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Made in gb
Fresh-Faced New User




SPACE WOLVES HEROIC INTERVENTION (RAAR) - Advanced technique.

You can heroically intervene in combat (as long as you are not base to base). So let me give you an example.

Arjac Rockfist is fighting a demon prince. Suddenly a unit of Occult Terminators deepstrike behind him and charge in. They roll a 9 and Arjac is overwhelmed. (maybe the Demon Prince charged too...doesn't matter as long as there is no base to base.)

After the charge, Arjac is not base to base with the demon prince, so he can HI.

Arjac has the cunning of a wolf and travels around the base of the demon prince.

Now, there is no way the terminators can pile in 3" to get within 1".

(Arjac cries "GET IN LINE")

A benefit of this is it retains your +1 to hit (so it's worth seeing if it's possible to HI if you are stuck in melee and no one charged you. Even if it's just a fraction of an inch, you get +1 to hit, keeping your thunder hammers stupidly good.))

After resolving combat, you can consolidate to the terminators. If a character has any assault weapons, they can benefit from their short range buffs. Alternatively, it could position yourself closer to another unit. If you are fighting a horde heavy army, it makes it a little easier to stay in glorious combat with your characters (I run with 6 as a Custodes wannabe army)

Space Wolves have so many applications for this. You can make it really challenging for the opponent to get 2 ranks of models in combat by using terrain, or more advanced, if fighting 2 units, one of the units! It's all rather cunning and puts emphasis on your opponents skill as a commander rather than having better datasheets on the board. You can take advantage of some poor unit positioning or even force some if you co-ordinate your army well.

A subtler technique is to HI around a base so that you hit one of your bubbles on the table. (hey, fine margins win games!)

It only works because of the 6" HI. Sure, all armies can use this tactic to some extent, but the charging unit can follow the usual 3" HI.




(Space Wolves aren't crazed bezerkers, lol)

Thanks.

This message was edited 2 times. Last update was at 2019/06/01 12:50:52


 
   
Made in us
Nasty Nob






this wont work if one of those terminators makes base contact

ERJAK wrote:


The fluff is like ketchup and mustard on a burger. Yes it's desirable, yes it makes things better, but no it doesn't fundamentally change what you're eating and no you shouldn't just drown the whole meal in it.

 
   
Made in ca
Regular Dakkanaut




If the enemy charges, they get to go first (not sure if SW have some schenanagins to change that). If they go first, and are not B2B, they get their 3" pile in move. I doubt you will still be out of B2B contact to do your movement.

Let me know if I've made a mistake in my logic
   
Made in dk
Loyal Necron Lychguard






grailuk wrote:
SPACE WOLVES HEROIC INTERVENTION (RAAR) - Advanced technique.

You can heroically intervene in combat (as long as you are not base to base). So let me give you an example.

Arjac Rockfist is fighting a demon prince. Suddenly a unit of Occult Terminators deepstrike behind him and charge in. They roll a 9 and Arjac is overwhelmed. (maybe the Demon Prince charged too...doesn't matter as long as there is no base to base.)

After the charge, Arjac is not base to base with the demon prince, so he can HI.

Arjac has the cunning of a wolf and travels around the base of the demon prince.

Assuming the Daemon Prince is closer than the Occult Terminators, otherwise, you'd be forced to try to do the trick with the Terminators since you have to end the HI move closer to the closest model. I was not aware that you could heroically intervene while in melee though, so that's good to know.

Fisheyes wrote:
If the enemy charges, they get to go first (not sure if SW have some schenanagins to change that). If they go first, and are not B2B, they get their 3" pile in move. I doubt you will still be out of B2B contact to do your movement.

Let me know if I've made a mistake in my logic

Heroic Intervention is before any attacks are made. Usually, I just go into b2b whenever I want to make sure my opponent cannot pull any shenanigans, maybe that's why this has never come up in a game of mine.
   
Made in us
Speedy Swiftclaw Biker




Fisheyes wrote:
If the enemy charges, they get to go first (not sure if SW have some schenanagins to change that). If they go first, and are not B2B, they get their 3" pile in move. I doubt you will still be out of B2B contact to do your movement.

Let me know if I've made a mistake in my logic


SW have an artifact called the Armour of Russ that lets the bearer force any unit he's within 1'' of to go last in the Fight phase.

EDIT: Disregard the earlier version of this post, I am a moron. "Fight first" and "Fight last" cancel each other out, so the unit affected fights as normal.

This message was edited 1 time. Last update was at 2019/06/24 23:11:03


 
   
Made in nl
Regular Dakkanaut





Heroic intervention is also a great tool for Knight Characters.
In a recent tournament I was able to screw up a T'au sept gunline with my Taranis Gallant. In my movement phase I moved my Gallant as close as I could within 3'' of as many units as possible, Riptides, HQ's, drones and firewarriors.
At that point the battle already had been going on for some time, so my knight was down on 3 wound remaining (everything in his gunline had also suffered some wounds with one Riptide a bracket lower), So instead of risking the charge I just let it stand there as menacing as possible.
In his next turn there would be several things this Knight could do:
1. Get shot at and die.
2. Get shot at, die ,come back with the Taranis stratagem and HI in his charge phase.
3. get shot at, die and explode.
4. not dying at all and HI in his charge phase.
I clearly was gunning for option 2, since option 4 was never going to happen. Negating his overwatch with a HI is really good and I trust my rolls enough for my knight to stay alive in CC with a riptide and taking said riptide out would be great for the rest of my army.

However, my opponent quickly catched on with what I was doing, so he moved all of his models out of 3'' taking the -1 on his heavy weapons for granted in exchance of not being HI by a Gallant. Then he shot the knight and it exploded. The explosion ripped through all of his characters, took out tons of drones and firewarriors, and took a big chunk out of both of his riptides.
It might not have been the option that I wanted, but I can't say it was not effective.
   
Made in fi
Locked in the Tower of Amareo





Well that works like...once until opponents known how to avoid it. Especially the HI won't work against anybody who has played even once vs knights. Explode can work with some serious luck. But that's luck. Less than 1/6 of doing damage with it.

2024 painted/bought: 109/109 
   
Made in nl
Regular Dakkanaut





Yeah, the explosion part was absolutly lucky. But if I really wanted that result I would have used the strat. to boost it to happen on a roll of 4+.
However forcing your opponent to move models to avoid CC with a knight can be an usefull tactic, as with armies like T'au it forces them to suffer a -1 to hit with their heavy weapons.
   
Made in us
Loyal Necron Lychguard





St. Louis, MO

Not necessarily. Most of the time they are going to want to marker light the crap out of whatever they are targeting with heavy weapons, and the 4th marker light let's the unit ignore the penalties for moving. It may give you some benefit if they don't have the marker lights to mark up a second target for after they nuke the first. I think with most HI shenanigans, they are useful if the situation arises, and it's good to know how to take advantage of those situations, but they are rare opportunities against a good opponent.

11,100 pts, 7,000 pts
++ Heed my words for I am the Herald and we are the footsteps of doom. Interlopers, do we name you. Defilers of our
sacred earth. We have awoken to your primative species and will not tolerate your presence. Ours is the way of logic,
of cold hard reason: your irrationality, your human disease has no place in the necrontyr. Flesh is weak.
Surrender to the machine incarnate. Surrender and die.
++

Tuagh wrote: If you won't use a wrench, it isn't the bolt's fault that your hammer is useless.
 
   
Made in it
Lurking Gaunt




Dublin

Sometimes If i see some isolated units usually I am going to slingshot Old One Eye close to it and then I am going to surround it with the Hormagaunts.

In the opponent's turn I will heroic intervene with OOE and then I will overrun and place it somewhere else I need it for my own turn...

The Hive Mind hungers... 
   
 
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