Good point on chaff - the thing to consider is you really need to be chaffing in close order not skirmish. That way when they charge you, they are forced to align to your angle. You can then redirect them
The ideal placement for cannon shot is 8 inches ahead of the target. That way your odds of overshooting are lower. It's also best to anchor your lines with your cannon, one on each flank, so you can get a bit of crossfire going. Remember the poem: "Cannon to the right of them, cannon to the left of them, cannon in front of them." I also recommend using Halberds and Handguns/Crossbows as your infantry detachments to support your spears.
I think one of the reasons your army feels like it's always fighting uphill is the lack of anything elite in the army. No Knights, Greatswords, Flagelants, etc. You also need Crossbowmen or Handgunners... those S4 shots can mean all the difference in actually DOING damage in the shooting phase.
And not being mean but your cannons were badly misplaced the chaos player got into grid lock which is where cannons become good hitting one unit and skipping into 1 or 2 more but you were not able to take advantage@@MordianGlory
Mordian you really need to set up your cannons anchoring the corners of your army! You basically wasted almost all your shooting from one cannon for the entire game which should have been blasting the Knights and the Chosen! Consider yourself lambasted!
Marauders would have made it in with the 9 around 1.45 mark needing a 5 not a 6. They don’t need to wheel if the wheel would make them fail the charge. They will get the free wheel to align as it is. Same goes for maximising throughout the batrep, you maximise for both sides in a combat as movement allows.
Really nice batrep format! Didn't know the thing about charging a fleeing enemy, that is a big deal. One correction: storm caller can't be cast in combat. Unless it's a range self or assailment it has to specifically say on the card if it can be cast into combat
Remember that in the Chaos horsemen fight, before they failed their armour, the spearmen failed 90% 4+ dice in a previous roll. That could of impacted seriously.
Greatswords or knights with some small accebts of a blue-violet would look lovely with the orangey-yellow main color scheme. They'd be center piece models in you're army and deserve a little extra attention.
@@MordianGlory My men at arms (im souring on errants impetuous quickly, they don't hit hard enough to justify it) are both for cheaper :) If I want artilery I can just bring an allied empire gun
Cannons can pivot without penalty, war machines can’t march and the cannon uses the artillery dice for grape shot. Troops in detail page 197, and need more nails special rule page 227.
Mordian, with cannons it is most of the time best to always put the point 10" in front of the enemies rear base edge. so even with a 10 you hit the first dude + bounce, or at least and with the highest probability you fly towards the unit and still bounce through.
In the 1:16:00 mark, there is a mistake with the fighting rank and supporting attack rule. ALL models in the front rank are in the fighting rank and may attack. Even when not in base contact. But then they may only make one attack, in the case they have normally more. Supporting attacks may be made for EVERY model behind a model in the fighting rank.
MILK FOR THE KHORNE FLAKES! BLOOOOOOOD! Donate today, it's in you to give! I literally JUST searched for "Warriors Chaos Old World" 40 minutes ago! The Dark Gods abide!
A unit that passes a Rally test regains its composure and returns to the fight. Upon rallying, a unit may immediately perform a free reform (see page 125). The unit cannot charge during this turn and counts as having moved for the purposes of shooting, but can otherwise act as normal. So rally and regular move wouldve been fine.
I don't think windblasting off the board is possible. Windblast causes the unit to "Give Ground". On page 134 the Moving off the Battlefield subsection says that only Fleeing units can move off the table. Give Ground is not Fleeing.
Just a super awesome batrep. Ive been a huge Mordian Glory fan, being an infantry hoard guard player and as a empire player myself. In saying all that. YOU DISGRACED YOURSELF SIR! YOU DISHONOURED THE ARTILLERY CORPS SIR! Did you just place a cannon besided a hill! Not on a hill, but beside its! You are correct, that empire are bang average in combat. And against an elite fighty army, staying outside of his combat phase is all important. Making your Chaff and Cannons all the more important. Imho, you got tunnel vision on that chariot and deployed your cannons badly against the cannons true targets, his cavalry and warriors. Again imho, your cannons should have been on the hill with an/two engineers having at least 3 to 4 rounds of consistant shooting(, because of the engineers)on one or both of those target units. The amount of rounds of shooting in general, will come down to how well you play the mid field 'chaff war'. Its turned very complex in the old world to use chaff, much more than 8th edition. Its also the most fun part of the game the me, countering opponents movement phase and controlling board space in that 'chaff war' game makes warhammer so much fun to play, so welcome to chaff wars Mordian. :) I would say to work on the angle of your ranked chaff units place opposing enemy units. The mojst important thing to remember is which way your units will flee as a charge reaction and what angle the opponents unit is left in, again its the most important thing. Because then youll know where to put your other chaff unit, in your same movment. basically you want your chaff units to work together to pull your opponents units out of good charge arcs more anything else. The more enemy fighty units are out of combat and have bad charge arcs, the safer your army is.
I was eager to see how the Marauders performed w/o a standard. I've been plotting how to make a Warriors army out of my Blades of Khorne and this was some interesting data to think about
Fun report, slight rules note, grapeshot is not 2d6, it's the number rolled on the artillery dice in auto hits. Still good but not as potentially strong as 2d6.
No, but he does use a d6 to roll for misfires, double the number for distance and 6 is misfire, and for grapeshot you just use the "distance number " as number of shots
Hey guys great bat rep, just note that great weapons strike last, unless i missed something with the marauding unit? I liked and subbed too, thanks for the entertainment.👍👍 Never mind, i was looking at a different unit! LOL
It's fun to see just how many rules you got wrong. Spells in the wrong phases Charge rolls Skirmishers Must maximize contact on the charge But fun to watch as I play both of these armies
probably a good example of where the march order/column could have been useful since the marauders already gave up rank bonusess so it'd be triple movement with no downsides
I think the manevour from 1:05:40 was done a little bit wrong - but still golden rule applies here so still good, because you could at least from the movie(i checked the straight line from the footage) to charge the most left skirmisher model to direct contact with archers without touching the spearman block, and then this guy on the right, can align corner to corner to your most right archer. In general, i think such small things matter, but great content anyways, loved the trick with windblast
while I did enjoy the cheeky windblast, your opponent obviously (at least following the tone of the video) wasnt aware of how this works. So in case of your absolutely wasted archer move turn 1, you reread the rules, reversed the clock and put your archers somewhere else. Same with the archers on the other flank. The chariot however simply gets removed. Good game between good friends, just a slight deviation from what wouldve been fair in my personal opinion. The gentlemans agreement not to run immortal single lords is also very nice. I also prefer old world this way. Empire has a very skewed army list with big highs and big lows in the usefulness/powerlevel of units. Units like Demigryph knights, big wizards (especially one with helsturms mace on gryphon with doppelganger), Inner circle knights, cannons, volleyguns with engineers, steamtank are the clear winner by a huge margin. Most of the rest is kind of sheit, sadly. If you want to win against strong lists like chaos, you need at least some of those strong choices.
· Rulebook page 134: "Moving Off The Battlefield. Except in the case of fleeing units (as discussed previously) and pursuing units (see page 157), no unit is permitted to move off the battlefield." · Rulebook page 327: "Wind Blast. Effect: The target enemy unit suffers D3+3 Strength 5 hits, each with an AP of -1. Once these hits have been resolved, the unit must Give Ground." Giving ground is not fleeing and giving ground is not pursuing.
I am halfway of the video. Just paused to say thanks and please, bring more of this!! Just comment that it was a shame the cannons where not over the hill. They could of blasted that horses. Very good fun! Bring more! Wanna see those empire troops holding the line
Question for Mordian: I run a pure 240 infantry build for 2000pt games. Can Vox-casters be used to gain 1 CP back from the reinforcements strategum? Most people argue no. I’m curious if I can do this at tournaments.
empire inner circle knights are a great and independently strong unit with amazing special rules. Not glocking up your rare slots either. You could mess with a priest of ulric, I prefer just more knights instead.
on the topic of a chaos warband at 14:10 when playing tw warhammer i like to take a bunch of marauders because an army of chaos warriors doesnt feel quite right i imagine the vast majority of their armies WOULD be marauders and god knows what else with the chaos warriors being a mighty minority
So when you talk about "not easy to redirect charges with chaff-units because he can test to restraint"...I think because of frenzy he actually cannot! His example with dire wolves is correct: You can redirect them to funny angles IF they are frenzied... ;-)
I think you played chaos knight charging skirmishers wrong. You just need to contact with the knights and the skirmishers form on the knights. Effectively you can't redirect with skirmishers anymore. (There's little redirect as charging unit might need to wheel to make contact)
I think you got the spear rule wrong. The rulebook says every model behind a model in the 'fighting rank' can attack, all models in the front rank are in the fighting rank
Thank you for another great old world batrep, this time with a spicy 'new' opponet. Love to see you getting back into fantasy battle! Now that you've done a few more games, what do you think is a good amount of points for games? It seems like about 1000 pts is plenty for practise. How long do your 1250pts games go usually (unedited) ? Do you think that 2000pts might be a bit bloated for casual, or at least tournament games? Or is something like 1500pts a sweet spot? Cheers!
Things like wind blasting a chariot such that it slightly overlap the edge of the board killing it outright is very gamey. I wouldn't encourage people to use such tactics in a friendly game. But I suppose if you're really stinging from back to back losses an exception could be made ;)
@guehe99 I need to double check, it's either in deployment and starting the game itself, or it is in vanguard saying you must be in their own deployment zone
1:15:12 you did this wrong I think. Who can fight: "When two opposing units are engaged in combat, any row of models (be it a rank or file) that has one or more models in base contact with the enemy is called the ‘fighting rank’. Every model within the fighting rank canfight. This represents models in that row but not in base contact with the enemy encircling the foe." (this means the leader can fight as he's joined with the unit) "Some models are equipped with weapons that allow them to make a ‘supporting attack’. To make a supporting attack, a model must be directly behind a friendly model that is itself in a fighting rank. However, supporting attacks cannot be made to a unit’s flank or rear, nor can they be made by a model that is itself in a fighting rank." As the first rule states the fighting rank is all models in the first rank, NOT just models in base to base. Therefore they should have also all attacked. So all but the ones who died in the first two ranks should have fought.
For my (purely paper) chaos list at the moment I have a 9 unit of chaos elite knights of khorne + lord, with 10 models on charge making 33 attacks on charge at str 6+
@@LichLordKrull Chosen have 2 attacks each, +1 on the charge for Frenzy from mark of khorne and then cavalry spears so they fight in 2 ranks on the charge. With a champion that's 8x3+4 (champion) so 28 then the chaos lord is adding 5 so it's 33 attacks on the charge. That said it's nearly 600 points for the unit without anything else like magic items for the lord, banners or armour on the chosen, which a very big investment on a unit that potentially is going to be targeted and countered while the rest of the army is dealt with so I'd assume you'd only see something like that in higher points lists.
@@purplefood1 Chosen Knights don't have cavalry spears, they have lances. And even if they did, you can only make 1 supporting attack, not the full 3. I don't think it's worth taking that many knights, just take a single rank of 5 or 6. Also if they have a Lord joined to them they would lose the Counter Charge rule, so you might not want to give that up depending on what you're facing.
@@LichLordKrull take just one rank is the idea, there is no maximum rank width, and in rules all of the first rank fights. "When two opposing units are engagedincombat, any row of models (be it a rank or file) that has oneor more models in base contact with the enemy is calledthe‘fighting rank’. Every model within the fighting rank canfight. This represents models in that row but not in base contact with the enemy encircling the foe."
Great to see the 5-man skirmishing tactic in action, *vicarious learning intesifies* Elementalism FTW!
Good point on chaff - the thing to consider is you really need to be chaffing in close order not skirmish. That way when they charge you, they are forced to align to your angle. You can then redirect them
You are spot on.
If i remember correctly from the old editions, light cavalry was the perfect unit to chaff the enemy and stop them from marching
The ideal placement for cannon shot is 8 inches ahead of the target. That way your odds of overshooting are lower. It's also best to anchor your lines with your cannon, one on each flank, so you can get a bit of crossfire going. Remember the poem: "Cannon to the right of them, cannon to the left of them, cannon in front of them."
I also recommend using Halberds and Handguns/Crossbows as your infantry detachments to support your spears.
Alex matches your energy really well great bat rep
Good show sirs, cannons have skirmishers rule and therefore can see and turn to face 360
I think one of the reasons your army feels like it's always fighting uphill is the lack of anything elite in the army. No Knights, Greatswords, Flagelants, etc. You also need Crossbowmen or Handgunners... those S4 shots can mean all the difference in actually DOING damage in the shooting phase.
100%! I have more elite stuff on the painting desk right now :)
And not being mean but your cannons were badly misplaced the chaos player got into grid lock which is where cannons become good hitting one unit and skipping into 1 or 2 more but you were not able to take advantage@@MordianGlory
I just wanted to see those chosen fight, and now I'm blue balled beyond comprehension. Damn you sir!
Mordian you really need to set up your cannons anchoring the corners of your army! You basically wasted almost all your shooting from one cannon for the entire game which should have been blasting the Knights and the Chosen! Consider yourself lambasted!
Your battle reports are so freaking good. explaining the game rather than a whole bunch of rolling and shallow description. Also a lot of fun to watch
Still want to see some Warrior Priests in Mordians lists - purge them with Faith and Steel!!
Marauders would have made it in with the 9 around 1.45 mark needing a 5 not a 6. They don’t need to wheel if the wheel would make them fail the charge. They will get the free wheel to align as it is. Same goes for maximising throughout the batrep, you maximise for both sides in a combat as movement allows.
Seeing old world content makes me so happy. Good job
Good Battle. Only one point, If you have frenzy you cant choose.. you follow after the charge. The chaos knights destroy archers and follow
For the EMPIRE!!! Great batrep, keep it going!
Btw, consider Dragon Bow, since you played range Empire. It's s6, ap2, multiple wound2
@@donshep2305Dragon Bow looks excellent! Will be using it the future, thanks for the heads up! :)
Really nice batrep format! Didn't know the thing about charging a fleeing enemy, that is a big deal. One correction: storm caller can't be cast in combat. Unless it's a range self or assailment it has to specifically say on the card if it can be cast into combat
well played, gentlemen! that was quite a match
Loveyour old world battle reports, so much fun.
Remember that in the Chaos horsemen fight, before they failed their armour, the spearmen failed 90% 4+ dice in a previous roll. That could of impacted seriously.
Greatswords or knights with some small accebts of a blue-violet would look lovely with the orangey-yellow main color scheme. They'd be center piece models in you're army and deserve a little extra attention.
Awesome bat rep man. Really loved seeing the tricky chaff play. I'll definitely try out that brace of pistols play on my dark elf corsairs
I'm gonna say. Every battle report I see you do with spears convinces me more and more on halbirds.
I feel the same and then something happens (like in this batrep) where I go back to loving them again xD
@@MordianGlory My men at arms (im souring on errants impetuous quickly, they don't hit hard enough to justify it) are both for cheaper :) If I want artilery I can just bring an allied empire gun
Cannons can pivot without penalty, war machines can’t march and the cannon uses the artillery dice for grape shot. Troops in detail page 197, and need more nails special rule page 227.
Mordian, with cannons it is most of the time best to always put the point 10" in front of the enemies rear base edge. so even with a 10 you hit the first dude + bounce, or at least and with the highest probability you fly towards the unit and still bounce through.
In the 1:16:00 mark, there is a mistake with the fighting rank and supporting attack rule. ALL models in the front rank are in the fighting rank and may attack. Even when not in base contact. But then they may only make one attack, in the case they have normally more. Supporting attacks may be made for EVERY model behind a model in the fighting rank.
MILK FOR THE KHORNE FLAKES! BLOOOOOOOD! Donate today, it's in you to give! I literally JUST searched for "Warriors Chaos Old World" 40 minutes ago! The Dark Gods abide!
A unit that passes a Rally test regains its composure and returns to the fight. Upon rallying, a unit may immediately perform a free reform (see page 125). The unit cannot charge during this turn and counts as having moved for the purposes of shooting, but can otherwise act as normal. So rally and regular move wouldve been fine.
You can pivot through models in this edition as long as you finish clear.
The end was so epic!
Those spearmen died with honour taking out 3 Chaos Knights. Songs of their glory will be sung.
I don't think windblasting off the board is possible. Windblast causes the unit to "Give Ground". On page 134 the Moving off the Battlefield subsection says that only Fleeing units can move off the table. Give Ground is not Fleeing.
Exactly!
as they mention, it's pretty clear in the FAQ
Just a super awesome batrep. Ive been a huge Mordian Glory fan, being an infantry hoard guard player and as a empire player myself.
In saying all that. YOU DISGRACED YOURSELF SIR! YOU DISHONOURED THE ARTILLERY CORPS SIR! Did you just place a cannon besided a hill! Not on a hill, but beside its!
You are correct, that empire are bang average in combat. And against an elite fighty army, staying outside of his combat phase is all important. Making your Chaff and Cannons all the more important. Imho, you got tunnel vision on that chariot and deployed your cannons badly against the cannons true targets, his cavalry and warriors. Again imho, your cannons should have been on the hill with an/two engineers having at least 3 to 4 rounds of consistant shooting(, because of the engineers)on one or both of those target units.
The amount of rounds of shooting in general, will come down to how well you play the mid field 'chaff war'. Its turned very complex in the old world to use chaff, much more than 8th edition. Its also the most fun part of the game the me, countering opponents movement phase and controlling board space in that 'chaff war' game makes warhammer so much fun to play, so welcome to chaff wars Mordian. :) I would say to work on the angle of your ranked chaff units place opposing enemy units. The mojst important thing to remember is which way your units will flee as a charge reaction and what angle the opponents unit is left in, again its the most important thing. Because then youll know where to put your other chaff unit, in your same movment. basically you want your chaff units to work together to pull your opponents units out of good charge arcs more anything else. The more enemy fighty units are out of combat and have bad charge arcs, the safer your army is.
I was eager to see how the Marauders performed w/o a standard. I've been plotting how to make a Warriors army out of my Blades of Khorne and this was some interesting data to think about
Fun report, slight rules note, grapeshot is not 2d6, it's the number rolled on the artillery dice in auto hits. Still good but not as potentially strong as 2d6.
I don't think he has artillery dice.
No, but he does use a d6 to roll for misfires, double the number for distance and 6 is misfire, and for grapeshot you just use the "distance number " as number of shots
These just make me want to play more and more
New video! Time to paint some empire troops! Let’s gooo!
Hey guys great bat rep, just note that great weapons strike last, unless i missed something with the marauding unit?
I liked and subbed too, thanks for the entertainment.👍👍
Never mind, i was looking at a different unit! LOL
It's fun to see just how many rules you got wrong.
Spells in the wrong phases
Charge rolls
Skirmishers
Must maximize contact on the charge
But fun to watch as I play both of these armies
probably a good example of where the march order/column could have been useful since the marauders already gave up rank bonusess so it'd be triple movement with no downsides
Wait, what is my cat doing in England?
I think the manevour from 1:05:40 was done a little bit wrong - but still golden rule applies here so still good, because you could at least from the movie(i checked the straight line from the footage) to charge the most left skirmisher model to direct contact with archers without touching the spearman block, and then this guy on the right, can align corner to corner to your most right archer. In general, i think such small things matter, but great content anyways, loved the trick with windblast
Love your work
I sirhv watched more than half of this bat rep and all i have seen is mordians cowardice sir more old world bat reps morrrrree!
What you call cowardice, I call a fighting retreat!
while I did enjoy the cheeky windblast, your opponent obviously (at least following the tone of the video) wasnt aware of how this works. So in case of your absolutely wasted archer move turn 1, you reread the rules, reversed the clock and put your archers somewhere else. Same with the archers on the other flank. The chariot however simply gets removed. Good game between good friends, just a slight deviation from what wouldve been fair in my personal opinion. The gentlemans agreement not to run immortal single lords is also very nice. I also prefer old world this way. Empire has a very skewed army list with big highs and big lows in the usefulness/powerlevel of units. Units like Demigryph knights, big wizards (especially one with helsturms mace on gryphon with doppelganger), Inner circle knights, cannons, volleyguns with engineers, steamtank are the clear winner by a huge margin. Most of the rest is kind of sheit, sadly. If you want to win against strong lists like chaos, you need at least some of those strong choices.
· Rulebook page 134: "Moving Off The Battlefield. Except in the case of fleeing units (as discussed previously) and pursuing units (see page 157), no unit is permitted to move off the battlefield."
· Rulebook page 327: "Wind Blast. Effect: The target enemy unit suffers D3+3 Strength 5 hits, each with an AP of -1. Once these hits have been resolved, the unit must Give Ground."
Giving ground is not fleeing and giving ground is not pursuing.
Yes, but the FAQ specifically addresses this. They played it correctly.
What do imperial troops in 40k and fantasy have in common? Balls of mithril!!
Guys at 1:33:44 why charge roll for the flanking unit is 7? Thx a lot:)
Classic. Love the game to death and glad to see it.
This chariot... you cannot leave table while Giving Ground.... Only pursuing or fleeing units
as they mention, it's pretty clear in the FAQ
A unit can only have one detachment now. You are still remembering how Empire used to have two.
rule book p. 282 still says that you can have up to two detachments.
doesn't fall back in good order become break if you outnumber him over 2 to 1? so knights would flee?
also, if they lost combat they loose frenzy, so they wouldn't throw so many attacks in later rounds
The Knights were Chosen, so 2A base, no frenzy!
Also- they have Stubborn so can auto- Give Ground to first combat loss.
they're unit strength 2, so not double outnumbered I think. and they're not frenzied, they're not khorne knights so don't lose their attacks
The end Chaos knight in the first combat would have only got 1 attack as its not I'm base contact. Great stuff though, enjoying so far dude.
Wheeling distance counts towards the charge I bonus as well. Wouldn’t have made a difference to the Chosen versus Spears combat this time at least
I am halfway of the video. Just paused to say thanks and please, bring more of this!!
Just comment that it was a shame the cannons where not over the hill. They could of blasted that horses.
Very good fun! Bring more! Wanna see those empire troops holding the line
"2 inches is all you need" ~ Mordian Glory 😊
Btw are they planning to re-release any 6th Ed ish minis on square bases n that?
Question for Mordian: I run a pure 240 infantry build for 2000pt games. Can Vox-casters be used to gain 1 CP back from the reinforcements strategum? Most people argue no. I’m curious if I can do this at tournaments.
Quick question Glory because I currently don't have access to the forces of fantasy rule book, How many men do i need to run an great cannon?
empire inner circle knights are a great and independently strong unit with amazing special rules. Not glocking up your rare slots either. You could mess with a priest of ulric, I prefer just more knights instead.
Cool because we learned never to place a model near the edge when there is a possible windblast.
on the topic of a chaos warband at 14:10 when playing tw warhammer i like to take a bunch of marauders because an army of chaos warriors doesnt feel quite right i imagine the vast majority of their armies WOULD be marauders and god knows what else with the chaos warriors being a mighty minority
So when you talk about "not easy to redirect charges with chaff-units because he can test to restraint"...I think because of frenzy he actually cannot! His example with dire wolves is correct: You can redirect them to funny angles IF they are frenzied... ;-)
Yes Mordian he hits the archers and spearmen
I think you played chaos knight charging skirmishers wrong. You just need to contact with the knights and the skirmishers form on the knights. Effectively you can't redirect with skirmishers anymore. (There's little redirect as charging unit might need to wheel to make contact)
why did the great weapon marauders hit in melee before the empire detachment?
I think you got the spear rule wrong. The rulebook says every model behind a model in the 'fighting rank' can attack, all models in the front rank are in the fighting rank
other armies i wanna see? how about empire with greatswords ;D
The chariot got blasted into some ditch off road. Car crash with no survivors)
That's some pretty questionable deployment by the Empire. Fun batrep though.
Thank you for another great old world batrep, this time with a spicy 'new' opponet. Love to see you getting back into fantasy battle!
Now that you've done a few more games, what do you think is a good amount of points for games? It seems like about 1000 pts is plenty for practise. How long do your 1250pts games go usually (unedited) ? Do you think that 2000pts might be a bit bloated for casual, or at least tournament games? Or is something like 1500pts a sweet spot? Cheers!
Hello!
*FOR HELDENHAMMEEEER*
No handgun is hard to see in an empire army 😅
Things like wind blasting a chariot such that it slightly overlap the edge of the board killing it outright is very gamey. I wouldn't encourage people to use such tactics in a friendly game. But I suppose if you're really stinging from back to back losses an exception could be made ;)
you cant scout and vanguard
@guehe99 what do you mean no
@guehe99 I need to double check, it's either in deployment and starting the game itself, or it is in vanguard saying you must be in their own deployment zone
😎😎
🦑🦑🦑🦑
Obligatory Comment 🫡
1st Yeww! o7
1:15:12 you did this wrong I think.
Who can fight: "When two opposing units are engaged in combat, any row of models (be it a rank or file) that has one or more models in base contact with the enemy is called the ‘fighting rank’. Every model within the fighting rank canfight. This represents models in that row but not in base contact with the enemy encircling the foe." (this means the leader can fight as he's joined with the unit)
"Some models are equipped with weapons that allow them to make a ‘supporting attack’. To make a supporting attack, a model must be directly behind a friendly model that is itself in a fighting rank. However, supporting attacks cannot be made to a unit’s flank or rear, nor can they be made by a model that is itself in a fighting rank." As the first rule states the fighting rank is all models in the first rank, NOT just models in base to base. Therefore they should have also all attacked.
So all but the ones who died in the first two ranks should have fought.
For my (purely paper) chaos list at the moment I have a 9 unit of chaos elite knights of khorne + lord, with 10 models on charge making 33 attacks on charge at str 6+
How do they get 33?
@@LichLordKrull Chosen have 2 attacks each, +1 on the charge for Frenzy from mark of khorne and then cavalry spears so they fight in 2 ranks on the charge. With a champion that's 8x3+4 (champion) so 28 then the chaos lord is adding 5 so it's 33 attacks on the charge. That said it's nearly 600 points for the unit without anything else like magic items for the lord, banners or armour on the chosen, which a very big investment on a unit that potentially is going to be targeted and countered while the rest of the army is dealt with so I'd assume you'd only see something like that in higher points lists.
@@purplefood1 its presuming 2k.
@@purplefood1 Chosen Knights don't have cavalry spears, they have lances. And even if they did, you can only make 1 supporting attack, not the full 3. I don't think it's worth taking that many knights, just take a single rank of 5 or 6. Also if they have a Lord joined to them they would lose the Counter Charge rule, so you might not want to give that up depending on what you're facing.
@@LichLordKrull take just one rank is the idea, there is no maximum rank width, and in rules all of the first rank fights. "When two opposing units are engagedincombat, any row of models (be it a rank or file) that has oneor more models in base contact with the enemy is calledthe‘fighting rank’. Every model within the fighting rank canfight.
This represents models in that row but not in base contact
with the enemy encircling the foe."
Ah warriors of chaos. Aka GROUND MARINES.
Nah those are dwarfs! Keep yer feet on the ground!!