Arkiham Posted July 31, 2016 Share Posted July 31, 2016 If a unit has a pile in range of longer than 3" does this effectively allow them to always run and still get into combat? It's not a charge as the rules say, but you're within pile in range so can do so. Link to comment Share on other sites More sharing options...
BaldoBeardo Posted July 31, 2016 Share Posted July 31, 2016 It's not pile-in range, it's 3". Sent from my Nexus 5X using Tapatalk Link to comment Share on other sites More sharing options...
amysrevenge Posted July 31, 2016 Share Posted July 31, 2016 We've talked about this in other contexts. Check out the warscrolls for Yhetees and Goblin Wolf Riders, and see how differently the 6" pile in mechanic is described. Yhetees can do the trick you're suggesting, but Goblin Wolf Riders can't. The majority of 6" pile in units are like the Goblin Wolf Riders, not like the Yhetees. Link to comment Share on other sites More sharing options...
Arkiham Posted July 31, 2016 Author Share Posted July 31, 2016 Righto. It's word dependant. Gotcha Link to comment Share on other sites More sharing options...
amysrevenge Posted July 31, 2016 Share Posted July 31, 2016 Basically, if you're reading a warscroll with the 6" pile in and you're not sure if the trick works, then the trick doesn't work. The ones where it works it is super explicit about how it works. Link to comment Share on other sites More sharing options...
Lucio Posted July 31, 2016 Share Posted July 31, 2016 Seems pretty clear, if a unit's special rule says may engage in combat if they're within 6", then they can indeed run to get within that range, and don't have to charge. If the unit only states that they have a 6" pile in move, then they aren't in combat until they are within 3" which requires a charge. Thematically the two similar but different abilities makes sense to have, one is a powerful combat ability whilst the other is a rapidly moving unit Link to comment Share on other sites More sharing options...
Arkiham Posted July 31, 2016 Author Share Posted July 31, 2016 So for the khorne chaos lord on manticore he has a pile in of 6" rather than 3". This means he has to be within 3 initially correct? As he's a flying unit and has a large pile in range, can I jump over the unit and attack from the rear, allowing other units to pile in the front? I can't see any reason why not as long as I end up closer than I was before Link to comment Share on other sites More sharing options...
mhsellwood Posted July 31, 2016 Share Posted July 31, 2016 29 minutes ago, Arkiham said: So for the khorne chaos lord on manticore he has a pile in of 6" rather than 3". This means he has to be within 3 initially correct? As he's a flying unit and has a large pile in range, can I jump over the unit and attack from the rear, allowing other units to pile in the front? I can't see any reason why not as long as I end up closer than I was before Yes on both counts. Link to comment Share on other sites More sharing options...
BaldoBeardo Posted August 1, 2016 Share Posted August 1, 2016 So for the khorne chaos lord on manticore he has a pile in of 6" rather than 3". This means he has to be within 3 initially correct? As he's a flying unit and has a large pile in range, can I jump over the unit and attack from the rear, allowing other units to pile in the front? I can't see any reason why not as long as I end up closer than I was before Yes to the first part, "maybe" to the second. 6" pile-in still does not absolve you of the requirement to move toward closest enemy model. I.e. if the Unit is a single model like a treeman, jumping over is fine. If it's a mass of Dryads 2-3 deep, no. Sent from my Nexus 5X using Tapatalk Link to comment Share on other sites More sharing options...
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Arkiham
If a unit has a pile in range of longer than 3" does this effectively allow them to always run and still get into combat? It's not a charge as the rules say, but you're within pile in range so can do so.
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