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5th ed question. will forced march give orcs fleet every turn?  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in ca
Regular Dakkanaut




under the new rules any unit will be able to fleet as long as they are no within 12inches of any other unit and they dont move in the assault phase.

Given that Orcs get 1 free fleet roll every game does this not in effect mean that the orcs can 'force march' every turn until they are near assault range then declare a WAAAG and fleet into the enemy?

Is it just me or is this a great advantage for assault orcs now?
   
Made in eu
Infiltrating Broodlord





Mordheim/Germany

I don't think you can double fleet if you mean that, but the last waagh move should be used to get as many units into assault distance because (as it stands) units with fleet can attack after force marching. We may see other advantages for fleet troops and/or restrictions on force march , though.

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Schepp himself

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Made in ca
Regular Dakkanaut




No i dont mean a double fleet. I mean fleeting (force marching) every turn. Then 1 turn of real fleeting into CC. Effectively giving orcs fleet every turn.
   
Made in ca
Morally-Flexible Malleus Hearing Whispers






Well I kind of moved near Toronto, actually.

I was thinking the same. It will definately give marching armies (Orks, Tyranids and even marching Marines) an edge, especially against gunlines like Tau or Guard.

So those Orks get at least two fleets, which will likely bring them into assault range, so yes they can effectively fleet until initial combat.

Your opponent can still do things like offer a sacrificial squad or move away after the initial combat so it's not quite the same. There's also no word on other rules changes, eg maybe consolidate will be completely done away with. So maybe say Ork players are better off saving their fleet roll for midway through the game to re-initiate combat after being possibly outmanouvered.

This message was edited 1 time. Last update was at 2008/01/14 09:12:31


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Made in us
Sslimey Sslyth






Busy somewhere, airin' out the skin jobs.

I was wondering about the wisdom of including that new rule at first. It seems to almost hand the game off to HtH armies.

There might be some items in the new rulebook to balance this out though. Area terrain not blocking line of sight would ease up on the amount of orks that are going to hit you....if you can see right thru woods or see 5 or so orks on the other side of the ruins....

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Made in us
Dakka Veteran





Maybe we'll see "stand and shoot" return?

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Made in ca
Decrepit Dakkanaut





You can't shoot while running, and you can't assault. It pretty much gives your opponent a free hand in shooting your troops as they run in. Also, the troops you're running towards can run away.
   
Made in us
Fixture of Dakka






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You'll see alot more people taking weapons that give them reach over power.

Examples would be: Regular Leman Russes over Demolishers (for main cannon range), taking autocannons over plasma cannons. Missile launchers over scatter lasers.

Being able to hit every turn from your board edge is where shooting armies will gravitate towards. Having a few fast sacrifice units to prevent (run) movement forward while not blocking LOS lines much will also feature heavily.

   
Made in us
[DCM]
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Stelek wrote:
Being able to hit every turn from your board edge is where shooting armies will gravitate towards. Having a few fast sacrifice units to prevent (run) movement forward while not blocking LOS lines much will also feature heavily.


You're probably right, and I'm probably missing something but that sounds like we're in for some rather boring games IF shooting armies tend to morph into this...

(Actually, I guess shooting armies are already doing this. We'll see, I suppose!)

   
Made in ca
Decrepit Dakkanaut





Those have always been handy where Tyranid players gather aplenty. The Reaper Autocannon, for example, is very handy for shooting forward while walking backwards.

Speaking of, maybe more players will learn to move their armies laterally or away from their opponent's as well as towards. Refusing a flank and then abandoning the flank you chose for the one you initially refused is handy. An infantry Imperial Guard army could leave the Fire Support squads as bait for the Orks while the regular infantry run to flank the Orks, forcing them to choose between plowing the Fire Support and then changing directions, or changing directions to plow the infantry while being pummeled by Fire Support squads. Include some Ogryns and Rough Riders and you could even flank assault the Orks (which aren't so tough when they don't get the charge) or just assault them first!
   
 
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