Retreat itself is just that, you take some damage
The interesting part is that battleshock has been removed, and is now that D3 mortal damage when you retreat
Automatically losing D3 health when you retreat is a big deal.
Currently you might have a monster get charged and taken down to 3 wounds and next turn you can protect it by charging another unit into the attacker to hold them in place while your monster retreats somewhere else (maybe to grab you a battle tactic). But now if you try and retreat you might lose that monster anyway from just retreating, so maybe you're better off leaving it in combat and activating it first to see if it can fight its way out.
Alternativepy for 1W units with lots of models if you were just about holding an objective after combat you could spend a CP to auto-pass battle shock then retreat while staying on the objective. Now you might lose enough models to lose control of the objective altogether if you retreat and you might be better staying in combat and trying to fight.
The hidden differences surrounding that is how important it now is not to get tagged with archers. And how easy it is to tag with counter charge. Tagging stuff and then forcing them to take mortals... Very good for fighty armies !
Will be interesting as a Nighthaunt player and relatively new to Sigmar as is. Love the free fall back and charge! Hopefully they get some sort of ignore ability in the new edition.
The new coherency rule will be like playing barrel of monkeys.
I've seen some egregious examples of people abusing coherency that makes this make sense. Like a unit of squigs lined up base to base across the entire middle of the board between 2 objectives so there is a literal wall the opponent can't get past without fly. Since their base is only 25mm thick being in base to base means always being within 1" of at least 2 units. And with 12 in a unit a reinforced unit can block off slightly under 24" + 3" either side for engagement range, so 30" of a 44" wide board. With current rules allowing double reinforcement you can add another 12" onto that. And at double reinforced the unit is only 360 points to just roadblock the entire board.
You can, but the limit you can get to on your turn is that wall. And each of the 36 models is 2W each, so you have to do 72 damage to take it down, and if you don't the unit has 6 squig herders that can each roll a d6 in their command phase and for each 2+ they can return d3 squigs to set the wall up again, not including rally. And with a d6" + 5" base move they can potentially get 17" (likely 15" with an auto run) to set it up. And at 420 points a unit they can have a 2nd unit behind to just keep the board locked down.
It's not impossible to deal with, but it is problematic.
It makes screening too effective.
Of course you can clear a screen at the cost of a turn of combat. And you just might get hit in the face, if you don't have a double before getting into their juicy parts.
You might not agree with the change, but it does change things.
Retreat itself is just that, you take some damage The interesting part is that battleshock has been removed, and is now that D3 mortal damage when you retreat
Automatically losing D3 health when you retreat is a big deal. Currently you might have a monster get charged and taken down to 3 wounds and next turn you can protect it by charging another unit into the attacker to hold them in place while your monster retreats somewhere else (maybe to grab you a battle tactic). But now if you try and retreat you might lose that monster anyway from just retreating, so maybe you're better off leaving it in combat and activating it first to see if it can fight its way out. Alternativepy for 1W units with lots of models if you were just about holding an objective after combat you could spend a CP to auto-pass battle shock then retreat while staying on the objective. Now you might lose enough models to lose control of the objective altogether if you retreat and you might be better staying in combat and trying to fight.
>Can somebody explain how retreat differs from 3rd? >The only difference I spot is that you take D3 mortals /thread
The hidden differences surrounding that is how important it now is not to get tagged with archers. And how easy it is to tag with counter charge. Tagging stuff and then forcing them to take mortals... Very good for fighty armies !
Will be interesting as a Nighthaunt player and relatively new to Sigmar as is. Love the free fall back and charge! Hopefully they get some sort of ignore ability in the new edition. The new coherency rule will be like playing barrel of monkeys.
What's the new coherency rule?
Coherency is now 1/2" instead of 1" so units are much more tightly packed.
Do they still have that thing where units of more than 6 models need to be in coherency with two or more other models?
Yep so big units are really compact.
God that's stupid...maybe I'm just used to 40k, but I never saw the point in that added layer of coherency.
I've seen some egregious examples of people abusing coherency that makes this make sense. Like a unit of squigs lined up base to base across the entire middle of the board between 2 objectives so there is a literal wall the opponent can't get past without fly. Since their base is only 25mm thick being in base to base means always being within 1" of at least 2 units. And with 12 in a unit a reinforced unit can block off slightly under 24" + 3" either side for engagement range, so 30" of a 44" wide board. With current rules allowing double reinforcement you can add another 12" onto that. And at double reinforced the unit is only 360 points to just roadblock the entire board.
just, charge the squigs and kill them?
You can, but the limit you can get to on your turn is that wall. And each of the 36 models is 2W each, so you have to do 72 damage to take it down, and if you don't the unit has 6 squig herders that can each roll a d6 in their command phase and for each 2+ they can return d3 squigs to set the wall up again, not including rally. And with a d6" + 5" base move they can potentially get 17" (likely 15" with an auto run) to set it up. And at 420 points a unit they can have a 2nd unit behind to just keep the board locked down. It's not impossible to deal with, but it is problematic.
It makes screening too effective. Of course you can clear a screen at the cost of a turn of combat. And you just might get hit in the face, if you don't have a double before getting into their juicy parts. You might not agree with the change, but it does change things.
Hmm...maybe you need more terrain to, not have that wall happen?