Post by calypso2ts on Dec 23, 2015 10:23:10 GMT -5
The potential impact of a successful multiassault on the game can be huge. The potential to eliminate large swathes of the opposing army, without actually having to go through the arduous process of hitting/wounding/saves for each model makes it a powerful weapon. As such, GW has made multiassaulting more difficult over the last two editions and removed bonuses to balance such an assault out (disordered charge rule).
If you have assault elements, or are playing against Tau in general, then an opportunity has probably arisen to multicharge. Before hitting some tips on how to make this happen, here are the important rules that need to be followed for a multiassault.
1 - Declaration: Identify the Primary charge target and all Secondary targets
2 - Initial Charge Move: The closest model in the unit must move into base contact with a model from the Primary
3 - Coherent: All models MUST end their individual move in coherency with a model that has already been moved - exception is the initial charger (this is the bridge part of multi-assault that makes it so difficult) - if possible
4 - Primary First: A model may not move into base contact with a Secondary target if it can make base with the Primary
5 - In the Zone: A model that cannot make base contact, must end its move within 2" of a model in base to base contact with an enemy
6 - Coherent Exemption: A model that cannot end its move in coherency must move as close as possible in an effort to restore coherency
Using a rule based approach - start with 1 and work your way down with the goal to break none of the rules - is fairly straightforward for movement. One key is the exact positioning required means that for a multi-assault, more than any other move in 40k, a model that is "returned" to its best guess starting location can have a big impact. A best practice is to adhere to the policy that once the model has moved, it has moved. A more prescriptive flow chart is presented below.
There are obviously a lot of barriers to making a multi-assault happen. Here are some tips for setting up the positions you need.
1 - Spread out the charging unit with varying distances to the Primary. A multiassault requires options. Those options, necessarily, must include multiple charge distances for individual models. It is extremely difficult to get into a secondary target that is not within 2" of the Primary when all the models are roughly the same distance from the Primary. With distances from the Primary of 4"-10" across the unit, there is a chance for models in the rear of the unit to make their maximum charge move, but be unable to make B2B with the Primary. These models will form a bridge between the units.
2 - Pay close attention to which model is the closest to the Primary. The first model moved is the beachhead for the assault. The most distance that can be achieved with a single move "away" from this point is 2" (maximum coherency distance). Assault moves that place the unit out of coherency - even if a later assault move would restore it - are not permitted.
3 - Leave gaps, but not large enough for a base. The key to hitting a Secondary is blocking out your own models potential moves. The best way to do this is to leave gaps that are too small for your base to fit through, but large enough to reduce the number of models stuck hitting the Primary. As in (1), a multiassault requires options and the less models that have to engage the primary, the better.
4 - Shorter can be better. A shorter charge can be better, depending on your distance to target and spacing. It is worth reroling with Fleet a long charge - or one of the dice. Be sure to assess the risk of failing the primary charge if you need an 8", rolled an 11" but want a 9"
If you have assault elements, or are playing against Tau in general, then an opportunity has probably arisen to multicharge. Before hitting some tips on how to make this happen, here are the important rules that need to be followed for a multiassault.
1 - Declaration: Identify the Primary charge target and all Secondary targets
2 - Initial Charge Move: The closest model in the unit must move into base contact with a model from the Primary
3 - Coherent: All models MUST end their individual move in coherency with a model that has already been moved - exception is the initial charger (this is the bridge part of multi-assault that makes it so difficult) - if possible
4 - Primary First: A model may not move into base contact with a Secondary target if it can make base with the Primary
5 - In the Zone: A model that cannot make base contact, must end its move within 2" of a model in base to base contact with an enemy
6 - Coherent Exemption: A model that cannot end its move in coherency must move as close as possible in an effort to restore coherency
Using a rule based approach - start with 1 and work your way down with the goal to break none of the rules - is fairly straightforward for movement. One key is the exact positioning required means that for a multi-assault, more than any other move in 40k, a model that is "returned" to its best guess starting location can have a big impact. A best practice is to adhere to the policy that once the model has moved, it has moved. A more prescriptive flow chart is presented below.
There are obviously a lot of barriers to making a multi-assault happen. Here are some tips for setting up the positions you need.
1 - Spread out the charging unit with varying distances to the Primary. A multiassault requires options. Those options, necessarily, must include multiple charge distances for individual models. It is extremely difficult to get into a secondary target that is not within 2" of the Primary when all the models are roughly the same distance from the Primary. With distances from the Primary of 4"-10" across the unit, there is a chance for models in the rear of the unit to make their maximum charge move, but be unable to make B2B with the Primary. These models will form a bridge between the units.
2 - Pay close attention to which model is the closest to the Primary. The first model moved is the beachhead for the assault. The most distance that can be achieved with a single move "away" from this point is 2" (maximum coherency distance). Assault moves that place the unit out of coherency - even if a later assault move would restore it - are not permitted.
3 - Leave gaps, but not large enough for a base. The key to hitting a Secondary is blocking out your own models potential moves. The best way to do this is to leave gaps that are too small for your base to fit through, but large enough to reduce the number of models stuck hitting the Primary. As in (1), a multiassault requires options and the less models that have to engage the primary, the better.
4 - Shorter can be better. A shorter charge can be better, depending on your distance to target and spacing. It is worth reroling with Fleet a long charge - or one of the dice. Be sure to assess the risk of failing the primary charge if you need an 8", rolled an 11" but want a 9"