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If one of my units gets hit by some of my own fanatics by "accident" lol. Should my unit make the pertinent PANIC rol if enough casualties have been made?
Last edited by novitaun; September 26th, 2008 at 11:12.
You mean Panic? If so, yes. It doesn't matter who caused the wounds, as long as they're caused, the unit is panicked.
Yeah panic! Sorry 4 that mistake. I'll modify the post for further search.
(This is in order to have them explode on every unit within 2D6, for 1D6 S5 hits. - Only 30 points per unit.) If i can get a chain going they could panic one another and explode in a sort of big red mexican wave. (if i had them close enough.) the beauty is it'd stop his marching, and disrupt his lines / formation, or, my opponent charges, and I choose flee so they explode anyway.
I was considering having them "sweeping" about 7" in front of my Night Goblin units - about 40 each with 2-3 fanatics inside, so if charged, when closing the last inch a fanatic bounces out, right through the squigs, so:
1) The charging unit takes a fanatic hit, then if i'm lucky and the squigs explode (by failing a panic test) wounding the charging unit some more. (and the goblin unit, but who cares, it should be able to take it.) - and then there's nothing left to charge so they're done. que goblin charge (Nearby fanatics could be wiped out by the squig explosion.)
Hand of gork is a firm favorite for this becoming a quick and entertaining pursuit.
Painting: 20 quarrelers
They will explode when failing a break test. They flee as soon as they fail the break test. When they flee, they explode. They never roll a distance for fleeing, so how could you have anything to compare a pursuit roll to and catch them? The point is they don't *try* to run, they go wild, so how can they be pursued? =)
Other notes. In addition to never panicing they are not allowed to choose flee as a charge reaction. Also, all the herds bought in one special slot form a single unit. You'd use up all your specials pretty darn quick if you bought single herd units =) They'd probably get shot to death and explode in your own lines.
Other notes. In addition to never panicing they are not allowed to choose flee as a charge reaction. Also, all the herds bought in one special slot form a single unit. You'd use up all your specials pretty darn quick if you bought single herd units =) They'd probably get shot to death and explode in your own lines.[/quote]
2) It's the orky way. (Besides, after some squig hoppers and a unit of black orks I'd rather just get a shedload of boys and wolf riders. use the remaining special slots with one team apiece)
Last edited by stayscrunchyinmilk; October 7th, 2008 at 11:53.
Got the BRB here *goes to read the Panic rules*
Page 49, first column, and the top of the second.
First paragraph on Panic reads "A unit must take a Panic test at the end of any phase (except cc) if it has lost 25% or more of the models it started the phase with."
Looking through the rules, it doesn't say anything about where the casualties come from.