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Just bought the basic box and playing around with it.
Have a question: Can you withdraw from an assault volountarily? Say no one got hurt but u want to get out?
The only way to voluntarily withdraw from an assault is if your unit has a special rule indicating that it can do so. Such as the Hit and Run special rule (page 75 BRB ). Normal units may not voluntarily leave combat until the combat is resolved by one of the units involved being completely destroyed, or one of the units being forced to fall back. If at the end of a round of combat the number of unsaved wounds to each unit are equal, it is a draw and the units remain locked in combat. If the losing side passes its morale check (page 44 BRB ), the units remain locked in combat. If the losing unit fails its morale check, it either immediately falls back, or is destroyed depending on results from sweeping advance rolls ( page 40 BRB ).
Last edited by qajorgenson; April 18th, 2010 at 08:31.
Yeah, once you're stuck in, you're... Well, stuck in!
It's one of the most tactically important elements to the game - if you get into an unfavourable shooting match, you can just drop into heavy terrain and be pretty safe... But if you get assaulted where you're weak, you're in real trouble because there's no running away.
Keeping tabs on heavy assault units (or even just normal units if you're really weak in combat) is an important skill, as is knowing what you can and cannot realistically hurt. It's a favourite tactic of players with combat-worthy walker units to ambush weaker units whenever possible - for example, a Space Marine Dreadnought is utterly invincible unless you've got something with Strength 6 or better to hit it with (gotta crack its AV12 armour), so if a Dread catches a squad without a powerfist, grenades or similar anti-tank gear it just merrily crushes the unit with zero risk to itself.
You've got to know what you're getting into ahead of time when you're dealing with assaults, or you're in for a world of hurt!