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Learning 6th Edition: Complex Assaults Part 2/3Learning 6th Edition: Complex Assaults Part 3/3
Comments

Top Comments

Reno.Sauck (10 months ago): - delete
Didn't Dan get a "Deny the Witch" check to stop the broodlords power?
+5
RossyB (10 months ago): - delete
Your music adds suspence to your battles but is just annoying in tutorials. Makes hard to make out all your comments. Please turn it off for tutorials!!
+2
SpectreSenence (10 months ago): - delete
Matt you commented that the Hormagaunts have been slowed down, I disagree. It's about the same because they get their old 2d6" assault range from 3rd. The key is fleet is used in RUN & Charge rolls and any number of dice. This means the Hormgaunts are rolling 3d6 for "Bounding Leap" and rerolling any dice you don't like to get the 5 or 6" on the move. So they are at their 18" threat range! Not to mention fearless if within Synapse. Beware!
+2
Bannzai (10 months ago): - delete
I know you were setting this up to demonstrate as many combinations of rules as possible, but I don't think that first charge was correct:

"A charging model is not permitted to move in to base contact with a model in a secondary target, unless it cannot move in to base contact with an unengaged model in the primary target" P28

I'm pretty sure that model that assaulted the bikers should technically have been forced to assault the unengaged boy on the left, rather than the biker. But since this was a demo rather than a match, I suppose you can _almost_ get away with it

I think this rule makes successful mutli-assaults much harder to pull off against horde armies, due to the shear number of primary models you need to engage.
+2

Other Comments

DaemonMaster (10 months ago): - delete
@PunishedOne: you can always except a challenge but not always make a challenge that is why you move the challengee
GeekTinker (10 months ago): - delete
Here's a tip for moving large units. Measure one or two models, then put the measuring tape down and move the rest up with both hands. It will speed up your games quite a bit!
BlackStone (10 months ago): - delete
@PunishedOne:This is wrong, the rules say any enemy character in the combat(not unit) can accept the chelleng.
BlackStone (10 months ago): - delete
Not a 100% sure,why not? Its spelled out in white & black in the rule book.
BlackStone (10 months ago): - delete
Matt please read the rules as writen. Dan rember to DENY THE WITCH. Only the unit you declear the charge against gets to stap firer, its right inthe rules. If you have have multi units in contact with multi enemy units the enemy can choose any character he has in that combat, not just 1 in the unit in contact with the challenger.
monkeymoe (10 months ago): - delete
grey Knight have erbium brain mines that can stop a single person from making attacks that assault phase by ruling a initiative test
onecure (10 months ago): - delete
Hey guys. I really enjoy these videos but I would like to make one suggestion please correct the errors (such as forgetting to make the 3 inch pile-ins on the initiative order)and go back and reshoot the video so that you have an error free video. It really doesn't make sense to have errors on a video were you are literally trying to follow all the rules. doing it in games is one thing but in a play test is really counter-productive. Just a friendly constructive criticism you guys make the best videos on the web (IMO) and also the most enjoyable. I think you have the ability and resources to take it to the next level. Cheers!
+1
skaven guy (10 months ago): - delete
these videos are great for learning 40k 6th edition, thanks for all your effort supporting the wargaming community!
RossyB (10 months ago): - delete
Your music adds suspence to your battles but is just annoying in tutorials. Makes hard to make out all your comments. Please turn it off for tutorials!!
+2
SpectreSenence (10 months ago): - delete
Matt you commented that the Hormagaunts have been slowed down, I disagree. It's about the same because they get their old 2d6" assault range from 3rd. The key is fleet is used in RUN & Charge rolls and any number of dice. This means the Hormgaunts are rolling 3d6 for "Bounding Leap" and rerolling any dice you don't like to get the 5 or 6" on the move. So they are at their 18" threat range! Not to mention fearless if within Synapse. Beware!
+2
Bannzai (10 months ago): - delete
I know you were setting this up to demonstrate as many combinations of rules as possible, but I don't think that first charge was correct:

"A charging model is not permitted to move in to base contact with a model in a secondary target, unless it cannot move in to base contact with an unengaged model in the primary target" P28

I'm pretty sure that model that assaulted the bikers should technically have been forced to assault the unengaged boy on the left, rather than the biker. But since this was a demo rather than a match, I suppose you can _almost_ get away with it

I think this rule makes successful mutli-assaults much harder to pull off against horde armies, due to the shear number of primary models you need to engage.
+2
Yukiyama (10 months ago): - delete
Well this is one time that I will say Games workshop was right. As per the rules on Pg 64 under the Section "Combatant Slain" is "When one of the combatants in a challenge is slain, regardless of which Initiative step it is, the challenge is still considered to be ongoing until the end of the phase" I hope this helps
+1
Reno.Sauck (10 months ago): - delete
Didn't Dan get a "Deny the Witch" check to stop the broodlords power?
+5
PunishedOne (10 months ago): - delete
Matt, pg 64 says under Accepting Challenges: "Characters that cannot fight or strike blows (including those that are not engaged with an enemy model) cannot accept challenges." This means that the Nob in the Boyz unit cannot accept the challenge issued by the Broodlord because he is not engaged with the Broodlord's unit.
-1

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About this Content
MiniWarGaming's Avatar Author: MiniWarGaming
Added: July 26, 2012
Views: 2,643
Rated: 12345 (4)

Matt and Dan go over more assault senarios.

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