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Allocating hits to War Engines in assaults

 Post subject: Re: Allocating hits to War Engines in assaults
PostPosted: Thu Aug 22, 2013 10:20 am 
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If ever there was to be a change (not that there will be, but I suppose you could house rule it), the other option that has been touted is a general "must maximise the abilities" rule. That is, don't change who chooses the allocation, but make it so that, where the rules for allocation allow a choice, the defender must choose a target that "uses" the ability.

In practice though it is full of problems, and won't exactly solve everything. For instance, you might not want your TK hit to be allocated on a void shield, or an ignore cover hit on something in cover. So how do you define what constitutes "using" the ability? The effect it has, or the type of target? What is an appropriate target for a MW hit? A unit with 6+ reinforced armour, or a 3+ regular save?

However we should remember that the two-stage allocation of regular and MW hits exists precisely to address the issue of assigning MW hits on screening units/shields and normal hits on the "real" target. So it's hardly ideal that it works this way in assaults.

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 Post subject: Re: Allocating hits to War Engines in assaults
PostPosted: Thu Aug 22, 2013 11:24 am 
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Ginger wrote:
Ulrik wrote:
Ginger, you're forgetting that both the WE and the "screen" are all in base contact - which means the defender gets to decide all hit allocation (as anyone in b2b are all equally close). A big WE like an Orkeosaurus has enough DC to soak all or nearly all of the normal hits (and survive them).

The defender has always allocated hits from assault (or shooting). With this in mind, it is up to the attacking titan how it moves into contact with the opposing formation in order to influence the assault results by contacting or avoiding the enemy WE. And Onyx rightly points out that the 'screen' of other units can be used to prevent the WE from counter-charging into contact.


Well, in the scenario I mentioned and have in mind the Feral Ork infantry are all safely abord their Orkeosaurus throughout the game, just popping out during an assault as a countercharge then consolidating back in. It'd work in other situations but here the would have to assault the Orkeosaurus plus then the infantry or not at all.

Thanks for the replies though all, good to get it cleared up in my head. If it helps the Feral Orks that's no bad thing considering how underplayed they are.


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