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Albert Orkstein playtest 3k vs Guard http://www.tacticalwargames.net/taccmd/viewtopic.php?f=83&t=26845 |
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Author: | kyussinchains [ Sun Feb 02, 2014 7:23 pm ] |
Post subject: | Re: Albert Orkstein playtest 3k vs Guard |
When the gargant moved and fired, then the orks inside engaged, I'm not sure that's a legal move..... just like thawks and landas can't land and prep, then the troops inside retain and engage out of the transport, troops inside a transport count as part of the formation and the transport disembarks them as part of its action rather than the troops moving out (ignore me if the list has a specific rule allowing this!) |
Author: | Evil and Chaos [ Sun Feb 02, 2014 7:44 pm ] |
Post subject: | Re: Albert Orkstein playtest 3k vs Guard |
Yup, illegal move I'm afraid. N/m it's only a small part of the game. |
Author: | Reedar [ Sun Feb 02, 2014 8:16 pm ] |
Post subject: | Re: Albert Orkstein playtest 3k vs Guard |
Nat and I were unsure how to play this, so discussed it before the game; came to the conclusion that it would be similar to an Eldar webway.... No worries. Can someone confirm how this should be played? (More tactical blunders and poor dice rolling in Turns 3+4 to come after kids have been secured for the night....) |
Author: | kyussinchains [ Sun Feb 02, 2014 8:26 pm ] |
Post subject: | Re: Albert Orkstein playtest 3k vs Guard |
It's explained in the rulebook section on war engines, while transporting troops they count as a single formation and the war engine may embark or disembark troops who can either shoot with the war engine or engage just as in an air assault |
Author: | Reedar [ Sun Feb 02, 2014 8:50 pm ] |
Post subject: | Re: Albert Orkstein playtest 3k vs Guard |
kyussinchains wrote: It's explained in the rulebook section on war engines, while transporting troops they count as a single formation and the war engine may embark or disembark troops who can either shoot with the war engine or engage just as in an air assault Gotcha. Cheers kyuss. |
Author: | Reedar [ Mon Feb 10, 2014 9:14 pm ] |
Post subject: | Re: Albert Orkstein playtest 3k vs Guard |
After an RL induced delay; here be the next installment... TURN 3 Tactical ineptitude hat on Orks win the init and look to prep the Mech BTS of the Guard, with the idea being to retain and engage with the regular Gargant. I fancied my chances. Needing only to place a BM, I inexplicably decided to sustain on the Mech Coy. Obviously I failed. And I failed the re-roll. Placed the BM needed through shooting normally, however Nat made my regret my mistake by using his activation to double the Mech Coy away and near enough to threaten my blitz. S/Sword retains and knocks another 2DC of the Great Gargant. My Goff Supa Stompa then engages and launches a clipping assault against the BTS Mech Coy near my Blitz. Bringing the supporting fire of the Loota mob guarding the Blitz I was able to win the assault, but didn't do enough damage to really hurt the formation, who fled off into the corner of the table. The 'blue' Supa then engages Warhound 2. No damage was done on either side and I won the dice off. TBlots come in and knock a shield off the Zzap Stompa Warhound 1 retains and targets my Gargant, taking a shield down. The Gargant engages the Inf Coy nearby, only kills 3 inf, dice go against him and loses by 1. Inf Coy fail to activate. Zzap Stompa lets fly with everything at the Vultures near the objective on my left flank. Only needing to kill 1 to break them, I watched in frustration as everything missed... Stormtroopers fail to activate and continue their picnic Killa Kan Loota mob fails to activate, sheds BMs. Vultures single and place a BM on the Zzap stompa. ============================ End phase; All Orks rally, except the Gargant which blows up as a result of the raging fires... All guard except S/Sword 2 rally. |
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