Charge!!!
September 5, 2011 by darrell
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Darrell has a look at those units in 40K that have one thing to do and only one thing... storm across the battle field and smash your opponent with a shed-load of attacks!
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Nice to see some basic combat tactics useful for various armies, more of this please Darrell.
Darrell, you would have won that combat. you kill 3. Orks, 39 attacks, 20 hits, wounding on 5’s, 6 wounds. you should then save 4 and win the combat by 1. also while I can see that this would work for marines, I play guard and so giving the Orks the charge is the best thing to do. that way they only kill one unit in their turn compared to the unit I charged with and then another unit they can charge.
I found that any weapon that causes pinning (like tau sniper drones) are devastating against large units of ork boys.
With my boys i usualy take the full 30 upgrade 1 to a nob give him a power claw and add a warboss to the pack also with powerclaw, once these two guys get across the board loots of Ead crumpin appens and if any of tha boys make it well ha better for me.
But if you get pinned from a single sniper drone shot thats it you cant get across the board
@ghardskingdom I don’t see how large mobs of orks are vulnerable to rinning. It you’ve got over 10 they’re fearless so automatically pass the pinning test. Even if you’re whittled down from 30 to 10 and no longer fearless your unit is still Ld 10 but by the time you get that low failing a pinning test is the least of your worries.
oops, rinning = pinning 😉
This means i missed something in the rules.
A pinning test is a leadership test right not a moral test, fearless troops only dont have to take moral tests, they still have to take all other leadership tests dont they? or do they just pass all leadership tests?
Universal special rule entry for fearless (pg 75) quotes that both morale and pinning tests are automatically passed.
Another tactic for consideration which can be used instead of moving back. Darrel mentioned that the Orks were more than 12″ away. To follow along with this setting, if the Orks (or any unit which does not have fleet, is jump infantry, or beasts etc….) are starting more than 12″ and one is fielding Marines, instead of moving back, hold your ground, fire off single shots, the Orks will then move forward and more likely run (to make sure that the Marines cannot escape a charge next round if they attempt to move away) or perhaps shoot and inflict some… Read more »
Heya. How’s it going? I’m still new to learning 40k, although I’ve been on/off for 10yrs.
How does firing bolt-pistols as opposed to boltguns benefit an extra attack when you assault please? Wouldn’t rapid fire cause severe damaged should the dice do you well? Especially if your using Sternguard and fire Hellfire rounds.
I understand a Tac-Sgt has 2 attacks, 3 when initiating assault, and the Tac-marine has one (or a Sternguard/Vanguard veteran has 2) plus one on initiating the assault. So how does a bolt pistol give an extra? Always learning something and this’d help a bunch, thanks 🙂
Basically what he’s saying is that if you stand your ground when they’re more than 12″ away, you fire one shot with bolters, they move up close, you fire pistols and then charge. As a result you get a grand total of two bolter shots and two attacks per marine as opposed to 3 bolter shots and 1 attack for each marine. The important difference is that in doing so you rob the orks of their incredibly nasty charging bonuses. Doing this has been my universal anti-ork stragegy ever since the current marine book came out and all marines got… Read more »
You also can’t assault after firing a rapid fire weapon (boltgun), only an assault weapon (bolt pistor/flamer/meltagun).
he is not getting the extra attack in close combat really. just saying that u get that many more attacks that way. so explained better. the marine player could get more rounds of shooting and then begins the hacking and slashing to death of all the bloody pigeons.