Regarding overrun?

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Fenrisnorth

Zombie
Jun 15, 2013
5
Zombies
8
So I was wondering (as I'm still building my army) how people are using their chaff units since the April FAQ's new stance on crumbling:

"Q: If a unit charges into combat and, on the turn it charges, the last
of the enemy unit it is fighting are removed as casualties due to
Daemonic Instability, the Unstable special rule, Cornered Rats or as
a result of a War Machine failing its Break test, does the charging
unit get to make an Overrun move? (p58).
A: Yes."

I've been seeing a lot of advice about using DW darts and summoned zombies and whatnots to absorb an enemy charge and leave them out in the middle of nowhere because they wouldn't get overrun. Since this advice is rather dated, what's the new approach; are we just using them as redirectors to pull people out of formation?
 
Yep, we are using them like we did before. It was fun while it lasted but now we are going back to the old way of using them as speedbumps.
 
Oppenheimer said:
I guess just make sure you angle them in a way that the overrun is disadvantageous to your enemy.

This right here....

My chaos warrior friend just sees red every time his juggernauts overrun out into no-mans land.

The trick is to stop them at point blank so he either turns them around or has to declare the charge. Either way you get what you want another turn of them not in combat.
 

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