Hi All just a quick one,
Can I RUN Murdock & The devil dogs and then Go To Ground in the same turn?
Thanks
Hi All just a quick one,
Can I RUN Murdock & The devil dogs and then Go To Ground in the same turn?
Thanks
No. Specifically, no model can do anything after running as activation ends immediately.
In the future, please use the search function in the Rules forum before posting a new question. There are already many identical threads with the information you're looking for.
Last edited by sleet01; 05-26-2012 at 01:59 PM. Reason: Slightly more helpful answer
Semper Paratus Apparatus Belli
you can give the run order, run everything, have murdoch give go to ground, then move him for his run. Everything else will benefit from go to ground, but murdoch will have moved, so he'll be out in the open.
Edit: Also what sleet said about searching.
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Actually the answer is technicaly no, but there's a work around.
What you do is declare a Charge/ Run. All the models except Murdoch run. Murdoch charges forward into a model at the front of the unit. He attacks and maybe kills it, then declares Go to Ground.
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God, no. Have the unit spread out, and have Murdoch charge someone you move afterwards. He makes his charge but has no target in range, so he can use Go To ground during his otherwise-useless combat action.
Semper Paratus Apparatus Belli
That wouldn't work, since as soon as you fail a charge your activation ends. He has to succesfully ccomplete a charge in order to then be able to activate Go to Ground.
Our Warmachine and Hordes Blog.
Or you could run everyone else in the unit, Go to Ground, and then run Murdoch. He wouldn't benefit, though, and you'd have some fun arguments about what "models in this unit in formation" means.
You don't fail the charge if Murdoch gets into melee range of the trooper but the trooper later moves out of melee range.
Semper Paratus Apparatus Belli
Anyone mind explaining how this is valid? Probably my fault for not explaining but issuing two orders in one turn seems completely wrong... But Rolling Thunder commented on it, so I'll bite. How does this work exactly?
Go to Ground isn't an order, it's just an ability that can be used once per game. This means, among other things, that you can use it and then run, because it's not on the list of things you can't do before running (the list which includes spells, feats, animi, and some other things). You still can't use it after running because you can't do anything after running, since your activation ends.
Yes you are correct there are lots of threads regarding this but they have conflicting posts and ideas in them.
Basically I have my first tournement in about a month and have built my 35pt army round Murdoch, Devil Dogs and a Bucaneer with pStryker as warcaster. In tests this has worked well but on first turn I need to get my devil dogs more than 16 inches into the table to better control the area with Snipe on their guns in turn 2.
My plan is to get them as far forward as I can on turn 1 under the effect of Blur and Go to ground, then switch to the Snipe spell to buff them and hopefully shoot at some k/d targets.
So my question realy I guess is can someone explain a mechanic where on turn 1 I can get this unit as far forward as possible and bunker down?
Thanx again
There are threads here in the Cygnar forums that already discuss how to get the most range out of Murdoch's unit; check those out and then ask here if you have any questions. It's hard to get the most range *and* use Go To Ground on the first turn, though; why not save Go To Ground for the second turn?
Semper Paratus Apparatus Belli