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RE: Ork Assault (Game 1) - Turn 4

in #newbiegames7 years ago (edited)

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?

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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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