Specialist Arms Forum
Warmaster => [WM] Warmaster Fantasy Rules Questions => Topic started by: cjbennett22 on January 09, 2016, 12:42:07 AM
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Chaos knights charge the flame cannon in the picture. The flame cannon only has 2 hits to it, I want to destroy as many stands as I can.
Can the knights roll the attacks of each stand individually to minimize the amount of wasted attacks on the flame cannon and maximize the amount of attacks on the other cannon stands?
This is what I have been doing and I want to currently question it just to make sure......no rules that I can find at the moment say anything like this
Thank you for your help.
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You allocate hits by unit, not by stand. So you can do 10 and 5, with the 10 on the cannons or flame cannons.
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so during a combat that a unit of 3 stands is getting hit from the front by cavalry and flanked by infantry, there is 1 stand of the infantry only touching the other infantry unit and 2 touching the cavalry.......the attacker wants all of the attacks OF THE UNIT to go to the infantry on the flank so 2 attacks at most? a support if able....
or can that defender itemize his stands and do 1 stand against the flank and the 2 stands against the cavalry at his front?
does it make a difference if one of the attacking stands used initiative?
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and sorry, just re-read the reply and im confused again. Do all 3 stands of the knights in the first image need to attack the flame cannon or cannon only?
the way you said it made it seem like I can put 1 stand against the flame cannon and 2 against the cannons even though I am charging the flame cannons and then bringing the cannons in by contact.
Oh wait! I CAN itemize but I need to announce which stands are doing what before any rolls are made....did I work that out while typing it?
Thanks dave! I will be ready for Adepticon, I don't want to be the rulebreaker idiot and ruin the party Ha!
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I think you got it. In a nut shell, stands allocate attacks to units.
In your second example the defender only had one way of doing their attacks, 2 on the flanking unit and 6 on the cav.
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while I have you......I had a blunder so I went all in and put the gyro copters at the rear to take away the support.
They did very well and scored 4 hits and the rules say that the drive back would put them 1cm away from the combat and confused. As it stands right now they are touching combat and are 1cm away from the gyro's....would that make them destroyed to stay away from the combat by 1cm and touching the gyrocopters or just stay where they are and confused?
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Gyros would have had to be placed 1cm away from the enemy. The 4 hits would have driven them back into the combat so they effectively would not have moved and would have become confused.
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Thank you for your help tonight! We settled on confused with the rule for contact with enemy units as they first bounced 1cm away from combat and into contact with the enemy gyrocopters and remained 1cm from them and back into the original position. Kinda shows off the unit really bouncing around and literally being confused.
No support so the combat was a draw, the chaos warriors had to stay where they were and we destroyed the next turn and the other warriors were nearly destroyed in the second charge after that.
This battle was extremely close and it looked very bleak for the dwarves but they squeeked it out after FINALLY taking out the 2 chaos knights.
I grew up with the Chaos and only started the dwarves this year so shooting is still a new thing to me and the dwarves are by far, in my opinion, the shootiest army there is. I am still learning all of the drive back stuff.
Thank you so much Dave!!!
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Chaos knights charge the flame cannon in the picture. The flame cannon only has 2 hits to it, I want to destroy as many stands as I can.
First, nice pictures, is the best way to understand the situation, more than schemes.
Secondly about the first picture of the threat: seeing the charge of chaos knigts I think it is illegal. In my opinion chaos knights attacks flame cannon, but need to maxime battleline, so if it is possible is to not corner to corner they should attack with two stands to the regular cannons.
are you agree with me?
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With your first picture, we would say 10 attacks have to be allocated to the flame cannon, and 5 attacks to the cannon unit.
Given the choice between a diagonal or a frontal attack, you have to chose frontal.
Are the rules we're using from Warmaster Ancients?
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They might be, I don't think you're required to attack straight ahead in WM, across the corner is fine (but I see and agree why it might have been changed by WMA).
I don't get what you're saying JChaos. The charge looks like a legal one on the Flamecannon, the knights are centered on it.
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They might be, I don't think you're required to attack straight ahead in WM, across the corner is fine (but I see and agree why it might have been changed by WMA).
I don't get what you're saying JChaos. The charge looks like a legal one on the Flamecannon, the knights are centered on it.
JChoas has a point. The middle stand centers (correctly) ans as it draws in the cannons the unit needs to maximize frontage, so both other stands will be in contact with the cannons, drawing S&S from the FC, and BOTH Canon units(as the 3th stand of cav would draw the second arty unit in !!
The only way THE SITUATION IN THE FOTO is legal is when one stand did not have movement to reach that position. If it CAN it MUST
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ok, so after I make a LEGAL move..... :)
how would the attacks be itemized? The knights are charging the flame cannon, first goes center to center and that draws in the artillery so maximize frontage there.....at their front is 1 flame cannon and 2 cannon stands and 1 more cannon in corner to corner. Would the 2 knights need to attack the flame cannon or could I have the 1 knight stand attack it. Not that I would want it but would it even be possible to put all 3 stands of knights against the artillery?
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just so everyone see its.....HUGE difference
1 knight charging flame cannon
corner to corner brings in the artillery, second and third stand of knights needs to go across the front of the artillery bringing in the second unit of artillery by corner to corner contact
the flame cannon and the 4 artillery stands create a lot of stand and shoot and a casualty for the knights
the cannon brigade actually wins the fight
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just so everyone see its.....HUGE difference
1 knight charging flame cannon
corner to corner brings in the artillery, second and third stand of knights needs to go across the front of the artillery bringing in the second unit of artillery by corner to corner contact
the flame cannon and the 4 artillery stands create a lot of stand and shoot and a casualty for the knights
the cannon brigade actually wins the fight
That seems about right and that is why the FC is normally part of the arty brigade (unless you make it into a TS-BBQ
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Ahhh, gotcha Lex. So ya, those Knights would have been subject to a bunch of stand and shoot.
Maximizing the frontage seems to leave a lot of room for "gaming" stand placement. Assuming they're being ordered in you can choose the order in which you move the stands (rather than having to move the closest when using initiative), which can lead to the first pic being legal at certain distances.
@cj, my comment about stands allocating attacks to units still holds. In the second example (3 knight stands on a flame cannon, 2 cannons and corner to corner with another cannon) you could:
- 10 attacks on the FC, 5 attacks to one unit of cannons
- 5 attacks on the FC, 10 attacks to one unit of cannons
- 5 attacks on the FC, 5 attacks to each unit of cannons
- 10 attacks to a unit of cannons and 5 to the other
- 15 attacks to the unit of cannons in the middle
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at first I felt a bit embarrassed as it seemed like such a noob question but then it got plenty of help and I really learned a lot of little things. Glad I asked......good discussion. :)
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Apologies for my english. Thanks Lex is what I intended to say.
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I agree with Dave's response to the initial photo, but hadn't considered Lex's point about maximising frontage. That's a good one.
As for the last photo, where we see the Stand and Shoot results, I'd recommend taking away the stand of Chaos Knights touching the second cannon unit. It's unlikely to make a big difference, but it does reduce the Dwarf's close combat attacks slightly (though obviously can't 'undo' the stand and shoot damage).
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I would take that stand away as well.....-1 to the dwarf attack count.
I was just knocking one over to show that the stand and shoot would end up killing a stand of knights, so it would kill a stand of most anything BEFORE getting to the line.
good point to throw out there though! thank you.
For whatever reason I had the maximize frontage in my head as just the stand I charged initially, not the entire combat but it makes more sense to do the entire combat of course.
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while I have you......I had a blunder so I went all in and put the gyro copters at the rear to take away the support.
They did very well and scored 4 hits and the rules say that the drive back would put them 1cm away from the combat and confused. As it stands right now they are touching combat and are 1cm away from the gyro's....would that make them destroyed to stay away from the combat by 1cm and touching the gyrocopters or just stay where they are and confused?
Did the gyros shoot? I suppose they did.
Then, I think they did not have to be placed 1cm from the back of the enemy, just not in touch.
When they scored hits, the other enemy unit would be an unyelding friend making the "shot-at" unit automatically confused. (I think the 1cm rule only applies against enemy units, not friendly units nor terrain features.)
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the gyro's did shoot, I moved them 1cm away from the supporting warrior so if they ever had to move during the retreat they could be close enough to destroy some stands and speed up the combat. In the picture 1 of the gyro's is touching so that was my mistake in the picture, it should not have been touching. I purposely put them as close as possible without touching, 1cm away.