Quote: (GR00V3R @ 15 Jan. 2009, 05:43 )
For this example, picture that, in a prior turn, the marines player has cleverly positioned two Tactical detachments within 5cm of each other so that the first Captain-led Tactical formation can drag the second Chaplain-led Tactical formation along with him when his formation performs an Engage order (this is the Commander special rule, which Captains enjoy). Imagine also that, there is a Devastator detachment in the vicinity that can be used to provide Supporting Fire. Clever indeed, as we’ll see.
The marines launch their combined assault
The marines player has the initiative. He activates the Devastators and performs a double. With an Initiative rating of 1+, the marines pass their activation test automatically. They mount up and move 60cm, dismounting within 15cm of the Great Gargant and unleash eight shots at the towering monster placing a BM for shooting (which is important as we shall see later). Their fire is largely ineffective because they doubled, scoring only one hit that strips a power shield (leaving eight).
Now the marines player retains the initiative and activates the Captain-led Tactical detachment (six Tactical stands with three Rhinos) and performs an Engage order. With an Initiative rating of 1+ and 1 for retaining the marines player must score 2+ on the activation dice to pass. He rolls a 3, so the marines pass their activation test and the player moves his troops up to 15cm toward the Great Gargant. The front three stands, including the Captain character stand, manage to get into base-to-base contact so that the Captain gets an additional macro weapon attack.
GR00V3R , like Alansa says, I would illustrate the Devastators being moved into support range, causing a BM to be placed (and perhaps stripping a shield or two). Suggested changes are highlighted.
On the other text there is a minor discrepancy on the Ork CC hit allocation; normal hits are assigned and resolved before any MW hits, so the three marine stands in CC die before the lifta-droppa squishes them further
Also, I think that you may have miscounted the number of shields stripped from the GG given the assault stripped '4' and the Devastators another '3'.
Finally, I would revise the resolution text purely for clarity as follows
Marines '9' -- 4 (the roll) + 1 (for the casualty inflicted) + 1 (for the inspiring Chaplain) + 1 (more units than the Gargant has DC) +1 (no blast markers) + 1 (enemy has more blast markers)
Orks '10' -- 6 (the roll) + 4 (casualties inflicted)
The Ork player has won by one, so the two Tactical marines formations are broken and must withdraw
and the Devastators also get a BM for being in support range of an assault that failed, while the Great Gargant takes a single blast marker for losing 1DC. Also, the assault resolution score difference of one translates to one additional blast marker on the already-broken marines. For other armies, this would mean an additional casualty, but for marines with the They Shall Know No Fear special rule, this number is halved (and rounded down if appropriate), so no additional casualties are suffered.