Slann
Crowsfoot
Guardian of Paints
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Not really, think about this, the Ghekkos are 3 inches deep, the enemy can back up a max of 3 inches, so that makes 6 inches. Charging range of a Salamander unit is 10 inches. that leaves you a marging of 4 inches.
Imagine the enemy is positioned 13 inches away from you and has a movement of 6, you have to move your ghekkos at least 4 inches forwards, so that even if the enemy backs up 3 inches you are still at 12 inches from him and can charge him. You can go 4,5 inches if you wish just to make sure. What you can do know to ensure a multicharge into his unit is this:
- Move the ghekkos forwards
- Move the Salamander/ Ancients that are on the sides of the ghekkos sideways into the space the ghekkos were a moment before.
With that situation in mind the enemy has to charge you, otherwise they will be charged next turn and locked into combat, so basicly a sitting duck. So he charges you and routs you, even if he backs up and gets lucky (3 inches) he would be at a max of 7,5 inches from your battle line and exposed.
Another scenario is that your enemy can't rout the ghekkos but wavers them, well in that case the outcome depends on how wide the enemy unit is. if it is wider than the ghekkos, not really a big deal as you would have enough space on the sides to charge with the second line, if it is the same size then you aren't in the best position but he is in a much worse, as his battle line is no longer solid.
Get this, because is the most important thing to know about KoW, the Movement phase is where you win or loose a game.
Woaw you lost me at the start!