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==General Tactics== ===Movement=== The 2nd Edition Movement Phase has more in common with Warhammer Fantasy than later editions of 40k. The key things to note: * You declare charges before anything else: A unit may charge one or more enemy units, and a charge move is a straight line equal to twice the model's move characteristic. * All "compulsory moves" (fleeing troops, out of control vehicles, etc) are resolved next. Models resolve their charges afterwards, and then the remainder of units "move as normal." * Models that did not Charge could Run (move double movement speed in a straight line), move as normal, or forfeit movement in order to enter Overwatch. **'''Hiding:''' If a unit was composed entirely of small enough models (Terminators and cavalry are too big!), did not Run, and ended its move in Cover, it could Hide. Hiding works similarly to Mordheim in that you cannot be targeted by shooting until the enemy gets close to you. You can spot a hidden model up to twice your Initiative in inches away, so a Space Marine can detect hidden models within 8". However, even after spotting a Hidden unit, it merely becomes Detected: although the spotting unit can see without issue, other friendlies can only attack with AOEs (flamers/blasts) and even those only hit on a 4+ on top of normal rolls. A unit exits its Hidden/Detected status the moment it Runs or Shoots (even via Overwatch). ====Overwatch==== A unit that forfeits its movement during the Movement Phase may enter Overwatch. (Note: Vehicles may still move and Overwatch). This section is complicated enough to have its own section, will fill out. ===Psychic=== Covered [[Warhammer_40,000/Tactics/Psychic_101(2E)|here]]. ===Shooting=== Shooting was mostly the same: check range; if in range roll to hit; if hit roll to wound; if wounded opponent attempts save. What complicated the game a lot was every weapon and armor having its own profile (one of the core rulebooks, '''Wargear''' was basically just weapon profiles and each individual Codex pretty much piled it on), with possibly different hit and armor save modifiers depending on firing mode and Strength of incoming blow; and that's before bringing things like cover, marks of Chaos, wargear and other niceties in the mix. It was as you can imagine one hell of a clusterfuck at times, especially in bigger battles. ===Assault=== Assault was very different in 2nd edition. First, the player whose turn it was had to separate the melee and declare who was fighting who, with the only caveat that every engaged model had to have at least one opponent. Then, each player would roll an amount of dice equal to the mini's "Attack" value '''individually''' in an opposed roll. Skills like Frenzy or ganging up would give more dice to roll, and combat resolution was (result of highest die + Weapon Skill of the mini). Each "6" beyond the first added one point, each "1" substracted one point. Parry would force the opponent to re-roll one "6" if any. When all that had been added, you made the difference between rolls, the mini with the highest roll inflicting an amount of hits equal to the difference to (or distributed amongst) its opponent(s). Oh, and on a tie, the mini with the highest Initiative would get one blow in.
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