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==The Turn== The turn system has been dialed right back and is now very similar to older editions of 40k, with its three phase system being near identical to 3rd and 4th edition 40k. None of those pesky psychic, charge, fight and command phases. Just the Movement, Shooting and Assault phases. ===Movement phase=== It's the phase when you move... that's about it. Each unit has it's own movement characteristic and while most units of the same type will have the same movement characteristic you might have to double check every now and then. Making sure you make good movements can be more complex than initially thought as, as haphazardly marching towards the nearest objective can leave you out of cover and get you torn to shreds by high AP weaponry. Also beware counter movements by your opponent to intercept you units and try to predict charges and counter reactions to you can keep your units safe from melee blenders or so you can get your melee units into combat effectively. *Don't forget Reserves are deployed during the Movement phase, and Deep Strike this edition is downright ridiculous. First of all, you bunch all Deep Strikers together and then roll for all of them once. Then, if the roll is a success, you deploy one model from one unit anywhere on the map 1" away from the enemy and roll a scatter; if you end up outside of the battlefield, on top of an enemy model or Impassable terrain, your enemy can move that model '''18"''' anywhere. But wait, I can hear you ask, what if I'm scattered full 12" and can place my model there, how's that "where I want"? Well, you don't have to deploy the squad in base to base contact, unlike previous edition! That means that a conga line of 5 Marines on 32mm bases will end up whenever you desire in 13,5". All subsequent units from Deep Strike arrive on the same turn within 12" of the first ''unit'' (not model!), which gives an unprecedented freedom of maneuver. **And now you can charge out of Deep Strike and Flanking Assault. From 1" away. Better pack those Augury Scanners and Helical Targeting Arrays! Add Vox Disruptor if you're feeling particularly paranoid. ===Shooting phase=== The phase when your army unloads their guns and a good time to hand out some significant hurt on your opponent's forces. It's pretty similar to how it's always been so there isn't much to talk about here other than picking your targets well and anticipating the possibility of the opponent using Return Fire to try and get in a few shots of their own. *Unlike previous editions, vehicles don't get cover saves and at best are Obscured Targets which provides them with a measly 6+ Cover Save. ===Assault phase=== The phase where you charge, fight and die like men. You pick the unit you don't like, declare the charge and you roll 2D6 to see if you get to them like before, though a few more things need to be considered. Firstly Overwatch is now a reaction and can only be done once per-turn so you don't need to be as scared about it as you were in the previous edition. In addition the new WS chart means that throwing that squad of WS4 Tactical marines into that WS5 command squad is an even worse idea than before, since the new WS chart now means that you only hit each other on 4's if you have equal WS, while the guy with the highest hits on 3+ and the guy with the lowest hits on 5+. This can get even more one sided if one of the units in combat has double the WS of the other, since the side with double WS will be hitting on 2+ and the other will be hitting on 6+. This means combat should be more carefully considered than before, as a bad matchup can be even harder to win than in the previous edition of 30k as a squad with a good WS can tear apart other units with far greater ease than before. Secondly, one should remember new Charge distance modifiers: for example, Movement of 8-10" gives you +1", as opposed to 1-4" that deducts it. *Oh boy, Heresy 2.0 hasn't been released, and Fight phase is already broken: a single model unit can't kill more than one model on charge with minimal effort from the player getting charged. For example, if Player 1 charges Tactical Squad with their Dreadnaught, the latter's coming in base contact with one enemy model only (because initial charger must be moved by the shortest possible route to the closest enemy model). The problem is, where in previous edition models ''must'' Pile In in their Initiative step, now they ''may'' do so, so Tactical Squad is just standing there, watching their comrade, the only model in base contact with the Dreadnaught, getting slaughtered. Player 1 then rolls, say, 4 attacks at I4, hits and wounds with all of them. Player 2 removes one marine in base contact with the Dreadnaught and discards all other wounds, because no models are locked in combat at I4, thanks to how a wound pool in Fight phase now works. Needless to say, this mechanic of optional Pile In moves and wounds distribution can easily be abused. *Be mindful that in this edition, the wording of engaging in combat has changed a little. What we're interested in is this bit: "models in unit coherency with another model from its' own unit which is in base contact with an enemy model". Skirmish sub-type like NL Raptors have 3" unit coherency, with all the shenanigans it entails. ===Morale=== The thing that determines if your units stay and fight or turn and run for the hills. Moral tests are taken when a unit loses 25% of the models in the shooting phase or it has been beaten in combat. Upon failing a moral test units will fall back, simulating the unit routing or retreating to a more advantageous position. A unit will continue to fall back during each turn until it makes a successful moral test to regroup. Units falling back from combat are also subject to their opponent making a sweeping advance test to finish them off, where both units compare their initiative + die roll. If the unit that is falling back has an equal or higher result, it escapes, while if the unit that is trying to run them down has the higher result the falling back unit is wiped out. This can be pretty brutal and it can be a serious punishment for units that were thrown haphazardly at the nearest enemy unit. ===Psychic Powers=== WE 3rd EDITION NOW! With the psychic phase having been removed, psychic powers are a bit different than how they were in 7th. Firstly, you can now pick your powers and don't have to waste your time rolling for them, and since there is no psychic phase, powers are now taken in the specific phase noted down on the power itself. In addition, warp charges are gone and a psychic power is now manifested by taking an unmodified leadership test; if you pass, the power is manifested like 6E and prior. If you fail, the Psyker (or the unit they're in, your choice) suffers PotW, D3 Wounds that can only be saved by Invulnerable saves (and not mitigated by FnP either). Also of note is that the disciplines are also drastically trimmed down since you're no longer needing to roll for powers. ===Reactions=== The new <s>gimmick</s> feature for 2.0, reactions allow you to take actions during your opponents phase and "react" to what they are doing (and allows GW to move closer to Alternating Activations without actually commiting. The Scoundrels). This can range from returning fire at a unit that just shot at you, to charging your opponents models that got too close during their movement phase, to old standbys like Overwatch. Depending on which reaction is used, reactions can be taken during the opponents Movement, shooting or assault phase with typically only one being allowed to be taken each phase, but some rules and warlord traits allow you to take up to a maximum of three per phase. Additionally, each faction tends to have at least one "advanced reaction", which is usually more powerful than the standard reactions but has more specific triggers and can usually only be used once per game. Units can't make Reactions if they're Pinned, falling back, or locked in combat. <tabs> <tab name="Movement Phase"> Triggered when an enemy moves within 12" of one of your units. *'''Advance:''' The unit can move a distance equal to their highest Initiative stat towards the enemy that triggered this reaction. Vehicles can pivot up to 90 degrees and move 6". Pretty much used to block off enemies from vulnerable units or to prepare for a charge on your next turn. *'''Withdraw:''' The unit can move a distance equal to their highest Initiative stat away from the enemy that triggered this reaction. Vehicles can pivot up to 90 degrees and move 6". Vital in pulling units out of charging range. *'''Interceptor:''' Only triggered if an enemy unit arrives from reserves and is within LoS of one of your units. Your unit can immediately shoot at them, though vehicles can only fire defensive weapons. *'''Death or Glory:''' Only triggered after a vehicle rams your non-vehicle unit, hits are resolved, and you pass a morale check. One model from that rammed unit can make a ranged or melee attack that auto-hits the vehicle's front armor. If it destroys the vehicle or causes a Crew Stunned/Immobilized/Explodes result from a penetrating hit, then the model gets to live. Otherwise, they die. </tab> <tab name="Shooting Phase"> Triggered after the enemy shoots one of your units, but before you start removing any casualties. *'''Return Fire:''' Your unit can immediately shoot back, though they can't use any weapons that ignore LoS or use Barrage. Flamers and the like can only be used if the enemy is within 8" (of the unit, not the Flamer-toting model), firing as though they were overwatching. Vehicles are similarly restricted to firing only defensive weapons. In either case, your unit is considered stationary so they can fire their worst without any worry. *'''Evade:''' Your unit gains a 5+ Shrouded save for this attack. This doesn't stack with any other instances of Shrouded, but it's just as valuable in saving units since it's a save-after-save like FNP. Naturally doesn't work for immobilized units and gets ignored by some equipment. **Previously, this didn't work on Vehicles. However, the FAQ corrected this so that "all models in the reacting unit gain the Shrouded (5+) special rule against all wounds, glancing and penetrating hits inflicted as part of the shooting attack that triggered this reaction." </tab> <tab name="Assault Phase"> Triggered once the enemy charges one of your units but before any models are moved (regardless of whether or not the charge is successful). *'''Overwatch:''' The old and venerable classic. Fortunately, your unit counts as though they didn't move so you can still fire your heavy bolters and the like without worry. *'''Hold the Line:''' Roll a morale check for your unit. If it passes and your enemy charged successfully, the charge will count as disordered. If the enemy charge failed, then any other charges against this unit will count as disordered. If you fail you fall back as normal for failing a moral check. However, if the charging unit can still reach your unit with its charge roll, after your unit has fallen back, it is destroyed. </tab> </tabs> [[Category:Warhammer Tactics/30k]] {{Warhammer_30k_Tactics}}
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