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Made in us
Major






far away from Battle Creek, Michigan

The following items are common mistakes, omissions, or useful pieces of information for 40k armies. Thank you to everyone that contributed I am trying to focus on prohibitions and generally negative attributes. The items are taken from FAQs, codices, and the rule book. However, be sure to consult with tournament organizers to see if tournament rules will replace GW FAQs and rules (e.g. the NOVA Open in the U.S. ruled that vendetta wings and tails could hang off the table and the INAT erroneously identifies the Lash of Submission as a psychic shooting attack). Be aware that some of the rules listed below can be affected by unit upgrades (e.g., battlewagons can pay for an upgrade to remove the open-topped rule). I would be grateful for help fact-checking the list.

General Rules
1. You may not go back and move units that have already moved once you have started moving another unit.
2. Squadron rules change immobilized to wrecked, stunned to shaken
3. Passengers cannot fire from an opened topped vehicle if it moves over 6".
4. Falling back units cannot rally if an enemy unit is within 6"
5. Successful invulnerable saves against perils of the warp must be rerolled.
6. A fast vehicle cannot move flat out on the same turn that a unit embarks or disembarks from it; skimmers that moved flat out and suffer an immobilized result are wrecked.
7. A unit may not assault from a vehicle that pivoted before they disembarked.
8. Vehicles cannot move side to side, they only use forward, reverse, and pivot .
9. A vehicle may not fire any weapons after a ram attack. A skimmer cannot dodge a ram attack from another skimmer
10. A vehicle with PotMS cannot fire a weapon on the turn it uses smoke launchers.

Grey Knights:
1. Can either cast hammerhand or activate force weapons--not both unless one comes from IC or upgrade character
2. Crowe is not an IC; his heroic sacrifice requires psychic test (so no hammerhand/cleansing flame in the same phase) and can be hooded.
3. Perils of warps kills the justicar first, then a random marine if the justicar is dead.
4. GK terminators are LD9; strike squads are LD8 without justicar!
5. Dreadknights with doomfists are S6.
6. Psykout grenades require the GK unit to initiate the assault.
7. GK Librarian psychic powers have very specific rules about when they can be activated--review them!
8. Storm Ravens cannot move flat out either before or after they embark/disembark a unit.
9. Coteaz is T3 (like all inquisitors) and does not have an invulnerable save.
10. Warding staves are 2+ invulnerable only in CC; normal terminators/pladains are 5++/4++ only in close combat.

ORKS
1. An Ork boy is S3, I2
2. Mobs require at least 11 boys to be fearless; grots do not have "mob rule" and so are rarely fearless.
3. Waaagh must be called at the start of your shooting phase ( unless running Ghaz calls whenever)
4. Kans and Deff dreads don't get fleet from Waaagh; kans (grots) are WS2
5. Snikrot has no rending or power weapons attacks but is S6 A6 on the assault; not an IC
6. At least half of kan squadron must be within 6" of KFF for 4+ squadron save.
7. Lootas are LD7 (like all orks) or LD[mob size up to 10] and deffguns are heavyd3
8. warbikes have perpetual 4+ coversave; nob bikers are T4(5); deffkoptas do not have this coversave and are T4(5).
9. Warbosses are LD9, T5
10. Battlewagons, trukks, warbuggies, looted wagons are open-topped standard

Dark Eldar
1. The only SC with combat drugs is the Duke.
2. Haemonculi, Wracks, Grotesques and Talos don't have fleet.
3. Night shields don't affect template or barrage weapons, but do affect ordinance.
4. Troops cannot embark/disembark from transports moving flat out, or disembark from transports that used Enhanced Aethersails that turn.
5. Venoms can only transport 5 models.
6. Units can fire out of any point on an open-topped transport, but can only fire if it moved 6" or less.
7. Flicker Field saves cannot be taken for failed dangerous terrain tests but check with TO because this rule needs a FAQ.
8. Only models with the Power from Pain special rule can use pain tokens, a unit may consist of several models with and without this rule.
9. Beasts are LD8 and do not have grenade equivalents for assaulting into cover.
10. The Baron is LD9.

Chaos Space Marines
1. All oblits in a squad have to use the same weapon in any given turn; oblits are demons (GK FAQ)
2. Chaos dozer blades only work if they go 6" or less
3. Chaos has no equivalent POTMS
4. Chaos has no ATSKNF
5. Only obliterators and terminators benefit from the no scatter within 6" of an icon rule [i.e. Raptors, Units with Wings do not benefit]
6. Chaos Terminators are not Fearless.
7. Lash does not roll to hit.
8. Plague marines are T4(5)
9. Defilers are BS3 and cannot shoot anything else if they use their battlecannon.
10.Warptime and Gift of Chaos are used at the start of the turn (or turns in the case of Warptime), before movement.

ELDAR
1. A fast vehicle cannot move flat out on the same turn that a unit embarks or disembarks from it.
2. A Farseer on a jetbike cannot cast psychic powers on the same turn that it turboboosts.
3. You cannot deploy a Farseer and his Jetlocks in Dawn of War as they count as 2 HQ choices. They have to move on at the start of Turn 1 and because Fortune must be cast at the start of the turn the Seer can't cast it on Turn 1.
4. Eldrad can only cast 3 pyschic powers if he is not locked in combat
5. A Seer with Runes of Witnessing always casts he powers with 3 dice, and double 1's is Perils (he stills gets his Ghosthelm +3 etc.)
6. Pathfinders are BS4.
7. Falcons do not have Forcefields so you get double melta, ordnance etc.
8. Warlocks are Ld8. and I4.
9. Dire Avenger bladestorm does not allow the unit to fire the next shooting phase
10. Phoenix lords only affect units of aspect warriors

IMPERIAL GUARD
1. Orders must be done first before any other shooting, and must be done from most to least senior.
2. Five weapons can shoot out of a chimera hatch
3. Leman Russ executioners can shoot up to five plasma cannon shots a turn
4. Manticores have only 4 shots. Remember to use the salvo rules for barrage scatter.
5. Marbo does not scatter when he appears, and has a demo charge.
6. Valks/Vendettas wings & tail are part of the hull and must be on the table. Lascannons are hull mounted (i.e. 45 degree arc)
7. Units can disembark anywhere within 2" of the base of a valkyrie/vendetta.
8. Commissars make any unit they're attached to LD9 and Stubborn, and are not independent
9. Collosus cannot move and fire, manticores can move up to 6'' and fire but only directly.
10. A Vend/Valk measures distance to an objective from its base (i.e., a vend parked next to an objective on the third floor is not contesting it)

TAU
1. A Pathfinder devifish cannot Outflank without them.
2. Markerlights can only increase BS to 5. Cover save reductions can only applicable to the single selected firing unit. Declare function before shooting.
3. Drones connected to a unit of Firewarriors do count toward squad size
4. Attached Drones effectively follow the rules for defensive weapons on a Tank (despite S5), but use their own BS of 2.
5. Broadsides cannot drop a large blast like a Hammerhead
6. Models using Target Locks have to declare seperate targets before their unit rolls to hit.
7. If a tank is destroyed, any attached drones may not disembark and are destroyed, but do not give an additional Killpoint.
8. Attached drones may disembark during the player movement phase at any point within 2" of the vehicle hull. These units do give kill points.
9. Ethereals only gives the bonus/malus for Leadership Tests to Tau units if they are within LOS to the Ethereal
10. A commander with only gundrones still counts as an IC. In combat the IC + Drones are counted as a single separate unit.

SPACE WOLVES
1. Njal is fethed if SWs go second.
2. Long Fangs have to declare split fire targets before they roll to hit; fangs have 1 base attack.
3. Thunderwolf calvary are LD8
4. Thunderwolf lords have 3 wounds
5. Jaws, living lightning, and murderous hurricane have to roll to hit.
6. Runepriests have 2 wounds and no invulnerable save standard.
7. Depending on the mission Bjorn yields extra kills points or becomes an extra objective when destroyed.
8. Wolf Scouts enter the board on the left table edge on a roll of ‘1’, and the right table edge on a roll of a ‘2’. Only on a roll of 3-6 does the SW player get to choose.
9. If there is more than one RP in the army, they have to be given different powers and different weapon load-outs. The most common weapon load-out being swapping the standard bolt pistol for a boltgun. This way that RP loses an attack in CC for not having two CC weapons.
10.

TYRANIDS
1. Synapse range is 12"
2. Genestealers do not have grenade equivalent for assaulting into cover.
3. Shadow in the Warp has a 12" range and does not affect psykers in vehicles (lolwut!?)
4. The Lictor reserves/teleport homer 'bonuses' rely on it arriving on turn 2, and anything else that wants to use it arriving inTurn 3 or later.
5. No unit has eternal warrior (not even the swarmlord lolwut?) and very few have invulnerable saves.
6. Hive Guard do not need line of sight to shoot, and to get cover you have to be in terrain.
7. The so-called Doom of Malantai is T4 and does not have eternal warrior. Some players consider his point cost to be reasonable.
8.
9.
10.

BLOOD ANGELS
1. Sang priests are ICs
2. Vanguard Veterans have to declare before coming in whether or not they'll intervene.
3. Mephiston is not an IC and he has no invulnerable save.
4. The potential charge range of a Death Company dread in a Storm Raven is 28.5"
5.
6.
7.
8.
9.
10.

CHAOS DEMONS
1. You can not pre-measure the distance to place a unit within 6" of an Icon, you have to guess.
2. Fateweaver is LD 9! All other daemons are LD 10.
3. All daemons (except Soul Grinders) have the Eternal Warrior and Fearless rules.
4. The daemon player does not have to tell you how he splits his army for wave 1&2 until the beginning of his first turn.
5. The changling can only affect 1 unit per turn. He can also force a Psyker them to make a psychic shooting attack.
6. The Masque is a single model unit, not an IC. Has W2 T3 and 3++. Pavane has 18" range, 1d6 movement, and can affect walkers.
7. Movement:Chrushers = infantry. Fiends, Seekers, Hounds, and Mounted Slanesh heralds = beasts. Chariot Tzeentch Heralds and Screamers = Jet Bikes
8. Plague Bearers are natural T5, so may take FNP saves from krak rockets etc.
9. A unit suffers a deepstrike mishap if; within 1" of an enemy, on top of friendly model/impassible terrain, or off the table edge.
10. A model that deepstrikes into difficult terrain must take a dangerous terrain test. Only invulnerable saves apply (no FNP).

Necrons

1. Destroyers and Heavy Destroyers have only a single wound, and a 3+ save.
2. You only ever get 1d armor penetration against a monolith; its very explicit in the codex.
3. Phase out is checked after WBB rolls are made.
4. The Tomb spider is a MC, but has only two wounds and no invul, and is not fleet.
5. Necrons do NOT get a WBB from a sweeping advance
6. A model only gets to make a WBB roll if; 1) There is a live model within 6", or 2) there is another model on the table of the same type, AND a tomb spyder within 12"
7. WBB is not FNP; weapon AP is not a consideration, only weapons that ignore armor saves in CC or attacks that cause instant death will prevent WBB.
8. Necrons can teleport out of CC with veil using deep strike, and by using the monolith (The squad must be partially within 24 inches of the monolith. aka 5 out of a squad of 10 must be within 24 of the monolith). A unit teleported through a monolith portal may re-roll failed WBB rolls, only if the models were eligible in the first place.
9. A monolith can't move if it is stunned, and can't shoot it's Gauss flux arc if it's shaken or stunned. A monolith can't shoot it's Gauss flux arc and particle whip at the same time, nor can a monolith use it's portal and it's particle whip in the same turn.
10. Nightbringer essentially has a lascannon; C'tan have a 4++ invul, are not fleet, do not have eternal warrior and are 300 and 360 points respectively.


Black Templar
1. Yes the Emperor's Champion with "Accept any Challenge" gives the army preffered enemy, but they also MUST assault if they can. This can be avoided by shooting with rapid fire/heavy weapons.
2. All Black Templar units are FEARLESS in assault.
3. Stormshields are now a 3++, but also cost the appropriate 15 pts.
4. Any vehicle (not Speeders) can be given Power of the Machine Spirit. It is also the Power of the Machine Spirit from the current Space Marine Codex.
5. The Emperor's Champion must get into Base to Base with an enemy ICs if his movement allows. Any friendly models in the way move out of the way.
6. Marshals and so (sanctity, reculsiarch, etc) in the HQ squads are not retinues and may not leave the squad, but are always considered IC's.
7. Crusader squads consist of normal marines (Initiates) and scouts (neophytes) and can take a Land Raider Crusader as a Dedicated Transport. LRC can take blessed hull to ignore the Lance rule.
8. Cyclone Missile Launchers are heavy 2 missile launchers. Typhoon Missile Launchers are also 2 missile launchers (but fires as one weapon).
9. Smoke now gives a 4+ cover save not all pens are glances
10. BT units may roll using the Marshal/Castellans leadership should they choose to only if he is alive. Also they must pay for Frag/Krak grenades. Only HQ squads have sergeants

Dark Angels:

1. Attack bikes are scoring units when taken as add-ons to bikers; the same applies to land speeders as part of a Ravenwing Attack Squad.
2. Deep striking terminators do not scatter when within 6'' of bikes (all come standard with beacon). Model must be placed first and then measurements taken.
3. Up to half of the reserved terminator squads may be brought in by deepstrike in turn 1. This does not have to be declared until turn 1.
4. Ravenwing bikes have a scout move. This means that if given first turn, the bikers can move 24'' (12'' scout + 12'' movement) and still fire. (Ye be warned Landraiders).
5. Ravenwing bikers CANNOT turbo boost as their scout move.
6. All terminators and bikers are fearless.
7. Belial makes terminators a troop choice when he enters the army.
8. When taking an apothecary, cyclone and standard bearer with Belial's terminator squad. There are six different model types in the squad. (Creates a wound distribution advantage)
9. Standard provides extra attack to entire squad (Makes for 25 S8 I1 attacks on the charge from this unit)
10. Belial is WS5 with 3W

Space Marines.

1. Chapter tactics over writes combat tactics.
2. Only a captain can take a command squad
3. drop pods cant fire when they arrive
4. drop pod occupants take dangerous terrain if they enter terrain disembarking
5. Special sternguard ammo does not work with pistols only boltguns
6. Vortex of doom hits the librarian on a failure to cast, not perils
7. servo arms strike at strength 8, no modification; relic blades strike at strength 6, no modification
8. gate of infinity is used at the start of the movement phase, so cannot gate a non troop unit in dawn of war
9. units cannot comabt squad while in reserve (2 transports, etc)
10. locator beacons cannot be premeasured to

Sisters of Battle

1. The only long range anti mech firepower in the codex is the Exorcist, disabling the exorcists is key to winning, do this any way you can.
2. Sisters of Battle have a hard time VS mass 2+ saves, they don't have the high volume of shots, or access to a lot of plasma to kill elites. Flamers suffer when there's only 4-5 targets
3. Sisters of Battle excel at short range shooting (within 12 inches). Use this to your advantage and stay back and kite.
4. Immolators can only move 6 and fire their heavy flamers, same with multi melta.
5. If your opponent is running Celestine, chances are they'll run it at your objective and try and contest your obj by bringing her back. Also, she's a very very mean tarpit, do not assault her unless you have to. She is not eternal warrior and is T3
6. Seraphim hand flamers are only str 3 ap 6, they have a 6+ rerollable invul, and they can reroll their wounds with flamers and bolt pistols.
7. Death Cult/Jacobus does not have fleet, do not assault this squad, shoot it to death. Jacobus cult is most likely the nastiest assault unit in the game atm.
8. Dominion squads can outflank, and infiltrate, prepare for this. Also if a character joins the dominion squad, they do lose their scouts rule. Dominions can carry 5 flamers or 5 melta with TL. Take these out as quick as they come on the board.
9. Faith can only be used on the Sister player's turn.
10. Jacobus lets a Sister player reroll the amount of faith points per turn, he DOES NOT allow the player to reroll their faith checks.

This message was edited 66 times. Last update was at 2011/10/12 18:04:51


PROSECUTOR: By now, there have been 34 casualties.

Elena Ceausescu says: Look, and that they are calling genocide.

 
   
Made in us
Lone Wolf Sentinel Pilot





Vacaville, CA

I like how TC Decided the reminders should be 10 yet only listed 4...

"Ideas are more powerful than guns. We would not let our enemies have guns, why should we let them have ideas."

-Joseph Stalin
 
   
Made in au
Esteemed Veteran Space Marine





Australia

Everything but SW and GK
1.Your not as good.

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Made in gb
Blood-Drenched Death Company Marine






BA:

BA MUST re-roll failed reserved when entering play from deep strike via DoA

Sang Priests are independant characters

Land raiders can deepstrike but can mishap like anything else

VVets HAVE to declaire before coming in if they'll intervene or not.

Tau:
yes that 5pt upgrade does give me a 4+ cover save.
   
Made in us
Plaguelord Titan Princeps of Nurgle




Alabama

Phototoxin wrote:BA:

BA MUST re-roll failed reserved when entering play from deep strike via DoA


This is incorrect. The codex specifies that "Any unit with this special rule can re-roll failed reserve rolls if arriving by Deep Strike." Not must.




This message was edited 2 times. Last update was at 2011/09/29 13:52:47


WH40K
Death Guard 5100 pts.
Daemons 3000 pts.

DT:70+S++G+M-B-I--Pw40K90-D++A++/eWD?R++T(D)DM+

28 successful trades in the Dakka Swap Shop! Check out my latest auction here!
 
   
Made in us
Decrepit Dakkanaut






Eternal Plague

Perhaps it is best to let TOs make such decisions regarding rules, and leave it to the players to ask ahead of time how they would interpret the rules of their army based on Codices, FAQs, and other such things.

Remember, there are things such as opinions, but the tourney organizers and their judges turn opinion into law for their events, no matter what you say.

   
Made in us
Shas'ui with Bonding Knife





I wanna go back to New Jersey

Tau:

1.You do not get cover saves from markerlights.
2.Markerlights can only increase BS to 5
3.Drones connected to a unit of Firewarriors DO count toward squad size (E.g. if they make the unit more than 12, they're no getting in the Devilfish)
4.If the vehicle has drones on its turrets, and has moved far enough to shoot only one weapon, the drones can still shoot along with one of the fish's weapons.
5.Broadsides cannot drop a large blast like a Hammerhead
6.Kroot have Leadership 7 without their Shaper
7.Farsight does not permit more than one of anything that isn't Firewarriors, Crisis Suits, or Devilfishes
8.Farsight also does not allow use of Ethereals, Vespid, and Kroot at all
9.Ethereals only gives bonuses to Tau units if they are within LOS to the Ethereal
10.A commander with only gundrones still counts as an independant character, as in he can join/separate from units with his drones.

11.Krootoxes count as 2 units when loading into a transport

This message was edited 1 time. Last update was at 2011/09/29 14:40:54


bonbaonbardlements 
   
Made in us
Major






far away from Battle Creek, Michigan

WarOne wrote:Perhaps it is best to let TOs make such decisions regarding rules, and leave it to the players to ask ahead of time how they would interpret the rules of their army based on Codices, FAQs, and other such things.

Remember, there are things such as opinions, but the tourney organizers and their judges turn opinion into law for their events, no matter what you say.


What nonsense. If TOs want to make rules decisions that disregard FAQs (e.g., NOVA and vendetta bases) that is their discretion. What I'm interested in is creating a useful reference document for players based on the existing rules and FAQs.

PROSECUTOR: By now, there have been 34 casualties.

Elena Ceausescu says: Look, and that they are calling genocide.

 
   
Made in us
Rogue Daemonhunter fueled by Chaos






Toledo, OH

IG:
1) Orders must be done first before any other shooting, and must be done from most to least senior.
2) Five weapons can shoot out of a chimera hatch
3) Leman Russ executioners can shoot up to five plasma cannon shots a turn
4) Artillery is open topped, but hydras and Manticores are not
5) Marbo does not scatter when he appears, and has a demo charge.
6) Valks/Vendettas get a 4+ cover save after a scout move >12"
7) Units can disembark anywhere within 2" of the base of a valkyrie
8) Commissars make any unit they're attached to LD9 and Stubborn, and are not independent
9) Hydras have 72" range
10) Guardsmen have frag grenades, making them S4 against vehicles. Veterans have Krak standard.
   
Made in us
Ork Boy Hangin' off a Trukk





Orks:

1 - If the Ork player is going first, their Deffkopta can assault you with its buzzsaw turn 1. No, I don't care that you're all the way in the corner.
2 - If a battlewagon RAMS, it can roll your vehicle and tank shocks units on the way.
3 - If a battlewagon TANK SHOCKS, it stops in front of any vehicle. They need to declare a direction and a distance before they measure anything.
4 - Ghazghkull gives orks in cars a ~28" charge range, plan accordingly.
5 - Burnas in a battlewagon will ruin your day, but can only burn you if they move 7" or less.
6 - The KFF gives infantry a 5+ and vehicles a 4+. If it's a squadron, half or more of them need to be in range.
7 - Ork vehicles with boarding planks (and someone inside) can make CC attacks on both players' combat phases, and can strike dreadnoughts. No, he doesn't get to swing back.
8 - Lootas are dangerous, but their leadership is tripe. Shoot them enough to force a leadership test and move on.
9 - Boyz are very very dangerous on the charge, but much more managable without. Find a way to charge THEM and you're well on your way to winning.
10 - If a battlewagon EXPLODES your vehicle, it keeps going. This means that if it explodes a transport and has more movement, it probably tank shocks the guys inside, too. Note that this is not true if it merely WRECKS your vehicle.

This message was edited 1 time. Last update was at 2011/10/04 16:43:12


yakface wrote:
Terrible rules-writing no doubt, but given that you basically can't play it RAW in any kind of sensible way lets you know that it can't be right.
 
   
Made in us
Liche Priest Hierophant






An addendum:

warboss_Russ! wrote:Orks:

1 - If the Ork player is going first, their Deffkopta can assault you with its buzzsaw turn 1. No, I don't care that you're all the way in the corner.
2 - If a battlewagon RAMS, it can roll your vehicle, counts as moving cruising speed regardless of actual movement and tank shocks units on the way.
3 - If a battlewagon TANK SHOCKS, it stops in front of any vehicle. They need to declare a direction and a distance before they measure anything.
4 - Ghazghkull gives orks in cars a ~28" charge range, plan accordingly.
5 - Burnas in a battlewagon will ruin your day, but can only burn you if they move 7" or less.
6 - The KFF gives infantry a 5+ and vehicles a 4+. If it's a squadron, half or more of them need to be in range, if it is an infantry troop, only one of them has to be in range- and that means the back of the base is within 6" of the front of the Mek's base.
7 - Ork vehicles with boarding planks (and someone inside) can make CC attacks on both players' combat phases, and can strike dreadnoughts. No, he doesn't get to swing back.
8 - Lootas are dangerous, but their leadership is tripe. Shoot them enough to force a leadership test and move on.
9 - Boyz are very very dangerous on the charge, but much more managable without. Find a way to charge THEM and you're well on your way to winning.
10 - If a battlewagon EXPLODES your vehicle, it keeps going. This means that if it explodes a transport and has more movement, it probably tank shocks the guys inside, too. Note that this is not true if it merely WRECKS your vehicle.

GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.

If yer an Ork, why dont ya WAAAGH!!

M.A.V.- if you liked ChromeHounds, drop by the site and give it a go. Or check out my M.A.V. Oneshots videos on YouTube! 
   
Made in us
Longtime Dakkanaut






For IG and GKs, I think the two things are important so please make room for them in the top 10 if you agree:

GK:

Coteaz's manipulation of Seize the Initiative.

GKGM Grand Strategy allows scoring dreads, and list what it can actually do (I don't know, but it's important and out-of-the-box)

IG:

Officer of the Fleet gives -1 to enemy reserve rolls and can force reroll on outflank. Astropath gives +1 to controlling player's reserve rolls and can option reroll on outflank.

Tier 1 is the new Tactical.

My IDF-Themed Guard Army P&M Blog:

http://www.dakkadakka.com/dakkaforum/posts/list/30/355940.page 
   
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Sinewy Scourge




Grand ol US of A

Dark Eldar

1. While all vehicles are fast, embarked squads can still only fire if they have moved 6" or less. Aerial Acrobatics has no effect.
2. Splinter Cannons on infantry can shoot at assault 4 OR heavy 6 while vehicle MUST use the heavy 6 version.
3. Venoms come with the Flickerfield upgrade standard so just because they didn't declare the upgrade at the begining doesn't mean it isn't there.
4. If a voidraven turboboosts it can still drop its Void Mine. It can also shoot at a different target then the one it dropped its mine on.
5. Haemonculi, Talos, Chronos, Wracks, Grotesques, and Urien DO NOT have fleet.
6. Razorwings and Voidraves are NOT open-topped.
7. Raiders are very pointy thus a crafty DE player can assault 37"-42" (12" deploy, 12" move, 3" pivoting after move, 2" disembark, 1" base size, 6" assault, d6" run) with wyches...plan accordingly.
8. Drugs MUST be rolled for before the game. Duke Sliscus allows two rolls then the DE players choice applies.
9. Only models with Power from Pain get any benefit from pain tokens. So this means that Beasts are unaffected from the token while Beastmasters are not.
10. Models arriving via Duke Sliscus' "Low Orbit Raid" can dissembark from transports to shoot/run. Note that this is different from the vehicle upgrade "Retrofire Jets". This however does not mean that they can assault that turn as they still count as having Deep Striked.

Black Templar
1. Yes the Emperor's Champion with "Accept any Challenge" gives the army preffered enemy, but they also MUST assault if they can. This can be avoided by shooting with rapid fire/heavy weapons.
2. All Black Templar units are FEARLESS in assault.
3. Stormshields are now a 3++, but also cost the appropriate 15 pts.
4. Any vehicle (not Speeders) can be given Power of the Machine Spirit. It is also the Power of the Machine Spirit from the current Space Marine Codex.
5. The Emperor's Champion must get into Base to Base with an enemy ICs if his movement allows. Any friendly models in the way move out of the way.
6. A Marshal/Castellan and a Master of Sanctity/Reclusiarch (Captain and Chaplain) can be joined to a command squad and counts as 1 HQ choice. They are also not ICs as long as the squad is alive.
7. Crusader squads consist of normal marines (Initiates) and scouts (neophytes) and can take a Land Raider Crusader as a Dedicated Transport. LRC can take blessed hull to ignore the Lance rule.
8. Cyclone Missile Launchers are heavy 2 missile launchers. Typhoon Missile Launchers are also 2 missile launchers (but fires as one weapon).
9. Black Templars must test at -1 to their Leadership in order to not shoot at the nearest enemy unit.
10. Smoke now gives a 4+ cover save not all pens are glances
11. I know its an extra but it is kinda important. BT drop pod assault does not allow for first turn arrivals they are reserves as normal.
12. Last one...BT units may roll using the Marshal/Castellans leadership should they choose to only if he is alive. Also they don't have Sergeants or Frag/Krak grenades.

d3m01iti0n wrote:
BT uses the Codex Astartes as toilet paper. They’re an Imp Fist successor, recruit from multiple planets, and are known to be the largest Chapter in the galaxy. They’re on a constant Crusade, keeping it real for the Emperor and not bumming around like the other guys. They hate psykers and can’t ally with them. They’re basically an entire chapter of Chaplains. CC lunatics. What every Space Marine should aspire to be, if not trapped in a Matt Ward nightmare.

 
   
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[MOD]
Madrak Ironhide







Cool list. If any of you can agree that some of these are
definitive, we could make them articles.

DR:70+S+G-MB-I+Pwmhd05#+D++A+++/aWD100R++T(S)DM+++
Get your own Dakka Code!

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Longtime Dakkanaut





I really only have one, it's for necrons (because for some reason this always comes up):

1. The monolith can't use both the particle whip and the teleport portal in the same turn

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Sword-Bearing Inquisitorial Crusader






Sisters of Battle

1. The only long range anti mech firepower in the codex is the Exorcist, disabling the exorcists is key to winning, do this any way you can.
2. Sisters of Battle have a hard time VS mass 2+ saves, they don't have the high volume of shots, or access to a lot of plasma to kill elites. Flamers suffer when there's only 4-5 targets
3. Sisters of Battle excel at short range shooting (within 12 inches). Use this to your advantage and stay back and kite.
4. Immolators can only move 6 and fire their heavy flamers, same with multi melta.
5. If your opponent is running Celestine, chances are they'll run it at your objective and try and contest your obj by bringing her back. Also, she's a very very mean tarpit, do not assault her unless you have to. She is not eternal warrior and is T3
6. Seraphim hand flamers are only str 3 ap 6, they have a 6+ rerollable invul, and they can reroll their wounds with flamers and bolt pistols.
7. Death Cult/Jacobus does not have fleet, do not assault this squad, shoot it to death. Jacobus cult is most likely the nastiest assault unit in the game atm.
8. Dominion squads can outflank, and infiltrate, prepare for this. Also if a character joins the dominion squad, they do lose their scouts rule. Dominions can carry 5 flamers or 5 melta with TL. Take these out as quick as they come on the board.
9. Standard Battle Sisters are now very very weak in CC. They do not have stubborn now unless attached to a character. It's very easy to make them break and run in CC, then sweeping advance, because they're only int 3.
10. Jacobus lets a Sister player reroll the amount of faith points per turn, he DOES NOT allow the player to reroll their faith checks.
11. Faith can only be used on the Sister player's turn.

This message was edited 8 times. Last update was at 2011/10/01 01:41:36


My Sisters Tactica http://www.dakkadakka.com/dakkaforum/posts/list/409339.page
Please read My Tactica if you're new to Sisters or thinking of starting them. For the Emperor!

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Brainy Zoanthrope







Here Goes One Important thing I know:
Tyranids:
1: Although Genestealers do not suffer from instinctive behavior, they still recieve the bonuses if they are within synapse range.

Current Armies:

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Made in us
Mutilatin' Mad Dok





LaLa Land

warboss_Russ! wrote:Orks:

1 - If the Ork player is going first, their Deffkopta can assault you with its buzzsaw turn 1. No, I don't care that you're all the way in the corner.
2 - If a battlewagon RAMS, it can roll your vehicle, counts as moving cruising speed regardless of actual movement and tank shocks units on the way.
3 - If a battlewagon TANK SHOCKS, it stops in front of any vehicle. They need to declare a direction and a distance before they measure anything.
4 - Ghazghkull gives orks in cars a ~28" charge range, plan accordingly.
5 - Burnas in a battlewagon will ruin your day, but can only burn you if they move 7" or less.
6 - The KFF gives infantry a 5+ and vehicles a 4+. If it's a squadron, half or more of them need to be in range.
7 - Ork vehicles with boarding planks (and someone inside) can make CC attacks on both players' combat phases, and can strike dreadnoughts. No, he doesn't get to swing back.
8 - Lootas are dangerous, but their leadership is tripe. Shoot them enough to force a leadership test and move on.
9 - Boyz are very very dangerous on the charge, but much more managable without. Find a way to charge THEM and you're well on your way to winning.
10 - If a battlewagon EXPLODES your vehicle, it keeps going. This means that if it explodes a transport and has more movement, it probably tank shocks the guys inside, too. Note that this is not true if it merely WRECKS your vehicle.


Only thing I want to add here is that any unit with Ghazghkull must always roll for difficult terrain including assaults (I've seen this missed quite a few times)

Team Zero Comp
5th edition tourny record 85-32-16 (2010-12) 6th 18-16-4
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Sword-Bearing Inquisitorial Crusader






Since no one has done it yet.

Necrons

1. Shoot the destroyers first at range, they're only T5 with a 3+ save, considering the amount of damage they do, this should be priority. Destroyers count as jet bikes for ALL purposes.
2. Ignore the Monolith unless you've got str 10, chances are you're going to spend all game bouncing shots off it you could have used to put down destroyers.
3. Necrons are horrible at taking objectives because most take very low troops (never usually more than 3) cripple their troops after killing the destroyers in objective games. Phase out count is usually anywhere from 7-12 models
4. If there is a tomb spider or two kill them first with your heavies. It's only a T6 MC with no invul and 2 wounds. With the tomb spider dead, now if you knock down a whole squad, it stays down (unless within 6 inches of a squad of the same type) Tomb spider's range also, is only 12 inches.
5. Get in CC with Necrons, even if you're a horrible CC army like IG, at long as you have at least 1 power weapon, chances are you'll win combat and sweeping advance the Necrons with their INT 2. Necrons get no WBB from sweeping advance.
6. If there are heavy destroyers, kill them after tomb spiders, they are the only unit to be able to pen armor at long range.
7. Getting vehicles close to Warriors, even in 5th is somewhat devastating sometimes. Enough glances can do some major damage, doesn't matter if it's armor 10, or 14.
8. Necrons can teleport out of CC with veil using deep strike, and by using the monolith (The squad must be partially within 24 inches of the monolith. aka 5 out of a squad of 10 must be within 24 of the monolith). Also using the monolith they can reroll their WBB saves to give them something like an 80% chance for the squad to fully get back up. This is why killing tomb spiders is vital.
9. A monolith can't move if it is stunned, and can't shoot it's Gauss flux arc if it's shaken or stunned. A monolith can't shoot it's Gauss flux arc and particle whip at the same time, nor can a monolith use it's portal and it's particle whip in the same turn.
10. Both of the Ctan die very easily to anything str 7 or above, auto cannons even force a 4+ invul. However, if a Ctan is not near you, don't shoot it, ignore it. They are very slow and take a long time to get anywhere, even when running.

This message was edited 8 times. Last update was at 2011/10/01 01:43:10


My Sisters Tactica http://www.dakkadakka.com/dakkaforum/posts/list/409339.page
Please read My Tactica if you're new to Sisters or thinking of starting them. For the Emperor!

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Veteran Wolf Guard Squad Leader





Space Wolves
1. Everything has counterattack
2. Half of Njal's abilities don't work if going second
3. Njal is pronounced Nigel (cause its funnier that way)
4. TWC are base toughness 5, meaning they don't take a lot of wounds.
5. Everything has counterattack (in case you forgot)
6. Every space wolf army will contain 3 squads of long fangs. Its mandatory just like fire warriors for tau.
7. Wolf Guard terminators cannot join scouts
8. Wolf Guard are not ICs
9. Wolf Standards activate for the NEXT assault phase
10. Everything has counterattack

My 40k Theory Blog
 
   
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Mutilatin' Mad Dok





LaLa Land

@Timmah

You've been on here a long time. I don't believe you missed the most important thing when playing Space wolves! Everything has counter attack

Team Zero Comp
5th edition tourny record 85-32-16 (2010-12) 6th 18-16-4
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Anointed Dark Priest of Chaos






Great idea for a thread.

Very useful.

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Decrepit Dakkanaut






UK

CSM:
1) Lash of Submission is not a psychic shooting attack.
2) Obliterators are Slow and Purposeful, which also means they can move or deep strike and fire a heavy weapon in the same turn.
3) Obliterators do not have Terminator Armour, they simply have a 2+ save as standard and can therefore Sweeping Advance.
4) Plague Marines are T4(5) not T5.
5) Warptime and Gift of Chaos are used at the start of the turn (or turns in the case of Warptime), before movement.
6) Chaos Land Raiders do not have PotMS.
7) Defilers have the Fleet USR.
8) Chaos Terminators are not Fearless.
9) The Chaos Terminator Champion upgrade can be taken on as many terminators as are in the squad, it is not a unqiue squad leader upgrade like Aspiring Champions are.
10) Chaos Space Marines have Bolters, Bolt Pistols, and CCWs as standard.

This message was edited 1 time. Last update was at 2011/10/02 20:50:11


Mandorallen turned back toward the insolently sneering baron. 'My Lord,' The great knight said distantly, 'I find thy face apelike and thy form misshapen. Thy beard, moreover, is an offence against decency, resembling more closely the scabrous fur which doth decorate the hinder portion of a mongrel dog than a proper adornment for a human face. Is it possibly that thy mother, seized by some wild lechery, did dally at some time past with a randy goat?' - Mimbrate Knight Protector Mandorallen.

Excerpt from "Seeress of Kell", Book Five of The Malloreon series by David Eddings.

My deviantART Profile - Pay No Attention To The Man Behind The Madness

"You need not fear us, unless you are a dark heart, a vile one who preys on the innocent; I promise, you can’t hide forever in the empty darkness, for we will hunt you down like the animals you are, and pull you into the very bowels of hell." Iron - Within Temptation 
   
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Growlin' Guntrukk Driver with Killacannon





Pooler, GA

warboss_Russ! wrote:Orks:
2 - If a battlewagon RAMS, it can roll your vehicle, counts as moving cruising speed regardless of actual movement and tank shocks units on the way.

I had a huge debate on the YMTC forum about the speed of any Ramming Vehicle. Pg 68, par 6, line 2, TANKS: Tank Shock!: "The vehicle must move at least combat speed". My argument was that they should be considered as having moved at top speed no matter how far they moved, but I cannot come up with an argument to convince the rules lawyers who think that distance traveled is the absolute measurement of speed. If you have an idea that I haven't tried, please let me know.

I don't write the rules. My ego just lives and dies by them one model at a time. 
   
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Revving Ravenwing Biker





Springfield, Oregon

Reguarding TankShock or Ramming. If the Vehicle doing the attack moves less than Flatout, you may still fire weapons as normal after the tankshock/ram.

Eldar List
#1 Psychic powers are done before any movement, except of course the ones in the shooting phase.
#2 If you get a peril of the warp, you must reroll the successful ghosthelm save unless you fortuned yourself first.
#3 If a peril makes it past the ghost helm, you get your invuln save.
#4 If you have an Embolden Warlock with your Farseer, don't forget to reroll all failed psychic tests and avoid #2 and #3
#5 Begin every List with Eldrad
#6 Harlequins do not roll for moving or assaulting through cover, ever.
#7 Fortune your Avatar
#8 Eldrad is no slouch in CC
#9 Yes Swooping Hawks can bounce off the table right after tossing a pie plate template, if they have Skyleap.
#10 Take cheapest load out for tanks, on average they will be shaken every turn, if you took the stones and holofields.

#11 Note to self, Guiding a vehicle with twin linked weapons is a real waste of a pyschic power.


 
   
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Long-Range Land Speeder Pilot





Bristol

Polonius wrote:IG:
1) Orders must be done first before any other shooting, and must be done from most to least senior.
2) Five weapons can shoot out of a chimera hatch
3) Leman Russ executioners can shoot up to five plasma cannon shots a turn
4) Artillery is open topped, but hydras and Manticores are not
5) Marbo does not scatter when he appears, and has a demo charge.
6) Valks/Vendettas get a 4+ cover save after a scout move >12"
Surely that's if they move over 18" (fast, skimmer rules)
7) Units can disembark anywhere within 2" of the base of a valkyrie
8) Commissars make any unit they're attached to LD9 and Stubborn, and are not independent
9) Hydras have 72" range
10) Guardsmen have frag grenades, making them S4 against vehicles. Veterans have Krak standard.

Armies: Crimson Fists, Orks, Eldar 
   
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Major






far away from Battle Creek, Michigan

CaptainJay. No, they just need to move over 12". It's bike that need to cover 18" I believe.

PROSECUTOR: By now, there have been 34 casualties.

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Deadly Dire Avenger





Wellington, New Zealand

Shadowseer_Kim wrote:Reguarding TankShock or Ramming. If the Vehicle doing the attack moves less than Flatout, you may still fire weapons as normal after the tankshock/ram.

Eldar List
#1 Psychic powers are done before any movement, except of course the ones in the shooting phase.
#2 If you get a peril of the warp, you must reroll the successful ghosthelm save unless you fortuned yourself first.
#3 If a peril makes it past the ghost helm, you get your invuln save.
#4 If you have an Embolden Warlock with your Farseer, don't forget to reroll all failed psychic tests and avoid #2 and #3
#5 Begin every List with Eldrad
#6 Harlequins do not roll for moving or assaulting through cover, ever.
#7 Fortune your Avatar
#8 Eldrad is no slouch in CC
#9 Yes Swooping Hawks can bounce off the table right after tossing a pie plate template, if they have Skyleap.
#10 Take cheapest load out for tanks, on average they will be shaken every turn, if you took the stones and holofields.

#11 Note to self, Guiding a vehicle with twin linked weapons is a real waste of a pyschic power.



No, you can do psychic powers just before shooting phase unless they are shooting attacks and if you pass ghosthelm you don't have to roll it again. That would be a pointless Idea of adding it in. In the codex it says, "If a Farseer suffers a Perils of the warp attack his ghosthelm will prevent it on a D6 roll of 3+." Nuff said, nothing like that in the Eratta or FAQ.

By the way:
#12: Mind War allows the receiving model a cover save.

I dislike Smurfs.




 
   
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Decrepit Dakkanaut






UK

EldarN00b wrote:
Shadowseer_Kim wrote:Reguarding TankShock or Ramming. If the Vehicle doing the attack moves less than Flatout, you may still fire weapons as normal after the tankshock/ram.

Eldar List
#1 Psychic powers are done before any movement, except of course the ones in the shooting phase.
#2 If you get a peril of the warp, you must reroll the successful ghosthelm save unless you fortuned yourself first.
#3 If a peril makes it past the ghost helm, you get your invuln save.
#4 If you have an Embolden Warlock with your Farseer, don't forget to reroll all failed psychic tests and avoid #2 and #3
#5 Begin every List with Eldrad
#6 Harlequins do not roll for moving or assaulting through cover, ever.
#7 Fortune your Avatar
#8 Eldrad is no slouch in CC
#9 Yes Swooping Hawks can bounce off the table right after tossing a pie plate template, if they have Skyleap.
#10 Take cheapest load out for tanks, on average they will be shaken every turn, if you took the stones and holofields.

#11 Note to self, Guiding a vehicle with twin linked weapons is a real waste of a pyschic power.



No, you can do psychic powers just before shooting phase unless they are shooting attacks


Psychic powers page of the Eldar codex: "Unless otherwise noted, these powers work as described in the Psychic Powers section of the Warhammer 40,000 rulebook, and are used at the start of the Eldar turn..."

Emphasis mine. The start of the Eldar turn means the start of the Eldar turn, not the start of the Eldar turn but before shooting.

Mandorallen turned back toward the insolently sneering baron. 'My Lord,' The great knight said distantly, 'I find thy face apelike and thy form misshapen. Thy beard, moreover, is an offence against decency, resembling more closely the scabrous fur which doth decorate the hinder portion of a mongrel dog than a proper adornment for a human face. Is it possibly that thy mother, seized by some wild lechery, did dally at some time past with a randy goat?' - Mimbrate Knight Protector Mandorallen.

Excerpt from "Seeress of Kell", Book Five of The Malloreon series by David Eddings.

My deviantART Profile - Pay No Attention To The Man Behind The Madness

"You need not fear us, unless you are a dark heart, a vile one who preys on the innocent; I promise, you can’t hide forever in the empty darkness, for we will hunt you down like the animals you are, and pull you into the very bowels of hell." Iron - Within Temptation 
   
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Nasty Nob on Warbike with Klaw




Stephens City, VA

Ghenghis Jon wrote:
warboss_Russ! wrote:Orks:
2 - If a battlewagon RAMS, it can roll your vehicle, counts as moving cruising speed regardless of actual movement and tank shocks units on the way.

I had a huge debate on the YMTC forum about the speed of any Ramming Vehicle. Pg 68, par 6, line 2, TANKS: Tank Shock!: "The vehicle must move at least combat speed". My argument was that they should be considered as having moved at top speed no matter how far they moved, but I cannot come up with an argument to convince the rules lawyers who think that distance traveled is the absolute measurement of speed. If you have an idea that I haven't tried, please let me know.


Simply because if you only move 3" that sure as heck isn't 12"

Shadowseer_Kim wrote:Reguarding TankShock or Ramming. If the Vehicle doing the attack moves less than Flatout, you may still fire weapons as normal after the tankshock/ram.

Eldar List
#1 Psychic powers are done before any movement, except of course the ones in the shooting phase.
#2 If you get a peril of the warp, you must reroll the successful ghosthelm save unless you fortuned yourself first.
#3 If a peril makes it past the ghost helm, you get your invuln save.
#4 If you have an Embolden Warlock with your Farseer, don't forget to reroll all failed psychic tests and avoid #2 and #3
#5 Begin every List with Eldrad
#6 Harlequins do not roll for moving or assaulting through cover, ever.
#7 Fortune your Avatar
#8 Eldrad is no slouch in CC
#9 Yes Swooping Hawks can bounce off the table right after tossing a pie plate template, if they have Skyleap.
#10 Take cheapest load out for tanks, on average they will be shaken every turn, if you took the stones and holofields.

#11 Note to self, Guiding a vehicle with twin linked weapons is a real waste of a pyschic power.



#2 is wrong as stated, it's ignored on a 3+ it's not a save so does not need rerolled
#5 agree to disagree; I won't take him @ 1500 I'll run dual autarch
#8 agree to disagree; he kinda is, even with good ws and a PW that wounds on 2's. Been instagibbed so many times.
#10 Wave Serpents will cry if you don't give them spirit stones; as for Falcons/Fire Prisms I've just been giving the HoloFields to much success

   
 
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