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RE: Ork Assault (Game 1) - Turn 4

in #newbiegames6 years ago

I like these ideas. I was thinking to punch holes at D17 and S17 to burna the 2 heavies at each side, THEN clean up a bit along the sides so we have a way AROUND those big dudes and see what lies farther down. If needed, we could puch new holes from D and S 17 to attack the big dudes, move along the wall, punching holes as needed to attack the rest one by one. I may have messed all those plans up by declaring my move along the sand bags though. I have a house guest for 4 days and I'm not able to spend much time thinking and planning new moves until after they leave in a couple of days.

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Yes that's an option too, to around the sides.
The only thing is that will bring us behind the sandbags, which is great for overall defense but not against those cavetrolls (i keep forgetting their name) because they have frag grenades which according to the rules don't care about cover. On the flipside, we would be unable to charge them which is their weak point.

I'm not sure what the best route is.. they all have pro's and cons. I think we just have to pick one and go with it?

edit: Oh!!! The kommando has a -1 to wound which isn't cover, so should still apply to the frag grenades?? If this is true then we can use the kommando's as shields. Since they have to target the closest possible target, and with the -1 it means a lot of frag grenades but they need to roll 6's to wound. That sounds like decent odds?

The kommandos have a -1 to wound due mainly to their sneakiness, their quick reflexes and by being super hard to see... so yes, it also applies to frak grendade blasts.

Love the strategizing.. I knew this wouldn't be too much for you all.

Does the -1 to wound apply in close combat too?
I ask because the default melee attack is 6+, which would mean Kommando's have immunity to basic troops in melee

No... the -1 to wound modifier only applies to ranged weapons move than 4 squares away. Any enemy 4 squares or closer just rolls normally to wound.

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