BoLS Lounge : Wargames, Warhammer & Miniatures Forum
Results 1 to 10 of 10
  1. #1
    Brother-Sergeant
    Join Date
    Jan 2015
    Location
    Suffolk, UK
    Posts
    86

    Default Super Heavy Walkers and Locked in Combat

    Just to make sure I haven't missed anything but the way I read the rules Super Heavy Walkers can be locked in combat, meaning that they can't move, shoot ect...

    Which could mean that a squad of guardsmen could halt a Titan in its tracks... (yes unlikely but with only a couple of attacks and a bad stomp they could survive...)

    Lets see if I have the logic right
    Enemy Models in base contact with a vehicle (not including walkers and chariots) are not locked in combat.

    SH Walkers are walkers with some exceptions

    In CC Walkers fight like infantry models

    so SH walkers can be locked in combat (gargantuan creatures as well)

    I bring this up as I have just finished off my Brass Scorpion (my first SH Walker ) so was brushing up on the rules before I use it, and found that if in combat it can't fire it's 4 ranged weapons...

    The locked in combat rule makes sense for infantry and smaller models (dreads ect) but I find it hard to get my mind around something like a titan or brass scorpion being held up by the likes of a puny human... SH Walker vs another SH Walker or G Creature locked in combat does make sense tho.

    Have I missed something?

  2. #2
    Librarian
    Join Date
    Oct 2010
    Location
    San Diego, CA, USA
    Posts
    742

    Default

    I think you are correct. I have had my Imperial Knight locked in with termigaunts for several turns effectively neutralizing it.
    Doesn't make much sense, and seems like a Super-Heavy Walker and Gargantuans should just be able to walk away.

  3. #3
    Occuli Imperator
    Join Date
    Jul 2009
    Location
    Mercia
    Posts
    18,062

    Default

    Don't forget superheavies usually get the Stomp rule which is quite effective at unlocking them
    Fan of Fuggles | Derailment of the Wolfpack of Horsemen | In girum imus nocte et consumimur igni

  4. #4
    Brother-Sergeant
    Join Date
    Jan 2015
    Location
    Suffolk, UK
    Posts
    86

    Default

    Quote Originally Posted by JMichael View Post
    I think you are correct. I have had my Imperial Knight locked in with termigaunts for several turns effectively neutralizing it.
    Doesn't make much sense, and seems like a Super-Heavy Walker and Gargantuans should just be able to walk away.
    Yeah I can see how this would be annoying,

    We are thinking about having a house rule where if a model is equal or larger than you, you are locked in combat and if you opponent is smaller than you you are not locked in combat

    ie: Super Heavy Walker vs a Gargantuan Creature or another SH walker is locked,

    A SH Walker or G Creature vs infantry, monstrous creature or walker is not locked in combat but the infantry, MC and walker are.

    Mostly just for fluff

  5. #5
    Occuli Imperator
    Join Date
    Jul 2009
    Location
    Mercia
    Posts
    18,062

    Default

    The rule is a great way to swamp SH and take them out without without having to escalate to the biggest model wins.

    The other down side is that you disengage and then re-engage the same turn getting a charge bonus when previously you had been charged.
    Fan of Fuggles | Derailment of the Wolfpack of Horsemen | In girum imus nocte et consumimur igni

  6. #6
    Chapter-Master
    Join Date
    Aug 2009
    Location
    Undertaking private security operations somewhere in the Human Sphere
    Posts
    5,884

    Default

    Quote Originally Posted by Deacon Ix View Post
    Yeah I can see how this would be annoying,

    We are thinking about having a house rule where if a model is equal or larger than you, you are locked in combat and if you opponent is smaller than you you are not locked in combat

    ie: Super Heavy Walker vs a Gargantuan Creature or another SH walker is locked,

    A SH Walker or G Creature vs infantry, monstrous creature or walker is not locked in combat but the infantry, MC and walker are.

    Mostly just for fluff
    you do realise that if you make that rule any nid players get screwed. Tarpit and FHT are kinda the only things nids can do against SHWs

    Think of it as the termingants swarming the walker, not just standing around waiting to get stomped on
    Morbid Angels:http://www.lounge.belloflostsouls.net/showthread.php?7100-Morbid-angel-WIP
    I probably come across as a bit of an ***, don't worry I just cannot abide stupid.

  7. #7
    Brother-Sergeant
    Join Date
    Jan 2015
    Location
    Suffolk, UK
    Posts
    86

    Default

    Quote Originally Posted by daboarder View Post
    you do realise that if you make that rule any nid players get screwed. Tarpit and FHT are kinda the only things nids can do against SHWs

    Think of it as the termingants swarming the walker, not just standing around waiting to get stomped on
    Yeah you are quite right and in reality what the SHW should be doing is not letting it happen in the first place / picking their fights, they do have a 12" move after all.

  8. #8

    Default

    The problem with Nids runs a lot deeper than just how they can deal with GCs/SHWs. The fact that they need to depend on a rather broken and ill thought out rule should highlight that point even. Besides, Nids actually have access to a number of their own GCs so it's not like they'd be left without any recourse.

  9. #9

    Default

    Quote Originally Posted by Deacon Ix View Post
    Yeah I can see how this would be annoying,

    We are thinking about having a house rule where if a model is equal or larger than you, you are locked in combat and if you opponent is smaller than you you are not locked in combat

    ie: Super Heavy Walker vs a Gargantuan Creature or another SH walker is locked,

    A SH Walker or G Creature vs infantry, monstrous creature or walker is not locked in combat but the infantry, MC and walker are.

    Mostly just for fluff
    From a 'punch up' point of view, it's kind of risky to attempt to disengage, even if you're considerably bigger than your would-be opponents. It's distracting for one thing, and you can leave your vulnerable bits, erm, vulnerable.

    Now in terms of 40k there are of course exceptions - if you're a Hormogaunt, you're still never going to take down a Warlord Titan, or even pose much trouble for a super-heavy skimmer.

    Though thinking from a Nid perspective, in the background you read various and sundry instances of Gargoyles bundling themselves straight into air intakes, rotorblades, etc. Why can't that be done in the current rules? You can make the mechanic itself quite harsh for the enemy for the simple reason the Gargoyles themselves aren't particularly tricky to kill off - so should they wish to avoid engine gunging trouble, they can deal with the threat - at the expense of not applying that firepower elsewhere.

    In fact, I'd like to see some more suicidal tactics available to Nids. Surely even a Landraider can only realistically cope with so many corpses trapped in it's treads before it comes grinding to a halt?

    Not about to propose any given rules for that like - it's just something I don't get why Nids don't do it already.
    Fed up for Scalpers? https://www.facebook.com/groups/1710575492567307/?ref=bookmarks

  10. #10
    Brother-Sergeant
    Join Date
    Jan 2015
    Location
    Suffolk, UK
    Posts
    86

    Default

    Quote Originally Posted by Mr Mystery View Post
    From a 'punch up' point of view, it's kind of risky to attempt to disengage, even if you're considerably bigger than your would-be opponents. It's distracting for one thing, and you can leave your vulnerable bits, erm, vulnerable.

    Now in terms of 40k there are of course exceptions - if you're a Hormogaunt, you're still never going to take down a Warlord Titan, or even pose much trouble for a super-heavy skimmer.

    Though thinking from a Nid perspective, in the background you read various and sundry instances of Gargoyles bundling themselves straight into air intakes, rotorblades, etc. Why can't that be done in the current rules? You can make the mechanic itself quite harsh for the enemy for the simple reason the Gargoyles themselves aren't particularly tricky to kill off - so should they wish to avoid engine gunging trouble, they can deal with the threat - at the expense of not applying that firepower elsewhere.

    In fact, I'd like to see some more suicidal tactics available to Nids. Surely even a Landraider can only realistically cope with so many corpses trapped in it's treads before it comes grinding to a halt?

    Not about to propose any given rules for that like - it's just something I don't get why Nids don't do it already.
    A new thunk:

    If a GC/SHW disengages the other unit(s) get a free immediate hit, on SHW against lowest armour value and GC against base toughness.

    To simulate them not concentraiting on defence

    The other unit could then charge again the following turn, but that is part of the risk.
    Sometimes I sits and thinks, and sometimes I just sits.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •