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![[Post New]](/s/i/i.gif) 2015/01/28 23:07:01
Subject: Green Tide Formation: locked in close combat = cannot be shot at?
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Yellin' Yoof
Hive Helsreach
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From the 7th ed:
"Units that are locked in combat cannot move in the Movement phase, Run or shoot in the Shooting phase, and cannot fire Overwatch if charged. Similarly, models cannot shoot at units locked in close combat"
The Green Tide Formation (from Ghazghkull supplement) is 1 x Warboss + 10 x Boyz mobs. Per the "Green Tide" special rule in that book, these 11 units combine to form a single unit known as the Green Tide.
So... if this Green Tide super-unit gets locked into combat with any enemy unit, it can no longer be shot at by any other enemy units, per the locked in combat rule cited above from the BRB? Have I got that right?
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This message was edited 1 time. Last update was at 2015/01/28 23:11:39
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![[Post New]](/s/i/i.gif) 2015/01/28 23:13:15
Subject: Green Tide Formation: locked in close combat = cannot be shot at?
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Steadfast Grey Hunter
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Eighth but all 11 of those units would be locked in combat
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![[Post New]](/s/i/i.gif) 2015/01/28 23:15:37
Subject: Green Tide Formation: locked in close combat = cannot be shot at?
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Foolproof Falcon Pilot
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You have it right Zodgrim, Although anything lasting more than 1 turn in combat against the green tide is pretty rare.
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![[Post New]](/s/i/i.gif) 2015/01/28 23:25:17
Subject: Green Tide Formation: locked in close combat = cannot be shot at?
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Yellin' Yoof
Hive Helsreach
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Thanks, just wanted to make sure I was understanding things.
Makes moving the Green Tide kind of interesting; any of the locked but unengaged models in the Tide have to attempt to pile in via 3" moves towards the models in base contact, but cannot engage other enemy units not already in the combat. On the plus side, they can't be shot at, but on the minus side you can wind up with a really big blob of Boyz just hanging out while their buddies get busy with the sluggas and choppas.
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![[Post New]](/s/i/i.gif) 2015/01/28 23:28:58
Subject: Green Tide Formation: locked in close combat = cannot be shot at?
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Steadfast Grey Hunter
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Easy solution: you start things off with da multi charge! Waaaaaaaagh all da things!
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![[Post New]](/s/i/i.gif) 2015/01/29 04:15:55
Subject: Green Tide Formation: locked in close combat = cannot be shot at?
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Prescient Cryptek of Eternity
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Bojazz wrote:You have it right Zodgrim, Although anything lasting more than 1 turn in combat against the green tide is pretty rare.
It's actually quite easy to survive. It's not like all the Orks get to fight. Only the ones close enough to get attack.
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![[Post New]](/s/i/i.gif) 2015/01/29 15:50:54
Subject: Green Tide Formation: locked in close combat = cannot be shot at?
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Krazed Killa Kan
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Bojazz wrote:You have it right Zodgrim, Although anything lasting more than 1 turn in combat against the green tide is pretty rare.
100 boyz + PK warboss vs Wraith knight = 1 dead warboss then "our weapons are useless"
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This message was edited 1 time. Last update was at 2015/01/29 15:51:38
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![[Post New]](/s/i/i.gif) 2015/01/29 16:06:13
Subject: Green Tide Formation: locked in close combat = cannot be shot at?
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Nasty Nob on Warbike with Klaw
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doktor_g wrote:Bojazz wrote:You have it right Zodgrim, Although anything lasting more than 1 turn in combat against the green tide is pretty rare.
100 boyz + PK warboss vs Wraith knight = 1 dead warboss then "our weapons are useless"
But why would anyone equip a Tide so badly?
A proper Tide would tear apart a Wraithknifht or three.
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![[Post New]](/s/i/i.gif) 2015/01/29 16:23:08
Subject: Green Tide Formation: locked in close combat = cannot be shot at?
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Krazed Killa Kan
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Tricky part about a green tide is that its size can be a detriment to you.
I've done it where it stretched across the entire table, because that was the only way to fit it in my deployment zone. And if a flank of your tide gets charged, for example, then the entire rest of the tide has to try and get in combat with it by moving 3" at a time.
But yes, if one boy in the tide is in combat, it all is. It's no less silly than a stompa being unable to be shot at because it was in combat with a single space marine (which has happened to me).
Like kriswal said, it's not that difficult to survive CC with a tide, with the right units. It wouldn't even be that hard to kill so many boyz that they couldn't reconsolidate back into combat and be able to fight back, with something like berzerkers or death company. Even heavily dedicated CC units would have to be a bit careful, though - just plowing right into the heart of it probably isn't a great idea.
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This message was edited 1 time. Last update was at 2015/01/29 16:31:34
"Hope is the first step on the road to disappointment." Words to live by. |
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![[Post New]](/s/i/i.gif) 2015/01/29 17:32:32
Subject: Green Tide Formation: locked in close combat = cannot be shot at?
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Decrepit Dakkanaut
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6" a turn, a least. 3" pile in and init and at end.
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![[Post New]](/s/i/i.gif) 2015/03/09 05:38:41
Subject: Green Tide Formation: locked in close combat = cannot be shot at?
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Yellin' Yoof
Hive Helsreach
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Have finally collected and (base) painted enough Boyz to play a proper Green Tide formation. This was in a 1250pt game versus Imperial Guard.
Moving the Tide was a bit tricky - you have to "flow" around buildings keeping a few models from each blob in coherency until other models can reconnect on the other side. But it works pretty well.
Was able to multicharge two Chimeras, a Hellhound and a Space Marine Tactical Squad across a couple turns. Wrecked the vehicles in one turn, killed off the Tac squad in the next, but then got tarpitted by a stubborn Space Marine Captain who, thanks to some poor to-wound rolls on my part, just refused to die or lose close combat. He ended up tying up the entire Tide for nearly three turns. I kept shuffling more Boyz over - 3" at a time - but despite facing 50+ attacks, the hits and wounds just didn't come through. C'est la vie!
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This message was edited 1 time. Last update was at 2015/03/09 05:42:54
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![[Post New]](/s/i/i.gif) 2015/03/09 15:43:10
Subject: Green Tide Formation: locked in close combat = cannot be shot at?
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Longtime Dakkanaut
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Zodgrim Dakathug wrote: I kept shuffling more Boyz over - 3" at a time - but despite facing 50+ attacks, the hits and wounds just didn't come through. C'est la vie!
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Dont forget the end of combat Pile In move.
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![[Post New]](/s/i/i.gif) 2015/03/09 16:23:28
Subject: Green Tide Formation: locked in close combat = cannot be shot at?
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Yellin' Yoof
Hive Helsreach
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Fragile wrote:Zodgrim Dakathug wrote: I kept shuffling more Boyz over - 3" at a time - but despite facing 50+ attacks, the hits and wounds just didn't come through. C'est la vie!
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Dont forget the end of combat Pile In move.
I did use that quite a bit, as well as the Initiative step pile-in move, but I kept thinking "geez there's literally 18 Orks around this guy, he can't last another turn" and then kept getting proven wrong. It was flukey dice, for sure!
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![[Post New]](/s/i/i.gif) 2015/03/09 17:10:54
Subject: Green Tide Formation: locked in close combat = cannot be shot at?
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Bonkers Buggy Driver with Rockets
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Zodgrim Dakathug wrote:From the 7th ed:
"Units that are locked in combat cannot move in the Movement phase, Run or shoot in the Shooting phase, and cannot fire Overwatch if charged. Similarly, models cannot shoot at units locked in close combat"
The Green Tide Formation (from Ghazghkull supplement) is 1 x Warboss + 10 x Boyz mobs. Per the "Green Tide" special rule in that book, these 11 units combine to form a single unit known as the Green Tide.
So... if this Green Tide super-unit gets locked into combat with any enemy unit, it can no longer be shot at by any other enemy units, per the locked in combat rule cited above from the BRB? Have I got that right?
Yep its great. Personally, I put nobz in the unit with power klaws that way you can punch vehicles. Its also not a bad idea to get the tide to multi-assault. Yes you will give up the bonus attack , but it gets your tide into more combats. I once assault my entire tide into the flank of a guard army and just worked my way through the first 3 units I charged and then assault the other flank.
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Armies:
The Iron Waagh: 10,000+ 8th Edition Tournament Record: 4-7-1
Salamanders: 5,000 8th Edition Tournament Record: 4-2
Ultramarines: 4,000
Armored Battle Company (DKoK): 4000
Elysians: 500
Khorne Daemons: 2500
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![[Post New]](/s/i/i.gif) 2015/03/09 17:42:09
Subject: Re:Green Tide Formation: locked in close combat = cannot be shot at?
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Stubborn Dark Angels Veteran Sergeant
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If multi charging they also lose the str bonus from furious charge as well.
This with the -1 attack has a massive impact on their damage output, literally halving the damage of a sluggaboy on the charge (0.167 wounds vs MEQ, compared to 0.333 wounds on a normal charge).
This may or may not work to your advantage depending on the situation.
It can also hurt the effectiveness of PK nobz, as vs things like dreadnoughts having that +1 str can make all the difference.
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![[Post New]](/s/i/i.gif) 2015/03/09 20:00:24
Subject: Re:Green Tide Formation: locked in close combat = cannot be shot at?
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Regular Dakkanaut
Parma, OH
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Maybe I'm dense.... but I see nothing stating they lose furious charge bonus. Care to point out how they lose that?
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![[Post New]](/s/i/i.gif) 2015/03/09 20:02:51
Subject: Green Tide Formation: locked in close combat = cannot be shot at?
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Regular Dakkanaut
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Multi assaults are disordered charges, and FC says you don't get the bonus on a disordered charge.
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![[Post New]](/s/i/i.gif) 2015/03/09 20:03:07
Subject: Green Tide Formation: locked in close combat = cannot be shot at?
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Powerful Phoenix Lord
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IIRC Furious Charge specifically says you do not benefit when making a disordered charge.
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Greebo had spent an irritating two minutes in that box. Technically, a cat locked in a box may be alive or it may be dead. You never know until you look. In fact, the mere act of opening the box will determine the state of the cat, although in this case there were three determinate states the cat could be in: these being Alive, Dead, and Bloody Furious.
Orks always ride in single file to hide their strength and numbers.
Gozer the Gozerian, Gozer the Destructor, Volguus Zildrohar, Gozer the Traveler, and Lord of the Sebouillia |
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![[Post New]](/s/i/i.gif) 2015/03/09 20:16:12
Subject: Re:Green Tide Formation: locked in close combat = cannot be shot at?
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Yellin' Yoof
Hive Helsreach
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Thimn wrote:Maybe I'm dense.... but I see nothing stating they lose furious charge bonus. Care to point out how they lose that?
It's called out specifically for multicharges in the Furious Charge entry.
Edit: sorry for the redundant post.
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This message was edited 1 time. Last update was at 2015/03/09 20:18:09
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![[Post New]](/s/i/i.gif) 2015/03/09 20:23:49
Subject: Green Tide Formation: locked in close combat = cannot be shot at?
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Mutilatin' Mad Dok
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doktor_g wrote:Bojazz wrote:You have it right Zodgrim, Although anything lasting more than 1 turn in combat against the green tide is pretty rare.
100 boyz + PK warboss vs Wraith knight = 1 dead warboss then "our weapons are useless"
How? The WraithKnight can't challenge and can't pick out an IC attached to a unit. More realistically, WK kils a few boys, then Warboss and Nobs with PK slaughter it.
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