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disengaging close combat
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Old 17 Nov 2008, 15:49   #1 (permalink)
Kroot Shaper
 
Join Date: Oct 2008
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Default disengaging close combat

i have a question regarding that part . say your facing a foe you cannot even kill yet your leadership is high enough to rarely fallback.

if you have a squad facing a dreadnough and are stuck is there a way to remove yourself from close combat ? . would a fallback move / regroup work in that aspect ?.


also are monstruous creature such as tyranid carniflex able to be locked in close combat or are they always available for shooting .
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Old 17 Nov 2008, 15:57   #2 (permalink)
Kroot Shaper
 
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Default Re: disengaging close combat

Quote:
Originally Posted by Shoke
i have a question regarding that part . say your facing a foe you cannot even kill yet your leadership is high enough to rarely fallback.

if you have a squad facing a dreadnough and are stuck is there a way to remove yourself from close combat ? . would a fallback move / regroup work in that aspect ?
Unless you have a special rule that says you can volountarily fall back, then no. I actually got in one situation like this in my first game with orks. My boyz with a nob (without power claw!) got locked in combat with a wraithlord, lasted for the rest of the game since he never killed enough to let my killa kans assault it!

Quote:
Originally Posted by Shoke
also are monstruous creature such as tyranid carniflex able to be locked in close combat or are they always available for shooting .
Yes to the first part

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Old 19 Nov 2008, 02:08   #3 (permalink)
Shas'La
 
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Default Re: disengaging close combat

It can suck when it does happen :-)

I fought Necrons v Chaos Marines in a 500 pt combat patrol game. After some initial shooting casualties, everyone had gotten into hand to hand - bikes vs destroyers, marines vs warriors.

7 turns later we called it a draw.
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Old 19 Nov 2008, 05:13   #4 (permalink)
Shas'Ui
 
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Default Re: disengaging close combat

You cannot just straight up leave combat unfortunetly, I know first hand

I pitted my Nurgle Space Marine army against my friend Crimson Fists and got my Plague Marines squad with Typhus in it charged by a Dread, I left Typhus' squad open for a charge after slaughtering Khantor because I didn't know about the rule that apparently causes a Walker to negate the "melee attacks at rear armor" rule, so I couldn't touch it with anyone... Shame shame shame.
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Old 21 Nov 2008, 12:57   #5 (permalink)
Shas'Ui
 
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Default Re: disengaging close combat

Hit and Run/Withdraw or Skyleap will allow you to leave combat, but these are specific cases if the unit in question happens to have, or have purchased that ability.
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Old 21 Nov 2008, 13:09   #6 (permalink)
Shas'El
 
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Default Re: disengaging close combat

Quote:
Originally Posted by ct_drummer_boi
You cannot just straight up leave combat unfortunetly, I know first hand

I pitted my Nurgle Space Marine army against my friend Crimson Fists and got my Plague Marines squad with Typhus in it charged by a Dread, I left Typhus' squad open for a charge after slaughtering Khantor because I didn't know about the rule that apparently causes a Walker to negate the "melee attacks at rear armor" rule, so I couldn't touch it with anyone... Shame shame shame.
oh snap...
really? U dont attack a walkers rear armour?
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Old 21 Nov 2008, 13:12   #7 (permalink)
Ethereal
 
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Default Re: disengaging close combat

Quote:
Originally Posted by Mr. T. Marine
Quote:
Originally Posted by ct_drummer_boi
You cannot just straight up leave combat unfortunetly, I know first hand

I pitted my Nurgle Space Marine army against my friend Crimson Fists and got my Plague Marines squad with Typhus in it charged by a Dread, I left Typhus' squad open for a charge after slaughtering Khantor because I didn't know about the rule that apparently causes a Walker to negate the "melee attacks at rear armor" rule, so I couldn't touch it with anyone... Shame shame shame.
oh snap...
really? U dont attack a walkers rear armour?
No, all attacks against walkers in CC take place on the front armour, the only way to hit the rear armor is to be behind it with a ranged weapon.
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Old 21 Nov 2008, 14:09   #8 (permalink)
Shas'Ui
 
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Default Re: disengaging close combat

I use the same tactic all the time with sentinels.

Attack the guys who can't hurt you, you can't reall do enough damage to wipe them all out. You pound the rest of the army with earthshakers.

Stick that in your pipe and smoke it.
(comment pointed at people using gaunts to give the MC cover saves)

The real question is do you have to use all of your attacks.
Say i attacked some grots and behind them there was a unit of tankbustas.
Can i only use one attack to make the combat last longer, i.e till i can destroy the tankbustas with barrage weapons.
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Old 21 Nov 2008, 18:50   #9 (permalink)
Shas'Ui
 
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Default Re: disengaging close combat

Quote:
Originally Posted by manic-swede
The real question is do you have to use all of your attacks.
Say i attacked some grots and behind them there was a unit of tankbustas.
Can i only use one attack to make the combat last longer, i.e till i can destroy the tankbustas with barrage weapons.
Not exactly sure what you are asking. Are the Tankbustas engaged in combat? If they are, you can't target them with any ranged attack.

Regardless, I'm pretty sure you have to fight with all your available attacks. It's like you can't only shoot twice with an assault 3 weapon.
I think this is the appropriate passage (p37):
Quote:
Each engaged model strikes with the number of Attacks (A) on its characteristics profile, plus the following bonus attacks:
(No need to list the bonuses. We all know what they are, etc.)
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Old 22 Nov 2008, 02:47   #10 (permalink)
Shas'El
 
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Default Re: disengaging close combat

Gaunts would not beable to give a MC like a Tyrant or a Carnifex a cover save since MC can only get a cover save if more than 50% of it is obsurced;works just like vehicles.
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