakkanaut





That's what I thought.

So Shifting Megalith, Wold Guardian or a stalker (with Roots of the Earth later cast on it) on the side or back of an enemy and then slamming the enemy with Gnarlhorn can be quite a good plan if the situation allows it.

Only downside is that one collateral damage roll.
   
Made in pt
Tea-Kettle of Blood




Baxx wrote:
That's what I thought.

So Shifting Megalith, Wold Guardian or a stalker (with Roots of the Earth later cast on it) on the side or back of an enemy and then slamming the enemy with Gnarlhorn can be quite a good plan if the situation allows it.

Only downside is that one collateral damage roll.


And the fact that you can practically guarantee the same outcome (1 dead enemy model), with a much lesser expenditure of resources (albeit in a less cool fashion).
   
Made in no
Longtime Dakkanaut





How?
   
Made in pt
Tea-Kettle of Blood






How what? Give me a specific example and I'll tell you.

Using 2 Heavy Warbeasts, one spell and one unit to kill a heavy is a whole lot of resources.

In the vast majority of situations, just casting Primal on the Feral and using the stones to teleport it to the back of the target will get the job done with less resources (just one animus, one heavy and a unit used).
   
Made in no
Longtime Dakkanaut





I agree. But let's say you don't have Feral. Let's say you just have Megalith. His damage output is low and he needs the help of the Gnarlhorn to take down a heavy.
   
Made in pt
Tea-Kettle of Blood




Baxx wrote:
I agree. But let's say you don't have Feral. Let's say you just have Megalith. His damage output is low and he needs the help of the Gnarlhorn to take down a heavy.


I would say that you are still better of just making a simple slam or head butt with the Gnarlhorn and then going in with Megalith than trying to slam the enemy heavy into Megalith. The single extra die of collateral damage that that would give you doesn't make up for the risk of not rolling high enough in the slam distance and preventing Megalith from engaging at all...
   
Made in no
Longtime Dakkanaut





Again I agree. But what if you by slamming have the possibility of rolling high and slamming the target out of your second warbeast's threat range?

What if you shift the immune-to-knockdown beast within 1.5" on the side or behind the enemy?

Also keep in mind zones and objectives. This could also affect where and how you would move your beasts.

I guess this idea becomes more and more corner case, but I'd still like to test it some times.
   
Made in it
Regular Dakkanaut






in fact, I was wondering if this could doable, I'll hardly even try to set.up it.
It's just nice to know I can do it

   
 
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