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Contents
Introduction ........................................................................................... 2
Epic - Actions ....................................................................................... 2
Purpose ............................................................................................... 2
Basics .................................................................................................... 4
Units ................................................................................................... 4
Formations .......................................................................................... 4
Stats................................................................................................... 5
Close Combat ...................................................................................... 5
Firefight .............................................................................................. 6
Movement Distance (Speed) .................................................................. 7
Close Combat Measuring ....................................................................... 7
The Engage Action................................................................................... 8
Step IV Resolve Attacks...................................................................... 8
Step V Work out result ..................................................................... 10
i Choose Target Formation and ii Make Charge Move .......................... 11
Basic Close Combat - Example ................................................................ 12
Hits and Saves ................................................................................... 13
Combat Resolution ............................................................................. 14
Supporting Fire ..................................................................................... 15
Blast Markers (BM) and Broken Units ....................................................... 17
Abilities that Affect Close Combat ............................................................ 19
Techniques and Tactics .......................................................................... 21
Appendix a Thunderbus Terminators .................................................. 28
Introduction
Epic is a tabletop wargame and has arguably some of the best game mechanics
available.
The game has been unsupported by its creators (Games Workshop) for many
years now but never-the-less retains a small but very loyal following; to the
level where several, active, 3rd party studios produce their own proxy models for
the game for most of the traditional factions.
Epic - Actions
Epic is quite easy to learn; the number of things you can do with the models
(called Actions) is limited to approximately 8 basic Actions; Advance, Double,
March, Sustained Fire, Overwatch, Engage, Marshal and Hold.
These Actions allow the models to move, shoot (ranged combat), affect
status/maintenance or assault (close combat).
Some of the Actions fit into multiple categories, for example; the Advance Action
allows the player to move and shoot, the Marshall Action allows the player to
regroup then (shoot or move), and the Engage Action allows the player to move
and close combat.
Purpose
When introducing beginners to Epic a common approach is to focus on
movement and shooting Actions. This gets their troops actively into battle in a
very short timeframe which is often encouraging for newcomers.
It will not take many games though before they start noticing the differences
between the factions as they start playing against them.
Some armies are intended to fight at long range where the army list biases
favours artillery and medium-long range firepower. Other armies are intended to
fight at close range where the army list emphasises speed and close combat
abilities.
Beginner players using certain factions may notice that their army is not
performing particularly well (especially in shoot-outs). Others may keep getting
swamped by hordes that rush unstoppably up the board at them and somehow
Firefighting at them before some extra dice are rolled and some more pieces
are removed... hmmm.
Close combat, also know as Assault, is done using the Engage Action.
Beginner players are usually aware that Close Combat exists but it is sometimes
not covered in as much details as shooting is. To be brutally honest shooting is a
far simpler mechanism. At some point however;
i) in order to progress as a player,
ii) to get their army performing better,
iii) to understand how to avoid getting zerg-rushed, or
iv) to simply add another option to their skill set,
the player MUST STUDY CLOSE COMBAT.
The purpose of this article is to explain the nuance of Epic Close Combat/Assault
in detail.
A Personal Note
As someone going through this player development myself Ive been revisiting
Minigeddon. Ive been reviewing my old lists, making new ones, and noticing
that the lists really arent that different; the mindset is.
Previously the lists were built around using tanks or titans as the armys
spearhead, heavy hitters with infantry available as filler, for taking objectives,
moving quickly, and basically being a meat-shields for the armour.
After revisiting Close Combat i can now see the tanks as a method for softening
up targets for Assaults. The Mobile infantry are now the primary weapon and
tanks are the support.
Naturally the roles can be adjusted as the game unfolds but Close Combat can
add extra depth to your strategic options.
Basics
The intended audience for this article are people who are already at least mildly
familiar with Epic. We will however review some basic concepts in order to
clearly define them before we start looking at Assault in detail.
For beginners it is highly recommended that you have at least scanned through
the Epic Rule Books Assault section (NetEA Tournament Pack section 1.12
ASSAULTS).
Units
A Unit refers to a single vehicle model [left pic] or a single infantry base
containing 1 or more infantry models on it [right pic] (sometimes referred to as
sticks or bases).
Formations
A Formation is a virtual grouping of Units.
The Units within a Formation must maintain coherence and are all included in
Combat calculations (i.e. can shoot or have hits allocated to them).
The use of Formations speeds up the game rather than having to process each
model independently, additionally each Unit within the Formation could also be
thought of as the Formations hit points.
Single Unit/Model Formations: Units that can count as a Formation on their own
are usually large, powerful models. They represent entities that can (usually)
take multiple hits of damage and may have as many weapons systems on-board
as a squad of infantry. They are complex entities in their own right.
Stats
Every Unit in Epic has some common statistics (stats) that help define what it
can do on the board.
Speed: When performing an Engage Action the Unit may move up to the
Speed distance only.
CC: This determines the dice roll required to hit the enemy units at very
close range.
FF: This determines the dice roll required to hit the enemy when
slightly further away.
Armour: This determines the dice roll required to deflect incoming hits from
the enemy (negate damage).
Close Combat
The Close Combat (CC) value is only used when two models are in direct, base-
to-base contact.
Caveat - Two rows
If you have two friendly Units of infantry in base-to-base contact then
only the front Unit uses CC, the one behind uses FF. So not how vehicle
cover saves work.
Example: In the picture below blue Units A and Units B are in base-to-
base contact, and Units A is in base-to-base with red Unit X. Unit X and
Unit Units A use their CC values, and Units B uses their FF values.
Firefight
The Firefight (FF) value is used when two Units are not in base-to-base contact
and are less than 15cm from each other.
15cm is the Firefight range, it is a fixed range and never varies regardless of
faction or model; small arms do not shoot further than this range.
Firefighting Units must be within range and have direct line of sight to the
enemy (i.e. not around the corner of a building).
Note that Units armed with close combat weapons but no Small Arms or other
ranged weapons listed may only attack with CC and may not use FF. This is not
a particularly common characteristic.
In the example from the picture above the Hormagaunt Unit does not have a
ranged weapon of any kind therefore it does not have a FF value, only a CC
value. If it does not manage to get into base-to-base contact with an enemy it
may not attack at all.
The Termagant unit on the other hand is noted as having Small Arms allowing it
to Firefight. Note that in its Range value (15cm) is written in parenthesis and
this is commonly used to imply that the weapon can only be used in Firefights,
i.e. it effectively cannot be used for long range shooting Actions such as
Advance, Double etc.
As a point of interest neither of these units has an Amour Save value, so any
hits made against these Unit types will automatically cause them to become
casualties.
Movement Distance (Speed)
The Speed value on the Units stats line is sometime referred to as the
Movement Distance. This is the maximum distance a unit can move when
making an Advance Action (move/shoot), an Engage Action (move/close
combat), a Marshall Action (regroup/move) or a Hold Action (move).
Unlike some games that give a unit that is Charging into close combat a
movement bonus, Epic does not. As with all movement actions the Unit does not
need to move the full distance (i.e. for most infantry 15cm).
Example
In the picture below the red Formation has two Units; Unit X and Unit Y. The
blue Formation has 4 Units; Unit A, Unit B, Unit C, and Unit D.
Unit X and Unit A are in base-to-base contact and must use their CC value only,
so for example Unit X cannot nominate to FF at Unit B.
Unit D is outside combat range from Unit X but is in FF range from Unit Y.
With the exceptions of steps IV and V the steps can be as simple as they sound.
There are of course conditional caveats, considerations and complexities that can
be added to all of the steps.
Note: There is no bonus for being the Unit that initiates an Engage Action (no +1
charge bonus or similar).
Abstraction
During this time Units will hit/block/shoot/dodge and we know that at the end of
that time Unit A hit and Unit B caused hits, Unit Cs armour saved them at some
stage, and Unit X and Unit Y are dead.
Hits
Every Unit (base/model) in range uses either its CC or FF value to try to hit the
enemy. A dice is rolled for each Unit and any dice roll greater than or equal to
the attacking Units CC or FF value (as appropriate) causes a hit on an enemy
model.
i) Unit X rolls dice to see how many hits they cause to Unit A
and
ii) Unit A rolls dice to see how many hits they cause to Unit X
Note: Hits may only be allocated to Units that are within range, so if a Formation
is spread out with some Units further than the FF range of any attacker then
those distant Units may not be allocated hits. These units may still be allocated
extra hits during Combat Resolution (refer to Allocating Extra Hits).
(Armour) Saves
If the Unit has an Armour Save value it rolls a dice and any value greater than
or equal to the Armour value negates the hit against the Unit.
iii) Unit X may use any Armour Saves to try to negate any hits caused by
Unit A
and
iv) Unit A may use any Armour saves to try to negate any hits caused by
Unit X
All of these steps (i -> iv) happen simultaneously in terms of game timeline.
As such the steps can be performed in any order i.e.
Unit X rolls hits -> Unit A rolls armour saves -> Unit A rolls hits -> Unit X rolls
armour saves
or
Unit X rolls hits -> Unit A rolls hits -> both roll for armour save etc.
The take away point is that Unit X does not attack first thus removing potential
attackers from Unit A if they attack second.
For example: an infantry based Formation may have 4 infantry Units and 2
transport Units. The infantry Units will possibly have different CC, FF and Armour
Save values than the transport Units.
The Formation is an indivisible grouping once the game starts so you cannot
have only the infantry models fighting or only the transport models fighting; the
combat involves the entire Formation. The players must be mindful to use the
correct CC/FF stats when working out hits/saves.
If a Unit has been hit and does not successfully make an Armour Save then it is
a casualty and is set aside for the next step.
Step V Work out result
This is commonly known as Combat Resolution. Once the hits and saves have
been processed a calculation is then performed to determine the winner of the
Engage Action. Killing enemy Units helps but it is not the only consideration in a
Close Combat action.
This calculation is performed even if neither side has taken any casualties.
Both players roll two dice and choosing the highest value. They then apply
modifiers from the following table (highlighted red). The player with the highest
combined total (dice roll + modifiers) is the winner of the combat. If the result is
a draw then another round of close combat is performed immediately.
Resolution Calculation
Dice roll a+
Number of kills inflicted on the enemy b+
If you have more units remaining than the enemy 1+
You have more than twice as many units remaining 1+
You have no blast markers 1+
The enemy has more blast markers 1
= Total
The different is the number of Extra Hits that are allocated to the losing side
(with no saves allowed). Yep, this means removing move Units from the
Formation, so Close Combat can be extra devastating for the losing side beyond
losing the first lot of Units, getting broken and having to run away.
Being mindful of both your and your opponents Formations state (BM, Unit
numbers, Characters etc) is critical. If the target Formation is weakened (or your
side is stronger) then Close Combat may be advantageous (you never know until
the dice are cast). Conversely it might be good for your weaker Formation to
retreat, or use a ranged attack to weaken your opponent if they look like
launching an Assault.
Extra hits may also be allocated to Units in the losing side that were outside
Firefight range and were unable to participate directly in the Combat.
i Choose Target Formation and ii Make Charge Move
The attacking Formation must be within 1 Movement Distance + 15cm of the
target Formation. If the attacking Formation does not get at least one Unit to
within 15cm of the target Formation then the Engage Action stalls and there is
no combat. The entire Formation does not need to be with 15cm.
An attacking Formation does not need to have any Units in base-to-base contact
for the Engage Action to continue, provided there are Units within 15cm of each
other.
Example
In this example the two Formations both in range to perform Close Combat and
all units will use their FF values. The furthest Blue Unit is actually outside
combat range and cannot shoot (though it could be allocated Extra Hits during
Combat Resolution).
Basic Close Combat - Example
(Especially) for the benefit of Epic newcomers this segment is an analysis of the
steps of a basic Engage Action from end to end.
- The Units may have better Armour Saves providing a shield to weaker
units at the back (not all Units in the Formation have to be the same.
- The units may be expendable or the ones at the back of higher
value, i.e. an Inspiring Character that will provide a bonus during
Combat Resolution (not the case in this example).
Hit casualties are taken from front-to-back (in general) so the positioning
of Units can be important.
Hits
Blue Formation Red Formation
Unit Stat used Roll Unit Stat used Roll
A FF 5+ 3 (miss) S FF 4+ 6 (hit)
B FF 5+ 6 (hit) T CC 4+ 1 (miss)
C FF 5+ 6 (hit) X FF 4+ 6 (hit)
D FF 6+ 1 (miss) Y FF 4+ 5 (hit)
E FF 6+ 4 (miss) Z CC 3+ 3 (hit)
F FF 6+ 2 (miss)
G CC 3+ 4 (hit)
Hits 3 Hits 4
Blue Formation gets 3 hits against Red Formation, 2 from FF and 1 from CC. the
CC unit (perhaps a leader or CC specialist) has a good CC stat and takes
advantage of that.
Red Formation gets 4 hits against Blue Formation, 3 from FF and 1 from CC. Unit
Z has a good CC stat indicating why it was pushed to the front of the Formation.
[As it turns out Blue Formation has an equivalent high CC Unit to match it, but if Blue didnt it might have left
all its units back using their FF values.]
Technically the CC and FF hits should be grouped and allocated against the
Units using the different Stats, so G, T and Z can only allocate CC against each
other, and the other units allocate FF against other FF participants.
In the case of CC; if T and Z both score hits, then those 2 hits can only be
allocated to G. If G is killed by the 1st hit then the 2nd hit does not carry over to a
FF Unit.
Saves
Blue Formation Red Formation
Unit Save used Roll Unit Save used Roll
A None - S 4+ 2 (fail)
B None - T 4+ 3 (fail)
C None - X 4+ 5 (save)
D 6+ 6 (save) Y 4+ -
E 6+ 2 (fail) Z 4+ -
F 6+ 4 (fail)
G 5+ 1 (fail)
CASUALTIES 3 CASUALTIES 2
Blue Formation fails 3 of the 4 hits against it, so 3 Casualties from the combat.
Note that Units A, B and C have no armour save, indicating why they were left at
the back of the formation.
Blue Player has decided to put the strongest Units at the front to shield the
weaker Units. As Casualties taken is part of the Resolution it makes sense to
reduce Casualties as much as possible. A meat-shield of weak units might
protect high-value Units kept toward the back but may impact the Resolution
calculation negatively. The setup for close combat is highly situational and
learned through experience.
Despite have a higher Armour Save that the other Units, G fails its Save.
Red Formation fails 2 of the 3 hits against it, so 2 Casualties from the combat,
despite decent Amour Saves for all Units.
Combat Resolution
Blue Formation
Number of kills inflicted on the enemy 2
You have more units remaining than the enemy 1
You have more than twice as many units remaining -
You have no blast markers -
The enemy has more blast markers -
Dice Roll: 2d6 result [3,1] pick highest = 3 3
TOTAL (3 attributes + 3 dice) 6
Red Formation
Number of kills inflicted on the enemy 3
You have more units remaining than the enemy -
You have more than twice as many units remaining -
You have no blast markers 1
The enemy has more blast markers 1
Dice Roll: 2d6 result [2,2] pick highest = 2 2
TOTAL (5 attributes + 2 dice) 7
In the case of the example the player removes Unit D (which happens to be the
closest. Although Unit D gets an Armour Save it has a lower FF value than the
other Units. The player decides that theyd prefer better FF than better Armour
Save. Against, its a situational decision.
Supporting Fire
Supporting Fire is a tremendously important tool for employing Close Combat
tactics.
Supporting Fire is where a nearby Unit adds extra Firefight attacks against the
enemy. It has many obvious benefits and very few downsides.
Timing
At the end of Phase IV (Resolve Attacks) and before Phase V (Work out
Results) Supporting Fire can be performed, but only if there are units left on
both sides.
Manoeuvring Units into positions that allow Supporting Fire is a very important
consideration during game play.
Distinction: If there are no Units from Formation B in range after its combat with
Formation A then Formation C may not shoot at it. This might happen if Units
were removed from Formation B during combat with Formation A.
The Supporting Fire Unit (Formation C) can have already Activated during the
current turn; it may still perform Supporting Fire. Providing Supporting Fire does
not count as Activating, so if a Unit has not activated this turn and provides
Supporting Fire, it may then Activate during the current turn.
Supporting Fire units may not be retaliated against by the target of the Engage
Action (Formation B) or any Units they might call in to provide their own
Supporting Fire.
Looking at the Number of kills inflicted on the enemy modifier, this value is the
total of all casualties from the combat between Formation A and Formation B
(CC and/or FF) PLUS any casualties added by Supporting Fire from Formation C.
If Formation B has more Units left than just Formation A then that is what is
counted in the calculation, any Units in Formation C are irrelevant.
As Formation A only has 2 units left there are still 2 casualties unallocated.
Those unallocated casualties cannot be rolled over to Formation C and are
discarded.
+1BM to units that are in support fire range of a friendly unit that loses in
assault. This is very useful for prepping a second formation.
STOP! Regardless of the strength of your Formation look around for another
nearby Unit. If that Unit has ranged weapons (and no higher priority targets or
tactics) then strongly consider performing a Ranged Attack Action (i.e. advance,
double) against the target with that shooting Unit BEFORE performing the
Engage Action.
If possible perform the Ranged Attack Action, and then try to retain initiative to
immediate continue with the Engage Action (Dont allow a weakened enemy
Formation to escape).
It is worth noting that Units can shoot at targets they cannot damage but they
do require a ranged weapon,
A: Yes, and the same holds for the situation in reverse (AT fire on infantry)
Q: Can a formation of units armed only with Small Arms fire at an enemy
formation to place a Blast marker on them?
A: No.
Abilities that Affect Close Combat
There are many abilities that Units may have that modify aspects of Close
Combat; Commander, Inspiring, First-Strike, Extra Attacks, to name just a few.
The following section covers some of the more important and common
Modifiers.
Commander
The Commander ability allows a Formation to draw in up to 2 other nearby
Formations into an Assault. Until the end of the Assault all three Formations are
counted as a single (combined) Formation.
Why? Units providing Supporting Fire may only use their FF values, i.e. they may
not CC. The Commander ability allows the combined Assault force to use CC or
FF as appropriate.
Additionally it will affect the has more units and has more than double units of
enemy modifiers in Combat Resolution calculation.
Inspiring Character
During Combat Resolution a +1 modifier is added to any Formation containing
an Inspiring Character (provided the Inspiring Unit is still alive). An easy 1+ for
Combat Resolution but does costs points from your list selection.
First Strike
A Unit with First Strike attacks first in an Assault AND its unsaved hits can
remove the enemy Units BEFORE they get to make their attacks.
This may result in some enemy Units being destroyed before they can attack. If
both sides have First Strike weapons then these are resolved simultaneously
before regular attacks are processed.
Extra Attacks
A unit may have extra CC, FF or both attacks. However, as a unit may only
perform CC or FF then only applicable Extra Attacks are applied.
Invulnerable Save
Units with an Invulnerable Save may use these if they have no Armour Save or if
they fail their Armour Save. An Invulnerable Save negates a hit on (normally)
6+.
Note: Invulnerable Save ability is normally associated with a Character Unit
(Model) that is added onto a Formation. The Invulnerable Save does not apply to
all Units within the Formation, only to the Character Unit with that ability.
Cover Save
Cover Save may be taken by the targeted Units but not by the Units instigating
the Engage Action.
Note: Cover Save is on a Unit-by-Unit basis, so having one Unit in cover (rubble
etc) does not entitle the entire Formation to a Cover Save.
Techniques and Tactics
To conclude we will look at some in situ concepts regarding Close Combat
including some example scenarios and some of the more common techniques
used when performing Engage Actions.
Commander is a really limited ability and I would query how often it's used.
Like you said, it does allow you to do those things but most of the time you'll
want to save the second unit from harm if things go poorly rather than drag
them in and use the activation. Most of the time you wouldn't Commander
charge and you would just punch stuff with one formation and get support from
the other.
Chaplins are the go. +1 to combat res is better then a macro shot FF
It is generally acknowledged that the Chaplain is one of the better options to add
to a Unit intended for Close Combat use due to the Inspiring bonus added during
Combat Resolution.
In addition, the MW FF synergizes nicely with using the devastators for support
fire in engagements.
Equally worthwhile opinions so by all means explore the different options and
find out what works for your play style.
Assaulting from Transports
For normal vehicles that are part of a Formation (i.e. not War Engines) the
troops may disembark and take part in an Engage Action.
This is a great bonus for infantry units who are normally very slow across the
board.
It is worth noting that the disembarking troops cannot move (i.e. shuffle up into
base-to-base) after disembarking.
Example
In this example red transport (with troops loaded) moves 30cm toward blue
Formation (1). The troops then disembark within 5cm of the transport (2). At
this stage blue may counter-charge, and then hits/saves happen.
Item (X) shows the comparative range of movement between transport and
non-transport (non-transport cannot get into Assault range). Clearly the
transported version provides a movement advantage (as well as an extra Unit)
for the Assault.
Regarding Movement
The Units to be transported must be loaded in the transport before commencing
the Engage Action. The Transport is the Unit performing the move part of the
Action (move -> CC attack). At the end of the transports move it is allowed to
disembark troops, then the movement phase is complete (i.e. the troops moving
further would constitute a 2nd movement).
The troops may be placed up to 5cm from the transport as part of a standard
disembark, giving them a little extra distance (perhaps even into CC range).
When disembarking from transports the 'within 5cm' means some part of the
stand within 5cm and not that the entire stand need to be within 5cm.
Using the basic transport rule troops cannot embark and disembark as part of
the same movement, the troops must already be loaded into the transport
before it makes its move if the troops are to take part in the combat. The
transport cannot embark the troops, then move, and then disembark the troops
and attack.
Technically the transport could embark the troops, then move, then attack by
itself (losing any extra dice from the embarked troops).
Air Assault
Many beginners start learning using Minigeddon, a 1,000 point variant of the
game. This keeps games quick and stats to memorise manageable. One
limitation of Minigeddon is a no-fliers rule, so by definition this pushes the Air
Assault technique into the learn this later basket.
Technically Air Assault only applies to War Engine Air Craft (and perhaps Drop
Pods), as any vehicle transports are counted as Armoured Vehicle (AV not AC).
As an example, Marines Stormravens look like AC but are listed as skimmer AV;
not AC. Similarly Eldar Wave Serpents are kind of nebulous on the looks
department but are listed as skimmer AV; not AC.
It is fundamentally the same as Assaulting from Transport with a few minor non-
basic caveats, concerned mainly with the AC Units abilities rather than the
Assault process.
Example
- The transport may not collect the troops as part of the consolidation
phase. Technically it can, but then the transport cannot leave the board
and will remain landed until next turn.
- Using this technique may leave the CC troops stranded by themselves
where they are. When consolidating it is common to look for cover
(though 5cm of consolidate isnt going to get very far).
- The technique allows the CC troops to drop in anywhere on the board.
- The technique adds the transport as a combatant in the Assault (extra
FF).
- The CC troops can be collected by a second transport (see Thunderbus
Terminators).
- The transport cannot shoot on the way in. Shooting is a different Action
than Air Assault.
But also worth noting that the disembarking "move" is actually units placed
within 5cm of the transport vehicle - they don't travel the intervening distance
from the vehicle to where they disembark to. This can be useful to get CC units
into base contact with FF-oriented enemy units hiding behind a wall of other
units in the same formation.
Also worth noting that when disembarking from an air assaulting aircraft, units
with Jump Packs disembark up to 15cm away from the vehicle - so Assault
Marines can typically get into B2B with whatever units in the target formation
they like.
The first paragraph highlights that Units do not move outward from the
transports location but are placed directly (jump from above?) within 5cm of the
vehicle which means that they may avoid some blocking Units or Terrain. Handy.
Thunderbus Terminators
[for a detailed analysis refer to Appendix a]
Thunderbus Terminators refers to a list build specific to the Marines, though it
does have close analogies in other factions (i.e. Tau -> Manta Dropship (8
regular infantry), Eldar -> Vampire Raider (8 regular infantry) etc).
The technique expands on the Air Assault technique where the Thunderbus
variation takes an additional (AC) transport on the players list. This is used to
remove the remaining troops at the end of the assault (rather than leaving them
potentially stranded in hostile territory).
In summary;
Technique add-ons...
- A second transport lands within 5cm of the consolidated troops and
embarks them.
- At the end of the turn both transport can leave.
The technique allows the specialist Close Combat troops to deploy pretty much
anywhere across the board, and theoretically the process can be repeated the
following turn (baring failed initiative rolls, destroyed AC etc). Whether this is
applicable or appropriate or not is another matter.
The biggest risk of this technique is that either one of the transports could be
destroyed, either on the way in or the way out by Anti-air (AA) flak fire or
enemy flying Air Attack missions. If the transport is destroyed with the troops on
board the troops are destroyed as well, making the loss exponentially more
costly (200pt for just a Thunderhawk (empty) vs 600pt for
Thunderhawk+Terminators+Chaplain).
Note: The 2nd WE transport can pick up the CC troops even if they are broken,
i.e. lose the assault or get too many BM if they win. [A previous rule says WE
transports may pick up Units, and there is no additional rules stating that Units
may not be picked up because they are broken.]
Embarked troops can rally during the End Phase, including Broken Formation.
Teleport
Some Formations such as Marines Terminators have the ability to Teleport. This
allows the Formation to appear just about anywhere on the board with certain
exceptions.
There are several points to watch out for when considering using Teleport Units:
Teleport / Pickup
Somewhat similar to the Thunderbus technique but only uses a single
transport after the CC troops have finished their assault. During the End Phase
the transport flies out again.
The troops could then be transported back on during the next turn, however
they would not be able to fly out again during that next turn (with regular Air
Assault unless there was a second, empty transport available).
Picking up teleported Units has the advance of removing otherwise slow moving
troops from possibly hostile and unsupported location, but carries the risks of air
transport, namely flak and potentially losing the AC and troops, and the risks
posed by Teleport (extra BM, must be start of turn).
Note: The 2nd WE transport can pick up the CC troops even if they are broken,
i.e. lose the assault or get too many BM if they win. [A previous rule says WE
transports may pick up Units, and there is no additional rules stating that Units
may not be picked up because they are broken.]
Embarked troops can rally during the End Phase, including Broken Formation.
Similarly, Aircraft with their virtually unlimited access to the board mean that
you can put a Blast Marker on any enemy unit on the board, even those on the
far side. Just watch out for AA flak and be mindful of enemy AC on Cap Mission
or Air Attack Mission. If there is no better target for you AC then perhaps an
extra BM and casualty will help out the Close Combat troops.
Appendix a Thunderbus Terminators
Firstly, this is the best summary description so far from someone who knows
what theyre doing
*not looking up rulebook, going from memory, this will be close enough*
1. First Thawk does a ground attack engage against something using the disembark move to engage
whoever they are fighting.
2. Win the combat and use your consolidate move to bunch up your formations that won combat with
space nearby for the second Thawk to land.
3. Land the second Thunderhawk and embark the formations. A War Engine movement can embark units
within 5cm just like any other vehicle movement where stands can embark by being moved over.
It'll be in the air transport section describing that air transports can only disembark or embark
units in the one turn if they want to disengage.
Do the air assault as late in the turn as you can especially the second thawk formation otherwise
your infantry end up vulnerable to getting exploded whilst inside the second thawk.
Chaplain_Fortis
"As Steve mentioned, you can't load them back up into the Thunderhawk and
have it leave in the same turn. You can however have a second Thunderhawk
come on empty, and consolidate into that. It's an expensive approach, although
the TH does have some firepower to add so it's not just a taxi service.
The 200pt cost of the extra TH is probably why most players prefer 1 TH per
Terminator (or Devastator) formation, and then trust the marines to survive the
turn on the ground. If they consolidate into cover after the engagement they
usually can do so, and they might even be well positioned to offer firefight
support to the next thunderhawk that's coming on."
Process in Detail
In order to look at each facet of the technique we will break the process down
into 9 steps;
An aircraft must carry out a ground attack action in order to transport units.
If a transport aircraft is destroyed while carrying ground units, then any transported troops are lost with it (no saves
in this case!)
Transport aircraft can pick up and drop off their cargo in two ways: by landing or making an air assault.
Based on this the Air Assault is a type of Ground Attack action. The troops may
be dropped off because the transport is making an air assault. Additional the
second transport can pick up the surviving CC troops by landing.
Air Assault: Transport aircraft may choose to land as described above, and then it and any units that disembark are
allowed to fight an assault instead of shooting. If this option is chosen then the aircraft and any units that disembark
may enter enemy zones of control as if they were charging. The aircraft and any units that disembark are treated as a
single formation for the duration of the assault, in the same manner as units disembarking from a war engine taking
an engage action. If the aircraft loses the assault it is destroyed, but any units that have disembarked may withdraw
normally.
So specifically the transport cannot shoot on the way in, instead their attack
action will be to land and then fight an assault.
i) Land,
ii) Disembark Units,
iii) Fight an Assault.
This allows the second transport to collect the troops and then leave. As the first
transport performed a land as part of the Air Assault process it may leave.
Landing: Aircraft with a transport capability can land after making their approach move and having being fired
upon by any enemy flak.
After the aircraft has landed, any units being transported may disembark and are placed within 5cms of the transport
aircraft.
Alternatively, the aircraft may pick up any friendly units within 5cms, assuming they will fit on board of course.
After embarking or disembarking any units, the aircraft may carry out its ground attack.
If it is involved in an assault and loses then it is automatically destroyed. Once landed, the aircraft may make a
disengagement move and exit the table in the end phase of any turn, including the one it landed in.
Quotes from rule books, forums and email discussions have been included
anonymously and largely unreferenced. Obviously if youre on the forums you
can see who wrote what, but the intention was always to be fairly informal.
So a big thanks to those who have added their insight and experience to make
this document better.