40K: Assault Phase – Tactics for Victory

Today let’s cover many of the tactics used during the assault phase, and show you how to make them work for you!

Hello everyone!  Steven Pampreen here! You may have heard of me as the guy who keeps bringing assault orks to a gun fight. This article will cover many of the tactics used during the assault phase, and show you how to make it work for you!

 

Assault Phase 101

While playing my Orks at Nova, I noticed a common thread among my opponents.

Do to the overwhelming popularity of shooting — even with NOVAs unique terrain and missions — many of my opponents were unfamiliar with the assault phase. As someone who has decided that he likes torturing himself by playing a pure assault list, I’ve become very intimately involved with the assault phase. So I’m going to talk about the most common misconceptions I ran into.

Unit by Unit activation

You activate each unit one at a time, then you move onto the next unit.

This is a basic of the assault phase, and has a lot of repercussions. The most common one I found was someone charging a blob of orks already in assault.

The charging unit kills a couple orks. Orks are pretty easy to kill, so I expect to lose a few. I pull these boys from the unit the boys were already fighting — not from the unit that just charged. Now when it’s the unit who started the fight phase in bases turn to fight, they’re no longer within an inch and they didn’t charge so they can’t activate. By pulling the boys close to the first unit, I’ve kept his unit from attacking mine.

Let’s say my boys were engaged with Cawl previously. I have prevented that Cawl from clobbering my boys with 2d6 + 5 attacks in that assault phase. Sure, he can charge me next turn or shoot at me but I just stopped him from doing any of that for a whole turn. If this happens at the end of a game, it can be the difference between a win or a loss.

Who Can Activate

You can activate any unit that charged or is within an inch of an enemy unit.

A big mek and a boys squad charged a scout squad, the boys swing wipe out the scouts. Now I can activate the big mek to fight. He piles in 3 towards the nearest enemy, then swings (at nothing), then consolidates 3 towards the nearest enemy.

This means that even if there is nothing left to swing at, you can gain 6” of extra movement by charging a unit.

Being In Range

A model within an inch of a model within an inch can swing

GW meant for only 2 ranks to fight. However, they did not consult their freedom unit to metric conversion table!  A 2.5 centimeter base is less than an inch(2.54 centimeters). This means that the second row is within an inch and the fourth row is within an inch of the second row.

So basically, 4 rows of orks can fight if they’re all base to base. Applies to any horde army on 25mm bases.

Falling Back

Falling back models following normal movement rules.

Many people think that falling back works like 7th edition Hit and Run where you can move through models. That’s not the case unless they have fly. The obvious repercussion being, if you can’t move through models and there is nowhere to go, then you’re stuck.

So on a round base this means three points of contact where you cannot find 180 degrees without a model basing you. It doesn’t matter if you can “scooch” him out. If your opponent can find a single model in the unit which meet those 2 conditions the unit is trapped. This means that it’s shockingly easy to trap a model.  

This gets even better if the charging models have the ‘fly’ ability. They can charge all around the enemy unit. I cannot tell you how many times I’ve trapped large models, like a knight, with plague drones.  

Charge Movements

You move a model from the unit within 1 inch, otherwise move wherever.

You just have to get a model to swing(within an inch) and then the rest of your unit can go anywhere (outside an inch of an enemy unit you didn’t declare). This leaves you a heady amount of flexibility on where to move, use it wisely! This is a great place to zone out deep strikers or grab objectives with extra movement.

However, don’t confuse the charge phase with pile in and consolidate.

Pile in and Consolidate

Move towards the nearest enemy Model.

Importantly, this movement can go within an inch of any enemy unit.

At the beginning of the edition, I suffered my own misconception and spidered out ending nearer ANY enemy unit. You have to go closer to the nearest enemy model. However, you still have a lot of latitude with how to move your models.

 

“Towards a Model” Movement

Towards means you end closer, that’s it.

You must end closer. Which means any distance closer in any direction you wish.  So my Stormboys moved from a hairsbreadth away to base to base but on the opposite side?

That’s legal, I’m closer.

Also with this rule and Xeno’s paradox means you can perpetually move closer and never be base to base. I think a rule about always ending at least a half inch closer would fix a lot of the worst assault shenanigans. However, until “Double Quad” stops being an acceptable weapon description I’ll keep doing what I have to do.  Plus these tactics add a lot of depth to the game.

Heroic Intervention

End of the charge phase pile in towards the nearest enemy model.

Heroic Intervention means that if a character is within 3 inches of an enemy unit at the end of the charge phase they can “Heroically Intervene”, basically a free pile in movement. They have to be within 3 inches of the ENEMY unit not the unit that was charged. This also doesn’t circumvent the rules for fight phase activation. If you are within 3 inches of an enemy unit, you try to pile in but you’re trapped by your own unit and you can’t get within an inch. Unless that situation changes, still no heroics for you.

Treat heroic intervention as a free 3 inch pile in at the end of the charge phase if your opponent was kind enough to go within 3 inches. Once you’re in the fight phase, the intervention is over and treat the character as if that’s where they were standing when the assault was declared.

Ineligible Receiver Downfield

You must declare units being charged during charge phase if you want to attack them in the fight phase.

People are becoming more and more accustomed to this but it’s still worth mentioning in any article on assault mechanics. You can’t attack units on the turn you charged that you didn’t declare a charge against. As a savvy assault player, you can use this to your advantage, by surrounding a model you cannot actually attack due to not declaring them as a unit you were charging. In turn locking yourself in combat during your opponents shooting phase.

 

So Much Extra Movement

You get more movement in the assault phase than most units get in the movement phase.

We used to call the extra movement from charging slingshotting, but now its basically galactic traveling. You get the 2d6 charge move, and two 3 inch movements towards the closest enemy models. All these movements help you get up the table and also help control the board.

Also some units get to move further such as Berzerkers and Hormagaunts.

 

Well hopefully this article helps some of you with the assault phase and clears up some of the confusion behind it. Once you master the assault phase it will help you to master eighth edition 40k.

~Let me know what kind of tricks you like to pull off during the assault phase in the comments.

 

 

  • SilentPony

    …neat.

  • Deacon Ix

    I am both horrified and awed – much respect to you for the epic interpretations of the rules.

    I will keep this in mind the next game I play – I will have a little bit of self loathing but I imagine I’ll get over it.

  • Bergh

    the “Ineligible Receiver Downfield”.
    You can’t move within 1″ to a unit not declared a target when charging. So When its the opponents shooting phase, he will be more then 1″ away and can shoot as usual.

    • Heinz Fiction

      Not with the charge move, but with the pile in.

      • Bergh

        He should have stated that then. but you are correct ofcourse.
        I see this as a hole in the rules.

        • Heinz Fiction

          Maybe it is. Maybe not. My brother nearly broke friendship with me when i pulled this off on him. Then he had his unit of guardsmen fall back and ordered them to still shoot at me and confessed, maybe it wasn’t that big of a deal.

          • Bergh

            The rules are quite clear, its a valid move.

          • Heinz Fiction

            There is no doubt on that. The question was more if it is intended or if I was exploiting a loophole in unsportsmanlike behaviour 😉

          • Vaettra

            It’s intended, that’s pretty much the conclusion we can draw from GW not changing it with the FAQ’s so far. And it’s well known, nothing in this article should come as a surprise to tournament players or anyone who plays a lot of games against different people.

            There are a lot more dirty rule changes to shooting. Like LOS and cover saves that has a much greater negative impact on the game imo – tanks bending guns and shooting around corners, only need to see a nail or an antenna to get full shooting and no cover if outside a terrain piece, Fall Back and shoot armies like Tau, Ultrasmurfs and AM who get away with bad play without penalties.

    • I_am_Alpharius

      You can still shoot when within 1″; you’re simply limited to pistols. In addition, if you can shoot, due to having pistols, you can also lob a Grenade in for good measure.

  • I_am_Alpharius

    You’re “Being in Range” section is called being a dick. Nit-picking on the slight difference in conversion from inches to centimetres is ridiculous to the nth degree. The rules clear intention is for units is only ever to fight in a maximum of two models deep.

    You’re explanation around “Falling Back” makes sound more complicated that it is. Simply if you can surround an enemy unit, in such away as to ensure there are no gaps greater than 1″ you can to block their Fallback. None of this 3 point claptrap

    This section “Ineligible Receiver Downfield” is just bull and a miss leading statement. You say:
    “You can’t attack units on the turn you charged that you didn’t declare a charge against.”
    You don’t have to of charge to attack in the fight phase. The rules clearly say:
    “Any unit that charged or has models within 1” of an enemy unit can be chosen to fight in the Fight phase. This includes all units, not just those controlled by the player whose turn it is. All units that charged this turn fight first.
    What you actually means is that a units that charges can only direct attacks at the enemy unit they charged. Any other unit, within 1″ can attack who they like:
    “Models that charged this turn can only target enemy units that they charged in the previous phase.”

    • G Ullrich

      Speaking of nit picking, read your comment….

      • Iggynous

        I know right?
        “If your word choice isn’t exactly what mine would be if I was writing this article, it’s wrong!” – Alph

        • I_am_Alpharius

          What for? Reading the rules and comprehending English words as they are defined?

      • I_am_Alpharius

        What for? Reading the rules?

        • Bradley Xavbrah

          Speaking of comprehending English, use your not you’re correctly thanks

          • I_am_Alpharius

            Whoops! Stupid predictive text. I should not type so quickly, especially with my dyslexia. Good catch – thanks. All corrected 🙂

      • I_am_Alpharius

        What for? Reading the rules and comprehending English words as they are defined?

    • Mike Forrey

      Being a hair away from a base absolutely allows you to skirt the base and end your move in base to base with said model. Keep in mind that once you are base to base moving is no longer and option. This can be used to your advantage as well if you want to keep a model away from one of your other models.

    • Tony G.

      OH MY GOD THANK YOU. I was told mid game last week at my local club that I could not fight with a unit unless I had charged with it. I knew it couldn’t be THAT restrictive!

      • Mike Woodsman

        That’s not how it works, you’re only prevented from fighting with a charging unit if your aim is to attack a unit you had not explicitly declared a charge against in the preceding charge phase.

        As an example: if you charge one unit with two of yours, and the first one wipes your target out, the second unit may activate but cannot attack anything else it did not also declare a charge against in the charge phase. You do not get to pile-in and freely attack as you wish, though you will be subject to returning blows if you wind up within an inch of an enemy unit you did not charge and they have no activated yet.

    • Mike Woodsman

      You should re-read his explanation of how charging and attacking units works. He never once said you must charge to fight, you’re literally putting words in his mouth to sound right.

      Your second point regarding the “Being in Range” section is also mind-numbingly trite as is only remotely accurate when given in response to the most commonly thought of approach to getting more than 2 ranks into combat: the technicality of 1″ being 2.54cm. This is not the ONLY way to get 4 ranks fighting.

      Bases in 40k are not squares or any form of angular shape, as such they are not forced to tesselate in the particular manner squares are (ie formations in former WH Fantasy, who formed ranks with models infront and behind perpendicular to one another, and all models to their sides parallel).

      You can most certainly place bases in a manner where the second rank is not placed perpendicular to the first rank’s models, but occupying the recess between the two. You now have a model that is INDISPUTABLY closer to the enemy model than 1″.

      Apply this to the next two ranks and you are now fighting in 4 ranks regardless of your opinion on the already concrete science of measurements. Poor attempt at correcting someone twice when there was nothing to correct to begin with.

      • stinkoman

        +1 for tessellate. yeah im not sure where this “two ranks” thing came from. even if they were 1 inch bases you can get more than two ranks by placing them off center one another.

        • Marco Marantz

          It comes from the rulebook. “To attack an enemy unit the attacking model must either be within 1″ of that unit or within 1″ of another model from its own unit that is itself within 1″ of that enemy unit. This represents the unit fighting in two ranks.”

  • Simon Chatterley

    I play a Berserker heavy army and if you want to maximise that 2nd (and sometimes 3rd) round of fighting you need to declare charges against anything you think you might get to hit. Which means lots of overwatch but a unit of Warp Talons going in first and engaging with as much as is possible is a solution to that.

    Whilst I dislike people and the “my base is technically less an inch” sadly you are technically correct. Same thing happens in AoS with models having an inch range and fighting in 2 ranks. Just either make the bases 1 inch or stop with the silly shenanigans.

    I still think the assault phase has a point but you need Warp Talons to make it viable (so sucks to be you if you aren’t Chaos)

    • euansmith

      Surely GW could just say, “One base depth” or “… up to two ranks” and put an end to such fuzziness.

      • stinkoman

        clarification would be nice, but then they would have to clarify ranks. round bases can overlap the projected square footprint presumably used in the “rank” (ie one directly behind the other in an orderly way).

        • euansmith

          I’m think that this game would benefit from movement trays 😀

    • SilentPony

      Warp Talons are only good against overwatch the turn they arrive. So how do you get multiple squads of Berserkers with 12′ of an enemy turn 1?

      • Simon Chatterley

        Well my current favourite is Alpha Legion but I’ve also done it with 2 Fatpods and dropped 40 down and just chucked dice at it and see what happens. I tend to Warptime the Talons so they can’t fail the charge and then just see what happens.

        Alpha Legion is the funniest so far. All or nothing.

  • Andrew O’Brien

    Thank you for posting this article. It’s a good read and I’m so glad to read something that isn’t about AM, what faction the codex will be, or a link to a podcast.

  • Luca Lacchini

    Seriously, if anyone pulls the “4 hundredths of a centimeter trick” in a game, things have gone beyond the toxic level.

    • Heinz Fiction

      A lot of models can’t be placed based to base anyways. Genestealers are an example…

      • Mike Forrey

        I cannot think of a single model that i cannot spin in some way to get base to base. If you have based the model incorrectly or modified it somehow that’s not the rules fault.

        • ReveredChaplainDrake

          Most classic Genestealer models (classic Space Hulk through Battle For Macragge) have their arms on slotted rectangles, meaning no to posing, and yes to getting in the way all the time. And then there’s the 3rd ed Space Hulk Genestealers.

        • Heinz Fiction

          I mean you can place up to 3 Genestealers base to base (backs touching) but then you can’t place them base to base to an enemy any more. Hormagaunts is another relevant example where it’s very diffucult to place them unless you glued all of their arms in a very specific way (I know for sure because I have to pack them thight on my shelf after every game). there are a lot of other units with weapons, tails or wings, that get in the way, but often times they don’t come in big enough numbers it is really a problem

          • Vaettra

            I’ve not had that much trouble to spin my Genestealers/Hormagaunts around to fit them base to base. Takes a few seconds. And they don’t have to be placed along a center line, they just have to touch the base.

    • lemt

      Well, if you weave the units as if they were hexes instead of placing it in orderly ranks, you can get the “have 4 rows within an inch or within an inch of someone within an inch” without having to argue about inches-to-cm conversions.

      • stinkoman

        exactly. bases aren’t square.

      • Mike Woodsman

        Somehow there are many who fail to comprehend the simple geometry behind this principle…

    • stinkoman

      i dont play orks (or much of assault based armies), but i also dont see how the math works any other way and wouldnt call it a shenanigan or “centimeter trick”.

    • Marco Marantz

      Yes an inch within an inch rule is intended to be a 2″ bubble which fits with GWs intended ‘2 ranks can fight’. Anything else is just dishonorable play at best.

    • Vaettra

      Not sure where this “two ranks” thing came from. Even if they were 1 inch bases you can get more than two ranks by placing them off center one another. It’s clearly how it currently works, GW has had time and FAQs to change it, but didn’t.

  • YetAnotherFacelessMan

    What is this?! A quality article filled with tactics, a breakdown of the rules, a little bit of humor and wit, actual tabletop examples, and no toxic vitriol?! Well done! A shining example that other writers should look to.

    Also, don’t list to I_Am_Alpharius in regards to your “Being in range” section. Units within an inch and units within an inch of units that are within an inch allows for 0.9 inches of empty space, whatever base the unit is on, then 0.9 inches of empty space. You’re absolutely right; there’s plenty of room to get guys in there.

  • Jeremy Larson

    Your first and second scenarios contradict each other. In one, you mention that a unit can’t be activated if there are no models within 1 inch of it. In two, you talk about wiping out the scouts with the boys, and then activating the big mec (who now has no one within 1 inch) and piling in and consolidating.

    • Paul Raymond

      But the rules state that “Any unit that charged OR has models within 1″ of an enemy unit…” That unit he was in combat with did not charge and isn’t within 1″. The Mek charged and thus is allowed to pile in and consolidate.

  • Iggynous

    Great article! Such a breath of fresh air compared to the recent 40k ones…
    I think it’s worth mentioning multi-charges too; since there’s no longer any detriment to fighting when declaring a multi-charge, you can use it to set up a “Plan B” charge. Just mind the extra overwatch!

  • G Ullrich

    Lovely article! I like how you broke things out and laid out some ways to think about the rules.

  • SKullgreed

    the problem is in all basics, you just have ppl that truly suck at tactics, so they MUST twist the rules for as many loopholes as possible to help their army to win. Plain and simple…

  • Rainthezangoose

    Enjoy it while you can lads and lasses becuause FAQ are inbound stopping the four rank combat synanigans! (IMO)

  • ReveredChaplainDrake

    The “pinning in a single model to prevent fallback” thing was something I’d figured out on my own with Hormagaunts in the first (and last!) time I dared to bother with them this edition. Tried to hem in some Conscripts (because of course it was Conscripts) but the guy said I couldn’t consolidate to within 1″ of a model that I didn’t charge, i.e. the rest of his line. I dunno, from what I read you *can* do this, but (1) you can’t attack them, and (2) they now *can* attack you. Oh no. Conscript Paunch. Please, no. Anything but Conscript Paunch. That’s a minute of my life I’ll never get back while you count your missed to-hit rolls.

    My only loss in 8th so far. That said, I ran a list of massed Hormagaunts, and losing is what happens when you run massed Hormagaunts.

    Oh, and as for the 25mm bases, I put my top-heavy infantry models on 1″ fender washers anyway. Besides, you can just stack them hexagonally and do the same thing.

    • Heinz Fiction

      Hormagaunts are there to distract the enemy until real soldiers arrive*

      *originally a joke coined at the german Bundeswehr

  • Marco Marantz

    Never bring a knife to a gun fight…and 8th Ed is most definitely a gun fight. Of the potential 8th ed had for melee it was still much more efficient and reliable to just shoot things.

    • 40KstillRulesTheTT

      I still hold a shred of hope that tyranids will gat a massive boost with their codex and that Bringing a claw to the gunfight will actually have a chance of working out…

      • Marco Marantz

        I really hope for your sake it works out for you and Tyranids given its their bread and butter…i also hope GW work it out without breaking the game.

    • Heinz Fiction

      What kinda worked well for me is shoot AND charge. The abilitiy to run and still fire assault weapons and to shoot one target plus assault another (therefore not increasing your required charge roll) is a major buff for melee centered lists.

      • Mike Woodsman

        This is why Orks, in theory, can perform. In my casual games they certainly get decent mileage, but largely due to opposing players not bringing 5 Stormravens, 12 Malefic Lords, or 200 Conscripts.

      • Marco Marantz

        Problem is most melee units have pitiful shooting so you dont gain that much from it.

    • Vaettra

      Yup, shooting is still the undisputed King of 8th ed, no need to get your knickers in a bunch just because 25mm bases can fight in 4 ranks. It’s not like Orks and Tyranids are wrecking tournaments.

  • Geko747

    Whoever tries to tell me that 4 ranks can fight because of a fraction of an inch will swiftly be told to do one. Rules clearly state that this is intended to represent units fighting in 2 ranks. Not 4.

    • I would imagine they were thinking about the shiny new 32MM bases at the time.
      4 ranks does seem a little much to me though. I stop at 3 usually.

    • Vaettra

      Hold on internet, we got a telepath over here who can tell us what GW intended whenever we have rule questions, instead of playing the rule as written!

      • Geko747

        The actual rule itself says its intended to represent fighting in 2 tanks.

  • euansmith

    “So basically, 4 rows of orks can fight if they’re all base to base…”

    http://uploads.disquscdn.com/images/23778e254d32399f6481fe5b7055b219cb9da20dbf757fca593eab18da2372d2.jpg

    • Vaettra

      Yes, this is how it is played outside small groups who didn’t get the memo. Still not seeing Orks or nids up there in tournaments.

  • General Helstrom

    “Towards means you end closer, that’s it.”

    That is not true. “Towards” means “in the direction of.” On the other hand, “towards” is in neither the Piling In nor the Consolidate rules, so the point is moot 😉

  • Harry_Jamieson

    A 2.5 centimeter base is less than an inch (2.54 centimeters).

    Yeah, it’s at this point I’d make a mental note not to play against you again.

    • Thats the spirit of tournament play though. Get away with what you can lol.

  • lemt

    Awesome article! And as far as I’m concerned, if someone doesn’t want to suffer assault movement shenanigans it’s their job to lock me in place moving into direct base-to-base contact with THEIR movement shenanigans

  • I enjoyed this article. a lot of this is stuff I’ve kept in mind over several editions. I hadn’t realized “4 ranks” was possible at best I can get 2 “ranks” and some extra boys throwing dice. I haven’t had any reason to try harder than that to get more boys fighting.
    I’ve been a firm believer in charging everything and I think it’s a little more helpful now. Not only for the movement but to clog up the other players options. I like to leave them with..undesirable choices when I am able. I really need to play more games.

  • Richard Mitchell

    Great write up to provide some tactical nuances.

  • Carol Wohlmuth

    Galactic traveling indeed. Sad your scarab occults only get 4″ of move? You can swing them an extra 14″ or more, easily, with a well-executed charge.

    Worried your enemy cc units will lock in your tanks and devastates? Charge them first and get in base to base, denying them a huge amount of movement.

    Want to get your conscripts across the field? Charge th while line of them, lock one in contact, and swing the line all the way across the battl field moving incrementally ‘closer’ to the enemy, free from ever being shot (you are locked in cc!) while denying a huge range he deepstrikes and movement.

    Ironically while simplifying movement wrt shooting – dropping blasts and templates so you don’t have to painstakingly arrange each model – it has become infinitely more important and complex in th charge and assault phases, making mastering movement in assault mandatory even for armies who don’t like cc at all.

    It’s fun. I love it. But no more not really paying attention when you call out th charge…

    Also worth noting: you can only name units within 12 as part of your charge, so be careful with your berserkers. With an effective “swing” range of charge + 9″ (2 pile ins on the first attack and 1 on th second) you can be very tempted to swing against units that aren’t even valid targets for your original charge. The rules, however, do not allow it. 🙂

  • Drew_Da_Destroya

    By pulling the boys close to the first unit, I’ve kept his unit from attacking mine.

    But can’t they just activate on their turn, pile in, fight, and then consolidate?

    • Iggynous

      Not if they are >1” away and didn’t charge.

      One of those criteria must be met to activate a unit in the fight phase.

      • Drew_Da_Destroya

        Then his second point is wrong:

        “A big mek and a boys squad charged a scout squad, the boys swing wipe out the scouts. Now I can activate the big mek to fight. He piles in 3 towards the nearest enemy, then swings (at nothing), then consolidates 3 towards the nearest enemy.”

        The Big Mek can’t activate, the unit it charged was wiped out. Can’t get the free 6″ movement there, unless every unit that charges automatically activates. Then I guess it’s cool.

  • Thornoo1

    Quote from article “I pull these boys from the unit the boys were already fighting — not from the unit that just charged. Now
    when it’s the unit who started the fight phase in bases turn to fight,
    they’re no longer within an inch and they didn’t charge so they can’t
    activate. By pulling the boys close to the first unit, I’ve kept his
    unit from attacking mine.”

    This one rule is what broke 8th ed for me. It just felt so unfair to me that I had done a bunch of hard work getting my units into close combat only to have a rule written in such a way that simply by taking models off from a certain direction that I was no longer able to swing at the enemy opponent.

    This was on top of the loss of terrain as a factor and the other abstractions which pulled me out of the immersive experience.

  • Xar

    What do you think about charging around corners from beyond line of sight, and overwatch? What about charging flamers?

    • Vaettra

      Not sure what you mean. Yes you can charge units you cannot see, this is a welcome and needed change to somewhat counter the power of shooting in 8th ed. It’s hardly gamebreaking, but a neat tool that allows a small unit to charge through a ruin wall or around a corner or from behind a tank, without dying.
      Flamers need line of sight to overwatch.

      • Mike Woodsman

        While the rules do explicitly require overwatch to happen only when models are in range and LoS, it would make more sense if it was more intuitive as the unit you’re shooting at is literally running right at you…

        Then again given how immensely difficult it is to play melee centric armies in a shooting-phase dominant edition perhaps it’s better to leave the game with non-intuitive mechanics.

  • Marco Marantz

    that image doesnt really help. it only shows two ranks and no enemy.

    • Mike Woodsman

      Are you kidding? Do it with spare bases right now, or even draw some circles on a piece of paper. Not sure why you even need to see an enemy model. Circles do not tessellate like squares, and placing the second row of circles in the recess between the front ones places them closer to the model they are supposed to be fighting than if they were arranged in a proper square as people think ranks “have” to be arranged.

      Again, do it yourself with some spare bases and measure, or even just look at it as a physical reference. Each rank should be around 0.8″ apart, approximately. That is in no way a technicality to allow 4 ranks to fight, that’s a front rank in B2B contact, second rank 0.8″ from the enemy model, and two ranks within 0.8″ of the front two ranks. Are we going to consider 0.8″ enough of a fraction to round up to an inch now?

      • Marco Marantz

        The smallest bases in use are the 25mm ones.They are just short of an inch in diameter, theres no debate. The max number of ranks that can be positioned to fight against a model is three given the rules – an attacking model must be within an inch of a model from the same unit that is itself within an inch of the enemy. So with a 2″ bubble you can cover part of three bases. Its still rather dirty though given the next line in the rule book and the larger base sizes being issued. an .8″ is only ~20mm which is less than what the bases actually are.

        • Mike Woodsman

          So you’re telling me if I arrange 5 ranks of models exactly in the way I showed, with the front most rank representing the enemy models, that my second rank, the third rank of models, itself 0.8″ from the enemy model and as you indicated in fact within 1″, is not the same distance from the 4th rank, itself separated by only 1 rank and placed equidistant as the enemy model is from the second rank?

          How exactly do you visualize this to work where 3 ranks fight but all 4 ranks line up in the exact same manner? I don’t get how you end up at that conclusion. Just think about the implications of what you just said.

          You’re saying the gap between the fourth and second rank is larger than the preceding gaps that allow the first three ranks to fight.

          ???