單位凝聚Unit Coherency
同一個單位的所有模型必須互相「凝聚」──也就是靠得夠近才能算同一隊。規則:
All models in the same unit must maintain coherency — close enough to count as one unit. The rule:
凝聚規則Coherency Rule
每個模型必須在 2" 水平、5" 垂直內與同單位至少 1 個其他模型相鄰,且在 9" 水平、5" 垂直內涵蓋同單位每一個其他模型。
(11e 已取消 10e「7 個以上模型需貼 2 個同隊」的規定,現在不論單位大小都只需貼 1 個。)
Each model must be within 2" horizontal / 5" vertical of at least 1 other model in its unit, and within 9" horizontal / 5" vertical of every other model in its unit.
(11e removed the 10e "7+ models need 2 coherency partners" rule — now every unit only needs 1 partner regardless of size.)
接戰範圍 (交戰範圍, ER)Engagement Range
敵我模型的「接觸範圍」──被認定在 ER 內等於正在近戰,觸發一堆規則。ER 是:
The "contact bubble" between enemy and friendly models. Inside ER = engaged in melee, triggering many rules:
ER 範圍ER dimensions
2 吋水平 + 5 吋垂直(11e 由 1" 擴大為 2")。意思是兩個模型只要水平 2" 內或垂直 5" 內 (兩樓層) 就算近戰中。 2" horizontal, 5" vertical (11e widened from 1" to 2"). Two models within 2" flat or 5" up/down (same building stairwell) are engaged.
✓ 在 ER 裡你可以Inside ER you can
用近戰武器、跟進、重整、觸發「領袖 附隨」、搶目標 (OC 仍計);以「近距離射擊」發射 [CLOSE-QUARTERS](近距離)武器。 Use melee, Pile In, Consolidate, trigger "Leader" interactions, score OC; fire [CLOSE-QUARTERS] weapons via close-quarters shooting.
✗ 在 ER 裡你不能Inside ER you CANNOT
用一般遠程武器([CLOSE-QUARTERS] 近距離武器除外)、衝鋒新的單位、撤退 後射擊 (除非有特規)。 Shoot normal ranged weapons (except [CLOSE-QUARTERS] weapons), charge a new unit, shoot after Fall Back (without special rules).
屏蔽Screening Your Key Units
把便宜的小兵 (Screen) 擺在貴重單位前方,擋住對方衝鋒、射擊通道、Deep Strike 著陸區。這是走位最重要的技巧之一。
Place cheap chaff in front of valuable units to block enemy charges, fire lanes, and Deep Strike landing zones. Arguably the single most important positioning skill.
繩子隊形 vs 緊湊隊形Conga Line vs Clumped
同樣 10 個模型,可以擺成一條長繩 (Conga Line) 或緊湊一團。不同隊形有不同用途──沒有「正確」隊形,只有「適合情況」的隊形。
The same 10 models can be strung as a long "conga line" or clumped tight. Neither is "right" — each suits a different situation.
✓ 繩子隊形用途Conga line uses
覆蓋大範圍避免 深入打擊、同時吃到多個光環效果、延伸到目標點。 Cover wide areas to deny Deep Strike, trigger multiple aura effects, stretch to an objective.
✗ 繩子隊形缺點Conga line downside
爆炸 武器會爆死你 (爆炸 X = 每 5 模 +1 攻擊)。不能有效衝鋒。 Blast weapons melt you (Blast X = +1 attack per 5 enemy models). Hard to make effective charges.
✓ 緊湊隊形用途Clumped uses
衝鋒前、被 附著 角色 光環 加成時、進入 運輸工具 前、想最大化 OC 時。 Before a charge, when a buffing Character is Attached, before embarking, when maxing OC on an objective.
✗ 緊湊隊形缺點Clumped downside
一顆 爆炸 武器打下來很慘。覆蓋面積小,深入打擊 繞過容易。 One Blast weapon can gut you. Small footprint — Deep Strike can just go around.
跟進 與 重整Pile In & Consolidate
近戰階段中,你的單位可以做兩次「免費」小移動:
During the Fight phase, your unit gets two "free" small moves:
① 跟進 (攻擊前)① Pile In (before attacks)
每個模型可移動 最多 3",必須結束在比出發時更靠近最近的跟進目標的位置(已接戰=所有與你接戰的敵軍;未接戰但本回合衝鋒過=5" 內選定的敵軍),且可能的話進入接戰。讓更多模型能打到。 Each model may move up to 3", must end closer to the closest pile-in target (engaged = every enemy unit you're engaged with; unengaged chargers = selected enemies within 5"), and engaged with it if possible. Lets more of your models engage.
② 重整 (攻擊後)② Consolidate (after attacks)
每個模型再移動 最多 3",並依情況強制選一種模式:持續(Ongoing)已交戰→朝交戰中的敵人;接戰(Engaging)在 3" 內有敵人→朝其移動並可進入交戰;佔點(Objective)在 3" 內有目標→朝目標移動。 Each model moves up to 3" more and must pick a mandatory mode: Ongoing (engaged → toward an engaged enemy), Engaging (within 3" of an enemy → move toward/into engagement), or Objective (within 3" of an objective → toward it).
多目標衝鋒Multi-Charge Setup
你可以同時衝鋒多個敵方單位。11 版是先擲 2D6、再選目標:從 12" 內且在擲出距離內的敵方單位中選定一支或多支,衝鋒移動後必須與每一個選定目標接戰(且不得與非目標敵軍接戰)。若做不到,整次衝鋒全部失敗、單位不移動。
You can charge multiple enemy units. In 11e you roll 2D6 first, then select targets (within 12" and within the rolled distance). After the charge move you must be engaged with every selected target (and no non-target enemy). If you can\'t, the entire charge fails and the unit stays put.
新手常犯的 5 個走位錯誤Top 5 beginner positioning mistakes
1. 不 屏障 就放 鎚陣 在前線Putting a Hammer forward with no Screen
對方回合直接用全力射擊殺掉你最貴的殺手。每個 Hammer 前面都應該有幾個小兵。 The enemy turn will delete your most expensive unit. Every Hammer needs chaff in front.
2. 忘記 8" 深入打擊 距離Forgetting the 8" Deep Strike buffer
你的後方留了 16" 以上的大空隙,對方 Deep Strike 直接降下來殺你的 Character。屏障模型彼此間距不超過 15",中間就不存在離所有人都 8" 的落點。 A 16"+ gap in your backline = enemy Deep Strike assassinates your Warlord. Keep screen models within 15" of each other and no legal 8" drop zone exists between them.
3. 所有單位擠在中央Clumping everything in the centre
中央兵力多的確強力,但對方用位置型次要任務(深入敵後、全面出擊)白拿分。至少派 1 個單位去側翼。 Centre mass feels strong, but hands positional secondaries (Behind Enemy Lines, Engage On All Fronts) to the enemy. Always commit at least one unit to a flank.
4. 衝鋒沒算對 9"Miscalculating 9" charges
9" 衝鋒只有 28% 成功率。把重要單位擺在「賭 9"」位置= 28% 能打、72% 白站原地。努力擺到 7" 或更近。 9" charges are only 28%. Staging a critical unit at a "hope for a 9" spot = 28% odds you connect, 72% you stand still. Work the 7" or closer range.
5. 撤退 後呆站Falling Back into nothing
Fall Back 意味著該回合不能射擊、不能衝鋒、不能動作──除非你有特殊規則。Fall Back 前先確認下一步做什麼,否則等於白浪費一回合。 Fall Back = that unit does nothing else that turn unless you have a special rule. Plan your next step before Falling Back or you waste a whole turn.