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  #97  
Old February 18th, 2011, 05:36 PM
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Re: The Book of 10th Regiment

This should answer the biggest question guys...



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Last edited by flameslayer93; February 18th, 2011 at 05:37 PM. Reason: j/k
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  #98  
Old May 15th, 2011, 04:52 PM
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Re: The Book of 10th Regiment

A quick question- for bayonet attack, does it only work the turn you engage, or can you rotate around a previously-engaged figure to get the bonus?

Sorry about the
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  #99  
Old May 15th, 2011, 04:54 PM
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Re: The Book of 10th Regiment

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Originally Posted by Robber View Post
A quick question- for bayonet attack, does it only work the turn you engage, or can you rotate around a previously-engaged figure to get the bonus?

Sorry about the
You don't need to worry about necro-ing the book threads with legitimate questions. That's what they're here for.

Yes, you can rotate around the figure you're attacking to get the bayonet bonus.

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  #100  
Old May 15th, 2011, 05:29 PM
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Re: The Book of 10th Regiment

It was a small dispute against a friend, mid-game. I'm glad you answered so fast, he was getting impatient. Anyway, it was 10th and moltenclaw vs my 6 squads of WoA and Emiroon. Emiroon was killed early, and this left half of my army stranded, surrounded by 10th. They all died, but my dice picked up. I got the move glyph and killed moltenclaw (earned 0 points, ) and the rest of his reg. It was fun.

But I still think the 10th are broken.
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  #101  
Old May 15th, 2011, 07:33 PM
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Re: The Book of 10th Regiment

Quote:
Originally Posted by Shockma Ranyk View Post
Quote:
Originally Posted by Jexik View Post
Of course you can still move and get the bonus with something you were already engaged to- Bayonet Charge doesn't mention engagement at all in its wording, merely adjacency.

1. Did the soldier move?
2. Is it adjacent to its target?
1. Yes, but it didn't move one space. Well, it moved two spaces, but it ended up on the space it started on.

The question is whether moving two spaces, but ending your move on the same space that you started your move on counts as "moving at least one space."
Yes, it counts as moving at least one space, for it is, in fact, moving at least one space.
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  #102  
Old May 16th, 2011, 12:24 AM
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Re: The Book of 10th Regiment

A trick for fighting 10th is to engage one with two figures on opposite sides. That way he can't move without taking passing swipes, and WTF is much harder to set up.
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  #103  
Old May 16th, 2011, 09:15 AM
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Re: The Book of 10th Regiment

I prefer to just hit them with any ranged unit.

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(I've also played many matches with great, fun people who were using Q9. So using Q9 doesn't make you a tool. But being a tool sure seems to make you use Q9.)
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  #104  
Old May 16th, 2011, 11:52 AM
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Re: The Book of 10th Regiment

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Originally Posted by EternalThanos86 View Post
Or just give up when a skilled opponent brings 10th to the table...

...after all they are SOOO broken.
I have a feeling you're taunting me...

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  #105  
Old May 16th, 2011, 12:00 PM
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Re: The Book of 10th Regiment

I thought he was taunting Jexik.

Anyway, I don't know what the big deal is. Just hit on 10 of your first 14 attacks against the Redcoats, and it's pretty easy from there.
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  #106  
Old May 16th, 2011, 06:18 PM
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Re: The Book of 10th Regiment

Quote:
Originally Posted by Matthias Maccabeus View Post
I have a feeling you're taunting me...
Quote:
Originally Posted by dok View Post
I thought he was taunting Jexik.

Anyway, I don't know what the big deal is. Just hit on 10 of your first 14 attacks against the Redcoats, and it's pretty easy from there.
*snicker snicker* Nope, no taunting here, just pure truth.

I must say, the 10th are easier beaten by range, but I personally have a 2-1 record against 4th and 2-0 against Q9. My only loss was a down-to-the-wire-could-have-gone-either-way battle against JUSTchris who is a solid player in his own right.

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  #107  
Old May 16th, 2011, 06:22 PM
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Re: The Book of 10th Regiment

I just played a match in which 4 White Wyrmlings completely murdered 3 sets of 10th Reg-- it was eye opening...
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  #108  
Old October 28th, 2011, 11:17 PM
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Re: The Book of 10th Regiment

Quote:
Originally Posted by nemothebeastfish View Post
I have a feeling they'll do great with Roman Legos and Marcus but I don't know how to balance them in a 650 point army?
I also need to know if I should draft Realin,Thorgrim, or Finn?
They work great in conjunction with Raelin (and Marcus, if you want him) or if you're in for a little bit trickier OM management, use Romans and Marcus.

How it works is you set up the Romans in front of the 10th, as a sort of screen, though they like to clump more. Marcus moves to hook up with the 10th more than the Romans. The whole idea is the Romans move to engage, the 10th blow up what they engaged, and the whole operation moves forward. If you want Raelin, then SotM is best, for the extra range.

So, for a 650 point army it'd look something like this:

10th Regiment x3 (225)
Marcus (325)
Roman Legos x3 (475)
Raelin SotM (595)
MBS (645)

Or Romans x4 instead of MBS. It all depends what you're playing, and on what map.
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