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Made in us
Regular Dakkanaut




In the context I'm using this in, I'm having Ulric of the Space Wolves codex scout-move forwards in the Wolf Scout sniper squad

Then, the thunderwolves move their full 12" forwards next to the scout unit, and he'll move his 6" after that, to be now within their unit. (They cannot assault turn 1now, which is ok; if they've turn 1 potential for assault, I'll just throw'm in of course without him) .

Next is the run move, blah blah

To the point:
I get them 12" move forwards, Ulric with 6" (a wolf keeping coherency) and assault charge.
-) he'll be some 3-4" behind the unit, but still locked into combat
-) I issue a challenge with Ulric now at the beginning of the subphase "Fight" and move his model in base contact with my challengee.
-) then, I force a fear check on them, as I'm still at the start of the "Fight" Subphase?

Does this work?


Please and thank you!
   
Made in us
Steadfast Grey Hunter





If he wasn't in range to strike in combat (not w/in 2" of a model base to base with the enemy) then he can't declare a challenge. Beyond that, if he was in range, it would depend on who's turn it was to decide the order of simultaneous start of combat actions.
   
Made in us
Regular Dakkanaut




So essentially, if I were to assault a unit on their deployment line,

If I were to scout move (6") + move (6") then run d6 (1"), followed by the next move phase (6"),

I'd be within range as the bases of TWC are 2.5", and the 2" from there measures and the 2" minimum charge distance would bring me an extra 1.5" beyond what's absolutely necessary. On average it'd be 8.5 inches beyond what I'd need.

What I'm going for:
Ifffff they failed fear-check, and it were my turn (aka charging), they'd have ws1 across the unit and my mass ws5 is all across mine, therefore they'd not be able to strike me in CC at all, as ws1 vs ws5 is "-" on the to-hit chart

xD

Ty for your time! Tysvm!

This message was edited 1 time. Last update was at 2015/08/22 15:43:41


 
   
Made in us
Lord Commander in a Plush Chair






You don't run in the scout move.

How were you getting your t-wolves 24.000000001" in the first turn in general?(12" move +12"charge does not put you in base to base with proper "more than 12" from center" deployment).


This is my Rulebook. There are many Like it, but this one is mine. Without me, my rulebook is useless. Without my rulebook, I am useless.
Stop looking for buzz words and start reading the whole sentences.



 
   
Made in nz
Daring Dark Eldar Raider Rider





New Zealand

MekLeN wrote:

Ifffff they failed fear-check, and it were my turn (aka charging), they'd have ws1 across the unit and my mass ws5 is all across mine, therefore they'd not be able to strike me in CC at all, as ws1 vs ws5 is "-" on the to-hit chart


I think you want to look at the "to Hit" chart again. They'll hit you on 5s. I think you may have been looking at the "to wound" chart
   
Made in us
Regular Dakkanaut




Oh lol *facepalm*

#noobmove

Yeah, they'll always hit on 5+ regardless ... the best disadvantage of 5+ is found at 3-away (2, to 5)....


But as for the move, on a turn -2- charge, it's cavalry move 12" + d6 run, turn 2 cavalry move 12" + assault 2d6.

Ulrik gets scout move if with scouts, then normal move turn 1 + d6", run, then turn2 6" and assault 2d6 (on turn 1 he already join cavalry unit. ) they lose fleet, but he gains combat turn2.

Thank you guys fpr your feedback, and help.

Most appreciated!
   
Made in us
Longtime Dakkanaut




MekLeN wrote:
So essentially, if I were to assault a unit on their deployment line,

If I were to scout move (6") + move (6") then run d6 (1"), followed by the next move phase (6"),

I'd be within range as the bases of TWC are 2.5", and the 2" from there measures and the 2" minimum charge distance would bring me an extra 1.5" beyond what's absolutely necessary. On average it'd be 8.5 inches beyond what I'd need.

What I'm going for:
Ifffff they failed fear-check, and it were my turn (aka charging), they'd have ws1 across the unit and my mass ws5 is all across mine, therefore they'd not be able to strike me in CC at all, as ws1 vs ws5 is "-" on the to-hit chart

xD

Ty for your time! Tysvm!



With WS 1, they would need 5s to hit your WS5.
   
Made in us
Regular Dakkanaut




Thank you. I was looking at the wrong chart =\
   
Made in us
Lord Commander in a Plush Chair






There is a lot of vacuum theory here.

If you are going for ulrik and (insert unit with scouts here) redepoying 6" straight towards the enemy unit they are deployed directly across from, then moving towards that unit(and moving the cavalry towards the scouts unit to "pick up" ulrik(doesn't matter this turn or next), and then running ulrik&co; you still have to experience their turn, where they are either going to move away from the obvious threat coming at them, or move towards and charge you first(the besr defence is a good offense when you have things like SWs obviously about to charge you next turn). Either way expect a lot of shots coming your way.


This is my Rulebook. There are many Like it, but this one is mine. Without me, my rulebook is useless. Without my rulebook, I am useless.
Stop looking for buzz words and start reading the whole sentences.



 
   
Made in us
Regular Dakkanaut




Yeah, being shot at a lot matters much! I'm doing a lot of 3+ invuln in my list (just posted in 40kLists) and my real concern is in if I have enough numbers to survive serious shooting (mass, as the invulns are enough, I believe, to keep me safe from few AP2 shots.)

I'm trying to find a balance of:
-) enough units/targets -in their face- turn1 (grimars council formation offering me typically turn1)
-) strong 3++ saves
-) enough models/wounds to withstand fire before assaulting with this Fenris force.

.... still definitely need advice and gameplay testing to feel solid xD
   
Made in us
Steadfast Grey Hunter





 Kommissar Kel wrote:
You don't run in the scout move.

How were you getting your t-wolves 24.000000001" in the first turn in general?(12" move +12"charge does not put you in base to base with proper "more than 12" from center" deployment).



You're adding words to the rule. you have EXACTLY 24" between each deployment zone. Not MORE THAN 24".
   
Made in us
Regular Dakkanaut




My train of thought was along the lines of:

12" move
d6" run (they aren't shooting after all)
12" move (turn 2)
2d6" charge.

So, minimal distance is: 27", potentially 42" on turn 2.
   
Made in us
Noise Marine Terminator with Sonic Blaster





Moon Township, PA

MekLeN wrote:
My train of thought was along the lines of:

12" move
d6" run (they aren't shooting after all)
12" move (turn 2)
2d6" charge.

So, minimal distance is: 27", potentially 42" on turn 2.


That is also assuming they don't put a meaningless unit 1" away from your squad, denying you forward movement.

 
   
Made in us
Regular Dakkanaut




 Green is Best! wrote:
MekLeN wrote:
My train of thought was along the lines of:

12" move
d6" run (they aren't shooting after all)
12" move (turn 2)
2d6" charge.

So, minimal distance is: 27", potentially 42" on turn 2.


That is also assuming they don't put a meaningless unit 1" away from your squad, denying you forward movement.




Yes that is very nice.

Presumption gets me boned.

I really appreciate the amazing feedback and advice!
   
 
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