A list of puns related to "Countercharge"
This is in regards to the video posted by milkandcookiestw https://www.reddit.com/r/totalwar/comments/olr4hb/heavy_cav_is_in_a_horrible_place_milkandcookiestw/ - is it even possible to fix this bug with mods? It seems like it's in the part of the engine that isnt moddable.
Fixing it seems like it would screw up other things-like if you just buff cavalry charges to compensate, you're hurting braced infantry more than you should, and so on. It just seems like it screws up a very fundamental part of the game, honestly seems worse than the weapon damage bug from the Warden and Paunch patch.
Luckily in my recent campaign I was playing Coast so I wasnt very affected by it, but I was about to play cavalry centric factions in 1.12, so I feel like I cant play until this gets fixed by CA, even though I was really looking forward to it once mods got updated....
Three Kingdoms has a variety of types of units, and current balancing is attempting to reach a sort of rock-paper-scissors balance for the unit types.
Green destroys cavalry, red does charges, yellow is infantry on a horse, purple attacks infantry and blue is ranged. In theory, depending on the infantry type the answer may be different.
So my question has to do with when it's better to stay still and take a charge versus counter charging when the enemy charges me. As a rule, anyone in a formation should stay still. But if I don't have a formation, should my spear guard charge who's charging them? Or my Jian Swords?
A bonus question is: When you have been attacked in your line formation is it better to just stay still or to select the attacked unit and tell it to attack whoever's attacking them?
Is this new bug according to MilkandcookiesTW really that of a problem atm? I have heard that cav becomes completely useless when the enemy starts countercharging.
I just wanted to start a new campaign on hard with everything up do date but now I am overthinking it...
Ok... so i have well over 500 hours on rein and I still dont know how the countercharging thing works exactly. I dont have any friends/time/patience to try this with in custom game, so Im making a fool of myself here instead.
Imagine this scenario:
The enemy rein charges and pins a squishy hero.
I countercharge.
Sometimes the squishy dies and sometimes it just gets stunned.
But if our second tank gets pinned and then I countercharge, they almost always only get stunned and dont even take any damage.
When does the pinned target take damage during a countercharge? Or does it always take damage and Im just stupid?
I feel like Im overlooking something and Id like for somebody to explain that to me pls.
TL;DR: pls explain how does countercharging when enemy rein already has someone pinned in the animation work thx
I feel really dumb.
Pls help. Thx
CC = countercharge, CB = counterblast, SB = soulblast, SC = soulcharge, V = from v series
My deck is a little counterblasts heavy and I usually find myself running out of CB if I donβt draw into my Gemini so Iβm looking for some good CC cards
Itβs a premium deck so idc if itβs from the v series or before
I can also afford to give up a few soul blasts for more counter blasts if needed but Iβd prefer not to
And honestly itβs most preferable if the card can both SC and CC
Also my G3 lineup is pretty solid so please give me suggestions that are G2 or G1. Iβm including my G2 and G1 line up in case you also want to tel me what I could replace for the CC cards
Td;lr whatβs re good CC cards for OTT and if possible Iβd also like it to SC at the same time
My G2 line up is (all of them are v series)
2x Rectangle Magus
4x Silent Tom
2x Yellow Witch, Meme
3x Promise Daughter
My G1 line up is
4x Gemini (V)
3x Circle Magus (V)
2x Battle sister, Baumkuchen (stride fodder)
2x Farfale Magus (V)
2x Goddess of Tides of Times, Mizunohime (V)
So I am currently looking into a list for Cryx I am trying out and had a rules question. If I hit an enemy with melee attack from Malice and activate possession and move that model into six inches of a Seether will countercharge activate as countercharge reads a model ending movement in in 6β is immediately charged?
How do you guys think the game would be effected if bushiroad introduced countercharge and soulcharge triggers?
Last night a friend (Khador) and I (Cygnar) played a general battle at 40pts. I was running eCaine and he had eIrusk with a wardog attachment. The final round consisted of Caine advancing 5 inches and then gatecrashing through a shieldwall of MoW's into melee range with Irusk and popping his feat. Here's where we got a little tripped up.
He claimed he could counter charge Caine because he came within the threat range of the dog. However because of the wording of the ability I argued that he couldn't.
The wording consists of "When you advance and end your movement within 6" of this model" However my advance ended in front of the MoW and then I used the spell to jump the rest of the distance.
after some fruitless searching online and through the books we ruled that the dog could not counter charge. However we vowed to search out the official ruling later.
So tell me friends, How do Gatecrasher and Counter Charge interact?
Infiltrators Clear winner? 4 Infiltrators vs 5 Ruststalkers vs 1 Dragoon
Ruststalkers 5x14p with blades for 70 points
16 attacks S5
vs T3 5+ 5.296 Dead
vs T4 3+ 3.148 Dead
vs T7 3+ 1.107 Damage but shows 1.036 dead models with a 30 wound model?
vs T8 3+ 1.107 Damage but shows 1.036 dead models with a 30 wound model?
With +1 to hit, rerolling 1s
vs T3 5+ 6.84 Dead
vs T4 3+ 4.42 Dead
vs T7 3+ 1.21 Damage but shows 2.04 dead models with 30 wound model?
vs T8 3+ 1.21 Damage but shows 2.04 dead models with 30 wound model?
Infiltrators 4x18p with sword/carbines for 72 points
12 S4 0 D1 Shots, 9 S4 -3 D1
vs T3 5+ 7.556 Dead
vs T4 3+ 3.833 Dead
vs T7 3+ 2.556 Damage
vs T8 3+ 1.277 Damage
rerolling all shooting, rerolling 1s for Swords and +1 to hit
vs T3 5+ 9.574 Dead
vs T4 3+ 4.799 Dead
vs T7 3+ 3.199 Damage
vs T8 3+ (/5++) 1.56 Damage (/1.399 Damage)
infiltrators flechette/tazer
20 S3, 9 S6
vs T3 5+ 8.888 Dead
vs T4 3+ 3.259 Dead
vs T7 3+ 1.63 Damage
vs T8 3+ 1.63 Damage
rerolling all shooting, rerolling 1s for Swords and +1 to hit / without rerolling shootin, as they have short range
vs T3 5+ 13.843 Dead /12.361
vs T4 3+ 5.142 Dead /4.648
vs T7 3+ 2.571 Damage /2.324
vs T8 3+ 2.571 Damage /2.324
Dragoon 68p
3 Attacks S8 -1 D2
vs T3 5+ 1 Dead; 2.778 Damage
vs T4 3+ 1 Dead; 1.667 Damage
vs T7 3+ 1.333 Damage
vs T8 3+ 1 Damage
With +2 to hit, rerolling 1s
vs T3 5+ 4 Dead; 7.639 Damage
vs T4 3+ 2 Dead; 4.583 Damage
vs T7 3+ 3.667 Damage
vs T8 3+ 2.75 Damage
Conclusion under the circumstance that I only own 1 Dragoon and will play them as bodyguards for my kastelans in a 1k tournament:
Ruststalkers, for 2 points more are way killier vs infantry and have the 1-2 Mortalwound bonus against high invuln targets.
Dragoons only seem to shine when buffing them with CP, which is not ideal with only 1 model in the unit, they are more resilient though without a damage table, but have less wounds 6vs10 wounds on the ruststalkers, if I give them +3/6 wounds for their toughness and -1 to hit they have about 9 wounds.
Edit: Added the infiltrators, they seem to be the clear winner in flexibility and damage output.
So I have some questions:
What unit type is more prevelent in meta after CA?
Are high invulns common in meta after CA?
And, if both are played which is more likely to actually be a melee force reaching my dakkabots?
Also, what is the deal with the damage and dead models c
... keep reading on reddit β‘Exactly as the title says, asking for a friend Thanks!
Came up in a game a few days ago:
A unit of 3 Runeshapers advances into countercharge range of 2 Raeks. Do the Raeks have to declare their countercharge as each individual Runeshaper model makes the advance, or does the countercharge trigger after the entire unit has completed its advance?
We played it so that the Raeks made their countercharge after the entire unit of Runeshapers had finished advancing. The wording of countercharge states "When an enemy model advances", not when an "enemy unit advances". It was my impression that the unit's cohesive movement would be interrupted by the countercharge but the group decided the other way. Didn't make a difference in the end, as the Raeks both missed their attacks and ended up eating Runeshaper knockdown and dying to auto-hits in melee. And we later realized the Legion player had never actually cast the countercharge animus, but that was on his turn when he was leeching fury and I counted it up as he went, so we just moved forward. Just trying to get some rules interactions clarified moving forward! Thanks!
Example I have 1 damage. It is face down. I have one heal in drop.
Can I g guard, bind the heals, countercharge and use the skill of a g-guardian that has a CB1 cost?
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