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Kharadron ship destruction


Rusted Weapons

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A couple of quickies please for some clarification, firstly when disembarking do models need to be wholly within 3" or is a toe in acceptable? Secondly I understand that models which disembark need to be 3" from enemies but does this rule still apply for models that are disembarking from a destroyed ship? And do all these rules also apply to flying models which to my mind wouldn't be slain if a ship was destroyed as they're flying and hitched on rather than inside it. My reading is that both questions are yes's and this makes playing ships a huge liability against the benefits the benefits they may offer.

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Toe in works for the 3 inches.

 

When a ship is destroyed:  "The passengers bail out... The embarked units must then disembark before the vessel is removed."

They follow normal disembarking rules, so the 3 from boat, and 3 from enemies, and any that cant meet both these conditions are destroyed.  This is why your boat getting surrounded with folks inside can be devastating.

 

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20 minutes ago, GlanceOnASix said:

Toe in works for the 3 inches.

 

When a ship is destroyed:  "The passengers bail out... The embarked units must then disembark before the vessel is removed."

They follow normal disembarking rules, so the 3 from boat, and 3 from enemies, and any that cant meet both these conditions are destroyed.  This is why your boat getting surrounded with folks inside can be devastating.

 

This is correct saw it happen, Khalderon vs Storm cast they surrounded boat and destroyed it all embarked passengers were destroyed as they could get with 3" of the ship and more than 3" from enemy models. 

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Ok great thanks. The toe in makes it slightly better but the whole surround and destroy tactic is horrific for a k.o player especially as the utility if a ship is to transport them, generally forwards and onto objectives making them an obvious target. They play better camped at the back waiting for game to develop but then, what's the point?!

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They play better camped at the back waiting for game to develop but then, what's the point?!

Yeah - effectively all the Ironclad becomes is a static shield of ablative wounds for the units inside. As you cannot move up, deploy, move and shoot, the army can be very static unless you go for Zilfin (or if you use Grapnels on Endrinriggers/Skywardens).

 

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58 minutes ago, carrigher82 said:

Ok great thanks. The toe in makes it slightly better but the whole surround and destroy tactic is horrific for a k.o player especially as the utility if a ship is to transport them, generally forwards and onto objectives making them an obvious target. They play better camped at the back waiting for game to develop but then, what's the point?!

 

While I think we could go into more detail on tactics/strategy in another forum post (to keep this one focused on rules questions/answers).

Ships can be great simply for deploying in them to keep your deployment 'count' low perhaps getting you turn choice.

The can protect a 'squishy' unit from a large amount of ranged threat on the first turn, with the expectation of deploying them all on your first turn while they are way back from being surrounded.

Smaller squads (like 10 mans) are quite hard to prevent coming out of a ship like a frigate depending on your positioning, its only when you have multiple balloon units AND other units in there that I find the deployment footprint becomes quite massive.

The Ziflin 'clown car' again shows the strengths of this as they are unable to react to your boat before you unload your entire crew from it.  

It is important to keep in mind what turn it is, enemy positioning, and potentially getting 'double turned' before deciding to keep your crew inside the boats, remembering that things like the boats (always going last) grenade, and the 'run away' of thunderers may be another method of keeping a unit safe for example, without the risk of your boat being surrounded or needing to shelter them inside 100% of the time.

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