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Really interesting Darrell! A lot easier now to get more attacks with my ‘Nids. 🙂
In the example you still have to move the two terminators without models in base contact for their reaction move, which changes who can fight since it’ll spread the 2″ zone out further.
Its better to measure the 2″ after the moves are made to account for the defenders reaction, bases that aren’t 1″ wide or even units with more than one base size- EG a terminator armoured captain/chapter master and his honour guard or imperial guard infantry squads with heavy weapons- in fact a combined unit of guardsmen charging you want the heavy weapon bases to be moving in first after the sergeants, since then you get a huge zone within 2″ of the base.
Agreed, there’s easier ways than this to work this out. In fact, Darrell has potentially missed out on cheese in this one. With clever assault movement of the models that could not get into base to base contact, he can force the terminators to react into the horde, bringing more stealers into play. I’d simply move the models up as normal, then just pull the models away that can’t fight after defenders have reacted. Large base units have an issue with this as well. Nid Warriors for example would have more than 9 inches as their assault ‘zone’.
I agree with the measuring AFTER moving because 1 inch is not equal to a 30mm base (1 inch = 25.4mm). If you have 30mm bases, using the method that Darrell suggests you are extending your assault range by 4.6mm.
Interesting and bravo, this was not cheese for once
I believe I shall start utilizing this from now on, cheers
Really useful video – I ran nids for only the second time this week. Great fun, but slow to move and work out combat. This will help for the next game.
love how your considering more and more armies instead of focusing to much on space marines, very much appreciated.
6″ + 2″ is 8″ not 9″…
standard size for an infantry bas is 1″ thats why its 9″ not 8″
simple anyone within 2′ of someone in base contact can fight so its 1′ for the base then 2′ from that base and 6′ of charge 🙂
BoW Justin
Very nice! Streamlines the game so much, especially for players who have assault oriented armies. I’d love to see more “smooth the flow of your game” type tips in the future….. right guys?
I see the fall in move as being a problem too.
some ppl post comments before reading comments.
I have to disagree with Darrell even tough hes always right. he forgot about the defender pile in move just like cazboab said earlier.
Dont worry Darrell, i still love you =)
Great tip for my Orks, thx Darell!
Here is a nice tip for BS what ever the BS for a unit is then minus it from 7 and that is the number on the dice you have to roll. Simple but effective works up till BS 5.
BS 2, 7 – 2 = 5+ (on a D6)
BS 3, 7 – 3 = 4+
BS 4, 7 – 4 = 3+
BS 5, 7 – 2 = 2+ simples!
Hmm. it this is a normal unit with a bigger model count this won’t really work as the charged unit also has to react
Remember of course that a pile in move follows all the rules for moving assaulting units in that you have to attempt to make base contact with an unengaged model if possible, so no contacting one of the front guys to keep the back ones out of the fight.