Warhammer 40,000/Tactics(2E)

From 2d4chan
Revision as of 14:56, 15 February 2018 by 1d4chan>MagicJuggler
Jump to navigation Jump to search
This article is a stub. You can help 1d4chan by expanding it

This is a placeholder for 2nd edition tactics.

Movement

The movement phase was a little different back in 2nd edition. You started with giving an order to every unit (that was not fleeing) by putting the correct token next to them. You could chose between "Charge" (self-explanatory), "Run" (move up to twice the movement score but could not end too close to the enemy or shoot), "Move" (move up to movement score but can shoot some weapons), "Stand Ground" (cannot move but can shoot at full efficiency) and "Overwatch" (special order that allowed to fire at the first enemy unit crossing the mini's LoS during the opponent's turn)

Shooting

Shooting was mostly the same: check range; if in range roll to hit; if hit roll to would; 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, Arsenal 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.