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Age of Darkness-Warhammer 30k/2.0 Tactics/General Tactics
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===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.
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