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gajaczek

Can any character with captain or chapter master tag be attatched to Company Heroes? For example Tor Garadon (captain tag) and Azrael (chapter master). Those do not include CH on their datasheet.


Keeloswag

Whats the general community thoughts on new players going to GTs? I know all the rules for my army and so shouldn't slow things down, I will just generally play poorly and am concerned there may be some general sentiment that new players shouldn't take tickets from more experienced players or something.


PleasantKenobi

It's encouraged that more people join the scene - anyone being off with you or funny that you aren't an experience player are scumbags. Come and get involved - comp play is great!


stootchmaster2

I'm a bit of new player, so excuse me if this has been asked before. I searched and couldn't find anything. QUESTIONS ABOUT DROP PODS: My lovely wife got me a drop pod for my birthday, and I have two questions before I take it into battle. 1. I see with the doors open, this thing will take up a HUGE amount of space. Is line of sight for the pod's weapons and OC determined from the doors when they are open, or from the footprint of the pod itself? Same with the embarked Marines. . .do they deploy 3" from the doors or from the pod itself? In other words, what do I measure EVERYTHING from? The doors or the pod? 2. If there isn't room for the pod to open the doors, do they actually NEED to be opened to disembark the Marines inside? Or are the open doors just a cool thing you CAN do if you want? I'm really looking forward to trying this thing out, but want to do it right. Thanks for the help in advance!


corrin_avatan

>Is line of sight for the pod's weapons and OC determined from the doors when they are open, or from the footprint of the pod itself? Line of Sight is always from any part of one model, to any part of another. Whether the doors are open or not doesn't change that. >In other words, what do I measure EVERYTHING from? The doors or the pod? It is a model without a base, which means you measure from the hull (which GW defines as "literally any part of the model). You literally treat it as a Land Raider that has less weapons, and can't move after it shows up. >If there isn't room for the pod to open the doors, do they actually NEED to be opened to disembark the Marines inside? There is no rule stating you must deploy it open. Some play groups dictate they must be deployed closed, but there are no rules stating one way or the other how it needs to be deployed.


Roughneck45-

Recent game I had. Ruins with a U shaped footprint in the center of the board. Sides of the U are large walls, bottom is a 3” opening with a roughly 1” wide 2” tall radio antenna in the center. Maulerfiend is above the U, it’s charge target is below, about 4”-5” beneath the antenna. I pivot the Maulerfiend, move it into the ruins right up against the antenna and roll for the charge. Does that antenna impede the charge in any way? The walls on either side of it were also sloped and less than 2” tall. Combined with the 3” gap, that was about 6” wide. If the antenna was more than 2”, would I measure up and over it? Or would it count as walls in a ruin, therefore impassable for the maulerfiend? My interpretation was that anything less than 2” tall can be moved through without penalty, and things above that have to be climbed, regardless of it being a ruin or not. Want to make sure I’m playing fair and square, thanks!


wredcoll

The short answer is: the terrain is whatever you agree with your opponent or the TO says it is. Where possible I try to play with the rules that most closely match the terrain as it is phyiscally represented on the table, but this is something you definitely should discuss ahead of time so when situations like this come up you're both clear on how you're going to interact with the terrain. That being said, your description is a tad confusing since you imply that the width of the ruin is roughly 3-4 inches wide, which is incredibly narrow. However, if the antenna is less than 2 inches tall and it is being played as a ruin wall, then you do not need to subtract any distance when you move over it with any model, provided you don't end your movement on top of it. If the ruin wall is more than 2 inches tall, you can still move over it, but you must count the physical distance it takes you to move next to it, up, over, and down, as part of your total movement.


Roughneck45-

The whole U footprint was ruin, the footprint was roughly 12”x8”. The physical terrain was a thin wall along the outside edges. Sides of the U had tall walls, tapering down to a blasted out section at the bottom, which had the antenna in the center. The gap with the antenna was roughly 3-4” wide. From your description, I think I got it right. All the physical terrain blocking the maulerfiend base was less than 2” tall, my charge was enough to clear the obstacle, make engagement range, and pivot to fit.


AnonAmbientLight

For Overwatch, the rules commentary says the following: > Example: In your opponent’s Movement phase, you use the Fire > Overwatch Stratagem to enable a Whirlwind from your army to shoot > as if it were your Shooting phase. The Whirlwind has the Pinning > Bombardment ability, which is used ‘In your Shooting phase, after > this model has shot’. Because Fire Overwatch is an out-of-phase > rule, it only allows the Whirlwind to perform the specified action (in > this case, shooting as if it were your Shooting phase) and does not > trigger any other rules that would normally be used in your Shooting > phase. This means the Whirlwind’s Pinning Bombardment ability > has no effect while resolving these attacks, and you could not use > any other Stratagems that are used in your Shooting phase to affect > those attacks.' The Whirlwind's Rule, "Pinning Bombardment" says, > In your Shooting phase, after this model has shot, if one or more of those attacks made with its Whirlwind vengeance launcher scored a hit against an enemy Infantry unit, that unit must take a Battle-shock test. Does that mean rules that specifically say, "In your shooting phase" cannot be used in overwatch? The T'au Starscythe rule, "Starscythe", says, > Each time a model in this unit makes a ranged attack (excluding attacks that target MONSTERS and VEHICLES), improve the Armour Penetration characteristic of that attack by 1. Does this mean that in Overwatch, the AP1 would be applied to my weapons since it does not say, "In your shooting phase"?


musicresolution

>Does that mean rules that specifically say, "In your shooting phase" cannot be used in overwatch? >Does this mean that in Overwatch, the AP1 would be applied to my weapons since it does not say, "In your shooting phase"? Yes and yes. In short, any rule or ability that says you can do X as if it were Y phase only let you do that exact thing, and do not trigger other rules or abilities that would normally be active in that phase. Non-phase specific rules and abilities trigger as normal.


AnonAmbientLight

I appreciate your input! :)


DisguisedHorse222

All abilities that say 'enemy unit x" away from this model **and visible to this model**' need to be visible, what about all of the abilities that don't say that? e.b. Void Dragon's matter absorption. Can the 12" range go through a ruin to a vehicle on the other side if neither model is within the ruin and there is no line of sight? (Same question for GUO debuff, it doesn't say visible at all).


musicresolution

Visibility is only required when it is stated as a requirement.


Federal-Emphasis-934

Read the “Burden of Trust mission” and thought I understood it. Can someone ELI5 the how and when to score the guarded markers?


wredcoll

You declare guardians in your command phase. At the end of your turn, you score 2 points for each guardian still in range of a controllect objective. At the end of your opponent's turn you score 2 points for each guardian in range of a controlled objective. Repeat.


Federal-Emphasis-934

Cool, I’m going to blame it on game 3 RTT brain rot but I couldn’t make sense of it and we only scored it at the end of the others turn.


discardedpacket1

When Kyria Draxus is leading a Custodian Guard squad and she is the target of a precision attack that does mortal wounds, can you use the Shield Host stratagem "Arcane Genetic Alchemy" to provide 4+ against mortals? Arcane Genetic Alchemy states When: "mortal wounds have been allocated to an Adeptus Custodes MODEL from your army". Then: "Target: That Adeptus Custodes Model's UNIT". Since Kyria is not an Adeptus Custodes MODEL, my take is that you can't. But, some have said the the Adeptus Custodes keyword is passed over to her? Can someone clarify the correct ruling?


corrin_avatan

u/green_mace is correct. Datasheets tell you what keywords individual models have. There are no rules that cause models to gain other keywords based on what other models in the unit have, and there is a distinction between UNIT keywords, and MODEL keywords.


Green_Mace

Keywords are never passed between models, but a unit has all keywords of all of its models. This means the whole unit is an Adeptus Custodes unit, but Kyria is not an Adeptus Custodes model.


discardedpacket1

Got it - so the stratagem cannot be used in this instance. ?


Green_Mace

That's correct


discardedpacket1

If the unit was targeted and I used the stratagem on the unit and the mortal wounds spilled over to her, she would get the 4+ protection, correct?


Green_Mace

If the scenario you are describing is that you first allocate mortal wounds to another model, you use the stratagem, and that mortal wounds are then allocated to Kyria either through precision or because her bodyguards all die, then yes she would get the 4+++.


TheMornings-

In app, the Primaris Lieutenant can be equipped legally with two master crafted power swords. Is this an oversight by GW, does it fall under the extra attacks erratum, or can I really have 10 attacks with a master crafted power sword?


corrin_avatan

>Is this an oversight by GW, No. There are many various lieutenant models, with a Bolt Rifle alone, Rifle and Sword, Sword and Pistol, etc. They needed to write the Wargear in such a way to permit all the loadouts all of the Lieutenant models they sell, are legal. Having two melee weapons doesnt give Extra Attacks; there is realistically no benefit to having two MCPW, or two melee weapons in general; due to GWs rules for free wargear you're almost always better off taking a Power Fist on a Lieutenant.


Magumble

You can only pick 1 weapon to make attacks with and neither of the 2 have the extra attacks ability.


TheMornings-

Okay thank you!


OttoVKarl

The CSM Warpsmith ability allows him to give +1 to hit to a "friendly vehicle". Can he does it to an allied Knight Tyrant?


thejakkle

No. Reading the full ability is important here as it specifies 'friendly Heretic Astartes Vehicle'. A Knight Tyrant is not a Heretic Astartes model.


Own-Persimmon4191

So with the new pivot rule, if I have a rhino with scout 6", if I want to pivot during that scout move, would that limit my scout move to 4" or could I go the full 6" still cause of distance physically traveled? Since the rhino has 12" of movement, the rhino move characteristic would not be a limiting factor. I have tried to logic it out, but my brain ends up kinda twisted. Same question for redeploys (move 6" when enemy ends move inside 9").


eternalflagship

When you pivot a model, you subtract its pivot value (for your Rhino, 2") from the remaining distance it can move during that move. So if you make a 6" scout move, if you pivot the Rhino you need to subtract 2" and can only move it a total of 4". >The first time you \[pivot a model\] during each model’s move, subtract that model’s pivot value (see below) from the remaining distance it can move during that move. Same for any other kind of move. If you make a consolidation move, and you need to pivot, you subtract 2" and leave yourself with 1" of total remaining movement. The model's move characteristic does not matter, except for determining how far you can move the model during your movement phase (and whether there's any upper bound on other movement shenanigans that let you make a normal move up to X inches).


corrin_avatan

Pivoting counts as moving 2 inches for a Rhino or anything with a Pivot Value of 2, no matter what type of move you make. So Scout moves, and anything else, if you pivot, you can effectively subtract 2 from the total distance you're allowed to move. Also, note that "redeploy" refers to "units that are picked up off the table and deployed again", not "units that can move when something gets close"


RindFisch

What rules are linked to the "Titanic" keyword? Playing a titanic unit for the first time I realized most of the rule differences I *thought* applied to all titanic units are actually linked to other rules, like "towering" or "Super-heavy walker". Currently, the only thing referencing titanic I found is that they can't use the overwatch stratagem. Is there more?


corrin_avatan

The only rule that mentions the TITANIC keyword in the core rules are Desperate Escape tests, which states TITANIC or FLY models do not make those tests.


musicresolution

Also, the Pariah Nexus deployment rules say that when you deploy a Titanic model, you skip your next turn to deploy something.


Gryphon5754

In Imperial guard if I attach a character to a bodyguard unit with the regiment keyword does that character gain that keyword? Basically if I attach a command squad (no regiment) to an infantry squad (regiment) do I have to roll the command squads dice separate since I don't think they get the lethals from out detachment. Reading the Keywords section of the commentary it seems like the regiment keyword applies to all of the unit, but since the detachment rule specifies regiment keyword it only applies to the specific models. I'm just confused how that interacts. The keyword applies to the whole unit if attached, so my command squad is counted as regiment, but it still doesn't get the regiment buff from our detachment?


Apprehensive_Gas1564

When you attach a character (or character unit) to an infantry/platoon/catachan/krieg squad they get the Detachment and unit abilities. If/when the infantry squad are killed and they become a separate unit again, they lose those benefits. For example, an ogryn bodyguard (not a "bodyguard unit") attaches to a platoon command squad. This then attaches to a catachan squad. The catachan can have two leaders, so also straken joins. This entire blob (ogryn included) gets strakens lethal hits in combat, the catachans +1 str and AP and the platoon command squads ability plus the Detachment lethals in shooting vs infantry. It's good.


corrin_avatan

You're mixing up MODEL keywords, and UNIT keywords. A datasheet tells you what keywords the MODELS in that unit have. A UNIT has all the combined keywords of all models in it. Since an attached unit is treated as a single unit for all rules purposes, the Command Squad+infantry Squad is a single REGIMENT unit, and ALL the models would benefit from the Combined Regiment rule. If the Combined Regiment rule said that REGIMENT **models** get the benefit, rather than REGIMENT ***units***, then the Attached unit would have some models that did, and some that didn't, get the benefit.


wredcoll

Yeah but what happens when a piece of wargear says the *unit* gains the grenade keyword?!


corrin_avatan

Then the unit has the keyword in question. Whether a model has the Grenade keyword is a moot point unless a rule cares about the GRENADES keyword on an individual model.


wredcoll

> rule cares about the GRENADES keyword on an individual model. The grenade strat cares now!


eternalflagship

Units have all the keywords of models in them. When you make an attached unit it is considered one unit for all rules purposes (except unit destruction). So if you have a REGIMENT unit and you attach something to it, the resulting attached unit is still a REGIMENT unit and so that whole unit would get Lethal Hits from your detachment.


I_Cat_I

If I add an Imperial Knight to my Adepta Sororitas army as a Freeblade, do I lose the Sacred Rites rule?


corrin_avatan

You gain Sacred Rites by being Army Faction Adepta Sororitas, which is done before you add any units to the roster. The Freeblade rule allows you to add the Knight despite not meeting your Army Faction.


Strong-Salary4499

Nope. The Freeblade itself gains no benefit, but you don't lose access to Sacred Rites for your Adepta Sororitas units.


Cute_Work_2290

Does the Knight lose the super heavy walker rule ?


eternalflagship

No, because it doesn't depend on your army faction like Code Chivalric.


I_Cat_I

Thanks!


Ixno

Marked for death. Do both the leader and the bodyguards of an attached unit have to be destroyed? In votanns ruthless efficiency which seems to have the same mechanism, both units have to die. But I cant find the rule that can addresses marked for death itself.


First-Job9509

Just consider that faq an FU to Votann and not a rules precedent until we get more obvious rulings saying both must fie.


thenurgler

Either. They're separate for secondaries.


Ixno

Can you please quote the rule source that can support this? What i’m really looking for is something to support whatever ruling is for this.


Adventurous_Table_45

It's in the definition of the leader keyword. "While a bodyguard unit contains a leader, it is known as an attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes." Marked for death is a rule that is triggered when units are destroyed, so they count as separate units, with either one dying counting towards scoring it.


corrin_avatan

Based on what?


thenurgler

The rules for leaders


_Laenan_

hello, i ve heard that fnp against mortals works for devastating wounds but i can't find it in the app. is this change true ? where can i find a source about that change ?


thejakkle

Yes, Devastating Wounds deal mortal wounds (they still don't spill over though). You can see the change in the core rules > updates and errata section of the app or in the Core Rules Updates and Rules commentary document available on the warhammer community site.


_Laenan_

thanks, my mind stayed in previous iteration where devastating wounds were removing save and were not mortals any more (for removing splash)


thejakkle

Yep, I should have said and will update my answer in a sec but they still don't splash. That specific bit is in the Mortal Wounds update, Mortal Wounds from Hazardous and Devastating Wounds are now lost once a model has been destroyed.


troffel

Roboute Guilliman: Ultramarines Bodyguard (and triggering it) I play Guilliman and escort him with a lone-op unit (LT. with combi weapon) to trigger his lone op. But a friend of mine says that GW has done a "comment" about interactions like that saying you can't trigger lone op by another lone op unit. Phrasing is: ***Ultramarines Bodyguard:*** *While this model is within 3" of one or more friendly ADEPTUS ASTARTES INFANTRY units, this model has the Lone Operative ability.* Can anyone confirm that? I haven't been able to find such a Comment.


corrin_avatan

If someone tells you such a thing exists, it is on them to stop and prove it. There are no changes to Lone Operative in the core rules, nor rules commentary. The Space Marine Codex FAQ It's possible that this player is misremembering that Stratagems that cause a Lone-Op-like effect were changed to 18 inches instead of 12, or that they are misremembering FAQ from 8th edition Salamanders supplement that changed an interaction where you could set up scenarios where you literally couldn't shoot at half the army. Or they were saying it to disadvantage you and hoping you would just accept it.


troffel

Thank you! Also, I assume this ability would not fall under "Lone-Op-like", and thus still be 12".


corrin_avatan

Correct. In the Balance Dataslate Metawatch the two commentators explicitly stated that they were not making changes to Lone Op itself, only specifically to ***stratagems***, as Lone OP abilities are generally "remembered" with players not going into vulnerable positions to attack a Techmarine next to a tank or a Callidus in a back corner, while the Stratagems can be a Feels Bad when you forget that someone can make a unit untargetable that you did manage to get in range of.


Wrong-Decision-855

If a player has units in reserves but the board is completely blocked off, is the player unable to deploy even in their own deployment zone?


corrin_avatan

There is no "safety valve" like in 8th or 9th edition, no. If you can't fit according to the rules you are using to arrive from reserves, you can't deploy, period


t-challah

Does the new change to the Rites of Battle rule (not allowing double use in one phase unless the strategem is specifically named, and also changing it from free to a 1 CP discount) also mean that it is no longer limited only to battle tactics stratagems? RAW, I see no mention anywhere of the previous battle tactics limitation.


corrin_avatan

Whether a strat is a Battle Tactic or not now is irrelevant, correct.


eternalflagship

Yes. The old Battle Tactic restriction is gone, replaced by the new "-1 CP and no 2nd use unless specifically named" rule.


gbytz

Does Grey Knights’ Teleport Shunt make units vulnerable to Anti-Fly weapons? The argument against would be that TS gives the ability to Fly but does not gives the keyword and the Anti-X works against units with X keyword. 


musicresolution

It does give it the Fly keyword (as indicated by the font) but that only lasts until the end of the phase, so it would be gone by the time the enemy has a chance to shoot, unless they use Overwatch.


gbytz

Does Anti-X work while firing Overwatch?


corrin_avatan

Nothing in Anti-X says that it is a rule that triggers "in your X phase", so would work exactly as it says it does: >Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound. As it says "each time", without a phase restriction, it happens regardless.of phase or whatever. It's the same wording as Oath of Moment, which players will sometimes Oath of Moment a unit that is in Reserves so they can possibly use Oath in Overwatch


musicresolution

Yes, why wouldn't it?


OnceAndFutureGamer

Can world eaters daemon prince give jahkals a 4+ fnp if I use go to ground on them and they are within 6 inches of the prince? EDIT: I meant Invul not fnp. My bad.


Magumble

Invulnerable save, but yes.


Bornandraisedbama

The rules for the charge phase state that “a unit is eligible to charge if it is within 12 inches of an enemy unit at the start of your charge phase, unless any of the following apply: that unit advanced or fell back this turn, that unit is within engagement of any enemy models, that unit is an aircraft unit.” If unit A is engaged with unit B, and unit C charges, tank shocks, and kills unit B, can unit A charge unit D? It is my assumption that it cannot, as the above text appears to imply that charge eligibility is checked at the start of the charge phase. However I could see it argued that that only applies to the distance, and not the bullet points, so wanted to be sure.


musicresolution

Eligibility is checked when you want to perform the action and can change based on things that happen during that phase.


corrin_avatan

The "unless" list is not "locked in" at the start of the phase. The "start of your charge phase" only refers to the "within 12" of an enemy unit". This is getting into grammar, but the type of colon used makes the sentence about eligibility a full and self-contained sentence.


Bornandraisedbama

This makes sense, as if it wasn’t a unit that somehow got counter charged into would still be eligible to declare a charge. Thanks for the clarification.


Cute_Work_2290

Can a model that measures from the hull such as a Monster/ vehicle that is naturally tall enough to overhang a ruin gain LOS If their range weapon can clear the gap? See the Image from the new UKTC pack, where the two small ruins meet can you can position a tall monster that is naturally tall enough overhang the gap between and gain LOS [https://imgur.com/a/zCsn3E1](https://imgur.com/a/zCsn3E1)


Chaotic_HarmonyMech

With the new rules on Page 27 of the Rules update (Not in red for some reason) Only Vehicles (excluding walkers on a base) and models without bases will measure to their hulls for being considered in/out of a ruin. So if a monster is overhanging a weapon out of a ruin, you can't draw LOS to it, only its base.


[deleted]

[удалено]


Chaotic_HarmonyMech

It actually hasn't been, only the diagrams have. The actual wording that I copy pasted is new, I HAVE the original rules commentary downloaded still.


wredcoll

I really don't think this is at all the ways the rules read or are intended to read.


Chaotic_HarmonyMech

"Ruins (and Visibility): The diagrams below illustrate how visibility can be affected when units are within, wholly within or behind Ruins. For Vehicles (excluding Walker models that have a base) or models without bases, every part of the model and its base (if it has one) is used for determining if it is not within, within or wholly within a Ruin. For all other models, the model’s base is used to determine if it is not within, within or wholly within a Ruin. If that model overhangs its base, visibility to and from that model is determined only by its base." That last sentence is what makes it so overhanging bits cannot be used to shoot "out" of a ruin for monsters with a base


Cute_Work_2290

So just to clarify with a Baneblade, if its turret can clear the ruin it can do the following in the pictre below to gain LOS in my turn ? top class MS paint picture below. [https://imgur.com/a/Qwq4C8O](https://imgur.com/a/Qwq4C8O)


The_Black_Goodbye

Most sane TOs would never let this scenario occur as you would not be permitted to position your tanks turret like that. It should be facing straight forward and not be rotated during the game. Never-the-less let’s say you did have a model with a bit sticking through that gap and it wasn’t within either ruin footprint: It can draw LOS to and from that bit so it can both see enemies and be seen by enemies for ranged attacks. Just as you are not drawing lines of sight over the ruin footprints neither would they be when targeting it.


corrin_avatan

>It should be facing straight forward and Show me where it says that in any rules. Heck, I have a Pintle Heavy Stubber that is pointing at around 280 degrees from the main turret of my Repulsor Executuoner, as the gunner is modeled so that he points along the same direction as the main barrel. Are you suggesting that anybody in their right mind would care? Neither the ITC nor WTC have any rules dictating what the facing of a turret should be.


DisguisedHorse222

Are you actually trying to claim the WTC wouldn't bat an eye over someone swivelling a BaneBlade turret to get LOS, shoot, then swing it back to get full LOS blocking?


corrin_avatan

No. Im saying that what the other guy is quoting is their Modeling for Advantage rules, which they compare to the basic kit. They are claiming that the WTC only allows models in the "stock" position, which if true would mean disqualifying every single Knight


The_Black_Goodbye

Oh you unblocked me at last; nice. I said no sane TO would allow it. Ie it is a TO ruling not in the core rules. Feel free to go to their Discords and ask them if I can position my Hammerheads turret facing straight backwards. I’d love them to say yes.


corrin_avatan

Good to see you haven't watched the WTC worlds streams in the past three years. There isn't a single Knight whose arms are all pointed directly towards their front, and several lists with Executioners, Gladiators, Russes, and Ridgerunners (or whatever the GSC buggy tank is called) have them modeled so they are facing directions other than straight forward. And in addition, you can set up a scenario like the one above with a regular Primaris Captain model (the version that came out in 2017) or any model that has part of itself overhanging it's base by a bit; I'm pretty sure a Genestealer model could do it. Claiming that there is no way such a situation would be allowed is just another example of claiming things without logic.


The_Black_Goodbye

You read that they mentioned a Baneblade in their query and not any of those models you talked about right? A Baneblade is not permitted to have its turret rotated off to an angle like that and if you can show a judge ruling from one of those organisations saying otherwise I’d be happy to see it.


wredcoll

I stand corrected, but what the absolute hell. How does this apply to an over hanging model sticking its arm "around" the edge of a ruin then?


Chaotic_HarmonyMech

I believe the current comp consensus based on another post is if the model isnt in the ruin, it's fine and works as normal. I am not so sure, myself


wredcoll

Right? I can't find a single way to read these rules that would differentiate to a gun sticking "into" a ruin vs sticking "around" a ruin.


corrin_avatan

A good example would be a Knight Preceptor, or the Primaris Captain with the pointing Sword (very first Primaris Captain) Knight Preceptor is outside the ruin with it's base, but it's massive long gun dangles into the footprint of the ruin. Or the Captain is about .5 inches back from the ruin, but the sword "pierces" the Ruin area. The above from GW would mean that while the Preceptor and Captain DO have parts within the terrain feature, they would not be able to be shot by an opponent even if they did have line of sight to the parts that "pierce" into the terrain.


wredcoll

I'm being amusing https://www.reddit.com/r/WarhammerCompetitive/comments/1duo1gl/comment/lblmcby/?context=3


wredcoll

If you stick your model so bits of it are outside the ruin, you can draw los to and from it.


Gaping_Maw

When a leader gives a unit lone op presumably the enemy can attack any part of the unit if within 12 inches?


thejakkle

Yes. An enemy model targets a unit so if any part of your unit is within 12", it will be able to shoot your unit. This is model by model for the shooting unit, if only 1 model is within 12" of your unit only that model can shoot. After that you can then allocate any wounds to any model in the unit as normal. If the enemy had a precision weapon they would be able to allocate that wound to a visible character, even if the character itself was more than 12" from the enemy model shooting.


Late_Ad_7487

The Radiant Strike stratagem lists that it’s usable in the right phase with no further specifications. Just usable at any point during the fight phase. So then can Radiant Strike be used after a a hit roll is done? Most strats I've seen specify "unit that has not been selected to fight this phase" but there is no such restriction here.


The_Black_Goodbye

You’d have to declare it beforehand. Just like with the Tau Riptide prior to the update errata to its rule. This is because the rules for Fast Dice Rolling require the attacks all have the same abilities in order to fast roll. If you roll the hits without and then the wounds with the ability then they were not all affected by the same abilities when you fast rolled so you should not have. You either lock in the abilities beforehand and fast roll or you slow roll and activate it whenever you like.


Magumble

There is indeed no such restriction and its the same mess up that they did with the riptide ability. However RAW all attacks are slow rolled, the rules just allow for fast rolling. So if you roll 10 dice to hit then rules wise 9 of those have already done the wound roll and allocation. So using this after the hit roll gives you dev wounds on the last hit roll you rolled and nothing more. To answer your question, yes RAW you can use it after rolling to hit, but if you do then only 1 of those attacks will have the dev wounds ability.


SpeechesToScreeches

They also reworded the Riptides once per game ability that gives it Dev wounds so that it's clear it has to be done before rolling the hit rolls. I would take that as meaning that it was always intended to be before the hit rolls. So anything similar should be the same.


Scrivere97

I know that it depends on the army, but how many "Action Monkey" units do you run in a 2k game for a Not-Hode army?


Magumble

That also depends on the army and how available action monkey units are. Necrons for example run 5 action monkey units in hypercrypt. WE runs 2 chaos spawn at most and then just use their rhino's/whatever can do the action to do the action.


Scrivere97

Let's say, "how many points should I invest in Action Monkeys" ? I play AdMech (Not the Horde Detachment) and I lost 150pts, I removed the Units that were not a "threat" , but I found myself in a situation where I could kill stuff, but I couldn't score points, but I 'm not really sure how to "tip the scale" of the army composition now that we have more units that are a treat


corrin_avatan

This is a "how long is a piece of string" question. There is no single universal answer to this, as it depends on what EXACTLY the list you want to run is (saying "not the horde Detachment" doesn't narrow it down at all), your willingness to take Imperial Agents, etc. Additionally, sometimes you have a "killy" unit that, due to your matchup, can switch to an Action Monkey once it has done its' job.


Magumble

Again is army dependant. Some armies need 6 action monkey units and each cost 60 points. Other run 2 action monkey units costing 75 points. For you I suggest to just try out some things and see what works for you. Skill is also a big thing in this, if you can score all the actions you want to score with 3 units then you take 4 but if you need 6 units then you take 7 for example.


cwfox9

Can you bring a transport in Turn 2 from strategic reserves on the deployment line of your opponents deployment and then disembark the unit inside into the opponents deployment so long as they are still 9" away from the opponents models? Based on the rules I cannot see any reason this wouldn't be possible


Swiftbladeuk

Yes, one of the many many new faqs deals with that issue


cwfox9

As in the FAQ allows it or doesn't, just to confirm?


Swiftbladeuk

It does yes


GrandmasterTaka

Sure


Gryphon5754

In crusades can you double up on enhancement? The way you add enhancement is just spending RP and it doesn't say you can't have the same enhancement twice in your order. My gut says no since the base rules prevent it, but idk if crusade is special


SpeechesToScreeches

No. The core rules still apply.


musicresolution

I actually saw a different argument over on r/40k_Crusade The "core rule" in this case is step "5. Select Units" of "Muster Your Army." But Crusade Armies have their own "Mustering" sequence and their "5. Select Units" step has no restrictions on enhancements. This is because how enhancements are selected are different. With a non-Crusade army, you select the enhancement (along with any other options) when you add it to your army roster. In Crusade, you are simply selecting units from your Order of Battle, which already have all of their options (including enhancements) selected. Crusades simply has different rules regarding enhancements. For example, outside of the first character added to your Order of Battle, characters can only gain enhancements when they gain a rank. If you are playing with Crusade rules, you simply will not encounter the Core Rules restrictions because you are using an entirely different Army Building/Mustering process, and that is the only place enhancements appear in the Core Rules.


SpeechesToScreeches

Yeah that's a good point, probably rule wise you can have multiple then. And ultimately it's crusade, talk with your group and decide between you what you'd like to do.


Hockeyfanjay

Deathwing Assault enhancement allows a unit to arrive from deepstrike rounds 1 thru 3 in my reinforcement step, regardless of mission rules. Rapid ingress let's me bring in a unit from deepstrike during my opponents turn "as if" it was my reinforcement step. My question is would the out of phase commentary disallow me from being able to rapid ingress turn 1, with my unit that has the deathwing assault enhancement? Or would it be allowed? I'm personally leaning towards it's not allowed. But I'd love to be wrong on this one.


corrin_avatan

I'm gonna disagree with u/Magumble. If you argue that Deathwing Assault is Out-of-Phase, you have to argue that Strategic Reserves and Deep Strike also both are (because they all are). The wording of Rapid Ingress was changed in the January Balance Dataslate to fix the fact that, Rules As Written, it couldn't actually be used with Strategic Reserves, Deep Strike, or anything else because they were all phase-locked/triggered abilities. The current wording of Rapid Ingress, I feel, completely allows it to be used in conjunction with Deathwing Assault.


thejakkle

I agree with you except GW added an FAQ for Grey Knight's First to the Fray, which has the same wording, in the last round of updates: >Q: If the mission rules I am using state that Reserves units cannot arrive on the battlefield during the first battle round (e.g. the Pariah Nexus mission pack), can I target a unit that has the First to the Fray Enhancement with the Rapid Ingress Stratagem during the first battle round if I have the second turn? >A: No.


GrandmasterTaka

They've never actually fixed their out of phase rules they just continue to patchwork them together with specific exceptions or interpretations. Gotta be rough for a DA player to have to check the GK FAQ for their answer


Magumble

>DEATHWING model with the Deep Strike ability only. The bearer’s unit can be set up using the Deep Strike ability in the Reinforcements step of *your* first, second or third *Movement phase*, regardless of any mission rules. The enhancement itself is a rule you use to allow Deepstrike/SR to arrive in battleround 1. It is not Deepstrike/SR in itself. Only Deepstrike/SR are specifically allowed to be used during rapid ingress, other rules will still fall under the Out-of-phase rule.


Magumble

It is indeed not allowed.


Right-Truck1859

Is this statement correct: Death from the Warp Stratagem. It says ranged weapons gain "Assault", but also +1 to Hit for ALL attacks. So if your unit fights it also get +1 to hit for melee weapons. ???


kipperfish

Yeah it works in melee too. The original wording of the strat was "until the end of the phase" which was useless when you used the strat in your movement phase. Now it works in shooting and melee till the end of the turn


eternalflagship

Had to do a little searching to figure out whose stratagem that is (Grey Knights), but yes. Ranged weapons gain assault, AND each time a model in the unit makes an attack, add 1 to the hit roll. That would apply to both shooting and combat because it does not have any qualifier specifying one or the other, and lasts from when you use it in your Movement phase until the end of the turn.


rigsnpigs

Clarification on LoD/Malign/tax effects: If my enemy has a unit within distance of my Swarm Lord and uses fire overwatch. When I tax it, does it apply to that instance as well, or just all future instances?


corrin_avatan

The Lord of Deceit arua only affects enemy Strats that target units within 12 of the model that has the aura. There is no wording that caused that strat to cost 1 more for the rest of the game.


rigsnpigs

Ahhh. Okay so after the "10.5" update, would swarmlord's aura work the same? Similarly with the shadow war veteran?


corrin_avatan

>If a model has a rule that would, once per battle, increase the CP cost of an opponent’s Stratagem (e.g. a Callidus Assassin’s Reign of Confusion ability), that rule is replaced with the following ability: >‘Lord of Deceit (Aura): Each time your opponent targets a unit from their army with a Stratagem, if that unit is within 12" of this model, increase the cost of that use of that Stratagem by 1CP.’


Bornandraisedbama

Only that instance.


Many-Blackberry-453

How do attached units work with Big guns never tire when a monster attaches to a infantry unit (specifically a neurotyrant attaching to zoanthropes)? Player stating rules as written means during player's shooting phase zoanthrope models can fire in and out of combat without the -1 modifier as the example states "monster" and not "monster unit" takes -1 but monster unit can fire. Also any overview on how keywords are shared for attached units and when in a phase the unit detaches in 10e would be helpful as I can't find a source other than 9e. Thanks.


abcismasta

One more addition, according to the new FAQs, BGNT officially doesn't work in overwatch, so be aware of that


abcismasta

One more addition, according to the new FAQs, BGNT officially doesn't work in overwatch, so be aware of that


thejakkle

In addition to the other answer, yes currently the Zoanthropes wouldn't get a -1 to hit if their unit is engaged as they are not Monster Models. As for Keywords in a attached unit as its destroyed the latest rules update added this to the Leader core rules: >Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.


AlisheaDesme

>yes currently the Zoanthropes wouldn't get a -1 to hit if their unit is engaged as they are not Monster Models. Kind of a lol moment as this can't be the intention ... but RAW is RAW and surprisingly clear in this case.


thejakkle

I would put money on this being fixed in the next update. For now it's just funny and still probably won't come up that much. You're not going to tag them unless you plan to kill them and Zoans aren't that tough.


AsherSmasher

An attached unit's keywords are a combination of all the keywords from all models in the unit, but a model's keywords do **not** change. This is the case **at all times**, there isn't a point in a phase when it stops being true. Instead, some rules will reference units, while others will reference models, so always read the rules carefully. The Zoanthropes would be able to fire in engagement range if led by a Neurotyrant because Big Guns Never Tire specifically allows "Monster units" to fire in engagement range. The attached unit of Neurotyrant and Zoanthropes is a Monster unit, even though the Zoanthropes do not have the Monster keyword. The opposite to this is the rules for Ruins, which says that "Infantry models" can move through the walls of the terrain feature. In the case of something like Battle Sisters (Infantry) led by Junith Eruita (Mounted), the Battle Sisters would be able to move through the wall, while Junith has to go around.


BillyBartz

I don't have my new mission cards yet and apparently suck at finding the written answer to this but when performing actions like cleanse for example, do you still give up shooting and charging? I remember briefly looking at some PDF cards and I didn't recall seeing the wording on there saying so.


AsherSmasher

Actions fail if the unit declares shots or makes any move that isn't a Pile-In/Consolidate, in addition to whatever other stipulations the action itself adds.


BillyBartz

Okay so basically nothing has changed from leviathan in that aspect. I just haven't seen it in writing anywhere. I know I'm just overlooking it somewhere in all the 1000 different PDF files GW sends out


Prixe

Doing action has changed. Let's see if I remember this correctly. You cannot advance and action even with assault. You cannot fallback and action even if you were able to shoot. You cannot do action in engengment even if you have pistols. This one I'm a little unsure of the wording so don't quote me. But titanic character can do an action and still shoot, but not charge


corrin_avatan

GW hasn't produced a PDF for this. It is written in the physical pamphlet that comes with Pariah Nexus cards.


AsherSmasher

I believe it's in the little pamphlet that comes with the cards, just like how the Reserves retrictions were in Leviathan. Dunno if Wahapedia has put it up yet, but you'll find it there when they do.


Gryphon5754

If I have an Ogryn bodyguard as part of a command squad do I use its toughness or the squads? It's not "attached" in the conventional way so I think I can just use its toughness as long as I take the wounds on him, but I want to be sure.


thejakkle

If the Command squad is attached to another unit, you have to use the bodyguard's toughness. If the command squad is not attached, use the highest toughness in the Command squad (the ogryn). You don't have to allocate wounds to the Ogryn. Any model in the unattached Command squad could take the wound.


Veggiesquad

Just adding clarification. The first sentence is referring the the bodyguard UNIT and not the ogryn bodyguard. 


Gryphon5754

Sweet. Thx. I'm trying a bodyguard for a crusade to protect my characters, so I wanted to make sure I had the rules right


Bensemus

In 10E bodyguard specifically refers to the unit a character joined via their leader ability. While the Ogryn fills the typical bodyguard roll it’s not classified as a bodyguard in 10E. It’s an important distinction as the other person explained.