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Post by stovrose on Apr 9, 2012 3:42:42 GMT -5
Thinking about some tactics to better use my tanks and a few questions came to mind. I'm a fan of squadrons, IE I normally take 2 hydras, 2 Barrage (some variant) and 2 Leman Russes (some variant). It's a lot of fire power that other codices aren't capable of.
Now there are some limitations to squadrons and that's where the questions start:
Can 1 tank in a squadron remain stationary while it's counterpart moves (within the 4" vehicle coherency) and fire all of its weapons or has it been considered as moving?
Example: Hydra A stands still, Hydra B moves to obtain LoS to the target. Is that 6 or 4 shots?
When assaulted, and the assaulting party is only in base contact with one tank of a squadron, do all results get allocated to said tank or allocated to the squadron as the owner see's fit? Secondly, do you allocate vehicle damage chart results, or do you allocate glances and pens before rolling on the damage chart?
This will determine whether or not I use hydras as protecting my barrage tanks from outflankers. I wanted to drive them to the table edge as to prevent them coming on the board at all.
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Post by Welsh Paul on Apr 9, 2012 5:50:09 GMT -5
First question: I believe that if any one member of a squadron (or unit) moves, it counts as the entire squadron having moved for the purposes of assualting and firing.
Second question: after the attacking player rolls to hit the vehicles, he then rolls for armour penetration as normal. These must be evenly distributed by the defending player, regardless of which model the troops are physically in contact with (they are assaulting a unit, after all) before rolling on the damage table. It's the same as having a unit of infantry assaulted when some of the models are not in B2B contact with the attackers - wounds still must be distributed.
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Post by stovrose on Apr 9, 2012 9:21:58 GMT -5
I find it odd though that squadrons will act as infantry squads for the purpose of damage results and melee and then act as individuals for the purpose of resolving cover saves. If you can only see one tank of a squadron of three an that one tank is not obscured, it's not a cover save. They're just picking and choosing when to be a squadron and when not to be
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Post by Empirespy on Apr 9, 2012 10:21:46 GMT -5
That second one is of great debate, not because of IG but Tau. There is a Tau upgrade that wounds all attacking models on a 4+. If in a piranha squadron it is only tanks in base contact that can be damaged then only one 4+ roll is made per attacking model, if they are distributed throughout the squadron, it is 1 4+ roll per tank. I've had three games where this has been an issue, and two of them were happy to distribute damage across the squadron, but weren't to happy for me to have 5 4+ wound attempts at their soldiers. I see it as you have to distribute damage throughout the squadron, but because of my tau I feel that I may have a bias opinion.
-Empirespy
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Post by WestRider on Apr 9, 2012 20:22:11 GMT -5
The answers are on Pg. 64.
#1: "When a Squadron Moves, all of its Vehicles move at the same Speed (i.e. they all move at Combat Speed, at Cruising Speed, etc.)."
#2: "Damage Results have the same effect as described above, and are allocated against the Squadron at each Initiative Value, in the same way as a normal Combat."
It then refers back to the Shooting Rules, which say basically the same thing in more detail. There's really no grey area there. You allocate across the entire Squadron. The same as for every other Unit in the Game.
The reason for the debate with Flechette Launchers is "further downstream" than the Rules for Allocating against Squadrons, and has no impact on how you do that.
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