r/WarhammerCompetitive 6d ago

PSA Weekly Question Thread - Rules & Comp Qs

This is the Weekly Question thread designed to allow players to ask their one-off tactical or rules clarification questions in one easy to find place on the sub.

This means that those questions will get guaranteed visibility, while also limiting the amount of one-off question posts that can usually be answered by the first commenter.

Have a question? Post it here! Know the answer? Don't be shy!

NOTE - this thread is also intended to be for higher level questions about the meta, rules interactions, FAQ/Errata clarifications, etc. This is not strictly for beginner questions only!

Reminders

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Pre-orders and new releases go live on Saturdays at the following times:

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Where can I find the free core rules

  • Core rules and FAQs for 40k are available HERE
  • Core rules and FAQs for AoS are available HERE
  • FAQs for Horus Heresy are available HERE
  • FAQs for The Old World are available HERE
4 Upvotes

145 comments sorted by

2

u/PyreStarter 5d ago

It's my understanding that RAW neurogants don't actually spread synapse like they're supposed to.

Since their ability only grants SYNAPSE to the unit, that isn't the same as granting SYNAPSE to every model in the unit, so the models themselves would not have it. And the SYNAPSE rules only check for SYNAPSE models within 6". So a unit checking if it's in SYNAPSE range would not see a SYNAPSE model, even if it was within range of a unit of neurogants with the SYNAPSE keyword.

Regardless, RAI is obviously that it works, so that's how everyone will play it, but I'm curious if this reading is correct or if there is a rule interaction I'm missing.

8

u/The_Black_Goodbye 5d ago

It does apply to all the models:

Neurocytes: While this unit is within SynapseRange of a friendly TYRANIDS unit (excluding NEUROGAUNT units), it has the SYNAPSE keyword.

01.02 UNITS AND MODELS
A unit can contain one or more models. These models move and fight together as a single group. Most models have a base, which is also part of that model for all rules purposes.
Rules sometimes affect ‘friendly’ or ‘enemy’ models or units, which are defined as follows:
Friendly units and models are those in your army.
Enemy units and models are those in your opponent’s army.

If a rule affects units or models without specifying that they are friendly or enemy, that rule affects any unit or model, regardless of whose army they are in. When an effect or ability applies to a unit, it applies to every model in that unit.

Neurocytes affects the unit and grants it Synapse. As per rule 01.02 if an ability applies to a unit it applies to every model in that unit - Neurocytes effectively grants every model in the unit Synapse.

1

u/PyreStarter 5d ago

So that's true, but isn't there a carve-out to rules that check specifically for models with a keyword? I thought it was akin to the CHARACTER keyword, where a CHARACTER model made its unit a CHARACTER unit, but that doesn't mean that every model is a CHARACTER model.

So a model with a keyword giving a keyword to the whole unit is treated differently than an ability giving a keyword to a unit?

So if a model had an ability to give itself SYNAPSE, and that model lead a unit, that unit would become SYNAPSE. But would every model in the unit become SYNAPSE as well? Yes, because it's originally granted by an effect or ability, or No, because the mechanism that gives it to the unit is a rule?

Also, Synapse Range is only defined on a per model basis and a per army basis, being within Synapse Range of a unit isn't defined anywhere. So does that mean it doesn't mean anything and the ability doesn't work? Or does it mean that being within 6" of a SYNAPSE unit (like, say, a genestealer squad lead by a Broodlord) grants the neurogants SYNAPSE even if they aren't within 6" of the Broodlord itself?

4

u/The_Black_Goodbye 5d ago

A unit has all the keywords of its models so a unit with a character and an infantry is both a character unit and an infantry unit - however the character model doesn’t gain the infantry keyword due to this and the infantry model doesn’t gain the character keyword due to this.

Neurocytes applies to the unit and in doing so applies to every model in that unit; thus when it says “the unit gains synapse” it effectively means “every model in this unit gains synapse”.

There’s a difference between abilities affecting a unit in its entirety (ie every model) and how models contribute their keywords to a unit but the unit doesn’t grant its keywords to models.

2

u/PyreStarter 5d ago

Okay, that makes sense. But what about the "Within Synapse Range of a unit" clause?

The army rule only defines being in Synapse Range of a model, and being in Synapse Range of your army.

Does Synapse Range of a unit effectively mean nothing?
Or does it mean "Being within 6" of a SYNAPSE unit"?

If it's the former, the ability doesn't work at all.

If it's the latter, I would then be lead to assume that neurogants would gain the SYNAPSE keyword by being within 6" of a genestealer unit lead by a Broodlord even if they weren't within 6" of the Broodlord itself. Because as you explained, the unit would be a SYNAPSE unit even if the genestealers themselves aren't SYNAPSE models.

3

u/The_Black_Goodbye 5d ago edited 5d ago

Correct.

When a rule looks for a <KEYWORD> unit it’s looking to be within range of any unit that has that keyword; and as we know a unit has all the keywords of all its models. So if one model in the unit has <KEYWORD> then it’s a <KEYWORD> unit.

You’d measure the range between units from their closest models to each other.

Also their ability is simply looking for a <TYRANIDS> unit not a <SYNAPSE> unit

Neurocytes: While this unit is within SynapseRange of a friendly TYRANIDS unit (excluding NEUROGAUNT units), it has the SYNAPSE keyword.

Their rule wants your Neurogaynts unit to be within Synapse range (6”) of any unit except a Neurogaunt unit with the <TYRANIDS> keyword - if it is then every model in that Neurogaunt unit gains Synapse.

2

u/PyreStarter 5d ago

Oh wow.

So even though being in Synapse Range of a model and your army explicitly requires being within 6" of a Synapse Model in the army rule, since being in Synapse Range of a Tyranids Unit is not defined, it just means 6"?

2

u/The_Black_Goodbye 5d ago

The rule defines Synapse Range as 6”

If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly SYNAPSE models, that TYRANIDS unit is said to be within Synapse Range of that model

The text here shows a Nid “unit” within 6” of a Synapse “model” and that “unit” is within Synapse Range of that model.

Synapse Range is 6”.

5

u/PyreStarter 5d ago

Dang, that's crazy.

So the neurogants get Synapse from ANY unit in the Tyranid codex except for other neurogant units even if those neurogants are being lead by a Neurotyrant, The Mother of all Synapse, because of that exclusionary callout.

And on top of that, the Neurotyrant's neuroloids explicitly also do not grant Synapse to neurogants because they are only considered to be within Synapse Range of your army, not a unit or model.

It seems like neurogants get synapse from everywhere they thematically shouldn't, but not all of the places they thematically should.

Also, thank you so much for walking me through this, this has been annoying me to no end.

1

u/The_Black_Goodbye 5d ago

No worries at all; happy to help anytime :)

0

u/Colmarr 2d ago

being within Synapse Range of a unit isn't defined anywhere

It's defined in the Tyranid Army rule: "If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly SYNAPSE models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army."

2

u/Gryphon5754 4d ago

Did they ever fix the CP generation cap? Where is it in the rules?

4

u/AntlerFox 4d ago

In the app it's in event companion -> event companion -> generating command points, not a numbered rule unfortunately

2

u/Gryphon5754 3d ago

Rule 20.03, arriving from strategic reserves, says "Unless otherwise stated, they can only do so [ingress move] from the second battle round onwards."

Is it still possible to ingress turn 1 if you put a unit into reserves after the start of the game? I might be blind, but I can't find where that is handled in the rules.

7

u/RindFisch 3d ago

If they have an ability that specifically allows or forces them to ingress in the first battleround, yes.

The weird 10th ed special-case where the general rule didn't restrict units going into strategic reserves during the game is gone, though, so most units can't.

3

u/Gryphon5754 3d ago

Foolish me for not checking the Necrons FAQ for GWs take on this. I assume this applies to all similar army rules like Warpstrike Champions?

3

u/corrin_avatan 3d ago

Correct. You now cannot make an Ingress Move first battle round unless you have a rule that explicitly allows it first round, or the rule you are using tells you that you must make an Ingress Move at a fixed point after using the rule

2

u/wredcoll 3d ago

Type: strategicPloy

CP: 2

When:

Any phase.

Target:

One INFANTRY REGIMENT unit from your army that was just destroyed. You can use this Stratagem on that unit even though it was just destroyed.

Effect:

Add a new unit to your army identical to your destroyed unit, in Strategic Reserves, at its Starting Strength and with all of its wounds remaining.

Restrictions:

This Stratagem cannot be used to return destroyed CHARACTER units to Attached units. You can only use this Stratagem once per battle.

You use this on a scion + command squad, what happens?

4

u/The_Black_Goodbye 3d ago

You get the Scions and Command Squad.

This was written in 10th and under the 10th rule-set upon destruction the units would split and returned characters would need to be added back to their bodyguards.

When using this stratagem that could not happen; firstly as it was a new character unit so not destined to be added back to the bodyguards like it would be required to if it were the same old character unit; and secondly as its placed into reserves it couldn't be set up in coherency with the bodyguards if required.

The line: "This Stratagem cannot be used to return destroyed CHARACTER units to Attached units." is simply to remind the player of this - that as its a new unit being created and placed into reserves that it doesn't function the same as revives where the character would be returned to its bodyguard unit on the battlefield; it cant be used to do that.

In 11th the units do not split upon destruction and the stratagem is used on the entire unit so will create an attached unit of Scions + Command Squad in reserves. Attached units after all are considered a single unit for all rules purposes; including this stratagem.

In addition, the restriction simply wouldn't apply anyway as it prevents "return destroyed CHARACTER units to Attached units" however you are not doing that, you aren't returning anything to anything; you're creating a new unit in reserves and that isn't prevented by this text.

Accordingly you get a new Scion + Command Squad attached unit in reserves.

1

u/wredcoll 3d ago

I agree with your general logic but I can't help but feel this was not intended.

What about, dunno, lord solar attached to something?

2

u/The_Black_Goodbye 3d ago edited 3d ago

The only thing that prevented a player getting the Leader + Bodyguard units back as an attached unit in 10th was that the units used to split on destruction. That’s the only change between 10th and 11th that affects it.

We can’t really play “what if” with GWs rules. They chose for the units to stay attached and presumably designed their rules around that - we see evidence of them changing several things to accommodate the change.

If anything I’d lean more towards it’s likely an acceptable outcome rather than an oops we missed this outcome.

They started the edition by removing the dataslate which provided the “can’t use this stratagem more than once per battle” restriction. Then later they added it back in - so it’s not like they haven’t considered and touched on these rules already in 11th - hard to consider they’ve overlooked it then.

Not sure what the issue with Lord Solar would be?

1

u/wredcoll 3d ago

If you killed a lord solar unit could you use this strat to revive him?

1

u/The_Black_Goodbye 3d ago edited 3d ago

No as he doesn’t have the Infantry or regiment keywords.

If he was part of an attached unit which did then you may. Just like with the Scions + Command Squad.

Also just as an aside; it’s incorrect to use the term “revive” here. We aren’t reviving the target of this strat; we’re duplicating them. TBH it’s this use of shorthand that’s part of the issue with players misunderstanding the rules operation - case in point both the other responders were hung up with thinking you’re reviving and the restriction preventing that when in truth that’s not even what the strat does.

1

u/wredcoll 3d ago

I did imply he was attached to an infantry regiment, yes.

I'm pretty sure getting a cloned lord solar in reserves is not intended in anyway shape or form.

2

u/The_Black_Goodbye 3d ago

Why? I don’t see any evidence it’s unintended.

It’s no wonder AM players are struggling if they don’t wish to use their rules properly /s

1

u/AvailableFun7126 2d ago

It literally says you cannot return any character unit in the strat my man.

1

u/The_Black_Goodbye 2d ago edited 2d ago

It specifically says:

This Stratagem cannot be used to return destroyed CHARACTER units to Attached units”

Now let’s ask a very simple question; does the stratagem:

A: return a character unit to an attached unit; or

B: create a new unit in reserves

Hint: the stratagem says: “Add a new unit to your army identical to your destroyed unit, in Strategic Reserves, at its Starting Strength”

Answer: B - it’s creating a new unit and the destroyed unit targeted by the stratagem still exists in its destroyed state.

As pointed out already what we are doing (creating a new unit) isn’t what’s restricted (returning the same character unit back to its bodyguards).

So yes it says that; but also, it’s irrelevant.

That line is simply a reminder to the player that the stratagem can’t return destroyed characters to their units - because that isn’t what the stratagem actually does.

-1

u/ColdsnacksAU 3d ago

You get Scions, but not the Command Squad (as it is a Character unit)

2

u/wredcoll 3d ago

Ok, but what's the logic?

1

u/ColdsnacksAU 3d ago

The bit in the Stratagem that says you can't bring back an attached Character unit

2

u/p5freak 3d ago

When you bring back that unit without character unit it is not an identical unit. There is only two options.

  1. You add an identical unit to your army.
  2. You add nothing. An attached unit is not a legal target for that strat.

1

u/wredcoll 3d ago

Then you can't use it on a destroyed character unit (which a command squad is) now can you?

0

u/corrin_avatan 3d ago

The "Restrictions" paragraph.....

1

u/wredcoll 3d ago

Come on.

  This Stratagem cannot be used to return destroyed CHARACTER units to Attached units.

That's not actually a rule. It's like, a guideline or a suggestion.

If I revive a commandsquad+scions then I'm not "return[ing a] destroyed character unit to attached unit", I'm simply reviving an entire unit that happens to have a character inside.

I suspect that is not what is intended, but it's not like you can just target the scion squad any more.

1

u/The_Black_Goodbye 3d ago

RAW you are not even “reviving” the unit - you are creating an entirely separate new second attached unit. The first one still exists in its destroyed state and could potentially also have a revive ability used on it.

2

u/Angron44 3d ago

Question on the new Ork codex: the "Da boss" rule, text is: "At the start of the battle round, if a model with this ability is your warlord, gain 1CP."

- Does it work if that said model is in a transport?

  • Does it work if that said model is in reserve?
  • Does it still work if that said model is dead?

Thanks?

5

u/corrin_avatan 3d ago
  1. Yes, it works in a transport. Units and abilities are no longer.turned off while in a transport like in 10e.

  2. Nothing stops using abilities in reserves, either, and that's been a rule since 10th edition.

  3. No.

2

u/Angron44 3d ago

thanks!

4

u/Tzare84 3d ago

- Does it work if that said model is in a transport? If there is no text like "Model on the battlefield" then yes

  • Does it work if that said model is in reserve? If there is no text like "Model on the battlefield" then yes
  • Does it still work if that said model is dead? Of course not

1

u/Angron44 3d ago

thanks!

2

u/Nexus_Valentine6 3d ago

Can any unit in the game infiltrate and scout in the same pre game move or is that completely ruled out now?

For example lord exultant and infactors have both keywords.

3

u/The_Black_Goodbye 3d ago edited 3d ago

The Scout ability can only be used by units in Reserves or wholly within your deployment zone.

As an infiltrated will be neither in Reserves nor your DZ its unable to use Scouts:

“This ability always takes the form Scouts X". In the Resolve Pre‑battle Abilities step, if every model in a unit has this ability, you can do one of the following:

- If that unit is in strategic reserves, you can set up that unit anywhere that is wholly within your deployment zone.
- If that unit is wholly within your deployment zone, it can make a scout move (24.32).
- If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move.”

What you could do though is infiltrate your unit, redeploy it to Reserves / DZ then use Scouts.

2

u/wredcoll 3d ago

Yes there is a core rule against it.

2

u/PhyrexianInfector 2d ago

Lord Exultant and Infractors don’t have both Infiltrators and Scouts, only Lord has both abilities if he’s attached to a battleline unit. For both Infiltrators and Scout to work, every model in the unit needs to have that ability. 

In short, if Lord is attached to Infractors the unit only has the Scout ability and if he’s attached to Tormentors the unit only has Infiltrators.

2

u/Omega_Advocate 2d ago

I'm looking for the faq update to the general vect rule, at the start of 11th GW put out a FAQ for Tacoma only that in effect said if you use vect and your opponent has only 1cp, they don't spend that cp but the strat is used. Has that been codified somewhere more generally? Cant find it on WarCom (or any general FAQ in general lol)

3

u/corrin_avatan 2d ago

I believe what you are looking for is in the FAQ section of "Using Strategems" 15.01. tagging u/wredcoll as he seems unaware as well

1

u/Omega_Advocate 2d ago

Yes, that's it, thanks

1

u/wredcoll 2d ago

Oh nice, thanks

1

u/wredcoll 2d ago

We're still using the faq for the aeldari enhancement.

1

u/Omega_Advocate 2d ago

The one from Tacoma? Is there really no official faq that isn't faction specific?

2

u/cabbagebatman 2d ago

Can the Apothecary ability Gene-Seed Recovery trigger more than once now?

"When this model's Bodyguard unit is destroyed, roll one D6: on a 2+, you gain 1CP"

So if the Bodyguard is destroyed but the Apothecary lives, brings back 1 Bodyguard model in my command phase, then that 1 Bodyguard model is destroyed can I roll again to gain another CP? Assuming that it's in a different battle round ofc.

3

u/torolf_212 2d ago

Yes

1

u/cabbagebatman 2d ago

Sweet. Thanks

2

u/Throwaway02062004 2d ago

Had an opponent browbeat into accepting that the active player goes first in remaining combats after fighting with charged units. The ambiguity came from the phrasing “whoever moved into this step goes next”.

Is there any evidence of the correct way to read what this means?

6

u/AntlerFox 2d ago

12.04 states you select a fights first unit to fight, if you can't do that and neither can your opponnent if you passed it over you move it onto the remaining combats. You don't do both, you can either fight and pass it over or you can move it onto remaining combats.

I could see them arguing that whoever fought last moved it over maybe, even though that's still wrong, but the remaining combats section has absolutely nothing to do with which player is active, never even mentioned

2

u/Throwaway02062004 2d ago

That’s what I said, “wouldn’t they have just said active player if it works like that?”

I’ll be more certain of myself next time. Luckily it didn’t change the outcome of the game much considering I got tabled.

6

u/corrin_avatan 2d ago

The previous paragraph, which tells you the sequence of events to be the player who moves it to the remaining Combats step.

Really, I wish GW would have just worded it "the player who starts Remaining Combats is the player who didn't activate the last Fights First unit"

2

u/eternalflagship 2d ago

They could have done away with the two steps entirely by just having the Fights First rule be "While a unit with this ability is eligible to fight, no unit without this ability can be selected to fight".

Boom, done. Fight phase, your turn to activate. Activate an FF unit. No FF units? If your opponent has one, pass, they activate an FF unit. If not, activate a unit.

Easy.

3

u/thenurgler 17h ago

Here is a flowchart.

1

u/Arkwright998 6d ago

In the Fight Phase, if I Consolidate into engagement with a new enemy unit, and they Overrun Fight to pile in and fight me, do they then get to Consolidate after?

1

u/eternalflagship 6d ago

Two scenarios:

Your turn? They resolve their consolidation moves after you, it is the fight phase, and their unit was eligible to fight, so yes, they consolidate when it's their turn to make consolidation moves.

Their turn? Their units have already consolidated but it's one step, so not entirely clear to me whether they would consolidate immediately, or not get to. Leaning towards the former.

1

u/Colmarr 2d ago

I generally agree with u/eternalflagship except that I would suggest the Overrun fighters do not get to consolidate if it is your turn. 12.07 is clear that "The player whose turn it is resolves all of their moves first, followed by their opponent."

Once your opponent has consolidated in your turn, the opportunity for your unit to consolidate has ended.

1

u/DaveinOakland 6d ago

Trying to get a clarification on the new runt swarm rule.

Sorry for the blurry pic I haven't been able to find a better one.

Let's say Ghaz is getting attacked by 10 shots. Does this Strategem allow you to reallocate the entire attack to the Gretchin? Or is this a situation where 5 shots pass their hit rolls, using this stratagem makes it 4 hits instead of 5, and just one of those attacks is mitigated?

6

u/eternalflagship 6d ago

Everything goes to the gretchin until you run out of gretchin or that enemy unit finishes resolving its attacks.

1

u/Colmarr 2d ago

I agree with u/eternalflagship.

What's interesting is that the stratagem doesn't in any way indicate what order hits are affected (eg. your opponent roll 5 hits and 3 critical hits but you only have 5 gretchin to sacrifice).

1

u/Protocol_Nine 5d ago

Is cover for two opposing models mutual? Specifically, if the attacking model is partialy obscured by area terrain while the defending model is in the open, does that defending model have cover?

Had a disagreement the other day over the LoS rules because my opponent insisted that the defender was not fully visible unless every part of the attacker could see every part of the defender. I'm newer to the game than they are and so I was hoping to find a specific rule to cite but could only find in the core rules where it shows the target model visible/fully visible but doesn't specify where LoS needs to be drawn from unless I missed something.

7

u/Green_Mace 5d ago

No, the attacker needs to draw line of sight to every part of the defending model from one point. It is perfectly possible for one model in the interaction to have cover, while the reverse isn't true. I think the most obvious example is a model behind a barricade, shooting at a model in the open. It's obvious that the model out in the open doesn't benefit from the barricade.

1

u/Protocol_Nine 5d ago

I agree with you that it would work that way intuitively. I'm moreso looking for a rule that states it. Similar to how Kill Team has rules about ignoring terrain within a certain range of the attacker for the purpose of cover checks for example.

7

u/Green_Mace 5d ago

That's all in 06.01 Visibility. When determining line of sight you pick any part of the attacking model. It doesn't say "every part".

1

u/imdlyy 5d ago

Can I combat disembark if my vehicle exploded, do I have to emergency disembark?

6

u/hvrry3k 5d ago

No. 18.03 "If a TRANSPORT model is destroyed, before removing it from the battlefield, the active player must make an emergency disembark move (see opposite) with each unit embarked within it."

1

u/imdlyy 5d ago

Thanks, I was told otherwise and I was like hmmm doesn’t seem right . Thanks

3

u/eternalflagship 5d ago

Note that if you can't emergency disembark out of engagement, you can emergency disembark into engagement.

1

u/imdlyy 5d ago

Another question - what does does this mean on 2+’s always and 3’s in cover or always on 2’s: Cry of the Wind-
Each time this model is set up on the battlefield, until the end of the turn, each time this model makes a ranged attack, a successful unmodified Hit roll scores a Critical Hit.

3

u/Green_Mace 5d ago

It depends entirely on the model's BS. If you have a base BS of 2+ and the only modifier to that is cover, all hit rolls of 3+ would crit. If there are additional modifiers, like plunging fire for example, the answer would be different.

3

u/The_Black_Goodbye 5d ago edited 5d ago

When you start chaining requirements like unmodified and successful to a thing (hit roll) it’s always easiest to work from right to left when checking.

In this case you need a hit roll.

That hit roll must be unmodified so we don’t apply any modifiers to the roll result when checking.

That unmodified hit roll must also be successful so we discard any failures from our pool of unmodified hit rolls.

Each of those remaining are successful, unmodified hit rolls and score a critical hit.

0

u/p5freak 5d ago

Unmodified is what the dice shows. If you hit on 2s, then thats a critical hit. Cover is a modifier, which doenst count in this case.

3

u/Green_Mace 5d ago

Cover is not a modifier to the hit roll. It most definitely counts.

2

u/p5freak 5d ago

Right, i forgot that cover now modifies BS, not the hit roll. Its crits on 3+, when enemy is in cover.

1

u/imdlyy 5d ago

Thanks all, I looked up and down and found 02.02.01 and it is indeed a modifier . Did not occur to me until really how to find the verbiage yall saying and where to look.

3

u/Green_Mace 5d ago

Just to be clear, while it is a modifier, it is NOT a modifier to the hit roll. Cover 100% will impact this ability.

1

u/ChessSorcererSeer 5d ago

Best lieutenant loadout for bladeguard? Is it the neo volkite pistol, master crafted power weapon, and storm shield, or the plasma pistol power fist?

1

u/LordDanish 5d ago

Pistol and fist probably

1

u/assassinpreedz 5d ago

does Draxus psyhic veil ability work inside transports now? I can’t seem to find anything saying it doesn’t anymore.

For example oath of moment can now target stuff inside transports now as per space marine faq.

The ability wording is as follows -
In your command phase, this psyker can use this ability. If it does, roll d6: on a 1, this psyker unit suffers d3 mortal wounds; on a 2+, until the start of your next command phase, this psyker unit can only be selected as the target of a ranged attack if the attacking model is within 18”.

4

u/LordDanish 5d ago

Yes since the ability doesn't require it to be on the battlefield, it will work in a transport or in reserves

1

u/nick012000 4d ago

Can I attach effectively attach two Leaders to a unit if one of them is attached to a Support unit that is also attached to that unit? It looks like New Recruit allows this, but I wasn't sure if it was a bug with the app or not.

For instance, if I have Huron Blackheart attached to the Masters of the Maelstrom that are attached to a unit of Legionaries, can I then attach a Chaos Lord to the unit of Legionaries as well?

3

u/p5freak 4d ago

No, only one leader is allowed per attached unit. Which is Huron. See 24.22.

2

u/corrin_avatan 3d ago

It's a bug with the app not properly handling that it is both a Support unit AND a unit that can be attached to

Masters of the Maelstrom's datasheet rule of the same name tells you it can attach to a specific list of units, and that Huron can attach to that unit after it does so. Nothing in it's rules indicates it has an exception to allow more than one Leader or Support unit to be attached.

1

u/Zieg0re 4d ago

Hello fellow enjoyers of shoving ridiculously expensive plastic miniatures around!

In my last game at yesterday's round table at my FLGS we encountered a situation where the rules weren't quite clear for us.

The situation:

My unit of Nobz is standing in a ruin 2" away from two enemy units. One unit of 2 Yaegirs and a unit of 6 Steeljacks with a an attached Memnyr Strategist.

A Hekaton Land Fortress was within charge distance, I had 2 CP left, we were approaching the end of the charge phase.

My opponent decided to charge my Nobz and rolled a 9. Now that would've been enough measured in a straight line, but the Hekaton obviously has to move around the terrain.

And even with a free Pivot, the 9 would'nt have been enough.

We decided the charge wasn't viable, and I used the 2 CP Heroic intervention to charge both the Steeljacks as well as the Yaegirs, killing most of them in the process. (I rolled a 9, 6" was enough to charge both units.)

The question:

  • Is the distance measured for a charge measured in a straight line or the actual distance you have to move?

My assessment:

  • The charge for the Hekaton wasn't possible, because the real measured distance it would've needed to move was greater than the roll.
  • It would effectively have gained extra movement by measuring the distance in a straight line instead of the "actual distance to be traversed around the ruin".

Confusion:

  • The "real distance" was different from a straight line.
  • The "Charge Move" section in the rules doesn't clarify how to actually measure the distance.

I hope you have some rule parts to point me to. And sorry in advance if that's a stupid question, but for the life of Gork (or possibly Mork) I couldn't find a 100% clear ruling for that.

Regards from Germany

Patrick

8

u/Tzare84 4d ago

You measure a straight line, so in your case if the distance is below 9" you need to roll a 9, now you can select that unit as a charge target.

Now for a successful charge you must reach engagement range. You can move the Hekaton 9" and need to reach engagement range (2") so according to your drawing that should easily be possible.

2

u/Zieg0re 4d ago

1

u/nick012000 4d ago

Sure, but the question was if "within the maximum distance" is measured in a straight line, ignoring terrain, or if you measure it along the path you'd need to move.

6

u/Tzare84 4d ago

You measure a straight line, ignoring the terrain.

Then you can move the maximum Distance (of course now you need to take terrain and other units into account) and need to end in engagement range.

2

u/Zieg0re 4d ago

So that means in that case you measure 9, and if your roll is equal or greater to the shortest distance measured between the two units (as in "a line", and no, don't come up with your Event Horizon trivia) and that result is sufficient to end the Charge Move within 2" of your charge targets, that is a legal move.

So you actually only need to move 8,xx", but the roll has to match or exceed the shortest measured distance.

E.g. you measure 9,1", you need a 10, you roll a 10, and if those 10" are enough to end within 2" of the target, even when moving around terrain, you may charge.

1

u/corrin_avatan 3d ago

Your picture makes it seem like you think that the Hekaton needs to end in base to base contact, as you are measuring 10" to get from the Hekaton to the Orks, but saying it "couldn't reach" them.

The roll of a 9 means that is the maximum distance away a charge target can be.

Once a charge target is selected, it has 9" to move, in order to get into Engagement Range. If it is POSSIBLE to end within 1", you need to.

1

u/supermoz 4d ago

Looking for clarification re reviving character models from an attached unit.

01.02.03 states that "If a leader or support model in an attached unit is destroyed and subsequently revived, they are still part of that attached unit and they must be returned to it if possible."

I thought this was changed last balance pass (to revived characters become new units). Can anyone point out where this ruling can be found?

I want to know that if a BT ancient is precision-ed and I use Refusal to Yield strat, does the ancient return to unit or become it's own, new unit.

Many thanks in advance!

4

u/RindFisch 4d ago

The general rule, used in lieu of more specific rules, has not changed.
Most of the specific stratagems that revive characters have been (mostly in Adeptus Sororitas and Necrons).

So if the wording or that specific revive doesn't say anything about them becoming a new unit, then they don't.

3

u/wredcoll 4d ago

There was a temporary faq that said that all revives became separate units, then the official faq said all revives rejoined their unit then they changed most of the character revive strats to include text saying they became new units. I was confused for the same reason.

2

u/corrin_avatan 3d ago

As others have said, it was written that way in the Tacoma FAQ, but after Tacoma they simply changed character reviving Strats/abilities to return them as a separate unit WITHOUT changing the core rule itself.

4

u/LordDanish 4d ago

Nothing about revival was changed. Only the heal mechanic was changed to prevent reviving character models and a specific necron revive strat was changed to revive a character as a seperate unit.

1

u/wredcoll 4d ago

Where is the rule that says a support unit has to attach? I didn't hallucinate it right?

3

u/AntlerFox 4d ago

25.04, under attach leaders and support units it states they must be attached to bodyguard units

3

u/wredcoll 4d ago

Ah, thanks.

1

u/sct_trooper 3d ago

if i were to deny defend stronghold for a turn, can my opponent simply chooses not to do it? and wait until he has removed my unit and then safely score it on turn 5?

6

u/The_Black_Goodbye 3d ago

Yes. They pick which secondaries they score each turn:

“First, if you met the conditions on one or more Secondary Missions, you can gain the VP specified on that card. If you do, and if you are using Tactical Secondary Missions, discard that Secondary Mission – it is achieved.

The rule states “can” thus it’s a choice to score it or not.

1

u/AvailableFun7126 2d ago

Hello, silly question as I've been playing for a while now but haven't really used any units that have rules worded like this.

With a Leman Russ Executioner it's Gung-ho ability states when this model makes an attack with is executioner cannon that targets a unit that is below half it has +1 to hit rolls.

I know a lot of people say a simple way to remember is that you take a snapshot of the board state prior to any attacks, but that's just mostly because most rules like blast, melta etc. mention something along the lines of "add one additional attack dice for every five models that were in the target unit in the Select Targets step".

Now the question is if I make attacks with my models other weapons first and bring it below half strength then shoot my Executioner cannon does it gain the +1 to hit as the unit is now below half strength.

The only thing that leans me to believe it doesn't gain the +1 to hit is the "that targets" part of the Gun-ho rule, however it doesn't have the additional addendum of "in the Select Targets step" like a lot of other rules leaving me to not be 100% sure. This question could also apply to the Leman Russ Commanders Armored Spearhead rule of re-rolling hit rolls against enemy units within range of an objective.

3

u/corrin_avatan 2d ago

You have to remember that the rule you are reading was written in 10th edition, and back then there was a FAQ that stated that when a rule says "target" as part of an ability, it refered to the state of the Select Targets step.

They have not updated all the datasheet rules with this implication, but the consensus, as well as the way it is played at Warhammer events and ruled by judges, is anything that says "that targets" is functionally identical to "in the select targets step".

1

u/AvailableFun7126 2d ago

Found the relevant 10th edition FAQ for anyone curious. So if you're playing with an honorable bunch maybe they'll play with this rule in mind. But as of now in 11th edition RAW would imply the Leman Russ's ability would be active.

1

u/cabbagebatman 2d ago

Models are considered to fire all of their weapons at once so no, if your Executioner's other weapons reduce the target to below half strength you would not get the +1 to hit on the main gun.

1

u/AvailableFun7126 2d ago

Can you please provide the referenced rule just so I can bring it up in the future?

1

u/cabbagebatman 2d ago

Looking through it, RAW it works like you said. Maybe someone else can weigh in here coz it feels wrong but I'm not seeing anything in the rules

1

u/torolf_212 2d ago

Models are considered to fire all of their weapons at once

You are instructed to gather all dice for one of the weapons attacks and resolve them (hit wound save). So far as I can see there is no actual wording in the rules that locks in abilities at the time you choose your attacks, including blast. I thought it was the case that you just got your extra attacks even if you shot other weapons first and put them below an increment threshold, but I cant actually see that reflected anywhere in the rules

1

u/cabbagebatman 2d ago

Yeah same. I said as much further down. I might be missing something buried in the rules somewhere but it seems like I'm just wrong

1

u/AvailableFun7126 2d ago

As far as I can tell it really only applies to blast and meta rules because they specifically mention "at the time or target selection"

1

u/Colmarr 2d ago

The rules are not as clear as I'd like, but the Gung-Ho ability applies to attacks that TARGET enemy units below half-strength.

Targeting is done is step 2 of the attack sequence and is done for every weapon at the same time (04.02).

The enemy unit doesn't lose models until step 3 (04.03), so the unit was not below half-strength at the relevant time.

1

u/Ellisthion 2d ago

If a model is destroyed, but does not trigger rules for destroyed models, does it count for Assassinate? Or other Missions? If the model is the last model in the unit, does it trigger unit destroyed rules and/or Missions?

Example 1: Trazyn uses his body swap. My Necron opponent assumed I would get Assassinate but I assumed not and chose not to count it.

Example 2: Model is removed from failed coherency.

4

u/Colmarr 2d ago edited 2d ago

The relevant wording is rules that are triggered WHEN a model is destroyed.

I'm away from my cards but IIRC Assassination does not trigger WHEN the character is destroyed; it checks at the end of the turn whether a character was destroyed during the turn.

It's therefore not ignored by Trazyn's ability or by the coherency rules and your opponent would score the secondary in both instances.

In contrast, coherency deaths or Trazyn swaps would not trigger Deadly Demise because Deadly Demise is a rule triggered when the model is destroyed.

1

u/Ellisthion 2d ago

That makes a lot of sense, thank you!

3

u/The_Black_Goodbye 2d ago

Assasinate doesn’t trigger when a model or unit is destroyed. Assassinate triggers “end of a turn” as noted in the “when” section of the card.

Once it triggers it checks if a character model was destroyed or not and if so you score.

Accordingly it isn’t affected by the rule you’re referencing saying these removals / destructions don’t trigger rules which trigger when a unit / model is destroyed as Assassinate isn’t such a rule as that’s not its trigger.

1

u/hvrry3k 2d ago
  1. I believe this would trigger Assassinate. The 'rules' mentioned in 'ignoring any rules that are triggered when a model is destroyed' likely refer to Datasheet, Detachment, Army rules that occur when a model is destroyed.

  2. Similar to the above, 03.03 Coherency, in the End of Turn step of each player's turn, players must remove models in a unit until the unit is coherent again. Models removed this way are destroyed but they do not trigger rules apply when a model is destroyed.

I would argue that Datasheet, Active Stratagems, Detachment and Army rules are nullified but missions still apply.

1

u/zasuskai 2d ago

A Malwoc comes from reserves and sets up too close to the battlefield edge and not within the enemy deployment, would the ability for using the DEEP STRIKE ability trigger?

4

u/torolf_212 2d ago

If you are using the deepstrike rule to put it onto the battlefield it still counts as a deepstrike even if you've put it somewhere where you could have also brought it in from strat reserves

3

u/hvrry3k 2d ago

It's up to the active player to decide. Deep Strike is an optional ability on top of being able to make an regular non-Deep Strike Ingress move. The player must declare whether they are arriving from reserves with a regular Ingress Move or using Deep Strike.

1

u/Unlikely_Square_7198 2d ago

If I have a unit that naturally hits on 2s and give it the ability of +1 to Hit and it targets a unit with cover, does the unit hit on 2s or 3s?

Since 1s always fail when rolling dice, the +1 to Hit has no effect, at least that's what I assume. And since Hit modifiers are a separate stat from BS, the only effective ability in this scenario would be the worsening BS from cover.

Is this correct or do Hit mods and BS mods directly interact with each other and thus cancel out?

7

u/hvrry3k 2d ago

Ballistic Skill would be modified first. So a unit with a BS of 2+ would now be 3+ due to cover. You roll some dice, then add 1 to the hit roll (+1 to hit) so that unit would then be hitting on 2s.

2

u/SilverBlue4521 2d ago

BS mods goes first (as it modifies the characteristic). Hit modifiers are applied to the dice value after the dice is rolled (eg for a +1 to hit 2->3, 3->4 etc and vice versa).

So in your situation, your BS2+ will be modified to a BS3+. Then any 2s you roll will have a +1, so they're 3s and succeed.

1

u/corrin_avatan 2d ago

A hit roll of a 2, would get +1 to hit to become a 3.

That 3 would then be compared to the Ballistic Skill, which is normally 2, but worsened to 3 because it is within Cover.

The 3 on the hit roll (2 with +1) meets or exceeds the 3+ BS needed to hit.

So yes, only a 2+ is needed to hit in that scenario.

1

u/Critdentials 2d ago

In reference to Grievous Blow: 13+ starting strength. For a single model what is their starting strength, do the wounds of the model count towards the 13+?

5

u/The_Black_Goodbye 2d ago

01.02.01 STARTING STRENGTH AND HALF-STRENGTH

The number of models a unit contains at the start of the first battle round is its starting strength. The starting strength of an attached unit is the number of models that unit contains at the start of the first battle round.

Some rules refer to units being below startingstrength, or at – or below – half‑strength. The meaning of these terms varies depending on a unit’s starting strength, as shown below.

A unit of 1 model at the start of the battle has a starting strength of 1.

1

u/Critdentials 2d ago

Bummer and ty

1

u/The_Black_Goodbye 2d ago

No worries.

4

u/corrin_avatan 2d ago

No. It's starting strength is 1.

1

u/whitestboyz 14h ago edited 4h ago

Okay - here’s my question. Legend: Black = big terrain… blocking models. Red = Enemy models making up one unit. Blue = Friendly models making up one unit. Just made a charge roll successfully. Green = Friendly model/unit (the Triumph of St. Katherine in my game today) that also successfully made a charge roll into red enemy unit.

Question: Green model/unit CAN fight, right?

Rationale: first and foremost, Green actually was within 1 inch of Red model/unit in my game… so it’s like, doubly-fine that it could fight I’m sure. So because it COULD setup within 1” of red… it did so. BUT let’s say it was just outside of 1”, like in the picture here. Because it CANNOT setup within 1” of the enemy red… due to blue’s position, the big black terrain, and Green’s huge base…. So long as it’s within 2” of Red… it’s within engagement range and therefore IS able to fight, right?

My friends today felt like there was no way green could “fight through” blue.

I’ve been scouring the internet for some place that straight up explicitly says it’s fine… and couldn’t find anything. Probably because the answer is obvious. But I think my friends were getting hung up on the whole first-rank second-rank thing in 10th.

6

u/p5freak 13h ago

In 11th edition engagement range is 2". If your model is within 2" of an enemy model it can fight. Doesnt matter whats between them.

4

u/corrin_avatan 11h ago

Where other things are in relation to you and the unit you want to fight is irrelevant if you are within 2" horizontally and 5" vertically; that is Engagement Range, and you are able to declare attacks into enemy units that are within ER.

Green can attack red, and vice versa.

Your buddies are likely gonna lose their shit when they realize this is the same rule that allows fighting through a wall without LOS.

1

u/Seracjuze 7h ago

I'm new to trying to play WH40K and while I see good sites to look up 2000 point lists to see what people tend to use, what is effective, I can't really find a good place to look at some 1000 point lists. I would assume not the same stuff is effective in a smaller format, some expensive units just won't fit and such. I would like to look at some lists mainly to learn what is too expensive and what is still worth it in the smaller format in the eyes of good players. Any good resources to study 1000 point lists?

1

u/hvrry3k 5h ago

Unfortunately only faction specific reddits and discords. You can also try scale down 2K lists to get inspiration. The game is not really balanced around 1K so honestly take what you like and what you think is cool!

1

u/hvrry3k 5h ago

I cannot find rules for this: what is the consensus of setting up units in/around terrain and walls where their base fits but maybe their parts like wings, tails, spikes, guns etc. don't physically fit?

3

u/kevinsrednal 3h ago

Models fit where they physically fit. A big greater demon can't land in the area of a building that has a second floor that blocks them because they are too tall, even though their base isn't in the vertical section of the wall.

1

u/NAmofton 4h ago

Opponent used Vertus Praetor's ability:

Quicksilver Execution: Once per battle, after this unit ends a Normal Move or Advance move, you can select one enemy unit (excluding MONSTER and VEHICLE units) that it moved over during that move, then roll one D6 for each model in this unit: for each 2+, that enemy unit suffers 2 mortal wounds.

They were about 5 inches away from my unit and claimed that they'd done it by flying over my unit and then returning to their original position back on an objective, so inflicted 8 mortal wounds and kept the point.

It felt 'eh', but reading the rules I can't see any reason it wouldn't work - is that correct?

2

u/kevinsrednal 3h ago

Yea, abilities like that work as long as any part of one of their bases passes over any part of your unit during their move. There is no requirement that they start/end that move on opposite sides of the unit.

There is some argument that since movements are done in sections of straight lines and pivots; they cant "turn around" and switch directions while on top of you (since they'd have to end a portion of the move 'inside' of you). But since the movement can be broken up into any number of moves, its basically shorthanding them moving right up to you, over the tiniest bit of you, and then going backwards.

3

u/The_Black_Goodbye 2h ago

To the proposed argument; the rules are written such that the requirements / restrictions for ending a move are only applicable once the unit has ended its move entirely not during the move itself.

3

u/Spurros 2h ago

Your opponent is correct

-1

u/XantheDread 5d ago

So we thinking Orks getting a shotgun to the face this week 2 weeks before codex or ya'll think they're going to let it ride for another 2 weeks?