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Post by strutsagget on Jul 23, 2017 7:41:07 GMT
Hi when do the little basterds pop out?
I successfully charged a goblin unit with three units, the goblins had three fanatics in them. How does this work?
We did the following. All three charges moved so they were in 8" then let the goblin player choose and resolve all his fanatics (killing one unit) before the units charging continued thier charges.
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Post by gjnoronh on Jul 23, 2017 9:56:51 GMT
Doesn't sound right. You should move the chargers one at a time. Fanatics pop when the first one gets in range.
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Post by KevinC on Jul 23, 2017 15:52:39 GMT
gjnoronh has it right. Chargers are moved one at a time. So the first charging unit stops when they come within 8" of the Goblins. Goblin Player then resolves all fanatics. Then continue moving chargers. Note though, if a fanatic does not reach the charging unit, the charging unit still must complete the charge and can potentially go through the fanatic. If they don't clear the fanatic (i.e. they end their charge on top of it) they kill the fanatic but take an additional D6 hits. So a unit doing what I just described would suffer 2D6 fanatic hits.
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Post by frozenfood on Jul 23, 2017 17:36:09 GMT
Note II the fanatics can go in any direction, so one fanatic towards each attacking unit is an option
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Post by gregwarhamsters on Jul 23, 2017 17:39:40 GMT
the charging unit still must complete the charge and can potentially go through the fanatic. I though they had the choice so I checked the wording in the book. "Once the fanatics movement has been resolved, the unit can continue moving if the controlling player wishes, though chargers must complete their charge unless panicked" Slightly different than I remember it. I'm assuming if it's the goblin players turn the gobbos would stop at 8" away, release and then be able to continue their move - it's not really mentioned though. Greg
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Post by strutsagget on Jul 23, 2017 17:44:30 GMT
Note II the fanatics can go in any direction, so one fanatic towards each attacking unit is an option If i remeber correctly this is what happend and no fanatic reach its target ( all less then 8) so i charged them and two was aimed at my sister of thorn that got anhilated So it didnt change the outcome. But next time we do it right
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Post by dannytee on Jul 27, 2017 0:06:36 GMT
I'm assuming if it's the goblin players turn the gobbos would stop at 8" away, release and then be able to continue their move - it's not really mentioned though. Greg I agree with this.
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Post by mottdon on Jul 27, 2017 13:07:33 GMT
I'm assuming if it's the goblin players turn the gobbos would stop at 8" away, release and then be able to continue their move - it's not really mentioned though. Greg I agree with this. Yes, this is correct. Since it's not a charge, but normal movement, they can choose to stop. Now, if the Goblin player had declared a charge, then they must follow through with the charge, though I don't know many Goblin players who would do this with Fanatics still in the unit.... And once the Fanatic is charged, it's dead. Also on rolls of doubles or if it runs into terrain. I just watched a MiniWarGaming BatRep yesterday (In the Vault) where an Empire player found his 3 Demigryphs surrounded by 6 Fanatics. After losing 1 the the initial barrage, He chose to charge the unit (through 2[?] Fanatics) and too 4d6 hits. Needless to say, he lost the unit. They never reached combat. All this to say, Fanatics, if used properly, can be lethal! Charging them is never really a good idea!
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Post by strutsagget on Jul 27, 2017 15:04:38 GMT
Yes, learned this the hard/right way
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Post by Deleted on Jul 28, 2017 16:35:24 GMT
the charging unit still must complete the charge and can potentially go through the fanatic. I though they had the choice so I checked the wording in the book. "Once the fanatics movement has been resolved, the unit can continue moving if the controlling player wishes, though chargers must complete their charge unless panicked" Slightly different than I remember it. I'm assuming if it's the goblin players turn the gobbos would stop at 8" away, release and then be able to continue their move - it's not really mentioned though. Greg This is why you don't charge night goblin units! You get a throwaway chaff unit and move it within 8" to get those guys out BEFORE you commit to combat with the little bleeders.
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Post by gregwarhamsters on Jul 29, 2017 1:02:49 GMT
Played a game tonight where the goblins were forced to charge my unit, in my turn I'd landed a gyro nearby and the Gobbo player sent them towards my block. Thing is he took casualties as he went through but does this then cause a panic test and potential failed charge?
Greg
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Post by gregwarhamsters on Jul 29, 2017 12:32:30 GMT
I found out what it was that caused the charge, failed animosity test. However, question still remains about the panic test. I think my opponent rolled 3d6 together, the first fanatic he went through, the second was on the unit when it stopped (contact with my unit) maybe I've answered my own question in a way but I don't think the initial damage would have been enough (avg of 3 dice) but in total it would but if they counted as being in combat they'd not panic.
Anyone care to take a stab on answering this?
Greg
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Post by dannytee on Jul 29, 2017 16:11:17 GMT
Played a game tonight where the goblins were forced to charge my unit, in my turn I'd landed a gyro nearby and the Gobbo player sent them towards my block. Thing is he took casualties as he went through but does this then cause a panic test and potential failed charge? Greg I feel like the answer is yes. If during the charge prior to making contact he took 25% or more casualties he would need to take a panic test right then and if failed the unit would end up fleeing and the charge is failed (much like a stand and shoot charge reaction). Big red rule book page 62 at "Heavy Casualties". A unit must take a Panic test immediately if it loses 25% or more of the models with which it started the phase. ....... Rather than having a series of very specific trigger for a Panic test, we use this as a 'catch all' to cover units that suffer high casualties for any reason.
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Post by grandmasterwang on Aug 6, 2017 6:49:30 GMT
Played a game tonight where the goblins were forced to charge my unit, in my turn I'd landed a gyro nearby and the Gobbo player sent them towards my block. Thing is he took casualties as he went through but does this then cause a panic test and potential failed charge? Greg I feel like the answer is yes. If during the charge prior to making contact he took 25% or more casualties he would need to take a panic test right then and if failed the unit would end up fleeing and the charge is failed (much like a stand and shoot charge reaction). Big red rule book page 62 at "Heavy Casualties". A unit must take a Panic test immediately if it loses 25% or more of the models with which it started the phase. ....... Rather than having a series of very specific trigger for a Panic test, we use this as a 'catch all' to cover units that suffer high casualties for any reason. I agree with this and we play it this way. Fanatics can potentially cause a charging unit to panic/flee away if they do enough damage.
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