|
Post by colonelburton on Nov 7, 2023 20:31:55 GMT
I have two Helblasters, both with Master Engineers.
These often get swarmed fast by flying units or especially ambushers.
Question #1: How exactly is the Master engineer handled? If I understand the rules correctly, you don't just plonk him into a siege weapon crew, he needs to stand 2" away from the siege weapon. Correct?
Question #2: I recently came up with the idea that, if I have a Master Engineer I could "charge" and then "challenge" the Ambusher (e.g. Gorger) with my Master Engineer. He'd likely die and that would mean my remaining crew would have to master a LD check.. but at least they'd have a proper chance to hold him an extra round, no?
Thanks for explaining how this guy works, I can't find much in the rule book.
|
|
|
Post by FvonSigmaringen on Nov 7, 2023 22:46:03 GMT
Q1: It seems you are implying that characters can join war machines, but that is not the case anymore in the 8th edition. The Master Engineer needs to be within 3" of a war machine for the Master of Ballistics or the Stand Back Sir special rules to work, but ME and war machine remain independent units.
Q2: As an independent unit, you might still use him to redirect a potential threat by charging it (in your own turn), but if (as is likely) he is slaughtered immediately, that unit could simply reform to attack the war machine in its own turn, or (if he is not but flees) might perhaps even immediately pursue him into the war machine. So, that would really be only a last resort use. Giving the ME a repeater handgun or repeater pistol to deal with war machine hunters is probably more efficient.
|
|
|
Post by 1plussave on Nov 7, 2023 23:25:13 GMT
FvonSigmaringen has it right, he doesn't join the War Machine, he has an ability with a 3" Range to use Master of Ballistics and get Look Out Sir! from them. Unlike 7th where he could act as the crew.
He can simply be used as a redirecting obstacle yes, the best option in that case is usually the Repeater Pistol, as he can Move, Shoot and then always Stand and Shoot for 6 total shots before the end. Or March as necessary and still get a Stand and Shoot. Charging an enemy accomplishes nothing really; its actually worse as they will usually kill him and reform on your turn, them charge on theirs, just standing directly in their path is what will stop them from Wheeling around him to Charge the War Machine.
Generally you want to set the War Machines up so they are just over 10" away from each other if possible so he can make a non-march 4" Move to get within 3" of either for his abilities depending on where he wants to babysit, without triggering Panic on the other War Machine if he or the machine hes boosting dies. If they are further away theres a chance he get March Blocked and can't reach one in time. More than 10" apart makes it harder for people to Overrun from one to the other.
|
|
|
Post by colonelburton on Nov 8, 2023 4:58:27 GMT
Q2: As an independent unit, you might still use him to redirect a potential threat by charging it (in your own turn), but if (as is likely) he is slaughtered immediately, that unit could simply reform to attack the war machine in its own turn, or (if he is not but flees) might perhaps even immediately pursue him into the war machine. So, that would really be only a last resort use. Giving the ME a repeater handgun or repeater pistol to deal with war machine hunters is probably more efficient. Okay you are correct in that I had a logic mistake in my thinking. Then let me re-phrase: If I have a Master Engineer in a somewhat acceptable position, I could turn, move in between and then block the Ambusher (e.g. Gorger) with my Master Engineer. He'd likely die and that would mean my remaining crew would have to master a LD check.. but at least they'd have a proper chance to hold him an extra round, no? I was actually taught the game (8e) in that way that a ME simply replaces a crew member. He can simply be used as a redirecting obstacle yes, the best option in that case is usually the Repeater Pistol, as he can Move, Shoot and then always Stand and Shoot Well, no not really though. He might shoot once but as soon as that Ambusher goes in for the kill and is engaged in melee, he is useless. I think I would prefer to sacrifice the crew member for the chance of getting another shot with the Helblaster, which will likely obliterate the attacker if I play my cards right. Or is there yet another flaw in my reasoning? Generally you want to set the War Machines up so they are just over 10" away from each other if possible so he can make a non-march 4" Move to get within 3" of either for his abilities depending on where he wants to babysit, without triggering Panic on the other War Machine if he or the machine hes boosting dies. Two issues here, really, I only have one hill. But yes, it will be unwise to cram everything up there. Number two, I have specifically and for good reason taken a ME each for each Helblaster. The reason being I have to define "who I babysit" prior to opening fire. Not knowing which Helblaster gets a misfire, I need one for each. Now, perhaps I might put them within 6" of each other, and a great cannon on 3" of each side, that way I can at least use the ability in the rounds where the battlefield situation renders them useless. Or triangulate the ME more forwards Perhaps something like this .........(ME)........................(ME) ........./...\........................./...\ ......./.......\....../.......\....../.......\ (GC) - - - - (HB) - - - - (HB) - - - - (GC) ..............................(on hill) But then the first question is, cannons or ME on the frontline, I'm guessing it will need to be the cannons for range.
|
|
|
Post by colonelburton on Nov 8, 2023 4:59:41 GMT
Mind if I ask another question. The Helblaster has a range equaling the beginning distance of 24"... is it correct that if you begin, the enemy is always just out of range? If not correct, where in the rulebook might this be clarified?
|
|
|
Post by FvonSigmaringen on Nov 8, 2023 14:39:42 GMT
Uhm, not quite sure where you get that from. Do you have the official GW Empire AB? There are number of alternate rule sets (including a fanmade AB in pdf form) available on the internet, but those differs from the official rules. The range of the Hellblaster is 24". If the enemy is not in range from the start, you cannot shoot at him.
The only time you can shoot at something not in range is during a Stand & Shoot reaction against a charging enemy. War machines generally have the Slow to Fire special rule, i.e. they cannot Stand & Shoot.
|
|
|
Post by colonelburton on Nov 8, 2023 14:57:37 GMT
Uhm, not quite sure where you get that from. Do you have the official GW Empire AB? There are number of alternate rule sets (including a fanmade AB in pdf form) available on the internet, but those differs from the official rules. The range of the Hellblaster is 24". If the enemy is not in range from the start, you cannot shoot at him. The only time you can shoot at something not in range is during a Stand & Shoot reaction against a charging enemy. War machines generally have the Slow to Fire special rule, i.e. they cannot Stand & Shoot. Sorry, I poorly worded my question. Our standard distance between frontlines is 24" Helblaster range is 24" For the sake of argument, the enemy's group is right along his frontline. The tip of my helblaster barrel is along my frontline. We are talking exactly 24", for example. Would you say in range or out, or is this a matter of house rules?
|
|
|
Post by FvonSigmaringen on Nov 8, 2023 16:46:44 GMT
Since distances "between models and all other objects (which can be other models, terrain features and so on...) are always measured from closest point on one base to the closest point on the other base" and "between units are always measured to and from the closest models in each of the units" (BRB p.6), then, yes, if both the muzzle of the Hellblaster and the base (not the tray!)of the closest model of the enemy unit are exactly on their respective deployment lines opposite each other, the enemy unit would be in range. Of course, easily avoided by not having your units exactly on the deployment line.
|
|
|
Post by 1plussave on Nov 9, 2023 21:57:01 GMT
He can simply be used as a redirecting obstacle yes, the best option in that case is usually the Repeater Pistol, as he can Move, Shoot and then always Stand and Shoot Well, no not really though. He might shoot once but as soon as that Ambusher goes in for the kill and is engaged in melee, he is useless. I think I would prefer to sacrifice the crew member for the chance of getting another shot with the Helblaster, which will likely obliterate the attacker if I play my cards right. Or is there yet another flaw in my reasoning? Not sure what you mean here? You can't sacrifice individual crew members, only the Engineer can move independently. If hes going to be used as the sacrifice to keep the War Machine alive, he might as well have a Pistol for one free stand and shoot.
|
|
|
Post by Luigino on Nov 10, 2023 15:26:53 GMT
A bit out of the scope of the question but boy do I miss the champion engineer for my dwarfs artillery, especially my beloved bolt throwers.
|
|