Showing posts with label FAQ. Show all posts
Showing posts with label FAQ. Show all posts

Tuesday, 17 January 2012

Big Batch of 40K FAQs released!

Morning all,

For those not in the loop, there's been a big FAQ release by GW yesterday, covering pretty much every codex. There's some, like the Necron one, that are pretty intensive, but for the smaller ones, I'll try and do a summary of major changes or rules clarifications that we've debated at the club.


I'll add download links as well for you. Here goes...

5th Edition Rulebook FAQ
- DOWNLOAD
- Clarification on "Gets Hot" and re-rolls. It only happens if the result of the re-roll is a 1.
- They've changed some wording on multiple grenades to "Can a unit with multiple grenades"
Q: Can a unit with multiple grenades that have an effect
when launching an assault, or being assaulted, use one
of each of them in the same Assault phase? (p36)
A: Yes. Note that a model can still only use one type of
grenade when attacking a vehicle.
- Clarification on the hole of a blast marker regarding vehicles and half strength. If the hole is even partially over the hull of the vehicle, it's at full strength.
- Vehicles that start in Difficult Terrain still count as having moved if they fail their Dangerous Terrain test and immobilise themselves (although it doesn't specify how far they count as moving).
- Immobilised vehicles that moved at cruising speed in it's previous movement are hit automatically in the assault phase.
- Vehicles fire points cannot be used to draw line of sight for special wargear or rules by models inside.
- Transport vehicles destroyed in a movement phase where they have moved flat out, models inside are removed as casualties (clarification on this one from the last argued-to-death FAQ)
- You can't benefit from Furious Charge when using Counter Attack, but also, they can't have Defensive Grenades used against them.

Apocalypse FAQ
- DOWNLOAD
- The requirements for controlling an objective are now the same as in the 40K main rulebook. So therefore, you need troops to hold an objective.

Apocalypse Reloaded FAQ
- DOWNLOAD
- Army and stratagem specific stuff.

Blood Angels FAQ
- DOWNLOAD
- 10 Man combat squads coming on from reserve can choose to come on from or deep strike at different locations
- Combat squadding Scouts can infiltrate from 2 different locations, but only count as 1 deployment, not 2 units.
- Vanguard Vets can't use heroic intervention when deploying by Deep Strike from a Storm Raven.
- Blood Lance does not need to roll to hit.
- Sanguinary Novitiate in Honour Guard units can't take Honour Guard upgrades.

Chaos Daemons FAQ
- DOWNLOAD
- The Masque only rolls 1D6 for Pavane movement on ALL the units she targets.
- If there isn't space for a Chaos Spawn on the board from Boon of Mutation, move models the minimum distance required to place it.

Dark Angels FAQ
- DOWNLOAD
- Clarification on Ravenwing Combat Squads:
Page 27 – Ravenwing Combat Squads, second paragraph
Change to “Much like Combat squads, the squadron’s
Attack Bike and Land Speeder are purchased together
with the squadron and then deployed at the same time
as the squadron’s bikes, but from then on, they always
operate as completely independent units of one model.”
- Same Combat squad clarifications on normal infantry as per Blood Angels.
- Mind Worm psychic power needs to roll to hit.

Dark Eldar FAQ
- DOWNLOAD
- Wyches don't get a Dodge (4+ Inv) save from exploding vehicles in close combat.
- If you have a Djinn Blade and another Close Combat Weapon and choose not to use the Djinn Blade, you can't get the 2 extra bonus attacks.
- Djinn Blades can be combo'ed with another CCW or Pistol to get an extra 1 attack, as per usual.
- Flickerfields cannot be used against failed Dangerous Terrain tests.

Eldar FAQ
- DOWNLOAD
- Runes of Warding, Runes of Witnessing and Defend wording changes.
- Farseer and a Unit of Warlocks as a HQ form 2 separate units.
- The roll to prevent Perils of the Warp cannot be re-rolled using Fortune.
- Striking Scorpion Exarchs choosing to attack with Scorpion Claw don't get the +1 strength from the Scorpion Chainsword.
- Eldritch Storm needs to roll to hit (using the blast rules I assume)
- Mind War does NOT need to roll to hit.
- Dire Avenger Exarchs with 2 Avenger Shuriken Catapults fire 5 shots with Bladestorm.
- Chainsabres and Powerblades do not count as a pair of close combat weapons.
- Vehicles with Star Engines cannot ram or tank shock in the shooting phase.

Grey Knights FAQ
- DOWNLOAD
- Change to Servitor "Mindlock" wording.
- Combat Squad clarifications same as Blood Angels.
- Units deep striking due to "Summoning" psychic power, landing within 6" of a Mystic don't scatter.
- Turbo Penetrator Rolls add D3 per 6 rolled.
- Nemesis Force Halberds still get the +2 Initiative even if their weilders Initiative is reduced or set to a fixed value.

Imperial Guard FAQ
- DOWNLOAD 
- Change to Mindlock Wording on Servitors.
- Dozer Blades re-roll Dangerous Terrain checks.
- Infantry Platoon wording change:
Infantry Platoon, second sentence
Change to “Each Infantry Platoon is deployed in place
of a single unit in missions that limit the number units
that can be deployed. In addition when making a
reserve or outflanking roll, roll once for the whole
Infantry Platoon. Any units in reserve that are
embarked upon a non-dedicated transport are instead
rolled for separately.”
- Company Command Squads are worth 1 Kill Point.
- Techpriests can only make 1 repair roll attempt per turn.
- Techpriests can try and repair a vehicle they're embarked inside.
- Penal Custodians gain the effect from the squads special rule, however, Independent Characters don't.
- Psyker Battle Squads can now use Weaken Resolve on targets locked in Close Combat.
- If a Manticore that suffers a Weapon Destroyed result, all it's remaining Storm Eagle Rockets are destroyed (if the other player chooses that weapon of course).
- Ministorum Priests and Techpriests CAN be taken as the Mandatory HQ choice.

Necron FAQ
- DOWNLOAD
- Scarab Swarms can only be added in coherency with swarms that have not been spawned this turn.
- Same with the Ghost Ark Repair Barge rule.
- Command Barge sweep attacks can't be stopped by cover.
- Entropic Strike is as I said, roll to hit, roll for strike, roll to penetrate against the reduced armour value.
- Loads more...

Ork FAQ
- DOWNLOAD
- Trukks that suffer Kaboom result now do leave an area of difficult terrain.
- Snikrot can't use his Ambush special rule if he's embarked in a Vehicle.

Space Marine FAQ
- DOWNLOAD
- Mindlock servitor clarification again.
- Clarification on Calgar's God of War rule.
- Same clarification on Combat Squads as Blood Angels.

Space Wolves FAQ
- DOWNLOAD
- Thunderclap does not scatter.
- You don't need to roll to hit with Jaws.

Tyranids FAQ
- DOWNLOAD
- Shadow in the Warp, Synapse Creature, Instictive Behaviour and Shield Wall wording change.
- Lictor Broods have to be placed in coherency with each other when they deploy.
- Every non-vehicle model in a unit that assaults a Venomthrope has to take a Dangerous Terrain test (I'm guessing people were arguing it's only the ones that make the assault move, or are in B2B)
- Enemy Models initiative is not reduced to 1 for assaulting through the Spore Cloud
- Tyrant Guard with a Hive Tyrant = 1 Kill Point.
- Units cannot take any cover saves, aside from being inside Area Terrain, from a Hive Guard impaler cannon
- Tervigon clarification about when the bonuses and range applies from Brood Progenitor.
- Spore Mines that arrive via deep strike, enemies must keep 1" away.
- Independent Characters can join a unit of Termagants and benefit from the Brood Progenitor rule, but if the Tervigon is killed, the Independent Character takes the damage also.
- Lash Whips Clarification for Force Halberds.
- Walkers and Acid Blood clarification.

Phew... That took a while to get through. Enjoy and feel free to rejoice, complain and debate!

Cheers,
SB

Tuesday, 29 November 2011

Rules Debate: Necrons "Entropic Strike"

Morning folks,

I was planning on writing up my initial thoughts on the new Necron codex after my first game last night, then logged on to find BOLS talking about Scarabs and the "Entropic Strike" special rule.


This cropped up in my game last night, and I thought I'd discuss my point of view on it and how we handled it. On the flip side, if other MAWS members could read this and make a decision, we can add it our MAWS FAQ, until an actual FAQ is released.

So here's the quote from BOLS today:
Entropic Strike Timing
Now Entropic Strike is nasty, no one is disputing that.  The real question comes down to exactly HOW NASTY did Matthew Ward intend for it to be.  Here is the key rule quote in question:

"For each hit a vehicle or model suffers with this special rule, roll a D6. For each result of 4+, it immediately loses 1 point of armor value from all facings.  If a vehicle is reduced to Armour 0 on any facing, it is immediately destroyed"
So the million dollar question is: Exactly when does the reduced armour values go into effect - before, or after you roll for penetrations on the initial set of hits inflicted in assault?

Here is an example.  An innocent Land Raider is sleeping peacefully in a meadow when 4 bases of Scarabs slam into it.  They inflict 20 automatic hits (it was sleeping peacefully remember), ten of which activate the Entropic Strike ability on a 4+.  Do you:
a) Resolve the 20 hits at S:3+ D6 vs AV:14 (the Land Raider will live), then it's AV is immediately lowered to 4/4/4
b) Resolve the 20 hits at S:3+D6 vs AV:4 (the Land Raider is toast)

Either of these is possible based on whether Ward intends Entropic Strike to either a) weaken units so they will be crippled and easily picked off by later units, or b) be bloodcurdling to all vehicles in the game. Luckily this is an easy black and white decision, that needs to be FAQed one way or the other.
 Now. Here's the way I see it.

Step 1. You roll to hit the vehicle in question.
Step 2. Out of those "To Hit" rolls, roll that number and find out how many Entropic Strikes were successful (4+)
Step 3. "For each result of a 4+, it IMMEDIATELY loses 1 point of armour value from all facings". Quoted directly from the rule.
Step 4. Roll to penetrate against this lower amount with all the "To Hit" dice that succeeded.

True it's harsh if you're the one who didn't move your Land Raider or deal with the Scarabs when you had chance, but the key word there is "immediately".

The argument for me there is when exactly does the Entropic Strike get rolled for. To me, it's pretty straight forward, as soon as it's hit by an Entropic Strike, you roll to see whether the E.S. activates and then go on the modified armour.

It's not a case of "When does the reduced armour value kick in?", the real question is "When do you roll for Entropic Strike?", which - to me - is straight after a vehicle takes a hit from a Scarab base. If you've activated the Entropic Strike, then the vehicle immediately loses the armour values.

What do MAWS folk think about this?

Cheers,
SB

Wednesday, 13 April 2011

New Tau FAQ

Hi all,

Angryman here, for all you Tau fans out there (you know who you are)


Here is the new FAQ for the Tau Empire, with all the web chatter about a new codex currently circulating and now this, could we be seeing a 3rd Tau codex soon?????


All comments welcome

Monday, 22 November 2010

[40K] FAQ Debate: Destroying Flat Out Moving Transports

Morning all,

This has been a hotly debated topic over the Interwebz since GW released a main rulebook FAQ recently.

Q: If a transport vehicle is destroyed in the same turn as it moved flat out what happens to any embarked models? (p70)


A: They are removed as casualties. 

Now, the argument comes here from the definition of the word "Turn". Does it mean Player Turn or Game Turn?

Game Turn Example:
One side of the coin is, that if for example, my Dark Eldar raider moves flat out, then is destroyed in the Space Marine player's turn by a Lascannon, the Raider - along with the transported Squad inside - are destroyed and removed as casualties.

This is logical in that if it's moving extremely quickly, then nose dives into the ground after being shot down, the speed it's moved at and the impact it would make, would kill off the passengers inside.

Player Turn Example:
My Dark Eldar raider intends to make a last ditch move towards an Objective that is in Difficult Terrain. Moves flat out over as much and lands within scoring distance of the Objective, but must then take a Dangerous Terrain test. The Raider fails the test, is destroyed along with it's passengers and the objective is then lost.

Personally, I think this is just a mess up on GW's part, by simply missing out 1 word, either "Player" or "Game" in regards to what turn all this happens in. A commenter on another blog pointed out this quote to me, and after double checking it in a Rulebook, I agree this is the best explanation:

Page 9 (I think) of the BRB:
GAME TURNS AND PLAYER TURNS
In a complete game turn, both players get a player turn, during which they perform their actions in the appropriate phases – the Movement, Shooting and Assault phases to be precise. Exactly what happens in each phase is described later. Hence one game turn will comprise two player turns. Whenever a rule uses the word “turn”, both in this rule book and in the Codexes, it means “player turn”, otherwise it will clearly state “Game Turn”.
I've underlined the key sentence in that paragraph. As the FAQ simply says "Turn", according to the Rulebook, it means that it only has any effect during the controlling Player Turn.
I'm aware this isn't a be all and end all to the argument, since people will still argue the toss either way.
Personally?
The rule says "Turn". Not "Game Turn". Therefore, no shooting down my Dark Eldar raiders moving Flat Out, or Ork Trukks, and destroying everything inside of them.
That's how I'll be playing the rule until GW come back with a clarification.
Peace,
SB.

Wednesday, 30 June 2010

[News] Tyranid and Blood Angels FAQs

So, GW finally get around to sorting these out, and I think they've addressed most of the annoying Internet rules bashy ones, and done a good job of covering some of the other situational ones.

Tyranids: DOWNLOAD HERE

Blood Angels: DOWNLOAD HERE

I'd like to think the "MAWS FAQ" page had a hand in making them sort it out quicker ;)

Happy now Nid players?

SB

Saturday, 27 February 2010

[FAQ] 5th Edition Rulebook FAQ

Busy week for the FAQ'ers at GW it seems, they've now given us a 5th Edition FAQ which can be found here: http://www.games-workshop.com/MEDIA_CustomProductCatalog/m2030054_FAQ_40Krulebook_Feb2010.pdf


Have a read through and see if you can spot anything tasty!

A good clarification for my Burna Boyz and their Battlewagon:
Q. Must passengers fire at the same target that
their vehicle is firing at?

A. No, they are a separate unit (albeit they are
temporarily co-existing with the vehicle) and so
can fire at a different target.


Peace out,
SB.

Wednesday, 24 February 2010

[Orks] Updated FAQ

Well, well, well... the Deff Rolla debate has been settled once and for all by an updated GW FAQ for the Orks.


Q. Can you use the Deffrolla when Ramming
vehicles or does it only work when Tank
Shocking non-vehicle units?


A. The death rolla does indeed inflict D6 S10 hits
against vehicles, as Ramming is just a type of
Tank Shock.


Best 20pts spent in the Ork army!

The full updated FAQ can be found below, although it seems like that's the only (very necessary) clarification: http://www.games-workshop.com/MEDIA_CustomProductCatalog/m970066a_2010_Orks_FAQ
 

There should also be a Nid update on the way :)

Peace out Battlewagon fans!

SB.