The
Tiger Roars
Guest Commentary
4th Edition Assault
Rules: Discussion and Analysis by
Michael Lietzke
The purpose
of this article is show you how the new assault rules change the dynamics
of the game, and give you a heads-up about things to expect.
First, some
important definitions:
Engaged:
A model is in base-to-base contact with an enemy model is engaged.
Locked:
When a unit has a model engaged with an enemy model, the unit is locked
in hand-to-hand (hth) combat.
What's New
I’m not going
to go over every rule, but here are the changes you should note:
1.
A unit that fired in the shooting phase of the current turn may only declare
a charge against the unit it shot at.
2. When you
initiate the assault, only your closest model has to engage the closest
enemy model. Your other models must then maintain coherency with their
assault move.
3. If a model
is 2" from a friendly model engaged in combat, then it can have one attack
in that close combat.
4. Models belonging
to units that fired in the shooting phase do not receive the +1 charge
bonus, unless they always count as stationary (bikes, Terminators, etc.)
5. Models in
cover fight at Initiative 10 when they are assaulted. Furthermore, a model
counts as being in cover if the enemy models can draw a direct line through
cover before making their assault moves.
6. When attacking
in hth, you roll against the majority Weapon Skill and Toughness of the
unit you are attacking. Wounding rolls are then made against the majority
armor save in batches.
7. When possible,
casualties must be removed in such a way to keep the unit coherent.
8. The "Morale
High Ground" rule no longer exists in the event of a "tied" hth (i.e.,
equal wounds inflicted).
9. The new
"Wipe Out" rule, where units 6" from a hth combat in which their comrades
were completely wiped out are forced to take a morale check to avoid falling
back.
10. Sweeping
advances have changed. You can no long wipe out a unit if you force them
to fall back. Instead, you can force them to stay in hth combat if you
beat their fall back roll.
11. You can
only consolidate 3" when your unit forces all locked opponents to fall
back. However, you can consolidate into hth if your 3" move puts
you in contact with an enemy model.
12. Models
not engaged in hth (outside the 2" "danger zone") may fire during the shooting
phase, and be fired upon (it was possible to shoot "out" before, but not
many people were aware of it. And it was not possible to shoot "in"
before).
13. Crossfire
no longer exists; units now "divert" around enemy models and terrain. However,
it is still possible (but unlikely) for a unit to become "trapped" and
thus wiped out.
14. All Independent
Characters (and Monstrous Creatures) count as distinct units in hth.
Squad leaders are not Independent Characters (not that they ever were).
Note: if locked
in combat, you cannot move during movement or start of the
assault phase--only during the Pile In move.
Some of these
changes seem quite drastic, and others seem inconsequential; but together,
they definitely change how hth works, and thus change the dynamics of the
game. So let’s go over the implications, and some example combats.
What it means
First and
foremost, since you can no longer get a +1 charge bonus if you shoot before
assaulting, the initial impact of most units is reduced, sometimes greatly.
In addition, if you fire upon a unit, it suffers 25% casualties, and falls
back out of assault range, then every unit that fired at it cannot
make an assault move that turn.
However, once
units are in hth combat, they pretty much stay there until they are completely
wiped out or destroy their opponents. It’s hard for a unit to fall back
from hth, since they must:
1.
Lose hth;
2. Fail their
morale check;
3. Exceed
their opponent’s sweeping advance roll (or be allowed to run by their opponent);
4. Physically
move far enough away to avoid a unit from consolidating into them.
Even then, if
they fall back on your turn, your opponent might assault them again on
his turn.
The second
biggest and most obvious change is the eradication of sweeping advance
moves. No longer can a strong assault unit practically fly across the board
with each hth victory, nor will a few Marines be able to crush a huge squad
of Dark Eldar Warriors by over-running them. Coupled with the difficulty
of disengaging from hth, this means that people on the receiving end of
an assault will have more time to react, and will have an easier time reforming
their lines, counter-assaulting, or moving away from strong hth units.
Also keep in mind that locked units can only move models with the 6" Pile
In move at the end of the assault phase, which might slow you (and your
opponent) down some.
Further, the
crossfire rule no longer exists, so some tactics (like using a Hellhound
to force a unit into a crossfire) are no longer viable, but conversely,
you won’t loose your squads to weaponless, immobile Rhinos either.
Now for some
of the less obvious stuff:
1.
Shoot or Assault? You can still assault multiple units, but you
must first assault the "primary target" with your closest model and
maintain coherency.
This is mostly
a game control rule, preventing units from having models scattered all
over the board. However, it also means that if a unit shoots at and destroys
a transport, it cannot assault the surviving occupants.
To me, this
means that weapons like melta guns are next to useless, since squads armed
with these weapons tend to shoot vehicles, then assault infantry. Personally,
I think an exception for transports and the squads they carry should be
made. In fact, I plan to use that as a house rule.
2. The
"Danger Zone." The rules now state that every model within 2" of every
friendly (not enemy) model in base-to-base contact with an enemy model
can make a supporting attack, and any of these models, or models in base-to-base
contact, can be removed as a casualty.
While this
will slightly increase the number of attacks a unit can make in an assault
(especially for large units), the implications of the "danger zone" are
much greater. First of all, casualties can be taken from any model in the
danger zone, and not from base-to-base contact first. This means that if
a unit gets some special close combat models in base-to-base contact, they
will get their full attacks until their unit either falls back or is practically
wiped out.
For example,
let’s say your Space Wolf opponent assaults you with a pack of 15 Blood
Claws containing three power fists. You will have to kill 12 Blood Claws
before you can even touch those power fists, and until then, they get to
attack you!
Another implication
of the danger zone is that you can only inflict casualties upon models
in the danger zone. So, if this Blood Claw pack charges you, but only three
or four of your models are in the 2" danger zone because your unit was
widely spread out, then you can only lose those models in the danger zone,
even if you suffer 12 potential casualties.
In other words,
sometimes the initial hit from an assault will be greatly reduced, so sometimes
it may not be to your advantage to make an assault, even with very strong
assault units.
3. Cover.
Cover now grants models an Initiative 10 if they are assaulted within or
through cover. For the most part, this doesn’t change the game. However,
some units can potentially have an Initiative equal to or higher than 10,
or might modify this Initiative 10 to something lower.
4. Rule
of the Majority. While it isn’t too often you’ll see a unit with different
stats (Weapon Skill, Toughness, Armor Saves) it is important to realize
the implications of these rules.
Other than
greatly simplifying and speeding up the game, they also alter how a hth
combat might work out. First off, you roll against the WS and Toughness
of the majority, but then once you work out how many you wounds you’ve
inflicted, you distribute them to the majority Armor Save in batches. This
means that you could end up rolling against the higher WS, the higher Toughness,
and the hardest Armor Save, but it could also work the other way.
For example,
the poor Ork Slaver pretty much won’t be using his stats defensively, since
he will almost always be outnumbered by the Grots, which mean all hth attacks
against the unit roll against the Grot WS and Toughness. Thanks to the
majority Armor save rule, you’ll probably only kill Grots, but once you’ve
killed all the Grots, you might have some wounds left over, which you apply
to the Slaver, even though you got those wounds off the Grot stat-line.
This can work
the other way too. For example, let’s say you charge a Dark Eldar Archon
and his Retinue of three Incubi and six Dark Eldar Warriors against Raja
Khandar Madu, Kenton’s Turbo-Hottie of Death™ (below).
Even though she might only be base-to-base with the Incubi, she’ll end
up using her lightning claws to chew up the Warriors, unless she manages
to inflict more than six wounds, because the first six wounds must
be applied against the majority Armor Save, in this case, the 5+ Armor
Save Dark Eldar Warriors.
It’s even worse
for our beloved heroine, but we’ll get to that later….
Above: Raja
Khandar Madu better get ready for the new rules...
Photograph ©
copyright July 2001, New Wave Mail Order Inc.
5. Consolidation.
While this has been a common house rule for many, it is now official, so
it’s important to go over the implications. First and foremost, this rule
means that you might be able to re-engage a unit that just made a fall
back move out of hth, especially if they are falling back through difficult
terrain.
It also means
that defensive armies will have to spread their squads out sufficiently
to defend against this. Further, a 3" gap isn’t necessarily sufficient,
since an enemy’s models could end up behind the front squad, and your carefully
laid lines end up in hth combat anyway.
6. Wipe
Out. This may not seem like much at first glance, but it’s a little
more potent than it seems. First off, a common tactic, especially with
Imperial Guard, is to layer your squads so that an assault is blunted on
the front line, then when the enemy finally crush those poor Guardsmen,
it leaves the enemy open to a plethora of lasgun shots. However, since
you’ll only be leaving combat if you either force the IG to fall back,
or annihilate them, there’s a good chance you might get to evoke the Wipe
Out rule, and force some of those nearby squads to fall back instead of
shooting.
Further, you
can use this to deadly effect on a unit that is already falling back. For
example, you could assault a unit falling back through enemy lines. If
they fail a morale check, they are instantly wiped out, and might force
other units to also fall back. Then next turn, you assault one of these
units, wipe it out, and force even more units to fall back.
While this
tactic will be hard to pull off, it is possible, so don’t be surprised
when you end up destroying 1/3 of an army just with this rule.
7. Independent
Targets. Any scrub in hth, or any buddies within 2" of this scrub,
can now target Independent Characters, since they count as distinct units
in hth. Further, characters have lost their ability to target specific
models in hth. This is probably the most controversial rule, or at least
the one I hear more people complain about. Tyranid players, for example,
fear for their Monstrous Creatures, who can no longer specifically attack
a model with a power fist that’s in base-to-base contact.
Basically,
this means that Independent Characters are even more likely to be targeted
in hth, so you might want to invest in heavier armor for them. Or just
make them cheaper with less gear, so their loss won’t hurt as much.
Closing Remarks
Overall, I
like the new assault rules. They speed up the game immensely, and the actual
rules are written very well. It's like they hired a technical writer for
once. I also like how they tone done the power of assaults, since the initial
hit isn't as strong, and you don't get free movement from winning assaults.
But not everything is perfect. My gripes are:
1.
You can't destroy a transport and assault the occupants with one unit.
2. You
can remove any model from the "danger zone", not like under the old rule
where models in base-to-base contact die first.
3. Anyone
can attack Independent Characters, but Independent Characters can only
attack distinct units and other Independent Characters.
And thanks to
issues 2 & 3, squad characters have been given a huge boost in abilities,
while Independent Characters are weakened. For example, lets say a unit
of 20 Chaos Marines (and one Veteran Sergeant with a power fist) assaults
an Independent Character and his squad. Even if only the Vet is base-to-base
with him, the character will only kill squad members, while the power fist
can attack him until all 20 of his buddies are dead.
Personally,
I think we should just go back to the original rules printed in the Main
Rulebook. Remove models in base-to-base contact first, and no one can specifically
target squad leaders except Independent Characters, who can specifically
attack any model they choose.
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© Copyright Michael
Lietzke, February 2003. Used with permission.
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