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Made in ru
!!Goffik Rocker!!






Is there a rule that disallows pulling casualties away from the models that haven't fought yet? If there are, where can i find them?
   
Made in de
Experienced Maneater






There isn't. Casualties are removed after the attacking unit has made all of its attacks though, so only the next attacking unit would be affected, not the current one.
   
Made in ru
!!Goffik Rocker!!






So, you can effectively nullify multicharges?
I've heard something about it in faq/ca but can't find it.
   
Made in ca
Fresh-Faced New User




Yep exactly that. Its totally valid tactic.
   
Made in ru
!!Goffik Rocker!!






That's pretty exploitable.

This message was edited 1 time. Last update was at 2018/09/17 06:45:51


 
   
Made in jp
Longtime Dakkanaut



Aizuwakamatsu, Fukushima, Japan

 koooaei wrote:
That's pretty exploitable.


You'd have to pull every model within about 4" of the second charging unit, because they still get to activate and pile in as they charged.
   
Made in fi
Locked in the Tower of Amareo





Chrysis wrote:
 koooaei wrote:
That's pretty exploitable.


You'd have to pull every model within about 4" of the second charging unit, because they still get to activate and pile in as they charged.


And short of super thin and long line that usually requires such a casualties that unit gets often wiped out anyway.

It's "bit" illogical but from the illogical pile that 8th ed that's among least of worries.

This message was edited 2 times. Last update was at 2018/09/17 07:09:18


2024 painted/bought: 109/109 
   
Made in ru
!!Goffik Rocker!!






Well, i've just made my boyz immune to berserkers
Just get 5-10 boyz as a frontline, 1 boy 2" away from the front, backline of 19-24 boyz 2' away from the middle boy. Now you can loose like 10-15 boyz less and strike back or even shoot and charge and turn a loss into an easy victory. Hordes ftw. Just adopt an odd wineglass formation.

This message was edited 2 times. Last update was at 2018/09/17 07:18:47


 
   
Made in gb
Norn Queen






Don't forget you get to make a 3" pile in move before you attack, and then another 3" consolidate after. It's not as exploitable as you think.
   
Made in ru
!!Goffik Rocker!!






If zerkers make a 3'pile in, they still can't fight. But than i can make a pile in and fight as they get within my 3" range. If they don't then i won't make a pile in and will just shoot and charge next turn.
It's not super exploitable but it makes certain matchups much easier to deal with. For example, zerkers that fight twice are quite problematic for dootslogging orks to deal with. Now when i know this trick, i'll just counter them with numbers and positioning.
Also, it's much more profitable for hordes as we are less durable and more numerous. Which gives us an extra defensive perk that outweighs the offensive loss we get in return. So, this odd ruling is actually great for hordes as it makes us less vulnerable to elite mellee.

This message was edited 1 time. Last update was at 2018/09/17 08:42:12


 
   
Made in fi
Locked in the Tower of Amareo





 koooaei wrote:
Well, i've just made my boyz immune to berserkers
Just get 5-10 boyz as a frontline, 1 boy 2" away from the front, backline of 19-24 boyz 2' away from the middle boy. Now you can loose like 10-15 boyz less and strike back or even shoot and charge and turn a loss into an easy victory. Hordes ftw. Just adopt an odd wineglass formation.


Hmm berserkers charge. If that boyz unit is same unit then the berserker unit will munch through. If separate well separating squads a lot was basic anyway but with 3" pile in, 3" consolidiate, 3" pile in for 2nd attack that's a huge gap you need to create


Automatically Appended Next Post:
 koooaei wrote:
If zerkers make a 3'pile in, they still can't fight. But than i can make a pile in and fight as they get within my 3" range. If they don't then i won't make a pile in and will just shoot and charge next turn.
It's not super exploitable but it makes certain matchups much easier to deal with. For example, zerkers that fight twice are quite problematic for dootslogging orks to deal with. Now when i know this trick, i'll just counter them with numbers and positioning.
Also, it's much more profitable for hordes as we are less durable and more numerous. Which gives us an extra defensive perk that outweighs the offensive loss we get in return. So, this odd ruling is actually great for hordes as it makes us less vulnerable to elite mellee.


If they declared charge against unit behind(ork stand&shoot SCAAAAARY! NOT!) they can attack if they reach with consolidiate+pile in of 2nd. Declare charge against both units, eat overwatch, charge, pile in, vaporize front squad, consolidiate, attack again so pile in and then hack away.

This message was edited 2 times. Last update was at 2018/09/17 09:13:27


2024 painted/bought: 109/109 
   
Made in nz
Longtime Dakkanaut





Auckland, NZ

 koooaei wrote:
If zerkers make a 3'pile in, they still can't fight. But than i can make a pile in and fight as they get within my 3" range. If they don't then i won't make a pile in and will just shoot and charge next turn.
It's not super exploitable but it makes certain matchups much easier to deal with. For example, zerkers that fight twice are quite problematic for dootslogging orks to deal with. Now when i know this trick, i'll just counter them with numbers and positioning.
Also, it's much more profitable for hordes as we are less durable and more numerous. Which gives us an extra defensive perk that outweighs the offensive loss we get in return. So, this odd ruling is actually great for hordes as it makes us less vulnerable to elite mellee.


I'm not quite following your conclusions here, and suspect there might still be some confusion as to how it works.


Say a bunch of berserkers charge your orks, in the formation you described.
10 or so orks in a line at the front. A bridging ork in the middle, and a big pile 4" behind the front.

The berserkers make their first round of attacks, and wipe out lets say around 12 orks, so you remove your front line. The berserkers then consolidate 3" towards you, not quite getting within an inch of your back line.
The berserkers then activate again for their second round of attacks. They pile in another 3" towards you, giving them plenty of movement to reach you and murder another big pile of orks.
So you would have to stretch your ork line out about 7" to prevent those berserkers from getting their second round of attacks. Even then, if by chance there is just 1 ork left in the front, the berserkers can still allocate all their attacks to your unit and murder a bunch of the guys in the back.



In addition to that, a unit can only pile in and attack if it either charged this turn, or is already within 1" of an enemy unit.
So if the berserkers charge and you remove your front ranks, leaving you more than 1" away from the berserkers, you will not get to pile in and fight back.

This message was edited 2 times. Last update was at 2018/09/17 09:17:52


 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Yep. Khorne Berzerkers charge (potentionally already running past your spread-out frontline), move 3" fight, move 3", move 3", fight, move 3".

If all fails, they fight again for 3CP, moving 3" and fight again.

It's quite unlikely to work against them.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
 
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