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In the last, say, 5 or so games I've played (Strangely, right after me and my gaming mate took another look at the Independent Character rules again.), my big, tough, scary warboss has ate dirt faster than a short-sighted squig on the Canyon planet Graxon. He pretty much always garners so many attacks (That not only the Marines in base contact with him can direct straight at him but also within 2") at Initiative more than 1 (Because of the PK) that he doesn't get a chance to completely tear face-off like he used to, before I gave him an attack squig, even. So, I have two questions:
1 Is this to be expected with a CC-kitted IC? They charge first, then put themselves in direct danger since they can be picked out (And in my assaults VS marines, almost the entire unit can choose to hit the big Git like I pointed out above), then never get to Krump since the best weapons (Powerfists) strike at I1. Or am I playing the rules incorrectly?
2 What about a warboss with big-choppa? I know everyone generally says "NO! Power klaws ONLY!", but it's still S8 (!) on a charge and at I5 (!!). Sure you give them the armor save; Man I wish we had Power Weapons...; and won't crack vehicles AS well, but generally your trying to get your boss stuck in and cracking skulls, right? Not poking at Tank Gibblies. But even if he does find himself in that prediciment, it's still like launching 7 Rokkits (W/ attack squig and Slugga and charging) with way better chance to hit.
So anyway, that's a problem that's been bugging me lately, and I'd like to open some discussion on it. Thanks.
I'm confused as to how your Boss is dying so quickly, can he really get that many marines attacking him? How are you positioning the squad he's in when you assault? Also with needing 4's to hit and 5's to wound I usually don't have to take that many 4+ saves and even then half are saved. He should be able to survive and kill at least 3 marines with his PK. How are you kitting your boss out and who are you running them with? Also these "Marines" aren't khorne berserkers are they :p ?
Okay, quick overview so I know I don't have anything wrong.
Warboss with PK, Attack Squig, 'eavy Armor - 105 Points
Warboss with Meganob Armor, Attack Squig - 115 Points
Rolls 3d6 take highest for movement (IC), 2+ Save instead of 4+, and TL Shoota.
Are you fielding the first or the second?
OK - yah, anyone in base contact and choose to swing at him, and anyone w/in 2" can swing at him IF they are not in base contact with another model. So you need your boss to have boyz around him getting in base contact so soak up those hits. If his marines are in base contact with your boyz (and not in base contact with your boss) they can't swing at him.
And if you are being charged (that sucks) and the rules are that your opponent "must attempt to engage as many enemy models as possible with as many of their models as possible" (pg 34 - 3rd paragraph) so he has to get into base contact with your other boyz.
Hosea 1:11 - Great will be the day of Jezreel.
This has helped alot. I suspected part of the reason is we've sort of "glossed over" the move to assault aspect and I don't know if my normal opponent knows that there's compulsory base-to-base contact with as many as possible.
The thing I hate is that the examples in the book are so unrealistic. It's like, 8 boys VS 5 marines. Our battles are usually 10 Marines VS 20-30 orks. And I can never tell if I'm supposed to just... Engulf... his unit like I usually end up doing or if thats too far since I have to go around other orks. I feel I should mention we've had to completely self-teach ourselves 40K as no one in the immediate area plays and it's a bit intimidating to just challenge someone at the FLGS.
So, I'm still worried that Marines in the back (alot of times they are in 2 rows of 4-5)can hit the boss, but I'll have to keep him honest about his assault marines and touching as many orks as possible to try to save my poor Kargh.
you have to move the 6" to get into base contact.
if you move 2" to get into base contact thats fine but then the ork behind could move say 5" going round the first ork to get base contact.
but never more than 6" - we always measure 6" from the enemy model that is closes so we know who should get close enough to ingage as we then add another 2"
Tau: 6K - W17-D3-L4, Orks: 4K - W9-D0-L2, SM: 7K - W7-D3-L4,CSM: 4K W5-D1-L1, Nids: 3.2K W3-D0-L2
Apoc games (mixture of armies used): W5-D0-L1
wow you would actually take a Warboss with no bosspole?
My Warboss Grimskar is equipted with Mega Armor,Cybork Body,Bosspole,Stikkbombz -115 points