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post #581 of 725 (permalink) Old 06-29-12, 06:06 PM
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Originally Posted by mcmuffin View Post
Hey MCC, could you give us a rundown on how cavalry work mate? it is something i have yet to read about.

12" movement
not slowed down by difficult terrain
treat difficult as dangerous instead
3D6 fall back
Fleet and Hammer of wrath USR

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post #582 of 725 (permalink) Old 06-29-12, 06:15 PM Thread Starter
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I can see the point. It's easy to go "get 'em lads!" and charge Pell mell into one squad. Much harder to go "you lads charge dem, you charge dem, I'll get dese onez..."

I'm sure there'll be situations where doing it anyway is good, like tying up multiple units with a fast expendable one whilst your other troops advance unmolested, then charge without overwatch.
Grots charge 2 units, tie them up and then a Mobs of Boyz hits each unit? I could see that.
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post #583 of 725 (permalink) Old 06-29-12, 06:22 PM
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So now we charge in, then pile in and attack killing the front top initiative down... does sound sort of dramatic though I didn't mind how 5E did it.

Though I haven't noticed it mentioned, but is the hammer of wrath; is that one initial attack, or per charging unit or one per defender model?
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post #584 of 725 (permalink) Old 06-29-12, 06:24 PM Thread Starter
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Originally Posted by Karyudo-DS View Post
So now we charge in, then pile in and attack killing the front top initiative down... does sound sort of dramatic though I didn't mind how 5E did it.

Though I haven't noticed it mentioned, but is the hammer of wrath; is that one initial attack, or per charging unit or one per defender model?
I believe it's one per model in the charging unit (though some models like Dreadnoughts might get multiple hits from charging), I haven't seen the rules yet to know for sure).
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post #585 of 725 (permalink) Old 06-29-12, 06:35 PM
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Jump units can only use their jump in the movement or in assault but not both.
Movement phase: up to 12" move
Assault phase: Re-roll charge distance

If used in charge phase they also get the Hammer of Wrath special rule (1 strike per model at base S at I10).

So do you move 12" and not get Hammer of Wrath or do you move 6" and get it (if you manage the charge distance)...
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post #586 of 725 (permalink) Old 06-29-12, 06:38 PM Thread Starter
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Jump units can only use their jump in the movement or in assault but not both.
Movement phase: up to 12" move
Assault phase: Re-roll charge distance
And if they jump in the movement phase they charge just like regular infantry if I read the charge distance chart correctly in those scans.
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post #587 of 725 (permalink) Old 06-29-12, 06:56 PM
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Originally Posted by Zion View Post
And if they jump in the movement phase they charge just like regular infantry if I read the charge distance chart correctly in those scans.
If they move 12" (so jump in the movement), they only roll the 2D6 once for the charge and take what they get. Else I assume its move 6" and you can re-roll the charge.
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post #588 of 725 (permalink) Old 06-29-12, 06:56 PM
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Originally Posted by MadCowCrazy View Post
If used in charge phase they also get the Hammer of Wrath special rule (1 strike per model at base S at I10).

So do you move 12" and not get Hammer of Wrath or do you move 6" and get it (if you manage the charge distance)...
Thanks! 1 strike per model regardless of what it is... well at least I can still run things down with bikers right?

Nice that jump troops can manage their movement like that too. May have to try using them now.
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post #589 of 725 (permalink) Old 06-29-12, 07:05 PM
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What does the bulky rule do?
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post #590 of 725 (permalink) Old 06-29-12, 07:07 PM
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I'd bet Bulky makes you take up more space in transports.
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