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Rules Questions assault

 Post subject: Rules Questions assault
PostPosted: Mon Dec 01, 2008 9:32 pm 
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Quote: (Ginger @ 01 Dec. 2008, 20:03 )

So by this are you saying that WE may use their countercharge "Barge" to pivot provided they have not been pinned by double their DC?

I don't think it matters if the titan can pivot.  At least I can't think of a situation where it would matter.

Any countercharge can get units in a fire arc of a weapon that has extra attacks, pivoting or moving to base contact.  Even if a WE were in an enemy ZoC and therefore forced to move to base contact with it, it can still turn freely.  Technically a titan could back into someone they were required to charge and face any way they wish, though it's a bit silly and wouldn't necessarily have a target in arc.

After the assault there's a consolidation move (or Withdrawal) to use to change facing based on the situation at that point.

But anyway, as long as the WE was not in an enemy ZoC, it could pivot in place.

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 Post subject: Rules Questions assault
PostPosted: Mon Dec 01, 2008 11:45 pm 
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I'd agree that it doesn't matter for everything - except for those WE with a forward arc extra attack in hand-to-hand.

So while you have taken care to teleport terminators on the rear of the Feral and managed to engage the rear, he then still gets to pivot and use the extra attack because it is not pinned and can countercharge - even though there is nothing to actually countercharge as the termies are all already in contact.

Put another way, is there any way that the forward arc can be avoided?  If not, it would make sense to remove the hand-to-hand arc restriction from all units.

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 Post subject: Rules Questions assault
PostPosted: Mon Dec 01, 2008 11:49 pm 
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Hand to hand arcs make little sense anyway; over the period of time represented by an assault a vehicle would certainly be able to turn around.

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 Post subject: Rules Questions assault
PostPosted: Tue Dec 02, 2008 12:44 am 
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Quote: (Ginger @ 01 Dec. 2008, 22:45 )

I'd agree that it doesn't matter for everything - except for those WE with a forward arc extra attack in hand-to-hand.

So while you have taken care to teleport terminators on the rear of the Feral and managed to engage the rear, he then still gets to pivot and use the extra attack because it is not pinned and can countercharge - even though there is nothing to actually countercharge as the termies are all already in contact.

Put another way, is there any way that the forward arc can be avoided?  If not, it would make sense to remove the hand-to-hand arc restriction from all units.

Hi Gavin,
The Ferals extra attacks are in FF.
Also when counter-charging there doesn't have to be available units from the attackers. Any counter-charges are made directly towards the nearest enemy unit even if that's at the other end of the table.


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 Post subject: Rules Questions assault
PostPosted: Tue Dec 02, 2008 12:44 pm 
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Hi Dave, understood on both points - but the question still stands.

It seems that defining combat arcs for CC or FF is rather pointless unless there is also some way of preventing the beast from pirouetting like a ballerina so that this can be avoided by the opponent when setting up an assault. This would only seem to affect how the Feral supports other assaults, which IMHO is one level of subtlty too many - though I am sure others would disagree. :smile:

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 Post subject: Rules Questions assault
PostPosted: Tue Dec 02, 2008 1:51 pm 
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Quote: (Ginger @ 02 Dec. 2008, 11:44 )

It seems that defining combat arcs for CC or FF is rather pointless unless there is also some way of preventing the beast from pirouetting like a ballerina so that this can be avoided by the opponent when setting up an assault.

A bigger war engine could hold that "ballerina" in place...  *laugh*

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 Post subject: Rules Questions assault
PostPosted: Wed Dec 03, 2008 3:15 pm 
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Quote: (Chroma @ 02 Dec. 2008, 12:51 )

Quote: (Ginger @ 02 Dec. 2008, 11:44 )

It seems that defining combat arcs for CC or FF is rather pointless unless there is also some way of preventing the beast from pirouetting like a ballerina so that this can be avoided by the opponent when setting up an assault.

A bigger war engine could hold that "ballerina" in place...  *laugh*

Only as far as CC combat is concerned. As dptdexys points out, the Feral extra attacks apply to FF, and I cannot think of a way of stopping the 'ballerina' piroetting under these circumstances - can you?

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 Post subject: Rules Questions assault
PostPosted: Wed Dec 03, 2008 3:27 pm 
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Quote: (Ginger @ 03 Dec. 2008, 14:15 )

Only as far as CC combat is concerned. As dptdexys points out, the Feral extra attacks apply to FF, and I cannot think of a way of stopping the 'ballerina' piroetting under these circumstances - can you?

Close combat Reaver attacking, and basing, in the rear arc... or six Ork Boyz...

Then, if there's no FF targets in the enemy formation in the front arc of the Feral, that would prevent the FF attacks from being used, no?

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 Post subject: Rules Questions assault
PostPosted: Wed Dec 03, 2008 7:47 pm 
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Quote: (Chroma @ 03 Dec. 2008, 14:27 )

Close combat Reaver attacking, and basing, in the rear arc... or six Ork Boyz...

Then, if there's no FF targets in the enemy formation in the front arc of the Feral, that would prevent the FF attacks from being used, no?

As War Engines block LoS attacking into BtoB at the front (with Reaver etc.)could potentially stop FF attacks (LoS needed to use FF) if other units are involved.


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