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Hey all, just checking up on a rule, as had a little discussion over it at a recent match.
If you have a unit that has been reduced to less than half the number of total units, in lets say Melee combat, and they fail their leadership test and decide to run to the hills. You roll an Initiative test to see if they get wiped out or if they break off successfully, and by some miracle you beat your opponents roll and manage to break off successfully.
My question is, if your unit cannot regroup at any point due to 50% casualties, its essentially removed from your control and the game, so whats the point of the sweeping advance if the unit is already useless? You might aswell just remove it from the game then and there, rather than half it run slowly back down the board for the rest of the game. Is there any way to recover them?
Otherwise the sweeping advance seems a redundant move as most of the units in melee fights that end up fleeing usually have less than half their number left, hence the leadership modifiers and the increased chance of fleeing! So I might aswell just skip the sweeping advance in that case. Espically as I play Guard, its a rare day when I have Units above half strength near the end of a brawl!
In my example, my brave little Ratlings were assaulted by an angry farseer and co, in the shooting and melee combined they were reduced to 2 models ( from 10 ). They managed to break off from the melee after fleeing, but had to spend the remainder of the game slowly running off the board when I would have liked them, when they got a safe distance into my own lines, to turn around and try and try and get a couple of vengence shots for their fallen halfings. Any legal way I could have done this?
There are very few armies that have a way to regroup under half. Space marines (due to And They shall Know no Fear), imperial guard (due to the iron discipline doctrine), and any army that can become fearless. Becoming fearless will automatically regroup a squad.
The only way something can regroup if they're under half under the standard rules is to get assaulted and then pass a morale test to avoid being destroyed.
Yep, without a special rule, they cannot regroup.
However, keep in mind that units who are falling back can still fire their weapons provided they can do so after moving (i.e. Assault or Rapid Fire weapons). Many units, even if they can't regroup, will keep on shooting until they run right of the end of the board and into oblivion. Also, in a kill point game, your opponent doesn't get the kill point until the unit is completely gone (I am pretty sure anyway). So if the unit is still on the board when the game ends, even if it is still falling back, that is one less kill point for your enemy.
Last edited by ZenGamer; January 22nd, 2009 at 14:19.
-Thread Killer Bryan
Tyranid Hive Fleet Typhoeus
T'au Empire, Bork'an Sept
Ah I see, so they do have some use still then, good stuff, thank you for your replies.
And I must admit, I completely overlooked that ability of Iron Discipline for my Guard. Will be quite useful! Thanks for the reminder!
Put the box on the table by the window in the kitchen.
Moglun posted what I was about to say.. Units falling back are counted as destroyed.
They are still KP. Luckily SM and IG both have ways to regroup below 50%.
Arch Overfiend & Grand Despot
I currently play:
Doom Eagle Space Marines
Hive Fleet Omega Tyranids
Goff Ork Boyz(dead)
Tau of O'me
Inquisitorial Xeno Hunters
and my attempted foray into fantasy
'Dark Angel Green' Dark Elves in need of fluff
Yes, Bonding Knife for large squads of Tau is a must simply for this reason, because they *will* be falling back
Sisters can regroup with a faith point to make them fearless for a turn (saved me a game once)