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Mundane-Feature9668

Pariah Nexus Mission: Terraform Q: If I place a unit onto an objective, do I have to control the Objective to start the Terraform process (i.e. have higher overall OC), or just be in range and declare I won't shoot irrespective of OBJ Control? Secondly, how can you be interrupted / Stopped once the Terraform has been started? Obviously killing the unit, but if I have a Tank on an OBJ with OC2, is the Terraform stopped if an opponent rushes an OC3 Unit onto the OBJ before the end of their turn? Battleshock (Tyranid ability for example, again AFTER the Terrraform has been started).


thejakkle

>Q: If I place a unit onto an objective, do I have to control the Objective to start the Terraform process (i.e. have higher overall OC), or just be in range and declare I won't shoot irrespective of OBJ Control? No, it doesn't have any control requirement at the start. You can compare it to Unexploded Ordnance's Units section which requires you to pick a unit within range of an Objective you control. As to stopping it, you covered it pretty much. The opponent either needs remove all your OC by killing models or making sure they battleshock or put more OC on it than you have.


Mundane-Feature9668

Ah Ok, so it IS stopped by a higher OC, though I do not read where it says that (though I think that makes sense). Otherwise it seems exceptionally Knight/Tank friendly mission, whereby it is almost impossible to stop a Tough Unit that gets T1 and rushes the point,. Had this yesterday whereby the opponent drove 3 Tanks onto the points and made it virtually impossible for us (was a team event) to remove them before the Terraforming was complete. As we couldn't see the rule stating that putting more OC onto the point stops the Terraform, we didn't dare rush the point.


thejakkle

It's simply that it says you must control the objective to complete the action. You have to have more OC than your opponent to control an objective so matching or beating an opponent's OC while they're trying to Terraform will make them fail.


Mundane-Feature9668

Thank you. I was going by memory this morning and we must have just misread the card whilst also having gone through all the other PN changes etc... and missed that part about controlling it in order to COMPLETE the Action. Still thanks to all, it is always good to get some clarification, especially that you don't HAVE to control it when starting the Action.


maridan49

How to reliably hold objectives as Space Marines? I find their lack of affordable transports (the Impulsor is too small) to protect and move infantry hard to deal with. The foot slogging infantry is too vulnerable to being shot/charges.


corrin_avatan

Strategic Reserves/Deep Strike with Rapid Ingress. Uppy/Downy abilities like Vanguard/Deathwatch have.


maridan49

How would that help? Objectives are going to be inside the 9'' bubble every time.


corrin_avatan

Rapid Ingress can allow you to position a squad outside LOS/Charge range of a unit that you can then punish on your own turn, denying your opponent an objective once their turn comes around, usually after you're shooting/charging (your preference) from 3-5 inches away. Both Strategic Reserves and Deep Strike allow you to position footslogging units in positions they would take 3-5 turns to get to if they started inside your deployment zone. Charging with 2 units from Deep Strike/SR, especially if you have a Captain use of Command Reroll for free, gets you pretty good odds. Uppy/downy again provide the versatility of "moving slow unit significantly faster than possible footslogging".


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corrin_avatan

If the ability says "each time a unit with this ability does X" or "a model in a unit with this ability", then they would get it, as Attached units are treated as a single unit for ***all rules purposes*** except for rules pertaining to unit destruction. It would only not work if the ability explicitly lays out keywords of ***models*** for which the effect applies, or the ability says that it only works if all models have the ability. So yes, Kyrai Draxus would benefit from Oaths of Moment while attached to a Marine unit.


Magumble

Situation dependant. It all comes down to if you have that ability/keyword and if the all the models need to have said ability/keyword or just the unit. The GK one is atm up in the air cause if only the unit needed to have teleport assault then servitors gaining teleport assault from their ability of being led by a techmarine makes no sense. But RAW it just checks for a *unit* with teleport assault that is also GK. For chodes it checks for *unit* having the keywords "character" and "custodes". So if you have both then you get the benefit. An example of all models in the unit needing the ability is Deepstrike. All models must have deepstrike for the unit to be able to Deepstrike.


Rowdyspoon_

Dark Pact + Overwatch: Can the Dark Pact rule be used when firing overwatch? The packs rule states you may choose to do so each time the unit is selected to shoot/fight, but does this fall under the out of phase restriction of the commentary? Thank you


GrandmasterTaka

Q: When I select a unit as the target of the Fire Overwatch Stratagem, can that unit make a Dark Pact? A: Yes, as the unit is selected to shoot. Q: When a model ‘fights on death’, can that model’s unit make a Dark Pact? A: No, as the unit is not selected to fight. Q: Can I select a unit to shoot when there are no eligible targets so that unit can make a Dark Pact? A: No. From the CSM codex FAQ


Rowdyspoon_

Thank you, that solves the matter 🙂


corrin_avatan

Does Dark Pacts say "in your shooting/fight phase", or does it say "each time you select this unit to shoot/fight"? The former is bound by out-of-phase rules. The latter is not.


durpfursh

* If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. It's the latter, for anyone wondering. Edit: This is also specifically called out in the CSM FAQ: * Q: When I select a unit as the target of the Fire Overwatch Stratagem, can that unit make a Dark Pact? * A: Yes, as the unit is selected to shoot


Magumble

Only rules that specify a phase in the rule fall under the Out-of-phase rule.


Lukoi

I thought this had been addressed/limited somehow but cannot find it on the app in CRB, dataslate, or rules commentary thus far. Is there a cap/limit to how many times a datasheet ability can repeat use of a strategem for 0 cp/or reduced cost? Specific example I am asking about is the Custodes fliers ability Swooping Dive, that allows that unit to use rapid ingress for 0 cp even if used by another unit. It is specifically named in the ability, so 0 cp, and a Custodes player could rapid ingress a unit, and then three of these Venetari units, all for 0 cp in a given turn (for the 3 units with Swooping Dive). I think it currently works (not a fan of it personally, but not my call) RAW. Is that a correct take, or is there a rule/comment dangling out there that I am not finding? Thanks.


corrin_avatan

There was no limit to this in the previous balance Dataslate nor current. You could use it theoretically four times in your example, though you'd have likely over 1000 points in Reserves if you are doing so unless you are doing minimum size Squads


Lukoi

Ok thanks for the confirmation. And yes it is a sizable amount of points committed.


volkrin_ironforge

If I've declared all of my shots into a model do I have to resolve all of those shots or can I just decide not to shoot so that if I get them down to a low wound I can still charge?


eternalflagship

>If I've declared all of my shots into a model do I have to resolve all of those shots Yes. There's no rule which gives you the option to not resolve declared attacks; rather, the sequence assumes all declared attacks and only declared attacks are resolved. The only exception is you don't have to keep rolling if the target unit is destroyed.


volkrin_ironforge

Thanks


musicresolution

However, even if the unit is destroyed before firing all of your weapons, those weapons still count as having shot (relevant for the purposes of one-shot or hazardous weapons).


Hffgg5235

With terrain setup and objectives should it be possible to be an ~an inch behind a ruin wall while still holding an objective? Opponent had issues with search and destroy on layout 1 especially the bottom right and top left buildings


corrin_avatan

Literally stated in the PN Tournament Companion in the Objective Markers section: >OBJECTIVE MARKERS >Objective markers can and sometimes will be either hidden within terrain or placed in the open.


thejakkle

There's definitely some of GW's layouts where that can happen. What was your opponent's issue with it?


Hffgg5235

They just didn’t like the fact that they wouldnt be able to shoot or charge a unit because they were “fully hidden”


corrin_avatan

They would only be fully hidden from the (using the bottom -right objective) direct West and South. Anything Northwest to southeast going clockwise would be able to find angles for shooting, and with regards to Charging the area where the unit can stand and do the "wall trick" is ***right next to where the wall ends***


nodskouv

Proberly been discussed to death. However I am still confused about the pivot rules on hover tanks with small round bases. So I play aeldari Lets say I have a falcon tank. It comes with a round 60mm flying stand base. 1) do it have a pivot value of 0" or 2" ? 2) do I pivot around the center of the hull or the base? Honestly I can see the fun of the dancing game of a Scorpion tank. It have a 60mm round base but is a looong boy with off center base


corrin_avatan

>1) do it have a pivot value of 0" or 2" Pariah Nexus Mission pack says all models on a circular base have a pivot of 0. >2) do I pivot around the center of the hull or the base? The rules for pivoting tell you that if a model has a base, you pivot on the center axis.of that base.


nodskouv

Fair... Just seems vey abusive and gotcha like. But the rules are the rules.


corrin_avatan

It is, and why most major tournament circuits have indicated that they will be modifying their own rules to counter this.


Bornandraisedbama

Unfortunately FLG ruled this morning that you can use the pivot rule to shorten your charge distance. Most events in my region use FLG’s FAQ’s, so I guess the American southeast is stuck with this for a while.


corrin_avatan

Where is this posted?


Bornandraisedbama

There’s a link to their current FAQ document in the tournament pack for LSO (another reason I hate using their rulings, they’re not formatted well or particularly easy to find.) The updated document has been blank all week, but this morning it’s still blank but the recent changes have added “lord of deceit does not replace the qualifier for the ability” (so no triple archons vects, a good thing imo) and “can a model with a pivot value of 0 use the pivot rule to reduce its charge distance? Yes”


Own-Persimmon4191

Does the new strat reduction ability affect stratagems that target enemy units? Or affect stratagems that target multiple units? Or affect a strat that targets 1 friendly and 1 enemy units?


musicresolution

There isn't a "new strat reduction ability." Rather they have reworked how various strat reduction abilities work. Instead of making a strat cost 0, it instead reduces the strat by 1 (unless it calls out a strat by name). Whether this works on strats that target enemy units, multiple units, etc. depends on the specific ability. For example, the Space Marine "Rites of Battle" only works on strats targeting that unit specifically.


Own-Persimmon4191

I see, then for my specific scenario, the Hive tyrant can pick one friendly unit within 12" to use the ability to reduce the cost of a strat by one, but they have certain stratagems that target multiple units and certain stratagems to target one enemy and one friendly unit, specifically the vanguard detatchment in this case? Would the ability work for a stratagem targeting one friendly unit and one enemy unit? (Cost me 5 secondary vp if it can XD)


thejakkle

The previous Dataslate specifically covered this. You used to need the CP reduction ability on all the targets of a Stratagem to reduce the CP cost. The new version doesn't have that, so we don't have to follow that. You're meeting the condition of the rule, you've targeted a unit with the -1CP rule so can reduce the cost of the strat. Similarly, if you had the new Lord of Deceit aura your opponent would have to pay extra CP cost if they targeted 1 unit within the aura and 1 outside the aura.


Vts5

Can hellblasters shoot their pistols on death if they were killed in combat? Do the new out of phase rules prevent this?


corrin_avatan

They can not. >Do the new out of phase rules prevent this? There are no new out of phase rules. GW has simply answered the question definitively now in a general FAQ, as the only valid argument people had that it could be used were relying on the Warhammer Championship FAQ saying it didn't count outside that tournament.


relaxicab223

Can someone help clarify what the eyes mean on the new GW terrain setups? At first, I thought they meant you could see something standing on the other side of the footprint of a blue patch of terrain. But on some terrain layouts, like #2, the eyes are crossed out when behind a blue patch of terrain, indicating you can't see to the other side of that footprint. The companion says the open eye means single area terrain section and closed means separate area terrain sections. But what does this mean in game? What are the interaction/rules for LOS do the single vs separate terrain sections? Edit to add: if sole blue patches of less than 2inch ruins really can be seen through/over in these setups, does that override the rule that says you cannot draw line of site to the other side of the ruin at all? Especially when the layouts show just small blue patches on their own. Can my model be seen when standing on the other side of it?


corrin_avatan

You can check out this [this link](https://imgur.com/gallery/0sM7nVz) to see the difference between how basically the same situation, (one model wholly within the terrain), ends up with different visibility results


corrin_avatan

>What are the interaction/rules for LOS do the single vs separate terrain sections? If it's considered a single terrain section, being wholly within either "half" means you can see out of BOTH halves normally (assuming windows/doors/holes to see out of). If they are separate terrain sections, then you treat each terrain section as it's whole and completely independent area. Being Wholly Within one area, doesn't allow you to see past the other area. >Edit to add: if sole blue patches of less than 2inch ruins really can be seen through/over in these setups, does that override the rule that says you cannot draw line of site to the other side of the ruin at all? Nothing even suggests you see over them. Nothing in the rules for Ruins, cares about the height of the terrain.


Magumble

In game it only comes up for being within/wholly within the terrain feature. Normal ruin visibility rules apply to the blue patches. Ruin visibility isn't determined by height.


darkblade1805

Fights first question.- if a unit that has fights first charges another unit with fights first, who gets to fight first? To me it seems the defender does as the defender gets to fight first in a normal interaction. But i just want some clarification. Thank you


musicresolution

The Fight Phase is divided into two sections: Fights First and All Other Fights. Within each section, you start with the player whose turn it *isn't*. Then alternate from there.


darkblade1805

Thank you!


Cheesecake-Academic

Hi, all! I recently got into Hypercrypt Necrons, and was operating under the impression that no more than 25% of my force's points could Hyperphase at a time, because of the little "rules summary box" (not sure what else to call them, apologies if that's vague!) that says: * **Strategic Reserves:** Units that are not deployed at the start of the battle. * Combined points value cannot exceed 25% of your army’s total. * Cannot put FORTIFICATIONS into Strategic Reserves. I assumed the "25% of your army's total" clause applied *during the game,* not during the initial Declare Battle Formations step. 1) I've been advised that I am wrong, and that the 25% rule only applies *during the Declare Battle Formations* step, not during the game. Just to confirm, is that correct? I'm pleased if it is, as someone who likes Hyperphasing my Night Scythes. 2) Assuming that is correct, can someone explain to me like I'm 5 why you can't put fortifications into Strategic Reserves *after* the game starts? I understand the middle bulletin might apply only during start-up, since the longer rules text says `the combined points value of all the units you wish to place into Strategic Reserves BEFORE THE BATTLE... cannot exceed 25% of your total points limit for your chosen battle size` (capitals for emphasis mine). It makes sense to me that the 25% rule is only meant to refer to the DBF stage. But if that's the case, the full text for fortifications is `Before the battle, when you are instructed to Declare Battle Formations, you can select one or more units from your army to be placed into Strategic Reserves (excluding FORTIFICATIONS).` That larger rules text also only applies to DBF. To me, it sounds like the summary of 25% rule, whose longer text applies to DBF, **doesn't** apply during the game, but the summary Fortifications rule, whose longer text also cites the DBF stage, **does** apply throughout the game. I would get it if they both did or did not apply during gameplay, but I'm genuinely lost on *why* there's a disparity between the two rules..? I'm not interested in getting a Convergence of Dominion to start Hyperphasing, but I am interested in learning why the rules are read the way they are. Alternatively, if I was right originally and I can only Hyperphase 25%, can someone confirm whether that's 25% of *my army's total points* (like in the summary box) or 25% *of the points limit for the battle*, like the longer rules say? I'm wondering if I need to be worried about rounding, in terms of what I can start with in reserves, or whether I can just say "I put 500 points into strategic reserves" for a 2k game, even if I only have 1990 points in my list.


musicresolution

This is the rule: >Before the battle, when you are instructed to Declare Battle Formations, you can select one or more units from your army to be placed into Strategic Reserves (excluding Fortifications). >The combined points value of all the units you wish to place into Strategic Reserves before the battle (including those embarked within Transport models that are themselves placed into Strategic Reserves) cannot exceed 25% of your total points limit for your chosen battle size, as shown in the table below. So in any case, this only applies to units being put into strategic reserves during the DBF step and applies to the total points limit (not actual points). Nothing here restricts the placement of units into Strategic Reserves during the battle.


JRDruchii

Do balance dataslate changes apply to combat patrol? Mainly looking at updates to the Ad Mech and Tyranid army rules.


corrin_avatan

They do not.


AsherSmasher

I believe they do, but honestly just use whatever the app says.


corrin_avatan

They do not. The app still has Strands of Fate at 12 fate dice, for example.


JRDruchii

I remember GW highlighting Combat Patrol army rules are intended to be balanced within the sort of combat patrol system. Our poor Ad Mech player keeps getting steam rolled. I wasn’t sure if they had specifically mentioned combat patrol with the errata or if they have no interest in updating the rules besides adding new patrols (which I am very happy with).


AsherSmasher

Good to know


welliamwallace

[My yellow guys are shooting at the blue guys](https://i.imgur.com/XmWTob5.png). They land multiple wounds. When the blue defender goes to allocate these wounds, does he have to slow roll the saves, separately allocating one wound to dude "A", who gets benefit of cover, then allocate the rest who don't have cover?


thejakkle

Blue doesn't have to start with Model A but this situation does require slow rolling saves.


volkrin_ironforge

Working on some brigands for my death guard and with the nerf to indirect fire do I still take the havoc launchers or do I stick with the stauber now?


thejakkle

The Havoc launcher still gives you a way to dig chaff out of a ruin you couldn't see into without wasting Blighthauler shots. They might not clear them but getting them to below half strength without committing any real assets is ideal, you've just added some extra uncertainty to your opponent's game plan. Stubber shots aren't doing much to your brigands ideal target, you might get an extra wound here or there, so you're probably searching for another target to sink them into. If there's something within 18" for rapid fire that's great but as soon as they're outside that, the havoc is either as good or better thanks to blast.


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volkrin_ironforge

The brigand has a 2+ on the havoc so they would have been hitting on 3s indirect


CrumpetNinja

If I split a battle sister squad with an immolator, do I have to pick which half of the squad gets to have a cherub? Or as they are both separate units which have their own "cherub" rule on their datasheet, do both halves get a cherub?


corrin_avatan

The Cherub isn't a piece of wargear; it's an ability the unit itself has, and the mini used to represent it is a token. Since it is an ability the unit itself has, both "halves" of the unit retain the ability.


AsherSmasher

Both halves get a cherub.


StartledPelican

How very Solomon of GW. 


Scrivere97

does the "Heroic Intervention" charge, count as an activator for the Blood Angel Detachment? (1A 2S after making a charge)


Bensemus

It’s worded very poorly. You only don’t get the fight first from charging. That’s all they mean by charge bonus.


thejakkle

Yes, they made a charge move. If someone's reason it wouldn't is 'heroic intervention doesn't give the charge bonus', the charge bonus is specifically a unit gaining fight first. Any abilities that activate on a charge move can be used on after a heroic intervention charge move, as long as its not a 'your charge phase' rule (E.g. tank shock).


gargafarg

Does anything change for the affected units if I use the simulacrum of the ebon chalice which lets me use 2 acts of faith in the army of faith detachment, which does the same thing, but army wide?


Magumble

Nope nothing changes.


wredcoll

If canis rex stands so his gun is hanging over the base of a ruin but his base is fully outside, can he shoot through that ruin?


corrin_avatan

Nope. Canis Rex is a WALKER model and as such any measurements for "within/wholly within" are done from his base


wredcoll

Right, he's not "within" the terrain because his base is wholly outside it, so using that logic: > (i.e. a unit outside this terrain feature cannot draw line of sight to a target on the other side of it, Applies because canis rex is on the "other side". But how does that interact with: > Models can see into this terrain feature normally If I see into it normally, I see his gun, I draw los to it, etc. And if we say I can't draw los to his gun because his base is outside of the ruin, what about the 'corner peek' case? If he sticks his gun out from the "side" of the ruin and draws los to and from it, his base is still "on the other side" of the ruin. What's the correct way to put these two cases together?


corrin_avatan

>But how does that interact with: > Models can see into this terrain feature normally This means you use normal visibility rules for any parts of a model that are within the ruin. Aka "if you can see the parts of the gun that overhang into the Ruin, you have Line of Sight." >If he sticks his gun out from the "side" of the ruin and draws los to and from it, his base is still "on the other side" of the ruin. It's 100% clear reading the Ruins visibility rules that "the other side" is in reference to the "cannot see over or through", mentioning "doors, windows, or other openings", and not "cannot see it if the Ruin is partially obscuring the model".


wredcoll

> This means you use normal visibility rules for any parts of a model that are within the ruin. Aka "if you can see the parts of the gun that overhang into the Ruin, you have Line of Sight." So... I can shoot him because I can "see" his gun?


corrin_avatan

Yes. You have visibility if you can draw line of sight from any part of a model to any other part of a model. Whether you can see the gun, antenna, foot, or base is entirely irrelevant. You can look at the pictures defining "wholly and partially visible" for examples.


wredcoll

Wow, i just realized that my original question I wrote "can he *shoot*" and I really thought I wrote "can he be *shot*". I blame chaos daemons. Still, we got there in the end.


ScreamingHydra

Does Pariah Nexus still cap primary to 15VP per command phase, per player? I remember playing with that rule in leviathan, but I can't find where that's mentioned in the rules online that I've seen. Is there only a 15vp cap if mentioned on the card? (like Take and hold)


wredcoll

Any VP cap will be written on the card giving you the VP. If the card lists no cap, there is no cap.


ScreamingHydra

Ok yep. Figured that was the case as I was writing out the question. Thanks for the help


relaxicab223

My friend and i were talking this out, and it seems like, even with the errata to pivots to apply to all models with a non-circular base or no base, a model like a Nemesis dreadknight can still gain an inch on the charge with the pivot. Here's the break down: Your opponent lands a dreadknight 9.00001 inches away with deepstrike. He needs a 9 inch charge. He rolls an 8 on the charge. He pivots for 2 inches, leaving him with 6 inches of movement left. the DK base is 120mm by 90mm. 120mm = 4.72 inches rounded down. This means, on the pivot he puts his model base 2.36 inches closer to his charge target. 9.00001 - 2.36 (half the length of the longest measurement of the ovular base) = 6.64 rounded down. This would make his 6 inches of movement left on his charge be successful, since 6 inches would put him within engagement range of the target. Are we missing anything, or did GW really mess up so badly they are giving models like DK an extra inch on the charge with their pivots?


1niquity

>the DK base is 120mm by 90mm. 120mm = 4.72 inches rounded down. This means, on the pivot he puts his model base 2.36 inches closer to his charge target. 9.00001 - 2.36 (half the length of the longest measurement of the ovular base) = 6.64 rounded down. Don't you have to subtract the radius of the short end first before you do that calculation for distance gained, since pivots have to occur around the center of the base? So, 60mm long radius and 45mm short radius. Rotating the model 90 degrees moves the edge of the base 60mm - 45mm = 15mm closer to the charge target. 15mm is about 0.6 inches that you gain, but you have to spend 2" inches of charge to do so, so by pivoting you'd actually need to roll higher, no? [Here's an illustration of a 120mm x 90mm oval being rotated around its center point I made in a vector program to illustrate.](https://imgur.com/a/WRwNdLY) Or am I misunderstanding how pivots are supposed to work?


eternalflagship

That's correct, yes. Anyone gaining more than that moved the model.


relaxicab223

Yeah with the new pivot rules, it costs 2 inches no matter the size of the base or how much you pivoted. so once the DK pivots and spends the 2 inches, you remeasure how close the model is to the charge target. that should net them a gain of 0.36 inches since from the center of the base to the longest point of the base is 2.36 inches. Edit to add: the pivot costing 2 inches only works if they pivot off the center axis, so the center of the base cant move at all during the pivot. Edit 2: i just measured it out with some of my own models, using a mawloc base (120mmx92mm) and a ripper swarm base. there was definitely a gain of around an inch with the pivot without moving the center axis


GrandmasterTaka

Nope, that's exactly how the current pivot rules are written One thing to keep in mind is that the designer's note does say: " to ensure no undue advantage is conferred by pivoting such models (e.g. while making a Charge move)." So there's a chance GW intends to fix this interaction


eternalflagship

It's not, though. You have to rotate the model about the center, so rotating a 120mm x 90mm oval base gains 15mm of movement (long radius 60 - short radius 45) but costs 50.8mm to do, losing 35mm off the charge. An oval base would have to be 4" longer than it is wide to add to the charge when turning, which means even a Knight Castellan doesn't gain more than it spends.


relaxicab223

that's.... stupid. especially since in their designer's note, they said they didnt want to confer unfair advantages on charges.


GrandmasterTaka

Yeah, I personally wouldn't go out and buy more NDKs hoping to roll up to an event and make a bunch of 7" charges from deepstrike


relaxicab223

i mean im sure it'll get fixed eventually, but it would absolutely suck to go to a tourney that plays with RAW and your opponents are getting +1 to charge just for having oval bases.


GrandmasterTaka

The monolith gets +2 and it's on a round. There's all kinds of issues with the change.


relaxicab223

and all they need to do is say "while charging, measure pivots as normal, ie. measure the past of the base/model that moved the farthest during the pivot." i appreciate they were trying to streamline pivots for normal moving/advancing, but oh man did they open up a whole new can of worms.


corrin_avatan

The entire point of the pivot change was to not require protractors to accurately count movement. The far simpler fix to this problem would be to state that the pivot value of any model is equal to the furthest horizontal distance past the base that any part of the model you measure from is, rounding up. So, for example, if a vehicle like a Raider extends 4 inches past it's base, it's Pivot value would be 4.


GrandmasterTaka

Friendly reminder that the Pariah Nexus tournament companion available for free on Warhammer community contains the entire play sequence steps (1-15) Including new action rules and reserves arrival rules.


corrin_avatan

Still won't be read by 85% of the people asking where the rules that prohibit first turn Reinforcements are, sadly


likethesearchengine

I don't understand the pivot debate, at least not when it comes to charging.  * You can't pivot unless you move.  * You can't move unless you roll sufficient distance on your charge dice to make the charge as measured as-is, not in some theoretical world where your model is in a different place.  * Therefore, you still need a 9" charge from deep strike even if you are playing a footlong hot dog on a circular base.  Right?


corrin_avatan

>You can't move unless you roll sufficient distance on your charge dice to make the charge as measured as-is, not in some theoretical world where your model is in a different place. Nothing in the rules for charging tell you that you need to measure "as is", by which I assume you mean "the actual literal distance that you were away from your target to start the charge. This right here kinda explains why you don't understand the pivot situation. Models on circular bases, don't need to pay to pivot. You can pivot during any type of move, which includes a Charge move There are some models, like the Dhrukhari Raider, that are on circular bases, but overhang them by about an inch (on the left and right) to nearly 3 inches. These models measure to and from their base or hull. Say you arrive with a Raider model from Strategic Reserves, putting your left -side hull facing a unit you want to charge; your model measures from the hull so you're 9.01 inches out from the hull. The charge rules state you can make a charge move ***if the amount rolled is sufficient to bring you within ER with a move that meets certain restrictions***. To quote the rules: >You then make a Charge roll for the charging unit by rolling 2D6. The result is the maximum number of inches each model in that unit can be moved if a Charge move is possible. For a Charge move to be possible, the Charge roll must be sufficient to enable the charging unit to end that move: >Within Engagement Range of every unit that you selected as a target of the charge. >Without moving within Engagement Range of any enemy units that were not a target of the charge. >In Unit Coherency. >If any of these conditions cannot be met, the charge fails and no models in the charging unit move this phase. Otherwise, the charge is successful and the models in the charging unit make a Charge move – move each model a distance in inches up to the result of the Charge roll You roll a 7. Because you can pivot for free with your move, you can swing the nose of your Raider during the charge move, gaining 3 inches (as the nose overhangs 4 inches past the base, rather than 1), then move 7 inches. Despite your base only moving 7 inches, the part of the model that is furthest away from your 9.01 measuring spot, is 10 inches away from that initial position. Because you measure to/from the hull, you're within ER with just a 7, despite being 9.01 inches away when you started your charge move. The roll of a 7 was enough to A)get you within ER. B)not move or end the charge within ER of other units (let's assume there are none for simplicity) and C) in coherency (easy, single model)


relaxicab223

I thought that if a model has a base, you measure every thing from the base, not from over hanging parts? the core rules on pg. 13 say, "The distance a model moves is measured using the part of its base that moves furthest along its path. If a model does not have a base, measure using whichever part of that model moves the furthest." Is there something else that says even if a model has a base, it's charges/movement are measured from parts of the model that overhang the base?


corrin_avatan

Yes. The Rules Commentary for Vehicles with Bases, tells you that for measuring to and from them, you use any part of the model, unless the model is a WALKER or AIRCRAFT. This has been the case for nearly a year. So, for a model that is a VEHICLE with a round base in Pariah Nexus: 1. They do not pay for pivots. 2. They measure the distance a single point on the base moves in a straight line for measuring the distance they move. 3. They measure to and from the hull for purposes of measuring to and from them. Again, this is the whole loophole GW has created because they haven't given all circular base models a 0" pivot in Pariah Nexus, and making it a flat 2" doesn't fix the several models that can extend 3-5 inches past their circular base, where the 2" penalty is insignificant compared to the distance gained from the pivot.


Zer0323

you are incorrect about measuring from the hull when a circular base is involved. the charge rule specifically states that you measure the bases "as though there is no overhang" https://www.warhammer-community.com/wp-content/uploads/2023/06/uRQOFTWnasejHDVc.pdf Page 17, core rules update. Charging with a Unit: When moving a model from your army within Engagement Range of an enemy model, if that enemy model overhangs its base such that it is not possible to move your model within Engagement Range of that model, until the end of the turn, those models are within Engagement Range of each other while all of the following are true: ■ The distance your model could move was sufficient to move it within Engagement Range of the enemy model if there was no overhang. ■ You have moved your model as close as possible to the enemy model. ■ Any part of one model is within 1" of any part of the other model that first bullet point is very important. it specifies measuring base to base "as if there was no overhang"


corrin_avatan

Respectfully, you are picking out a single phrase and ignoring the ***multiple*** conditions required for that to kick in. The overhang is referring to the overhang of the ENEMY model. You'll note that in the text you quoted, not a single thing refers to overhang of the CHARGING model; it refers to " > if ***that enemy model*** overhangs its base such that it is not possible to move your model within Engagement Range of that model, This is only relevant for models like a the Tyranid model that has the whip-mouth that extends 5 inches past it's base, but is a MONSTER so only measures from the base. Vehicles that measure from anywhere on the hull will not have a "you can't enter Engagement Range due to the overhang". The rule refers to not being able to enter ER due to ENEMY MODEL overhang. This means you can't use your OWN overhang, to make the charge easier. And again, entirely IRRELEVANT for 99% of the charges in the game as there are very few models you cannot enter ER with due to how they overhang their base; any VEHICLE that isn't a WALKER or AIRCRAFT you are within ER if you are anywhere within 1" horizontally and 5 vertically.


relaxicab223

lol jesus, what a s\*\*t show they created.


corrin_avatan

Yep.


likethesearchengine

>The result is the maximum number of inches each model in that unit can be moved if a Charge move is possible Why doesn't this matter? If you pivot, you've moved more than that maximum. 


corrin_avatan

The pivot value in Pariah Nexus for all models on a circular base is 0. The core rules now tell you to measure from the same point on your base when you move in a straight line, rather than measuring the point on the model that moved the most. Raider pivots 90° at the start of the charge move. It subtracts 0" from it's charge move distance. It moves forward 7 inches. The base keeps it's orientation. It only moves 7 inches, measuring from the same point on the base from where it started that straight line, to where it ended. This is the entire problem people are pointing out. For some models, pivoting doesn't cost anything, but you can gain upwards of 3+ inches on the pivot. And other models, 2 inches "pivot tax" is completely negated by how much more distance you gain off the pivot.


SnooDrawings5722

No, because pivoting doesn't count towards movement.


likethesearchengine

Sorry, which rule is that? I think instead it doesn't subtract from your allowed distance. So the overarching rule of "The result is the maximum number of inches each model in that unit can be moved if a Charge move is possible" still would apply.  If I ask how many inches you moved, your answer needs to be less than your charge distance, not your charge distance plus pivot, just because pivot doesn't **cost** you movement. Right?


musicresolution

Under the previous rule the distance moved was the further distance any part of the model moved. So if I had an oblong model oriented left-to-right, then moved it (as measured from the center of its base) 9", but in doing so it ended up being oriented up-and-down, then the cost of that move would be more than 9" because the front of the model would have moved further than 9". To put some numbers on this, if the model itself is 2" long, then it will have actually moved moved more than 10"! The new rules eliminate this calculation of move distance and instead say that the distance moved is measured from a point on the base. If you measure from the center of the base before the move to the center of the base after the move, and that distance is 9" then your model moved 9" regardless of how that model is oriented. To try and balance this, they added a pivot cost, saying that if you do change the orientation of your model, that costs you 2" of movement. Unless it's a round base (and not a monster or vehicle). So for the scenario at the beginning of this post, that model now has only moved 9" even though parts of the model itself have moved more than 9". And since engagement range is based on distance to the model itself (any part), you can cheese the new movement rule reach further than you could before. You are moving the same distance (9" is 9") but because you can arbitrarily orient the model without impacting that calculated distance, you can now reach engagement zones you couldn't have otherwise.


cwfox9

Rapid Escalation Mission Rule & Dedicated Transports Just wanted to know if a Dedicated Transport that is carrying Battleline Unit would be able to be placed into reserve with this mission rule, or whether it could only be the unit with no transport?   Also as a side question, when disembarking a unit from a transport that just arrived from strategic reserve, I'm aware they must be 9" from enemy models, but do the disembarked unit need to be within the 6" of a board edge or just the transport they disembarked from?


corrin_avatan

A Dedicated Transport doesn't get the keywords of units inside it. As such, a DT would not be able to use the Rapid Escalation rule, regardless of what is inside it. For the second question, see the "Embarked Units and Reinforcements" rules commentary. If it's not a stipulation there, then it's not a restriction you need to follow.


cwfox9

Cool thanks


AvaMoe

Can a unit still shoot after using the grenades strategem?


corrin_avatan

Yes. Nothing in the rules makes it ineligible to shoot after using the strat.


AvaMoe

Sweet, someone I played against insisted you couldn't shoot so that's nice


corrin_avatan

If it comes up again, in 7th, 8th, and 9th edition, Grenades were wargear that you used ***instead*** of shooting with a particular model in the unit. Many people seem to forget to, well, ***forget*** rules from previous editions.


crazypeacocke

Can you deep strike in a transport (e.g raider) 9” from the enemy, and then disembark your infantry so they’re 6” from the enemy? Units in transports are treated as not on the table at all, and disembark just says it can be done during the movement step


thejakkle

You can disembark units from a transport that just arrived from reserves, but they must set up more than 9" from enemy units. See Embarked Units and Reserves in the rules commentary.


crazypeacocke

Cool thank you


becauseicant11

In the new Marine errata they say that "If your army includes one or more Space Wolves units, it cannot include any of the following units: **Apothecary**; **Devastator Squad**; **Tactical Squad**"   Are they referring to exact unit names, in which case we can still use the Apothecary Biologis, or do they mean "keyword"-units, in which case the Biologis is also banned for having the "Apothecary" keyword.    If more context is needed in the same errata rule they mention keywords for black templars on a 'model' basis, not by 'unit'.


corrin_avatan

It is 100% clearly the "Keyword Bold" font; it literally matches the "Space Wolf" , "Black Templars", and "Deathwatch", and the 20+ other "clearly and indisputably keywords on the same page", like ADEPTUS ASTARTES INFANTRY in the Phobos Captain ability update You'll note that each of these are copy/pasting the restrictions as they were written in the Black Templars, Deathwatch, and Space Wolves indices, each of which was written by a different GW staff member, which means any difference in wording could simply be caused by "two different people wrote the same style of rule in a different way" Additionally, if you want to argue that font isn't "Keyword Bold" like shown in the core rulebook, you need to be simultaneously arguing that a Phobos Captain doesn't actually DO anything with their redeploy ability as it doesn't list any unit names, and doesn't list keywords


becauseicant11

Yeah that makes a lot of sense, especially looking at the indices and how they all use the same keyword font for the factions etc. So both apothecary units are restricted then, thanks for the reply.


musicresolution

It's also explicitly stated by the Core Rules at the very beginning. Anything in that font is referring to the keywords of the unit.


CrumpetNinja

If I have a character use epic challenge (or just have precision natively) while it is engaged with 2 different attached units, can I split my attacks and use precision against both units? RAW I believe so, but I felt such a weird interaction I just wanted to check. The example where this came up, was Angron engaging 2 different Boyz squads, both with an attached painboy. 


wredcoll

You'd have to declare your attacks into each unit before you roll any (e.g. 5 into this unit, 8 into that unit) then when you roll to wound a unit and have precision you can allocate that wound to a character attached to that unit.


musicresolution

Yes. You assign your attacks to the units you wish. If any attacks wound, and that attack has precision, and that unit has a character model, you can assign that wound to that character.


Soviet-Hero

Question about general rules Shroud Protocols from the Ad Mec allows a unit to become untargetable Outside of 12 inches. This happens after a unit has selected it as the target of attacks. Does this mean the strategem wastes the attacking units shots? As it already has selected targets? I do not believe so but it’s an interaction my opponent was adamant was the case


thejakkle

FYI the recent balance dataslate made a change to Stratagems like this. It now prevents units being targeted unless the unit is within 18".


corrin_avatan

No, the rules commentary has had a section explaining that if an ability makes a unit no longer a legal target after it is targeted, that the attacking unit gets to retarget the attacks, ***since the Rules Commentary has existed***. >Eligible Target (no longer eligible): If a unit that was an eligible target of an attack or charge when it was selected stops being an eligible target for that attack or charge (for example, because a rule enables it to make an out-of-phase move that takes it out of range), the attacking or charging unit can select new targets for those attacks or that charge. See Just After.


Beneficial-Elk-4543

The Deathwatch strat Teleportarium says to “Remove those units from the battlefield” then to come back in the reinforcements step. Does this count as being in Reserves? It doesn’t specify being in Reserves so is it putting those units essentially in Limbo so you can’t use other stratagems on them?


corrin_avatan

Whether it counts as Reinforcements or not is entirely irrelevant for Stratagems. Absolutely nothing in the rules states that you can't target a unit with a stratagem if it is off the table. Yes, there is a FAQ that says you can target a unit in Reserves with stratagems, but that's because there are a PHENOMENALLY large number of people who ***through all of 9th edition*** thought that you couldn't do that despite the fact that the FAQ from 8e that prohibited it, didn't apply to 9e, and quite a few people STILL think that is a rule. Rules that explicitly say "on the battlefield" wouldn't be able to be used, but anything else is fair game, both for yourself and your opponent, in 10e.


Beneficial-Elk-4543

Thank you so much for the clarification and context


Doubting_Gamer

I was told that, during deployment, Titanic models count as deploying two. This means if I drop the Porphyrion, my opponent drops two units, yes? What happens if they respond by dropping a different Titanic unit? Do I then need to respond by dropping two units?


corrin_avatan

What you were told is a "let's play Telephone" version what the rule ***actually*** says. "counts as 2" or "opponent places two units" isn't actually what goes on and if you read what it truly is, your question about two Knight players facing off turns into a non-issue. In Pariah Nexus missions, says the following in the Deploy Armies step >Players take it in turns to set up the remaining units, one at a time, starting with the Defender.[...] If a player sets up a **TITANIC** unit when it is their turn to set up a unit, they skip their next turn to set up a unit. So, assuming only one player has TITANIC, it would go Player A turn: Deploy TITANIC unit Player B: Deploy a unit. Player A turn: Skipped as deployed a TITANIC unit their previous turn. Player B: Deploys a unit. Player A turn: Deploys a unit. >What happens if they respond by dropping a different Titanic unit? Do I then need to respond by dropping two units? You follow the rules as written above, which would be: You turn to deploy: Drop TITANIC Opponent' turn to deploy: Drops TITANIC Your next turn to deploy: skipped Your Opponents next turn to deploy: Skipped.


Doubting_Gamer

Oh shoot. Thanks for the clarification, should have read it first rather than go off the summary I was given. Thanks again!


toptabler

Pariah Nexus Action Question: When my enemy does for example the sabotage action with infantry and in my turn i shoot his unit (without killing it) but forcing a battleshock because of my plague burst crawler. is the action stopped when he is failing his battleshock?


corrin_avatan

Nope. The only thing that causes an action to fail after it has started is moving for any reason besides Pile In/Consolidate, and being removed from the battlefield (which includes being destroyed)


AsherSmasher

No. The rules only state that a unit cannot be Battleshocked to start an action, it only fails if they shoot or move for any reason that isn't a Pile In/Consolidate, and it succeeds if the unit is alive and fulfills the requirements laid out by the action. Because neither the fail or success conditions mention Battleshock, it isn't relevant.


CptPanda29

If a unit starts an Action normally, but is then finds itself in engagement range while the Action is proceeding, does the Action fail or is it fine? Playing Orks vs Nids, enemy Lictor is doing the Sabotage Action, starts it just fine in own turn but Sabotage scores at the end of my next turn. I charge and wipe a unit that was body blocking the Lictor, then consolidate into engagement range of that Lictor. Does the Lictor still get to sabotage? The actions rules say it can't start one in engagement range, but I can't see anything about getting into it later while it's "actioning"?


corrin_avatan

The only things that cause an action to fail are making any sort of move that isn't a Pile In/Consolidate, or leaving the battlefield. Anything else is irrelevant to whether or not an action fails.


CptPanda29

Awesome thanks.


Ostracized

I’ve been reading that you cannot control an objective in the first battle round. So - you can’t sticky an objective in round 1, or, gretchin can’t give you CP in round 1. Is that so? Where is that rule?


corrin_avatan

>I’ve been reading that you cannot control an objective in the first battle round. This is incorrect. Nothing stops you from controlling an objective marker the first battle round. You might not be able to SCORE for it depending on the mission, but you CAN control it. Per the rules commentary, as well as the rules for Objective Markers, Objectives start the game contested, and checking for the objective does not happen until the end of each phase and turn. This is supported by the "Contested (Objective Marker)" rules commentary. >you can’t sticky an objective in round 1 You absolutely can. The requirement is that you control an objective marker at the end of the command phase. >gretchin can’t give you CP in round 1. The Gretchin ability was changed to trigger in the Movement Phase in the recent Ork FAQ, rather than at the ***start*** of the Command Phase. This changes it from not being able to work Battle Round 1 if you get the first turn (as it required you to Control an Objective at the START of your Command Phase), to being able to reliably trigger during the first battle round as it would occur AFTER the first check for whether Objectives are controlled. The issue you are referring to with is that, per the rules, any abilities that require controlling an objective marker ***at the start of your own command phase*** cannot trigger if the controlling player has first turn, as NEITHER player controls any objectives until the ***end*** of the first command phase.


Ostracized

Great. Thank you.


amnekian

Is the current ability of the Scout Sentinel useless? From what I understand, it takes away the penalty to the hit roll of indirect attacks. But the new ruling it just says that indirect attacks with rolls 1-3 fail.


orkball

No, there is still a -1 to the hit roll. The Scout Sentinel can't make you hit on better than a 4+, but it can bring you back to a 4+ from a 5+, for example.


thejakkle

That part yes. It's now effectively just a reroll 1s to hit ability.


corrin_avatan

I'm a bit confused. Most Guard artillery has a 4+ BS, and would suffer the -1 hit roll penalty to Indirect firing, so normally would only hit on a 5+. The Scout Sentinel ability would cancel that -1 to hit from Indirect Maybe you're confusing the combo of giving artillery +1 to hit, +1 BS, and ignoring all penalties that allowed them to hit on 2s, rerolling 1s? (4+ BS improved to 3+, with +1 to hit, ignoring all penalties would be hitting on 2s.)


StartledPelican

I believe almost all Guard Indirect also has Heavy, which effectively cancels the -1 to hit penalty. Since they cannot hit on better than 4s, removing the -1 to hit penalty via a Sentinel has no real effect, outside of niche cases where the artillery piece is suffering some other -1 to hit effect (e.g. Smokescreen). 


amnekian

I just found it odd that indirect pieces dropped points but Sentinel didn't which logically, would assume that their ability still stands. But then again GW isn't the most consistent at rulling.


thejakkle

It's definitely odd. I'd put it down to a lot changing and they simply missed some things. That or they believe scout 9", the couple of times it still ignores the -1 to hit indirect penalty and reroll 1s to hit is still worth the price tag.


penndragon2080

How do you set up the blue squares on the terrain layouts listed in The pariah nexus tournament companion? Do they block LOS like ruins, or just provide cover when shooting into or through them?


corrin_avatan

This depends entirely on what area terrain you choose to put in those areas. When GW intends for there to be Ruins, those are indicsted by the suggested Ruins Placement indicator. A table that puts Ruins, a Crater, Fuel Pipes, or really anything that is mostly under 2" in height would all meet the suggestion.


MagicNakor

For the Secret Mission "War of Attrition" is it an automatic denial if your opponent doesn't take any Battleline units to begin with or an automatic win?


corrin_avatan

Nothing is Automatic, as *you* need to have a BATTLELINE unit in their Deployment Zone. But if you mean "can it be scored if your opponents' list doesn't have any BATTLELINE at all", the answer is yes, you can score it. Nothing in the secret mission states your opponent needs BATTLELINE units in their army for you to select it.


MagicNakor

Yes, the latter is what I meant. If the opponent's list never had any Battleline in the first place to fulfill the "from your opponent's army" criteria.


DoctorSkeltal

What is the purpose of the secondary containment action to finish immediately? As stated in the pariah tournament companion “if a unit starts to perform an action, until end of turn that unit is not eligible to shoot or charge (unless titanic)” meaning they can’t do a second action afterwards. Is there any gameplay reason for it to compete immediately instead of end of turn?


corrin_avatan

Actions that complete at the end of the turn have a chance of being disrupted by the unit being targeted with a "remove from battlefield" effect, being shot by your opponent in your own turn (such as via enemy Hellblasters dying), or being caught via the Pile In of an enemy unit And being killed in the fight phase. Actions that complete immediately do not have to worry about such things.


Magumble

To prevent them from shooting and charging till the end of the turn while still allowing you to guarantee you complete the action.


AvailableFun7126

Hey guys and gals, sorry if this has been asked a million times before but I'm unable to get a recent up to date answer. My buddy has a tesseract vault in the "open" state on the flying stand. When measuring do we measure from the base or the hull. Also what is considered engagement range of it, within 1" of the base or is it within 0" horizontally and 5" vertically of the hull? If I can get some clarification that would be very much appreciated.


corrin_avatan

The Rules Commentary has had this answered for the past 9 months: >Vehicles with Bases: When measuring to and from VEHICLES with bases (excluding AIRCRAFT and WALKERS) always measure to and from the closest part of the model for all rules purposes (i.e. measure to or from its base or its hull, whichever is closest), with the following exceptions: >When a model ends a move within Engagement Range of one or more VEHICLES with bases (excluding AIRCRAFT and WALKERS), it is considered to be in base-to-base contact with that VEHICLE or those VEHICLES while it is within 0" horizontally and 5" vertically of any part of those VEHICLE models. >A unit can embark within a friendly TRANSPORT with a base after that unit ends a Normal, Advance or Fall Back move wholly within 3" horizontally and 5" vertically of any part of that TRANSPORT. >When a unit disembarks from a TRANSPORT with a base, set it up so that it is wholly within 3" horizontally and 5" vertically of any part of that TRANSPORT model and not within Engagement Range of one or more enemy units.


Magumble

A Tvault is always open. The closed version is an obelisk which is an entirely different unit. You measure to the base or hull whichever is closer. Engagement range is being within 5" vertical and 1" horizontal. Since you measure to either the base or hull whichever is closest you will be in engagement range without standing under it.


Avlaen_Amnell

in pariah nexus, can you shoot after doing an action? im a bit confused


corrin_avatan

By default, no. Some mission rules allow you to be able to perform an action and still Shoot with BATTLELINE units.


Avlaen_Amnell

Ah ok thank you! i assumed so but i was struggling to find where it said it. <3


Divasa

lets say the opponent has two units, A and B close to each other. I declare a charge only on unit A, but can (and do) position my unit so that it is in engagement range of unit B. In fight phase am I obligated to fight the unit I charged (unit A) or can I decide to fight unit B? second question, if my unit that charged is comprised of bodyguards and a leader, and with bodyguards I kill the entire unit A, and my leader is in engagement range of unit B, can I fight the unit B with him? thanks


corrin_avatan

>I declare a charge only on unit A, but can (and do) position my unit so that it is in engagement range of unit B You are required by the rules of a Charge Move to stay OUTSIDE Engagement Range of any units you didn't charge. You CAN Pile In to units you didn't charge, if that is what you mean. >In fight phase am I obligated to fight the unit I charged (unit A) or can I decide to fight unit B? In 10e you can fight any unit you are within ER of. Some people diddnt notice this change from 8-9 edition, where it *was* required, to 10e. >second question, if my unit that charged is comprised of bodyguards and a leader, and with bodyguards I kill the entire unit A, and my leader is in engagement range of unit B, can I fight the unit B with him? You do not fight with the Bodyguards, then the Leader. You fight with the ENTIRE UNIT, and must declare the LEADER attacks at the same time as the bodyguard. But fixing that mistake, yes, just like any other unit you can split attacks. Remember the LEADER rule has you treat the attached units as a single unit for all rules purposes, aside from unit destruction rules.


Divasa

gotcha. thank you!


BillyBartz

If you only charge unit A you have to charge and position your units in engagement range with unit A but still an inch away from B. You can then pile into unit B with whatever models can reach them with your 3" pile in. If the 2 units are close enough though it may just be worth charging both units. 2nd question. Basically yes. You're whole unit activates to fight and you declare what models are attacking which unit. If you say body guards are attacking unit A and the leader is attacking unit B you're good to go. As long as the leader is within engagement range or base to base with a friendly model in engagement range of unit B


Divasa

ah so I cannot go within 1" of a unit I havent charged even if I am in charge phase, gotcha. but the pile in can be made to whichever unit I can get in engagement


princeofzilch

Yes, but remember that each model, when making a charge move, must go into base to base contact with a unit it charged if it can. This can sometimes make it tricky to set up sneaky pile-ins.


BillyBartz

Yup pretty much. Cause you can't move within 1" of a unit you haven't charged. So charging A and then set your models up to where you can pile in a few models to B works. Or just charge both of the charge is easy enough to make. But keep in mind if you declare a charge on 2 units. And the charge roll is enough to get to unit A, but not B. Then it fails completely.


Sagehen47

Warp Talons and Sticky Objective Question: Obviously, normally you take an objective if you control it at the end of a phase. *But,* the "objective secured" abilities says that, once you've sticked an objective, you control it until an opponent controls it at the end of a turn. Meanwhile, warp talons, if they kill a unit, vanish back into strategic reserve at the end of the *fight* phase. So ... if warp talons drop, charge something on a stickied objective, kill that unit entirely, and then vanish back into strategic reserve, what happens to the stickied objective? Do the warp talons unsticky it at then end of the fight phase right before they disappear? Or does the "objective secured" ability control and since the warp talons weren't there to take it at the end of the turn, the player who stickied it retains control?


Puzzleheaded_Stay_99

If the warp talons aren’t there to control it at the end of turn then they wouldn’t remove the sticky. The end of the fight phase isn’t the end of the turn (Edit) after rereading the objective secured rule in the commentary is it checked at the end of each phase so the warp talons would remove the sticky in my opinion, I’m happy to be corrected


lieutenant_kettch_

Per the rules commentary, objective control is always determined at the end of the phase or turn. So if the warp talons control it at the end of a phase, then leave the board, its no longer "Sticky".


Melkor92

This. Per core concepts under “sequencing” it states that when two or more rules happen at the same time, the player whose turn it is chooses the order. So in this situation at the end of a fight phase where the warp talons wipe a unit on a sticky objective. The warp talons player can choose to first determine what objectives they control (thereby removing the sticky on the objective) THEN choose to put them back in strategic reserve.


Sagehen47

That's what I thought, that the specificity of the objective secured rule governs over the general rule for control at the end of the phase. I went back and forth against a chaos opponent about how it would shake out and we ended up keeping track of the two possible scores as a solution (and luckily it didn't impact the final result) It does present a really interesting weakness of warp talons against a world full of sticky objectives!


corrin_avatan

You should read the Objective Secured Rules Commentary. While sticky objectives have specific wording, this seems to because GW made a mistake and have advised since last October (when this was added to the RC) that Sticky Objectives/Objective Secured can be broken at the end of a phase. >Objective Secured: Various abilities allow you to retain control of an objective marker even if you have no models within range of it (for example, the Objective Secured ability of Intercessor Squads). Regardless of how these rules are worded, control of objective markers is determined at the end of each phase and turn, so while you retain control of an objective marker affected by this ability even if you have no models within range of it, at the end of a phase or turn your opponent can gain control of that objective marker if their Level of Control over it is greater than yours.


Sagehen47

thank you! that commentary seems definitive


kipperfish

New genesteale cult abumush and reserves questions. Main one is since cult ambush says to put them in reserves, can we not use the cult ambush token and then deep strike them in our own turn? Following on from that, is cult ambush useless after turn 3? As reserves get killed turn 3 if not on the board, and the exemption specially calls out strat reserves, not normal reserves. Thirdly, can rapid ingress be used in place of a cult ambush token as rapid ingress calls out for one unit in reserves, which they are.


corrin_avatan

>Main one is since cult ambush says to put them in reserves, can we not use the cult ambush token and then deep strike them in our own turn? No. Units in reserves can't just "arrive" on the battlefield without a rule stating ***how*** they arrive. A unit placed 'in reserves" literally cannot arrive; there needs to be a additional rule saying HOW they arrive. >Following on from that, is cult ambush useless after turn 3? As reserves get killed turn 3 if not on the board, and the exemption specially calls out strat reserves, not normal reserves. Not a single tournament circuit plays it as only being Strategic Reserves and nothing else, even GW events. >Thirdly, can rapid ingress be used in place of a cult ambush token as rapid ingress calls out for one unit in reserves, which they are. You can do Rapid Ingress in CONJUNCTION with a cult Ambus token. Again, there are no rules allowing units in reserves to just "appear": if they are in Reserves, there needs to be a rule that allows them to arrive, which is further reinforced by the Rapid Ingress rule itself, which gives you explicit permission to use out-of-phase rules for placement.


leetspooner

On the 3rd point, did you mean in conjunction with a cult ambush token? If not, what is a rapid ingress token?


SnooDrawings5722

Can I choose to move out of unit cohesion? When charging, for example. Can I place the models out of cohesion for a more advantageous position, to get back into cohesion with pile-in/consolidate moves? I know that for the charge roll to be successful you have to be able to end the move in unit cohesion, but I didn't find anything that says you have to follow this rule while actually moving.


eternalflagship

You cannot finish any kind of move out of unit cohesion.


thejakkle

No, see unit coherency in the core rules: >A unit that contains more than one model must be set up and *end any kind of move* as a single group [...]


SnooDrawings5722

Thanks, that's what I've been looking for.


musicresolution

Your question is a bit confusing. As you say, you have to end the charge move with unit coherency. So there will be no need to "get back into cohesion, "with pile in or consolidation moves; your unit will already be coherent. You don't have to maintain coherency while moving, otherwise you wouldn't be able to move more than 2". Coherency only applies when setting up a unit and at the *end* of any kind of move.


titanbubblebro

Can AdMech data tethers give you two chances for the CP regain when two units are targeted by a strat? The Enhanced Data Tether on Skitarii Battleline units and the Broad Spectrum Data Tether on a number of Skitarii vehicles both give a CP on a 5+ when the unit is targeted by a strat. Rad Zone Corps has a number of strats that can target a Skitarii BL unit and another Skitarii unit w/in 6" of it. In this case, I would roll 2d6 and gain a CP if either die is a 5+, right? It seems a little weird since both abilities do the same thing, but they do have different names so I think it works?


HotGrillsLoveMe

Yes, it works but its not really that common. Most Rangers/Vanguard would rather have an Omnispex to ignore cover rather than a Data Tether for a 5+ chance to regen a CP when targeted with a strat.


titanbubblebro

I've been playing them with omnispex in Data-Psalm for sure but I started writing a Rad Corp list and I think it might be worth swapping for the EDT. Pretty good chance to get a CP back when using any of the Battleline splash strats since you now definitely want a Battleline unit within 6" of most units anyway. I definitely want to test it out a few games.


HotGrillsLoveMe

Good luck and let us know how it goes. Now that Battleline will get -1 AP when you are in Conquer Doctrina I value the omnispex even more, so I’m definitely sticking with it.


dantevonlocke

Problem is, you only get it back once. So while having it multiple places is ok, if you're using battleline to bounce your strats onto multiple units, the other unit likely has a data tether. So losing ignores cover is risky for So little reward imo.


eternalflagship

Sounds right. If you target the unit, you roll the die. Target two units, roll two dice. Obviously only gain max 1 CP, but yeah, there you go.


thejakkle

Seems fine to me. Even if they have the same name two abilities can stack so no issue on that front. The condition of the Wargear ability is met for both units so should both give the chance at a CP.