Posted by Jawaballs at 7:02 PM
Due to great response, I have decided to make the 40k for noobies a regular thing. This is NOT just for noobies. Maybe you just returned to the game and missed the last two years of innovation... maybe you are a vet just looking for an alternative view point. Whatever the cause, there is no shame in reading this! :)
So let me recap. I talked about things to think about before you assault. Don't shoot if your enemy taking a model off will leave you out of assault range. Be careful what you assault... (Make sure you can kill it and not be slaughtered) Watch for initiative, weapon skill and strength. It is OK to ask your opponent the stats of each of his models. If he has a problem with that, he is a douche. Pick your assaults wisely!
In my last post, I brought a Space Marine Assault squad into assault with 3... yes THREE Eldar Guardian squads. That is 10 marines vs 30 Eldar. I even sent the marine with the power fist after a nearby Viper just to prove a point. Remember, so long as YOUR squad remains in coherency, you can assault any thing you want, after your first model has made into base to base with his. So, send in your first model, get it base to base. Then you can move all of the rest of your models to assault whatever is in range. In my example, I managed to get the Sgt. with power fist into base to base with a Viper, 5 marines into combat with 1 Eldar squad, and 2 marines into combat with each of the other two squads.
What happens next? Well your opponent gets to bring his guys into the fray. All of the Eldar that are base to base with Marines are now in combat, including any behind those models that are B2B but still within 2". Now he gets to move any UNengaged models up to get into assault. It will look like these Eldar are now swarming all over the marines, and it will look scary! Dont fret Marines. Here comes the fun.
Who goes first?
In old versions of 40k Assault was wonky. You would go in, and your good models would go first, wipe out a bunch of guys, and your opponent would take off guys that were base to base with the rest of your models, leaving them stranded and unable to attack. Now, once assault has begun, no matter what, all models will get their attacks, regardless of who went first. Providing, of course, that the models are still alive when their initiative comes up.
In this case, Guardians are initiative 4, and so are marines. So every one will get to attack. Lets break it down:
5 Marines are fighting 10 Eldar
2 Marines are fighting 10 Eldar
2 Marines are fighting 10 Eldar
1 Marine is Charging a viper that did not move.
The lone marine is not engaged with any eldar, and has a power fist. The fist reduces his initiative to 1 or Last. We will save him for later.
Lets do the big fight.
5 assault maries attack 10 Eldar. An assault marine has 1 base attack. He has two close combat weapons, a pistol and a sword, so he gets a bonus attack for that. He also charged, so he gets a 3rd attack. There are 5 marines attacking for a total of 15 attacks. We will do averages here. When determining if you hit, you compare weapon skill. A Guardian has a WS 3 and a SM has WS of 4. A glance at the To Hit (Assault) chart will show you that SM need a 3 to hit the guardians. They are better with swords. We will say 60% of them hit for an estimate of 9 hits. (Screw math)
Now time to wound. Once you hit something, you have to wound it. You may have just glanced the shot... etc. So of your 9 hits, you need to roll a die to see how many wound. The Str of a SM is 4. The Toughness of an Eldar Guardian is 3. Comparing the two scores, you will wound on a roll of 3. There is a chart on the last page of the rule book. So again, roughly 60 percent of the hits will wound. Of the 9 hits, we will say 6 wounded.
Now for armor saves. Guardians have a 5+ save, so we can say that for every 6 wounded, 4 will die based on the dice. Close enough. So 4 dead guardians. The number of dead is important because this forces a leadership test. If a squad suffers 25% losses of it's current value, it has to make a leadership test. This squad suffered 40% loss and will have to test at the end of combat. But all 10 of those guardians get to attack since they have the same initiative as the SM.
A WS of 3 attacking WS of 4 will need a 4 to hit after a quick glance at the book. Guardians only get 1 attack. They suck in assault. So 10 attacks, needing a 4 will leave 5 hits. Now time to wound.
Eldar Guardians are Str 3. Marines are Toughness 4. S3 will need a 5 to wound T4 models after glancing at the last page of the rule book. Not good odds. It is like 33 percent... we will say 2 wound. Now the marines have to make 2 saves. They get a 3+ save, and we will say they both pass.
We have to keep track of scores here. This is all one huge combat, with several small mini battles going on. At the end, it is all resolved as one fight. After game one, Marines are up 4 to 0.
Now Eldar squad 2 is fighting 2 marines. The marines have 6 attacks, and need 4s to hit. We will say that true to the odds, 3 hit. Then again, true to the odds, 2 wound. Due to Eldars crap save, 2 more die. The Eldar hit back, with their 4+ to hit, and land 5 hits. With their crap Strength, they will have a tough time, we will give them the benefit of the doubt this time, and give them 3 wounds. Now, two marines have to make 3 saves. We will say one goes down.
Score after game 2, Marines 6, Eldar 1.
We will give the third game the same score, but give the Eldar one more kill due to lucky rolls. So, final tally of kills for the 10 Marines vs 30 Eldar is 8 kills for the Marines, and 2 for the Eldar.
But what about our Squad Leader? He charged an immobile viper. If a vehicle has NOT moved in the previous turn, all assaults against it are auto hits. A power fist doubles the models Str in assault. A marine has a 4 Str, which becomes 8 with the fist. Fists are so clunky and big, that a model using one does NOT get a bonus attack for having two close combat weapons. But he does get his charge bonus. A veteran has 2 base attacks, and one bonus for the charge for a total of 3. All 3 hit automaticly. Now to hurt the viper.
A Viper has armor value 10, and is open topped. This is going to go VERY badly for the viper. To damage vehicles, you compare Strength vs Armor Value. The Str of the Marine is 8 vs the armor of the vehicle which is 10. The marine has to score equal to or above the armor value to hurt the vehicle. You roll a d6 and add the total to the score of 8. We will say the results for the 3 attacks are a 1, a 4 and a 6. In this case, a result of 1 is not necessarily an auto failure to wound, (such is the case in most other results) But 8 + 1 is only 9 and does not equal the value of the armor, so the 1 is a failure to wound. But the 4 and 6 both PENETRATE the vehicle. 8+4 is 12, which beats armor 10. The marine gets to roll two dice on the damage table. He is punching holes right through the hull of the ship and grabbing the pilot! He rolls a 2 and a 4. Looking at the Vehicle Damage Table will show you that the results will be a Crew Stunned and Immobilized result. BUT, the vehicle is open topped. So the marine gets to add 1 to his scores. That makes them a Weapon Destroyed and Vehicle Destroyed result. The viper is now dead, and remains on the table as terrain.
Now time to make morale tests. The total score was 8 for the marines and 2 for the Eldar. The difference of the two scores is 6. Sadly for the Eldar, they have to minus 6 from their leadership rolls. Since the Eldar lost combat, that is, the Marines scored more kills, ALL THREE of the eldar squads need to make a leadership test. (Leadership/Morale... same difference for this discussion) Guardians have a leadership of 8. They have to roll snake eyes to pass their test, and all three fail. Things are going VERY ugly for the guardians, and here is where Marines shine.
Time for Sweeping Advance.
Since the Eldar lost combat, and failed their leadership tests. They need to fall back. The eldar roll 2d6 and fall back that many inches. However, the marines may choose to Sweeping Advance... or Massacre them. If the marines choose to keep them in assault, they need to make a compared initiative roll vs the Eldar. Each squad rolls a D6 and adds their initiative. The marines roll a D6 and get a 5 so the eldar have to BEAT a 9. Their initiave is 4 so they have to roll 6s. A tie in this case will still mean that the Marines may Sweeping Advance. All three of the eldar squads roll under 6. Which means the marines have successfully Sweeping Advanced all three of the squads. Sadly for the Eldar, this means that all 3 squads are instantly destroyed. Thats right, 10 marines just cut down 30 Eldar and a Viper, and only lost 2 marines.
Now, this was based on average rolls. So it is a pretty good indicator of what will happen most of the time. Odds are that most opponents will not give you a juicy target like 3 guardian squads bunched up next to a viper that has not moved... but you never know.
When assaulting, look for juicy targets. If you have a badass assault squad, look for multiple squads that you can assault... And if you have the resources, send your power fist after a tank or something.
Phew my fingers hurt! :)