Tactical Command
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Abandoning units when moving
http://www.tacticalwargames.net/taccmd/viewtopic.php?f=69&t=21867
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Author:  etriustremere [ Fri Nov 25, 2011 7:34 pm ]
Post subject:  Abandoning units when moving

Can you deliberately move units out of formation so they die in the end of the turn?

Possible reasons to do that (as examples):
- You want termagaunts moving to a different unit, so you need them dead in the original one.
- You want to leave behind a slower moving unit (like spore mines in a synapse formation).

In both cases you're expendable, so you don't care (except for the lose of actual units, of course).

It states nowhere you have to try to keep them within formation in the movement rules.

Author:  BlackLegion [ Fri Nov 25, 2011 7:42 pm ]
Post subject:  Re: Abandoning units when moving

Yes you can.

Author:  Mephiston [ Fri Nov 25, 2011 7:45 pm ]
Post subject:  Re: Abandoning units when moving

Yes you can, but must assess who is in or out of formation after every move, not just the end of the activation.

Quote:
1.7.4 Formations
Any units that are out of formation for any reason after a
formation has taken the movement part of its action are
destroyed. The controlling player may choose which units
are ‘out of formation’ and destroyed. Note that each unit
lost will place one Blast marker on the main part of the
formation. This applies after each individual move, so if a
formation made a march action, you can’t wait until the
end of all three moves in order to bring units back into
formation – any out of formation units are destroyed at
the end of the first move (and again at the end of the
second and third moves if any other units have also ended
up out of formation following the move).

Author:  etriustremere [ Fri Nov 25, 2011 8:37 pm ]
Post subject:  Re: Abandoning units when moving

Yes, just as I thought then. One last question remains then: how do you decide which part of the unit is "out of formation"? Is it just by numbers, or you just declare which part you consider the unit?

(Imagine this odd case: you have 6 gaunts and 2 tyranid warriors in a 8 unit formation, usual in v10, you move them the two tyranids from one side and the 6 gaunts from the other, and you decide to kill the gaunts... is it possible?

Nothing that I think can be usually advantageous in any way, but good at checking, just in case it happens to be strategically viable at any time in the table, but it might happen that your most valuable unit is near to fall in the third turn, aka dominatrix, you don't have termagaunts to swarm, and if you swarm them in the unit the unit might regroup and hide the termagaunts somewhere, even if the dominatrix falls).

Author:  zombocom [ Fri Nov 25, 2011 8:50 pm ]
Post subject:  Re: Abandoning units when moving

Yes it's legal, and yes you choose which part of the formation is "out of formation".

However, using it to gain a tactical advantage in swarming terms is considered "gamey", and should probably be avoided.

Author:  frogbear [ Fri Nov 25, 2011 9:27 pm ]
Post subject:  Re: Abandoning units when moving

I used it a few times from what i can remember - both with nids and chaos.

Something is only gamey when it is a game breaker. When using it with chaos it was not gamey as from what i understand you still gain the BM?

It would be an easy fix to fix it for nids if required - i don't think it is though as spawning may not get back what is lost. Also nids need to be as 'fluid' as possible.

Author:  Mephiston [ Fri Nov 25, 2011 9:33 pm ]
Post subject:  Re: Abandoning units when moving

Yes leaving behind a normal unit gives the formation a blast marker for every unit lost.

Author:  zombocom [ Fri Nov 25, 2011 9:46 pm ]
Post subject:  Re: Abandoning units when moving

But not for Expendable units one would assume, hence the potential gaminess with nids.

Author:  Mephiston [ Fri Nov 25, 2011 9:48 pm ]
Post subject:  Re: Abandoning units when moving

The wording of expendable in the nid list is explict that they don't generate BM's.

Author:  zombocom [ Fri Nov 25, 2011 9:50 pm ]
Post subject:  Re: Abandoning units when moving

I know, that's my point. Nids have no penalty for leaving gaunts behind then swarming them back elsewhere, and that's potentially gamey.

Author:  Kyrt [ Fri Nov 25, 2011 11:50 pm ]
Post subject:  Re: Abandoning units when moving

I guess they'd only be able to spawn back the units (in the end phase) if they had a blast marker from somewhere else? Otherwise they don't get to rally. Admittedly this will be rare.

Author:  Ulrik [ Sat Nov 26, 2011 12:35 am ]
Post subject:  Re: Abandoning units when moving

Meh, the limit on spawning only dead units is gamey in itself. The spawned units are often entirely new units anyway, they're not reanimated dead gaunts.

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