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Unbreakable?


Raven Angel

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I have been going through my step son's copy of the BGB and noted a major change in regrouping falling back squads. For as long as I can remember regrouping depended on 2 things, keep the squad above 50% and be 6" or more away from an enemy unit. Now I see 3 major changes in regrouping in 6th.

1st the threshold for trouble has dropped to 25%

2nd unites with less the 25% of the starting number can still regroup by rolling double 1s

3rd enemy units no longer have any baring that I can see.

 

So how does this change the dynamic and does it make it hared to force squads off the table after losing CC or getting shot up?

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As you have already gathered, we can no longer shepherd units off of the board: unless a Space Marine unit manages to run off of the table when it initially breaks, it will rally. The changes also mean that a single guardsman might - in some incredibly rare moment of inspiration - muster up courage on a roll of snake-eyes and rally himself.

 

Units are now more durable to morale; Space Marines especially so. (Anything with "And They Shall Know No Fear".) It's better, because chasing units to the table edge was silly as the chaser and frustrating as the one chased: more fun when things just get blown up. ;)

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yup ATSKNF is now prehaps the strongest ability in the game (especially when combined with combat tactics), marines would almost rather flee from combat, than stick it out as they can run and then turn around and shoot the unit that they just fled from.

 

Oh, it's nice, but I don't think it's the strongest ability in the game, by a long shot. It pales in comparison to being only hit on a 6, immune to template and blast fire, and un-assaultable.

 

I've used Combat Tactics and ATSKNF in 5th, and it's nice, but it's not overwhelming, by any means. I think the change is good, as it ends up with a more complex tactical mix. You broke a unit, and it fled. Do you give chase, or move on to a more threatening target? And from the other side, you fled from a combat. Do you turn around and fire into the unit you just fled from, or do you move to get outside that unit's threat range, to keep the unit alive? If it's a scoring unit, and you need to claim an objective? It presents more opportunities for decisions, on both sides, making the game richer and more complex.

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Oh, it's nice, but I don't think it's the strongest ability in the game, by a long shot. It pales in comparison to being only hit on a 6, immune to template and blast fire, and un-assaultable.

 

I've used Combat Tactics and ATSKNF in 5th, and it's nice, but it's not overwhelming, by any means. I think the change is good, as it ends up with a more complex tactical mix. You broke a unit, and it fled. Do you give chase, or move on to a more threatening target? And from the other side, you fled from a combat. Do you turn around and fire into the unit you just fled from, or do you move to get outside that unit's threat range, to keep the unit alive? If it's a scoring unit, and you need to claim an objective? It presents more opportunities for decisions, on both sides, making the game richer and more complex.

 

Consider this though, how many units are fliers VS have ATSKNF. Also in 5th if you ran using combat tactics there were drawbacks, you could get caught and take no retreat wounds, you could get escorted off the table, or be out of coherency and not regroup, now there is no drawback save the end of the game (if you break and the game ends before you can regroup). It is only a positive. Consider this.

 

I have 10 Tactical Marines(with just bolters for ease) 24" away from your 30 Ork Boyz. I get to shoot you with 10 shots, I kill say 3 Boyz, You move toward me, I can then move to 12" away and Rapid fire (killing say 6 more), You Charge, and I overwatch, killing maybe 2 more. So then say I lose combat, I fall back, Regroup, and shoot you again. In 5th, you move toward me and I no longer can regroup.

 

Consider the Following as well.

 

ATSKNF units

Auto-regroup

can't be swept (which is huge)

are immune to fear

 

Oh and I can transfer it to a squad with a single model.

 

Say hello to my 50 Guardsman who can never be swept, and auto regroup...

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Oh and I can transfer it to a squad with a single model.

 

Say hello to my 50 Guardsman who can never be swept, and auto regroup...

Funny, us Guard players have a way to do that too, before allying rules. Commissars.

For 35 points. (70 for a lord) About 1/3 (2/3) of the cost of adding a space marine HQ to a guardsmen squad? Also lets them reroll the odd failure at the cost of a 5 pt guardsmen? And my HQ built for close combat isn't standing around telling a bunch of guardsmen to stop whining?

 

I don't see how adding a Space Marine to the squad is more efficient.

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Also in 5th if you ran using combat tactics there were drawbacks, you could get caught and take no retreat wounds

Unless you had Marneus Calgar. :D

Then it was:

1. Elect to fail.

2. Fall back.

3. Get caught and be stuck back in an assault next turn, OR get away

4. Auto regroup.

5. Shoot your enemies.

6. ???????

7. Profit!!

 

 

Actually, Marines didn't suffer No Retreat wounds unless they were Fearless or had some other rule making them immune to/automatically pass Moral tests...

The only difference Calgar makes is that you could elect to fail instead of hoping to fail a roll.

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Commissars just make you Stubborn and give you a reroll to the first morale test you had to make at the cost of your unit leader. I don't know where you're getting the rest of that from.

 

ATSKNF is insanely good. Combined with Combat Tactics, it means that all Space Marines are immune to tarpitting, immune to CC brute squadding (they just have to survive the assault then fall back out of it!), extremely resistant to stuff like Canoptek Spyders and Greater Daemons... it's just horrible!

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Commissars just make you Stubborn and give you a reroll to the first morale test you had to make at the cost of your unit leader. I don't know where you're getting the rest of that from.

So instead of auto-regrouping, they regroup on Ld 9 (or 10). and can still shoot as if they moved. Probably worth it to save that many points.

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You mean I can't tank shock a Dread Knight off the table anymore?

 

 

Or for that matter an 800 point squad of Paladins. This is a VERY welcome change, if you ask me. <3

 

Well, technically you can. You just have to be close enough to the table edge that they'll fall off the moment they fail the test. But can you tank shock them and then escort them off? No.

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You mean I can't tank shock a Dread Knight off the table anymore?

 

 

Or for that matter an 800 point squad of Paladins. This is a VERY welcome change, if you ask me. <3

 

Well, technically you can. You just have to be close enough to the table edge that they'll fall off the moment they fail the test. But can you tank shock them and then escort them off? No.

You can also repeatedly fight them back. But you literally have to push them inch by inch off the board

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