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I was recently playing a game with Necrons vs Orks and found my squad of 15 Necron warriors stuck in an assault with a Killa Kan. The strength of the Necron's attack was not enough to damage the Killa Kan. The Killa Kan continued to knock off a warrior every turn or two but I never lost a leadership test so didn't fall back. This went on through the whole game without me being able to have a chance to wound the Killa Kan.
Is there some rule that we missed? It just seems wrong that you can get stuck in a situtaion where it is literally impossible to wound the opponent and your only chance of escape is to lose a leadership test.
To my knowledge, Killa Kans are AV10 on the rear, aren't they? That means if you rolled 6's on the armour penetration, you'd glance it in combat, since all combats against models with AV are settled against the models' rear AV. As for your question, you haven't missed anything; when you are locked in combat, you are locked in combat. There are a few ways to get out of it beyond just losing/winning, such as Veil of Darkness and other random teleport-style options available to Necrons or other armies.
Did you have another unit you could have supported your Warriors with? Pariahs, Tomb Spiders, Wraiths, or a Lord? How about a unit with Disruption Fields?
Those are the answers that balance the game for you on such an occasion.
--•-My 40K projects-•--
Walkers use their front armor in assault, on account of the fact that they fight back p73 paragraph 2.
Necrons really have one of the best answers of any army to this problem, the Monolith's ability to warp the unit completely out of combat. Of course in a small game where you have no monoliths, yup, you're pretty well stuck.
Avoid dreads in cc unless you have a hidden power fist or similar weapon within your squad. Even failing a leadership is not a good option (unless you're marines) because next turn, while you regroup you can't move and he can just charge you again.
i think space marine tactical squad sergeants should have a bolter and a melta bomb and no powerfist. leave them at home. if they get charged with a dreadnought at least he has the melta bomb. power fist are getting overrated
Traitors dine in heLL.
In the case of a walker fight, you'd rather have a single S8 attack that hits on a 6, than 2-3 S8 attacks that generally hit on 4+?
Yes, the melta bomb will suffice if you're just tagging a normal slow moving or immobilized vehicle, but I'm pretty sure that they're equal in points for what they do.
"It takes a vast amount of self control to be this dangerous."
---Ogvai Ogvai Helmshrot, Jarl of Tra, VI Legion Astartes
Thanks for your responses. I guess I'm glad to know I didn't miss anything in the rules. I didn't have anyone else on this side of the board to save them and no Monolith. The Monolith is on its way here though so hopefully I won't get stuck in this situation again.
With the powerfist now you dont really need them.
Here is the tactic.
ten man marine squad gets charged by deamon prince,
deamon kills two marines. marines with strength 4 agaisnt toughness 5 cause a wound.
marines lose combat. they choose to fail morale check and choose to run away.
next turn your marines rally and anything that can shoots at the prince and he dies.
ok dreadnought charges you lose u choose to run. then you shoot the dread with your melta gun and he dies.
see you dont really need to spend the points on a powerfist.
space marines are a shooty army thats are just good at combat as they are.
heres the rule. page 51 of codex space marines
"A non fearless space marine unit with this special rule can choose to automatically fail any morale check it is called upon to take."
Traitors dine in heLL.