Nrthstar Posted February 14, 2011 Share Posted February 14, 2011 I figured if anywhere, my brothers here can get me a fast and accurate answer. Our 2 heavily experienced players in our club gave me this little tidbit, but now I'm questioning it's legitimacy. True or False: When a Dreadnought Assaults or is assaulted, it breaks away from combat at the end of the phase, just like any other vehicle. I realized I needed to double check this one, when my friends just laughed when I was filling them on the battle report from last week and the turning point was when my dreadnought met his deathguard who lacked a fist/hammer. All signs point to no, the fight doesn't just break apart since the Dread has a WS. Link to comment https://bolterandchainsword.com/topic/222385-dreadnoughtwalker-assault/ Share on other sites More sharing options...
SeattleDV8 Posted February 14, 2011 Share Posted February 14, 2011 Your friends are mistaken. BRB pg. 73 "Walkers assault like infantry models, meaning they make assault moves and can be locked in combat with enemy units." Link to comment https://bolterandchainsword.com/topic/222385-dreadnoughtwalker-assault/#findComment-2658234 Share on other sites More sharing options...
greatcrusade08 Posted February 14, 2011 Share Posted February 14, 2011 yeah alot of people get confused with the vehicle rules.. a walker is a sub type of vehicle, and its rules replace those of standard vehicles, so although tanks cannot be locked in combat walker specifically can as noted above. i once had a guy tell me you couldnt consolidate after destroying a walker in combat. Link to comment https://bolterandchainsword.com/topic/222385-dreadnoughtwalker-assault/#findComment-2658269 Share on other sites More sharing options...
Roesor Posted February 16, 2011 Share Posted February 16, 2011 I've also had people tell me my walkers coulndn't consolidate after destroying their squads either. But they do O.o Link to comment https://bolterandchainsword.com/topic/222385-dreadnoughtwalker-assault/#findComment-2660981 Share on other sites More sharing options...
Saluki77 Posted February 16, 2011 Share Posted February 16, 2011 I don't mean to derail this tread, well maybe I do, but I do have a question regarding walkers in assault: I assault a squad of 30 boyz with an Ironclad Dreadnought, and the player did not include a power claw on his nob. Those boyz cannot hurt my dread, but they are fearless and don't run away. We played this as they were stuck in combat, but they were stuck in combat for 4 turns and only stopped because the game ended (30 boyz is a lot to chew through with only 3 attacks). Did we play this right, or is there a rule for assaults where one side cannot hurt the other? Link to comment https://bolterandchainsword.com/topic/222385-dreadnoughtwalker-assault/#findComment-2661131 Share on other sites More sharing options...
Seahawk Posted February 16, 2011 Share Posted February 16, 2011 Yes, that is the correct way to do it Saluki. Fearless units that can't hurt walkers, that get into assault with them, are locked until the whole unit dies. Link to comment https://bolterandchainsword.com/topic/222385-dreadnoughtwalker-assault/#findComment-2661143 Share on other sites More sharing options...
Ming Posted February 16, 2011 Share Posted February 16, 2011 And...don't forget to take extra wounds based on the difference in unsaved wounds? So in this case the dread might cause anywhere up to 6 on the first turn and up to 4 after that... Link to comment https://bolterandchainsword.com/topic/222385-dreadnoughtwalker-assault/#findComment-2661186 Share on other sites More sharing options...
JamesI Posted February 16, 2011 Share Posted February 16, 2011 I don't mean to derail this tread, well maybe I do, but I do have a question regarding walkers in assault: I assault a squad of 30 boyz with an Ironclad Dreadnought, and the player did not include a power claw on his nob. Those boyz cannot hurt my dread, but they are fearless and don't run away. We played this as they were stuck in combat, but they were stuck in combat for 4 turns and only stopped because the game ended (30 boyz is a lot to chew through with only 3 attacks). Did we play this right, or is there a rule for assaults where one side cannot hurt the other? I had that happen at a tournament I went to once. My dread charged a chaplain that had no grenades. My opponent whined for quite a while to the TO that he should be allowed to leave combat (he made a lot of invul saves, didn't die for several rounds of combat). Link to comment https://bolterandchainsword.com/topic/222385-dreadnoughtwalker-assault/#findComment-2661208 Share on other sites More sharing options...
nurglez Posted February 16, 2011 Share Posted February 16, 2011 There are only 2 ways to leave combat involving models with WS, hit and run, or one of the sides breaking/being destroyed. Against vehicles without WS, you don't count as locked so you can move away, but that is all. Link to comment https://bolterandchainsword.com/topic/222385-dreadnoughtwalker-assault/#findComment-2661221 Share on other sites More sharing options...
Roesor Posted February 17, 2011 Share Posted February 17, 2011 I don't mean to derail this tread, well maybe I do, but I do have a question regarding walkers in assault: I assault a squad of 30 boyz with an Ironclad Dreadnought, and the player did not include a power claw on his nob. Those boyz cannot hurt my dread, but they are fearless and don't run away. We played this as they were stuck in combat, but they were stuck in combat for 4 turns and only stopped because the game ended (30 boyz is a lot to chew through with only 3 attacks). Did we play this right, or is there a rule for assaults where one side cannot hurt the other? That is EXACTLY why I have a powerfist in every squad >_> being a fearless templar and all. Link to comment https://bolterandchainsword.com/topic/222385-dreadnoughtwalker-assault/#findComment-2662422 Share on other sites More sharing options...
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