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 Post subject: Close Assault?
PostPosted: Sun Jul 01, 2012 2:35 pm 
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Within the standard rules.

Can units that are equipped with 'Close Assault' weapons, move as normal, and then launch a 'Close Assault' instead of firing ranged weapons, that they don't have?

In other words, they get to move, in effect, twice!

In particular, I am thinking of units that have 'Melee' weapons only, and aliens with teeth and claws.
So that the 2nd. move, is instead of firing!

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 Post subject: Re: Close Assault?
PostPosted: Mon Jul 02, 2012 12:27 am 
Sarge
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As I understand it, the basic rules say you just get a rapid move to take you into combat. Since aliens are defined by players , it's up to you and your opponents to decide how the aliens will work in your scenarios/campaign.

Perhaps these sort of options will be better covered in the upcoming expansion.


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 Post subject: Re: Close Assault?
PostPosted: Mon Jul 02, 2012 5:32 am 
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BaldLea wrote:
As I understand it, the basic rules say you just get a rapid move to take you into combat. Since aliens are defined by players , it's up to you and your opponents to decide how the aliens will work in your scenarios/campaign.

Perhaps these sort of options will be better covered in the upcoming expansion.


Agreed, I was thinking along the same lines.

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 Post subject: Re: Close Assault?
PostPosted: Mon Jul 02, 2012 11:24 am 
AAG Pointman
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You could make it a special rule that those troops trained in close assault combat or creatures that have no other combat style other than hand-to-claw combat get a "Leap attack".

This would give you up to half TQ in inches of additional movement but must land you into H2H combat AND the unit must NOT have fired during the turn.

Remembering that at anytime an opponent could possibly interrupt your movement and cause you NOT to be able to reach the target unit. This would not allow you to use the additional movement altogether.

so a TQ 8 close combat grunt with no ranged weapons would be able to move 12" (rapid move distance) + 4" (close combat bonus) during a turn, but to do that they MUST end in hand to hand combat. And they can only move in a relatively straight line.

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 Post subject: Re: Close Assault?
PostPosted: Tue Jul 03, 2012 3:49 am 
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carnold1836 wrote:
You could make it a special rule that those troops trained in close assault combat or creatures that have no other combat style other than hand-to-claw combat get a "Leap attack".

This would give you up to half TQ in inches of additional movement but must land you into H2H combat AND the unit must NOT have fired during the turn.

Remembering that at anytime an opponent could possibly interrupt your movement and cause you NOT to be able to reach the target unit. This would not allow you to use the additional movement altogether.

so a TQ 8 close combat grunt with no ranged weapons would be able to move 12" (rapid move distance) + 4" (close combat bonus) during a turn, but to do that they MUST end in hand to hand combat. And they can only move in a relatively straight line.


Sounds like a good idea :idea:

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