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September 14, 2012 by darrell
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The latest Warhammer 40K FAQ is out, but what do Andy & Darrell have to say about it?
sorry guys but there was another big oversight : grounded test! the only thing that’s cleared up in the faq is that you don’t need to wound also… (my group already played it that way so nothing new here…)
but bringing this up how could you have left out that FMC’s can now choose to SKYFIRE at the beginning of their turn (while swooping) that’s a BIG PLUS – after all I don’t see anything made worse for my flying hive tyrants!
what the heck happened to half of my sentence? anyway I wrote about: grounded tests are made on a per unit basis, so for any unit that scores at least one hit you take a grounded test (not for every single model hitting)
the FAQ only deals with Blast Markers which are NOT Templates.
Concerning the FAQ “Q: Can blast markers hit a model that is not in the attacker’s line of sight if they do NOT scatter? (p33) A: Yes, as long as the target enemy model for the blast weapon is within the firer’s line of sight.”
Yes you can hit them, but remember, that doesn’t mean that you can kill all the models that you hit. You can only kill models that you can see. So if you can only see one guy, it is possible to hit multiple members of that squad, but you can only kill one.
The rulebook says that you can hit and wound models that are not in range or line of sight if it scatters, the implication being if you can wound it you can kill it, but that’s not clear. I think this FAQ is supposed to be an extension of the scatter rules, but again its not actually clear if that is the case.
The following is the portion of the rules for blasts and large blasts that you’re ignoring:
“Once the number of hits inflicted on the unit has been worked out, roll To Wound and save as normal. Any unsaved Wounds are then allocated on the unit as for a normal shooting attack.” (pg 33)
So it’s as I’ve originally said. If the blast scatters behind out of range of the weapon or out of sight you roll to wound and to save those models as per the blast/large blast special wounds. Then you revert to the rules for normal shooting, which you can only kill models within line of sight and in range.
OUT OF RANGE As long as a model was in range of the enemy when To Hit rolls were made, he is considered to be in range for the duration of the Shooting attack, even if the removal of casualties means that the closest model now lies out of range. (pg 16)
OUT OF SIGHT If no models in the firing unit can see a particular model, then Wounds cannot be allocated to it, and must be instead allocated to the nearest visible model in the target unit. If there are no visible models in the target unit, all remaining Wounds in the pool are lost and the shooting attack ends. (pg 16)
Pretty cut and dry to me. It only starts to not make sense if you choose to ignore portions of the rules or don’t follow them to the letter.
I don’t have a copy to hand now, but doesn’t it also say you’re supposed to treat the centre of the blast as the firing model, or is that only barrage?
Only Barrage on that one
THANK GOD! Paladins are no longer character! Suck it GKs!
Yeah but my dreadknight now gets his rerolls and str 10, fair trade imo lol
Good to once over the BRB FAQ, but you guys should really check out the individual Codex FAQs. The Tau in particular because Target Lock is back, which really helps the Tau out, between being able to split fire on Broadsides and Crisis suit units and the Firewarriors 36″ range Tau are looking better and better.
Valace2 also don’t forget disruption pods giving shrounded the way preferred enemy works now this edition seems to be made for tau.
P.S sorry about any spelling mistakes and a very long day and I am tired.
I have some Sisters of Battle FAQ.
If Sisters are snap firing, do they still get their bonuses? For example, would Retributors still get rending when they roll the 6 to hit? Would the Battle Sisters get to re-roll if I rolled a 1? Would Dominion Squads still fire weapons as twin linked?
Would you have to do a Faith check and spend a point?
They don’t get rending on a To Hit roll of 6 anyway, it’s on a To Wound roll of 6. As for whether or not they get the bonuses it depends on the exact wording of the faith powers. IIRC don’t they only last for the phase? in which case you wouldn’t get the bonus
I see it under Acts of Faith. It says test before the phase and the bonus lasts until the end of the phase. Thanks. Although it does look like Battle Sisters could keep using their assault bonus of re-rolling 1′s as long as they are still in close combat. If they are still locked in an assault, then the assault phase isn’t over for them. Would that be accurate?
No even though they are locked in combat the phase has ended, when you fight in your opponents turn it’s a different assault phase.
Thanks for your reply, Bigbri. Honestly I avoid close combat at all costs with my Sisters, so I don’t need to worry about assaults that much. I only use Death Cult Assassins and Penitent Engines, which do a great job most of the time!
The fixed value initiative question has nothing to do with the halberds etc as the Halberds are an additive modifier so you follow the rules laid down for multiple modifiers. The problem is to resolve what happens when you have two items that set fixed values that conflict. The Timeflow Stabiliser is an “always on” effect that puts you to Ini 10. A Whip Coil makes you Ini 10 when you are in base contact so you have the situation where you are within 6″ of the Stabiliser and in base contact with a Whip Coil so which one applies? There is no definitive way to say so random selection is the only way.
Contrast that with something like a Psychic Power that makes you Ini 10, it is cast at the start of the phase so you are “charged up” but when you get to the whip coil you are “slowed down”. So in that case the last fixed value to be applied is the one that remains.
I’d say the random resolution will only apply in a few specific circumstances.
Random isn’t fun though, personally I’d have said that they cancel each other out entierly and you strike at base initiative, which isn’t very good for the necrons, but you’d at least know when you can rely on wip coils etc
Random is great in my book, playing against “the perfect formula” is boring. Leaving more stuff to chance means that even if you stuff it up completely there is still a chance of snatchinng a victory.
I don’t understand why people are upset about the flying MCs needing a grounding test when hit. Anyone understnding about airodynamics will tell you that even a sligt change in flightpath and dynamics requires pilot action to undo or recover. So it needs a test. There might have been a better way like a test with 2d6 or something but still a test is needed. Flight is in itself a n unstable forn of movement for “living” creatures and is as such extremely fulnerable to outside interference.
I agree and as for the Tau marker light, well I reckon if I got illuminated by something that made it easier for a railgun to hit me, I’d be a bit distracted too!
If marker lighting FMC’s and causing grounded tests is an issue for your opponent, call them NARC beacons instead, if they ask what that is tell ‘em its a special rifle grenade that counts as a marker light…
Mechwarrior? can’t be blending your “dark futures” there Cazboab
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