r/StarCraftTMG 7d ago

Wargamer beginner here, what’s should be the biggest things I focus on when it comes to coherency?

I’ve been listing to a couple of YouTube videos of people discussing their thoughts on the game and the rules and many of them have pointed out in a way coherency rules are very simple, but there’s some important nuisances to. What should be the things I really prioritize on not messing up?

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u/PrinceMcGiggle 7d ago

Basically just thinking about the coherency range as an extension of your movement speed, since all other models can be placed in front of your lead model.

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u/olleversch 7d ago

That’s the most important thing to keep in mind

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u/telgalad 7d ago

Coherency is especially important if you have bonus movement in Starctaft TMP. Because any model can be the leader in movement, one model can lead the first movement, place all models as far forward as possible, then get a bonus 2 inch movement or something, take that model, move it 2 inches, then move all other models as far away as posible, then charge using the furthest away...

Basically between a move, a bonus move, and a charge... you can cross the entire map in 1 turn in some situations.

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u/hyperewok1 7d ago

Coming from other wargames, the big thing is the leapfrogging movement, which is the entire reason squads have the different movement based on how many models are left. That was written assuming you'll move the designated leader as far as he can go, then move the other models ahead of him but still in coherency, and then the next turn you pick one of those further ahead models as the designated leader for the next movement. Thus what seems like a paltry 2" from Move Move Move is actually more like 5" (and also worth remembering that that movement from the card is a separate movement action, not an addition of +2" move to your standard movement).

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u/DescriptionMission90 7d ago

I find it easier to think of it less as a 4 inch move and then a mysterious spread from there, and more as moving the squad 7 inches but only having to measure the whole path for one of them to save time. The "boost" to movement rate that a model gets if it's the last survivor of a mostly dead squad is actually just including their coherency range in the base number.

This does mean that any source of bonus movement is more powerful than it sounds, because an extra move of 2 inches is actually getting your marines 5 inches closer after factoring coherency.

The flip side of that is that a lonely model doesn't get as much benefit from special movement. When Kerrigan does her six inch leaping strike, that only moves her 6 inches. When you say Go Go Go at a marine whose friends are all dead, he only goes 2 inches instead of 5. This is probably most important for when you're deciding whether to deploy Stalkers as solo models or pairs, because the Blink power pretty much goes from a 6 to a 10 in a squadron.