1. My enemy activates a unit and initiates am melee combat with a unit from me, is fighting back a Reaction or may I use a Reaction in addition, for example for a ability like "Set for the Charge".
2. If I have models with no enemy models within their range, can I sacrifice their attack for Coordinated Attacks or Coordinated Defense?
3. If a enemy unit initiates combat by charging a unit from me, can I move my models up to their base movement, as described on page 20 "Moving within melee and breaking away" or is that only allowed if a unit whas already in melee before?
"If I understand correctly, if my opponent charges my squad, he can move up to 3x movement to engage my models (any of his models that don't make it into base contact but still have my models in their threat range may make attacks without the CS bonus), but I don't get to move my models to engage back, since these squads weren't already in combat?
And then in the next round, when eithre of us activates their squad in that melee, the piling in up to base Movement does happen?"
You are correct. Sorry for the confusion.
@natfka You seem to be contradicting yourself in your answers here an my group ran into the same question regarding "piling in":
vs
If I understand correctly, if my opponent charges my squad, he can move up to 3x movement to engage my models (any of his models that don't make it into base contact but still have my models in their threat range may make attacks without the CS bonus), but I don't get to move my models to engage back, since these squads weren't already in combat? And then in the next round, when eithre of us activates their squad in that melee, the piling in up to base Movement does happen?
Good questions Saphyron,
1. Fighting Back and Reactionary Activations: Fighting back is not defined as a reactionary action, but does use up 1 command value. So essentially as long as the squad has not used it's action yet this game round.... you may always fight back.
Think of a Reactionary Activation as something that stops gameplay (interrupts it), and is resolved before the rest of the activation continues.
So you may use an ability like Set for the Charge, which is a reactionary activation and uses movement, not an action. This would only be able to be used though if your squad has not moved yet this game round, and is highly effective at taking the "effectiveness" out of a charge due to the combat situation bonuses.
2. Coordinated Attacks/ Defenses; Models must be able to attack to sacrifice it. If they cannot see a target for ranged for example, or if they are out of their Threat Range for melee, they could not sacrifice their options. Spears and long weapons are amazing at giving a lot flexibility in this area.
3. Moving Away/ Reactionary Activation: Im assuming you are not referring to a Reactionary Activation here. You can for instance use one to get yourself out of range of an attack or charge, but again it is a reactionary activation.
Engaged Models: Quick definition here. Models in base to base contact are defined as "Engaged" When combat is initiated players may move miniatures not engaged to engage other miniatures starting with the activating player. (up to base movement).
You may not disengage, but the activating player may slide a model to engage additional models, but not move away. (this is used in situation where a hero for instance is trying to engage an additional miniature).
After the activating player moves the opponent may now move "not engaged" models to engage additional models.
Breaking Away when already in combat is a little different. If you are the activating player you may break away from combat you cannot use your action to attack while doing this, and can move up to 2x your movement away. However this immediately allows the use of a provoked attack giving the opponent a big bonus to take you out before you leave. They are not required to take the provoked attack though, but most of the time will.
I hope that helps.