The main difference is it is out of place for wargame tactics. That wouldn't happen on a battlefield.Is it really all that different than a pawn that finds itself past a piece on the board and cannot move diagonally backwards to take the piece?
The main difference is it is out of place for wargame tactics. That wouldn't happen on a battlefield.Is it really all that different than a pawn that finds itself past a piece on the board and cannot move diagonally backwards to take the piece?
100% agree on bringing back half victory points!There are two things that mitigate Death Stars (the worse symptom of 8th, in my opinion): Unit size caps and half points for halfway destroyed units.
Both of those existed in 6th Edition. Changing unit caps requires adjusting the army books and picking which units need a cap, but half victory points for units that were brought below half their starting size is a simple fix that works across the board. And while it doesn't prevent your opponent from fielding a DS, it would mean that the 700 point, 60-man unit that you spent the entire game reducing to 10 men doesn't reward you with nothing.
Lol. Crazy. I totally get why too. Nasty filthy army. Wouldn't be very fun to play against. In fairness that's the exception, and chaos warriors are more the problem. That shrine shouldn't allow the manipulation of their table. Chariots shouldn't be core. Their daemon princes need tonning down. Tzeentch's mark needs to be adjusted.@najo
Heh, I just call it as it is, mate.
George O'Connel brought a WoC list to the Crossroads GT
6 characters in a tzeentch warrior bunker supported by a Tz war shrine and two Slaanesh chariots. That was all he fielded.
Yeah, but all of those have counters and can be dealt with by an army with some more balance, likewise as you mentioned some of those armies had more support going on. Basically, if you can get 2-3 meaty units with the characters tonned down and then still destroy that death Star, you are going to win. And death stars are vulnerable to being controlled by combo charges, targeted by sniper effects, thinned down by nukes, weakened by hexes etc. That chaos one is nearly invincible and it creates daemon princes.I wouldn't call it the exception, mate. GT players have been doing it for years with various armies. The Shadestar, the Drakenhoff star, Superherd, Phoenix guard star, White Lions/Dragon Prince World Dragon units, 5th and 6th ed cav stars and so on
Some had more support units than others but they all had the same basic premise and level of annoyance for the opponent
I definitely agree that WoC needs to be toned down, GW has had an infatuation for them and Daemons for awhile now.
by giving them cost efficient units that are tough, well protected and hit hard they were able to sell a lot of models, which I totally get of course, but a little more balance would have gone a long way.
We'll see if ninth delivers some of that balance
Ok, in the pic I've attached.
The charger Declares a charge on unit A, unit A declares flee and flees behind unit B, the charger cannot run into unit B as he hasn't declared a charge on it (and it isn't an overrun, pursue perse).
So the charger redirects his charge at unit B, who then in turn, flees behind Unit A, same issue occurs that the charger now cannot get into contact with unit B and is not allowed to touch Unit A...
Pretty shitful ey...
The main difference is it is out of place for wargame tactics. That wouldn't happen on a battlefield.
I wouldn't call it the exception, mate. GT players have been doing it for years with various armies. The Shadestar, the Drakenhoff star, Superherd, Phoenix guard star, White Lions/Dragon Prince World Dragon units, 5th and 6th ed cav stars and so on
Some had more support units than others but they all had the same basic premise and level of annoyance for the opponent
I definitely agree that WoC needs to be toned down, GW has had an infatuation for them and Daemons for awhile now.
by giving them cost efficient units that are tough, well protected and hit hard they were able to sell a lot of models, which I totally get of course, but a little more balance would have gone a long way.
We'll see if ninth delivers some of that balance
So... p18: "Normally, a unit can only declare a charge at a single enemy unit. However, if there is no way at all of completing the charge against an enemy unit without touching another (sometimes known as 'clipping') then the charging unit must also declare a charge against the other unit(s)."
The charger can play RAW: When the first unit flees, he has "no way at all of completing the the charge against an enemy unit without touching another." So, "the charging unit must also declare a charge against the other unit." Unit B, in this case.
Then unit B can hold or flee. If it flees, then the charger will contact unit A, which has already made its flee move and will be destroyed. If it holds, then the charger can kill it and pursue/ over run into fleeing unit A.
The rules as written exactly fit the definition of the circumstance, if not the intent. But both of these sides are against the spirit of the game, so fight douchebaggery with douchebaggery.
I'm getting into deep, literal interpretation here–
(BTW, I'm not arguing with you,Archamedius, just trying to make my point against people who would pull these shenanigans.)
"However, if there is no way at all of completing the charge against an enemy unit without touching another (sometimes known as 'clipping') then the charging unit must also declare a charge against the other unit(s)."
The sentence technically refers to any situation where the charging unit can't get to their target without touching another unit. The portion in parentheses doesn't affect the functionality of the sentence. It also contains the word 'sometimes' which means 'not always.' So this situation doesn't refer to clipping exclusively.
"However, if there is no way at all of completing the charge against an enemy unit without touching another then the charging unit must also declare a charge against the other unit."
It refers to any and every situation where the charging unit has no way at all of completing the charge against an enemy unit without touching another.
The word 'also' doesn't really prevent what I've described–
First: Once unit A flees, the charging unit now has no way at all of completing the charge against an enemy unit without touching another. True or false? True. The charging unit has no way of getting in contact without touching unit B (the 'another' in the rule text).
So now the second part of the rule comes into play: "the charging unit must also declare a charge against the other unit." It must (the rules demand it) declare a charge against that other unit (unit B). It has now also declared a charge against the other unit.
And keep in mind that this is all happening in the "declare charges" portion of the movement phase, so it's not like the opponent can argue that the opportunity to declare charges has passed. You declare a charge and resolve charge reactions, and declare the next charge, resolve any reaction, and repeat until all charges have been declared. Then you begin to move the charging units. (Charge Summary, p16)
The charging unit doesn't have to attempt to redirect after the target flees. They can opt to complete the charge against the first target. But now they can't complete the charge without contacting another enemy unit, so they are allowed to (and must) declare the charge against the other unit.
This really is following the exact letter of the rule. RAW, Brah! If all else fails, you can force the Most Important Rule, and roll off. Then you have a 50% chance of being right. And mark him with a low sportsmanship score. (The reason why I maintain soft scores are important– they help discourage people who would exploit shitty rules loopholes with their grey legion from participating.)
See my comment above. Rules exploits are combated with other rules exploits. Don't redirect, use the RAW that you "cannot complete the charge without contacting another enemy unit" which allows (requires) you to declare a charge on the light blue unit. It's is not a redirect. That allows you to hit it, or cause it to flee and get the original unit, or if they both fled through the main block, redirect into it.
But if the charging unit can only reach one of the targets it's declared against, it completes the charge against the one it can reach. (Example: You have a unit of 3 ogres. You declare a charge on a lone character with another lone character next to it, one inch apart. the only way to contact the charged character is to also touch the 2nd character, so you declare a charge on it as well. One character holds, the other flees. You can't reach the fled character, but can hit the one that held. No crazy shenanigans here. The charge doesn't fail; you simply complete against the one target that you can reach.)
In my example, after the first skirmisher flees, I cannot complete the charge without contacting another unit– The only possible moves to make contact are blocked by the unit it fled behind, so I literally "can't complete my charge without touching another enemy unit." The declaration of the charge was a legal declaration, but his placement and flee has resulted in this situation. Every move I would try would end up with me touching the other unit on the way in. Therefore, I must declare a charge against the blocking unit. If, after both charged units have resolved their reactions, I can't contact both, then I complete against the one that I can reach.