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That rule is even better with Calgar, as he allows you the option to pass or fail any morale test. That can keep an enemy tied up long enough to pull in more reinforcements if necessary.
Just one little note: ALWAYS use this in the enemy turn. Charging into the enemy then running away just lets them charge back at you. Falling back from combat in their phase means you insta-regroup (ATSKNF) on your turn and begind shooting the hell out of stuff. (This works quite nicely on hormagaunts – while they tend to get a little chewed up by S4 marines in combat, they really lose numbers once you start firing bolters at them)
Just remember you can only choose to fail a morale check you are required to take, so you can’t just flee whenever you feel like, blood must first be spilt….
Still a good rule that’s often overlooked!
when u said other armies it can be more painful. can other armies like ig elect to run if the need to take a test from shooting to get out of assaulting range?
hey:) um you can run away in yor movement stage but if you elect to run away (auto fail moral) the enemy have a chance to “run you down” idk if this is right though :/ should be somewhere in rule book me thinkz 🙂
You can’t choose to voluntarily fail morale tests and run away, unless they have a special rule saying so like “Combat Tactics”, which Darrell discussed in this video.
ooops
i love using this against necrons, assault them in my turn stay in combat in their shooting and then run away because of their low initiative, and then have them caught in the open with a wounded squad in rapid-fire range.
Im going to have to remember to use this a lot more often. Thanks Darrell you are a gaming rule god.
sessau;
If your icon is representative of the army you play (Space Wolves) then I have some bad news for you. We SW players do not get ‘combat tactics’. We get ‘counter attack’ instead.
Yes I also have a custom chapter space marine army known as ‘The Crimson Fangs’
I’m still doing Space Wolves but I am focusing on this army at the moment.
http://www.beastsofwar.com/groups/crimson-fangs/
Back when I was running my SW’s as a standard codex army I personaly found very few chances to use this tactic.
The reason why no one really plays this rule is because the rule is what i call a black and white rule. Written so incredibly robotic that the real importance of the rule is almost always missed. Even i knew of it but didn’t exactly understood what would happen.
lol why would somebody give me a thumbs down for that post? darrell said it himself… hardly anyone plays this rule
Maybe coz your avatar looks like the robot wot might of written it 😛
It wasn’t me btw lol
lol its Jailbot
http://www.youtube.com/watch?v=Pi9Xqe0Nrnw
Only disadvantage I can think of is still being within 6 inches of an enemy after fleeing. As you don’t get to rally as long as there is an enemy within 6 inch. I love escorting spacemarines of the board with my chaos rhino’s.
the whole point is being six inches away so they cant assault you. if your within six then your gonna get assaulted and it dont matter if you need to rally then.
Well here is another good reason for this rule that Darrell didn’t mention. Use the Combat Tactics rule along with the rule And They Shall Know No Fear.
If your Marines moved and the unit has a heavy weapon, you can’t shoot it. But if your unit is force to take a morale check from being shot at, fail the check(Combat Tactics). On your next turn automatically pass the Regrouping test (And They Shall…), then you can shoot your heavy weapon since the rule states the unit with this rule doesn’t count as having moved.
Remember you can’t regroup if an enemy is 6″ away, or if you are not in unit cohesion.