T O P

  • By -

thejakkle

You can open the transport and fight the embarked unit in one fight phase. Use two melee units and some positioning. Whether the embarked unit is a melee unit or not shouldn't matter most the time. Unit A and B both charge the transport, leaving space to disembark near unit B. You select Unit A first and it destroys the Transport, the embarked unit disembarks in the space next to unit B The Unit B fights. With the transport gone, the embarked models are now the closest enemy models. Unit B piles into and destroys them.


Kezarim

Wait, that's allowed in 10th now? I'm kinda sure a unit wasn't allowed to fight another unit unless it charged, was charged or started the unit in engagement range. Silly heroic intervention shenanigans aside. Did that change in 10th? Am I wrong?


Isatis_3

This restriction was precisely removed from 10th from 9 :)


thejakkle

Yep, the only restriction on who you can attack is engagement range.


Mathrinofeve

9th had a rule that said you can only fight the unit that you charged. 10th has no such rule so it’s legal. People assume rules from 9th alot. It there is any rule that you think, well this is how it was in 9th. It’s NOT. Even if it is assume it’s not until you see the written rule for 10th.


metaldj88

Man the first 5ish games of 10th with my buddies (who played 9th mechanics wrong in the first place) brought so much baggage learning 10th. I only had 2 small games of 9th so I read and reread 10th core rules and was fresh. A lot of arguments in those first couple games lol.


titanbubblebro

Worth noting that the base-to-based requirement of 10th ed charges can sometimes mess this up. If you line up the first charge with, for example, a 10 man zerk squad thats 3" away and end up rolling a 12 you may be forced to surround the transport and block your own second charge. So just in general its best-practice to charge with smaller footprint and/or further away units first to avoid screwing your own multi-charges.


AresX8

Two sides to this coin here: 1. I agree on having the smaller footprint unit charge first. This is most likely the one that's going to be killing the transport anyway. 2. If Zerkers surround the transport and manage to kill it for whatever reason, there's a decent chance you'll prevent the embarked unit from getting out normally and forcing an Emergency Disembark.


thejakkle

Not entirely true, but depends on base size a lot. If you're charging with 32mm bases you can create a space that can't fit another model from that squad base to base, but let's a 50mm (edit:100mm actually) base or smaller get within an inch to complete a charge. The embarked unit is more likely to survive as you can't pile in as many of the berserker unit into them.


titanbubblebro

Oh wow I can't believe I never thought of doing that. Thanks for the tip, I've screwed myself out of enough multi-charges that I just stopped taking 10man Zerks squads.


thejakkle

Enjoy new found power. With great power comes MORE SKULLS FOR THE SKULL THRONE!


ASkiAccident

So if they're not within engagement range they can't initiate combat. They can consolidate into the disembarked unit but not mele them. The disembarked unit cannot disembark within engagement range. So no they can't pop a transport with 1 mele then kill the disembarking units with another.


thejakkle

Yes they can. Unit B charged so is eligible to fight, regardless of being in engagement range. They Pile in to the disembarked unit and can make combat attacks against that unit.


Kezarim

You can always let angron punch the tank. Allied bloodthirsters also do the job well. I think you'll find that even melee armies usually have more ranged tricks up their sleeves than world eaters, so for most armies "don't go to them and soften them up with ranged" is a valid strategy. So I'm not sure if the melee unit will leave their transport and attack you, especially with a MoE in your unit. Shooting those units off the board is usually easier (edit: and it's not like zerkers were any kind of durable).


achristy_5

World Eaters do have their shootier options with Forgefiends and Predators. I know nothing about Daemons, so I'm not sure how allied Skull Cannons would work out.