>This is of particular importance as I am an Eldar playing constantly facing
>down Tyranids. When moving units into base to base contact, do you move
>them to the closest unengaged targets ( a la WH40K) or can you double up as
>you please. This virtually guarantees a Tyranid detachment can wipe out any
>one of mine, but it also means 4 units of Eldar assault troops can beat up a
>few Termagants and force a HUGE Tyranid detachment back. Strange.
"... units making Assault moves may not move *past* any enemy units unless
those enemies have already been engaged in close combat by another friendly
unit." (p.21 Rule Book)
This is one of those rules that I find somewhat strange for the reasons you
have already suggested, but if you were to follow the rules the types of
situations you have described do pop up. In response to you question, I
usually play that you can double up as long as you never move past an
unengaged enemy unit. Of course, what you define as *past* is a different
story. Also, Close combat is a little random, the fate of whole detachments
is based on a single die roll.
>BTW, anyone else having trouble figuring the rules out for Infiltrators?
>And anyone found a decent use for them?
From some advice from WD(? the One about the new Tyranids), a good use for
Infiltrators is to put them in drop pods, and assault. Supposedly, the
Infiltrators can use their 30 cm bonus to flank the enemy detachments,
hopefully enough so that during the assault, the enemy will be surrounded
and die while retreating.
-Donald Nguyen
"Go often to the house of thy friend, for weeds choke the unused path."
-Ralph Waldo Emerson
Received on Wed Dec 31 1997 - 04:23:37 UTC
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