Switch Theme:

Faction rules confusion  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Crazed Zealot





My gaming group is just getting into 8th edition 40k and we are very confused about how the key word faction works. We have been looking online and we found bits of info here and there. We think we have it figured out but we want to make sure.

1. How we are reading the rule any model with 1 or more of the same faction keywords can work together, for example you could take Blood Angels units and Grey wolfs units together. Another example would be Battle sisters and imperial guard. This is how we are reading
the rules, we just want to make sure this is right.

2. We could not find much on how mixing units effect cp or anything else. Does mixing units effect that?

3. Is there a chart that shows what armies can work together? I feel that would end a lot of confusion.

Thanks in advanced, I know this question has been asked before and I am sorry, our group just wants to make sure we play by the rules.
   
Made in us
Regular Dakkanaut




1. Since in both examples, both factions share the IMPERIUM keyword, these are valid armies to pair together.

2. Mixing units does not affect CP gain.

3. There's not a chart that I know of but basically here's what you can do:
Imperium - SM, Guard, AdMech, Sisters, Custodes, Assassins, etc
Chaos - CSM, Chaos Demons, Traitor Knights
Orks - Orks
Tau - Tau
Aeldari - Eldar Craftworlds, Dark Eldar, Ynnari
Necrons - Necrons
Tyrannids - Tyrannids, Genstealer Cult
Genestealer Cult - Nids, Genestealer Cult, Guard (there's a special rule for having Genestealer Cult where you can have both Nids and Guard)

Keep in mind, some factions only give their faction bonus if their detachment is PURELY that one specific faction. Example: AdMech only gets Canticles if every unit in the detachment has the <FORGEWORLD> keyword or something like that. SM, CSM, and Grey Knights have something similar.
   
Made in gb
Regular Dakkanaut




1. Yes. As long as all the units share at least one faction keyword, they can be in the same detachment in a battle-forged army. So, in your examples, they'd all be valid under the IMPERIUM keyword.

2. It doesn't affect CPs and so forth. You just need to be battle-forged, so you need to have a faction keyword in common across each detachment.

3. If they have a faction keyword in common, they can be in the same detachment. There's nothing more to 'allies' than that.

Some notes:

- "Battle-forged" isn't the same as "Matched Play". If you want an army that's legal for matched play, all the units in all of your detachments have to have at least one faction keyword in common. In Open and Narrative games, you can include detachments with totally different factions (like AELDARI and IMPERIUM, or even CHAOS and IMPERIUM) to represent tenuous alliances.

- There's no intrinsic disadvantage to mixing the more limited factions (like BLOOD ANGELS and ADEPTA SORORITAS) under the wider umbrellas (IMPERIUM in this case), but it will generally affect how your units synergise, as most abilities only work on the narrowest faction keywords (like individual Space Marine Chapters).

- If you're using a faction with a Codex, you'll also need to be aware of their rules for getting access to their unique faction abilities. For example, your detachment needs to share a <CHAPTER> keyword to get Space Marine Chapter traits. Again, you can mix in other IMPERIUM units, but you'll lose access to faction traits: you exchange flexibility for specialisation.

I hope that helps!
   
Made in us
Major General





Florence, KY

Thommy H wrote:
- "Battle-forged" isn't the same as "Matched Play". If you want an army that's legal for matched play, all the units in all of your detachments have to have at least one faction keyword in common. In Open and Narrative games, you can include detachments with totally different factions (like AELDARI and IMPERIUM, or even CHAOS and IMPERIUM) to represent tenuous alliances.

Battle-forged is listed as an option for Narrative Play (pg. 192), so make sure what rules are in use before the game begins.

'It is a source of constant consternation that my opponents
cannot correlate their innate inferiority with their inevitable
defeat. It would seem that stupidity is as eternal as war.'

- Nemesor Zahndrekh of the Sautekh Dynasty
Overlord of the Crownworld of Gidrim
 
   
Made in gb
Regular Dakkanaut




Yeah, I was just highlighting how Battle-forged and Matched Play quite often get conflated when people explain the way factions and detachments work. You can have a Battle-forged army in any play style, but you must have one for Matched Play.
   
Made in us
Major General





Florence, KY

Thommy H wrote:
Yeah, I was just highlighting how Battle-forged and Matched Play quite often get conflated when people explain the way factions and detachments work. You can have a Battle-forged army in any play style, but you must have one for Matched Play.

And as I noted above, it is an optional rule for Narrative Play. If you decide to use the rule in Narrative Play then you must have a Battle-forged army.

'It is a source of constant consternation that my opponents
cannot correlate their innate inferiority with their inevitable
defeat. It would seem that stupidity is as eternal as war.'

- Nemesor Zahndrekh of the Sautekh Dynasty
Overlord of the Crownworld of Gidrim
 
   
Made in us
Crazed Zealot





Thanks for all the help. The guys are now all hitting the books seeing what combinations of units from different armies that can work well together. Cant wait to see that on the table.
   
Made in gb
Repentia Mistress





Glasgow, UK

Just wanted to thank Sly191 for posting this as i have similar issues getting my head around chapter approved with my sisters
   
Made in gb
Regular Dakkanaut





Hi all,

Still scratching my head with this one. Are we saying that if I were to take an entirely Drukhari force led by a Farseer rather than an Archon, the army is both legal and my Drukhari force still benefits from power from pain?

If so, can my Farseer ride in a Venom for example?
   
Made in gb
Wight Lord with the Sword of Kings






UK

Sumilidon wrote:
Hi all,

Still scratching my head with this one. Are we saying that if I were to take an entirely Drukhari force led by a Farseer rather than an Archon, the army is both legal and my Drukhari force still benefits from power from pain?

If so, can my Farseer ride in a Venom for example?


Yes to the first - but he could not have a Dukhari Relic althouhg he could have a Craftworld one.

No because the Venom defines who can use it as a transport in its own rules,

"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos

"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001

www.dakkadakka.com/dakkaforum/posts/list/528517.page

A Bloody Road - my Warhammer Fantasy Fiction 
   
Made in gb
Regular Dakkanaut





 Mr Morden wrote:
Sumilidon wrote:
Hi all,

Still scratching my head with this one. Are we saying that if I were to take an entirely Drukhari force led by a Farseer rather than an Archon, the army is both legal and my Drukhari force still benefits from power from pain?

If so, can my Farseer ride in a Venom for example?


Yes to the first - but he could not have a Dukhari Relic althouhg he could have a Craftworld one.

No because the Venom defines who can use it as a transport in its own rules,


Great, thanks. I'm just not keen on the Drukhari HQ so likely I'd just switch to either a Farseer on bike or an Autarch on bike but was worried they would cause the rest of the army to lose their faction benefits
   
Made in gb
Sneaky Lictor



UK

Can Brood Brother regiment take Questor Imperialis?

Just because Astra Militarum regiment detachment is imperium keyword and can take a lord of Wars like Questor Imperialis in detachment.
Brood Brother is not Tyranids Keyword and it is just one of Astra Militarum’s regiment just like Cadia and Catachan.

My W40K armys 6000+ 2000 4000+ 2500 3000+ 1500 500 5 Imperial Knight 200+ 500+ 
   
Made in gb
Wight Lord with the Sword of Kings






UK

Sumilidon wrote:
 Mr Morden wrote:
Sumilidon wrote:
Hi all,

Still scratching my head with this one. Are we saying that if I were to take an entirely Drukhari force led by a Farseer rather than an Archon, the army is both legal and my Drukhari force still benefits from power from pain?

If so, can my Farseer ride in a Venom for example?


Yes to the first - but he could not have a Dukhari Relic althouhg he could have a Craftworld one.

No because the Venom defines who can use it as a transport in its own rules,


Great, thanks. I'm just not keen on the Drukhari HQ so likely I'd just switch to either a Farseer on bike or an Autarch on bike but was worried they would cause the rest of the army to lose their faction benefits


You would keep Power from Pain for those units that have it , The Farseer would not get it though and oculd not choose the Drukhari Warlord Traits/ Relic and could not have the Drukhari strategm played on him.

"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos

"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001

www.dakkadakka.com/dakkaforum/posts/list/528517.page

A Bloody Road - my Warhammer Fantasy Fiction 
   
Made in gb
Gargantuan Gargant





Solidcrash wrote:
Can Brood Brother regiment take Questor Imperialis?

Just because Astra Militarum regiment detachment is imperium keyword and can take a lord of Wars like Questor Imperialis in detachment.
Brood Brother is not Tyranids Keyword and it is just one of Astra Militarum’s regiment just like Cadia and Catachan.
You cannot. None of the Knights have Astra Millitarum as a keyword.

Disclaimer: My YMDC answers are from a "What the rules, as written in the rulebook, actually say" perspective, not a "What I wish the rules said" perspective.
Because some people get their knickers in a twist, I'll list these RaW 'oddities' in my sig. Sadly GW's promise of fixing their broken rules has itself been broken. RaW you cannot advance and then fire assault weapons, you can't shoot pistols if within 1" of an enemy; "minimum" ranges don't work; Seraphim have to re-roll saves that "fail" pre-re-roll; the game simply breaks if you ever have more than one wounded model in a unit; the game also breaks if a single rule ever tries to do multiple things simultaneously; Khârn punches himself in the face if he's not near some meatshields; Librarians on Bikes are locked to the Index power list, Howling Banshees can't declare a charge further than 12"; Spore Mines have an infinite range; Shroudpsalm technically doesn't do anything, only enemy models, not friendly models, have permission to move on top of a Skyshield Landing Pad; T'au have access to stackable Ignore Wounds (albeit against Mortal Wounds only); the T'au Early Warning Override Support System only works if a unit is "teleporting to the battlefield", not just arriving mid-battle; you can only ever use the Deathwatch Teleportarium Stratagem "once", and then never again in any battle after you use it; if a model splits fire, each weapon must target a different unit; a Tyrant Guard with Lashwhip can absorb an infinite amount of damage via Shieldwall between the time they die and the time they fight; Chapter Tactics on Successor Chapters don't actually do anything; Codex Leman Russ's can take an infinite amount of Hunter-Killer Missiles, Storm Bolters and Heavy Stubbers; Imothekh's 'Lord of the Storm' ability hits the "target unit" twice; "Airborne" units can't be charged by non-FLY units, but can be Heroically Intervened into, piled into, or consolidated into just fine by non-FLY units; Wave Serpents cannot be legally charged at by any model with a standard base; and Slab Shields, along with the 'Take Cover!' stratagem no longer have any effect.
--- Mathhammer tables for 2D6 and 3D6 Charging with various re-roll abilities --- Stylus CSS theme for DakkaDakka forums to hide black avatar background and fully hide ignored users. --- 
   
Made in gb
Sneaky Lictor



UK

I didn’t said genestealers cult ally, just change name of regiment and name of household.

Astra Militirum is Imperium and Knights are also Imperirum.
They both are same factions.

How keyword are work was confused.

My W40K armys 6000+ 2000 4000+ 2500 3000+ 1500 500 5 Imperial Knight 200+ 500+ 
   
Made in gb
Gargantuan Gargant





Solidcrash wrote:
I didn’t said genestealers cult ally, just change name of regiment and name of household.

Astra Militirum is Imperium and Knights are also Imperirum.
They both are same factions.

How keyword are work was confused.
From the Designers commentary:
Q: If I create an Astra Militarum Regiment of my own and name them, for example, the ‘Emperor’s Finest’, and I then also create an Adeptus Astartes Chapter of my own choosing, and also call them the ‘Emperor’s Finest’, do the abilities that work on the <Regiment> and/or <Chapter> keywords now work on both the Astra Militarum and Adeptus Astartes units?

A: No.

The intent of naming Regiments, Chapters, etc. of your own creation is to personalise your collections and not to enable players to circumvent the restrictions on what abilities affect what units. It is also not intended to circumvent the restrictions on which units are able to be included in the same Detachment.


Brood Brothers doesn't let you include Imperium units, it lets you include Astra Militarum units.

This message was edited 2 times. Last update was at 2017/12/30 18:42:16


Disclaimer: My YMDC answers are from a "What the rules, as written in the rulebook, actually say" perspective, not a "What I wish the rules said" perspective.
Because some people get their knickers in a twist, I'll list these RaW 'oddities' in my sig. Sadly GW's promise of fixing their broken rules has itself been broken. RaW you cannot advance and then fire assault weapons, you can't shoot pistols if within 1" of an enemy; "minimum" ranges don't work; Seraphim have to re-roll saves that "fail" pre-re-roll; the game simply breaks if you ever have more than one wounded model in a unit; the game also breaks if a single rule ever tries to do multiple things simultaneously; Khârn punches himself in the face if he's not near some meatshields; Librarians on Bikes are locked to the Index power list, Howling Banshees can't declare a charge further than 12"; Spore Mines have an infinite range; Shroudpsalm technically doesn't do anything, only enemy models, not friendly models, have permission to move on top of a Skyshield Landing Pad; T'au have access to stackable Ignore Wounds (albeit against Mortal Wounds only); the T'au Early Warning Override Support System only works if a unit is "teleporting to the battlefield", not just arriving mid-battle; you can only ever use the Deathwatch Teleportarium Stratagem "once", and then never again in any battle after you use it; if a model splits fire, each weapon must target a different unit; a Tyrant Guard with Lashwhip can absorb an infinite amount of damage via Shieldwall between the time they die and the time they fight; Chapter Tactics on Successor Chapters don't actually do anything; Codex Leman Russ's can take an infinite amount of Hunter-Killer Missiles, Storm Bolters and Heavy Stubbers; Imothekh's 'Lord of the Storm' ability hits the "target unit" twice; "Airborne" units can't be charged by non-FLY units, but can be Heroically Intervened into, piled into, or consolidated into just fine by non-FLY units; Wave Serpents cannot be legally charged at by any model with a standard base; and Slab Shields, along with the 'Take Cover!' stratagem no longer have any effect.
--- Mathhammer tables for 2D6 and 3D6 Charging with various re-roll abilities --- Stylus CSS theme for DakkaDakka forums to hide black avatar background and fully hide ignored users. --- 
   
Made in us
Repentia Mistress




Tacoma, WA, USA

There are a lot of layers to army construction in 8th Edition. Here's a high level overview:

Army Types:
Non-Battle-forged: An army of any units you wish to use. There are no special benefits to this type of army.
Battle-Forged Army: An army where all units are organized into detachments. Detachments have minimum and maximum unit allotments from the different Battlefield roles and generally require all units in them to share one Faction Keyword. The broadest Faction Keywords are Aeldari, Chaos, Imperium, Necron, Ork, Tau, and Tyriand. Battle-forged armies gain Command Points and access to Stratagems.

Play Types:
Open Play: Any Army Type can be used.
Narrative Play: Any Army Type can be used.
Matched Play: Army must be Battle-Forged and models must share a single Keyword or be Unaligned (example all units are Imperium or Unaligned).

Detachment Types:
Faction Detachments: Most factions have the option of creating a Faction Detachment based around specific Keywords in a Battleforged Army. If all models in the detachments share a specific Keyword, the detachment is a "Faction" Detachment and gain access to a number of special rules including additional Warlord Traits, Strategems, Artifacts, and subfaction rules. For example, if all models in a Detachment share the same Chaos Space Marine Legion Faction Rule, they are a Chaos Space Marine detachment and gain various bonuses.
Mixed Detachments: Detachments that don't qualify as Faction Detachments, generally because they contain models that only share the most basic of Faction Keywords.


   
Made in gb
Sneaky Lictor



UK

Remind, there are no Tyranids or Genestealers cult. Just name of Regiment. And there are no lord of war slot in most of detachment other than super heavy detachment, super heavy auxiliary detachment and supreme command detachment.

Is this list are illegal?

+++ Brood Brothers (Warhammer 40,000 8th Edition) [79 PL, 1441pts] +++

++ Patrol Detachment (Imperium - Astra Militarum) ++

+ HQ +

Company Commander: Chainsword, Laspistol
. Categories: Astra Militarum, Imperium, (BROOD BROTHERS), Character, Infantry, Company Commander, Officer, HQ

+ Troops +

Infantry Squad: 9x Guardsman
. Categories: (BROOD BROTHERS), Astra Militarum, Imperium, Infantry, Infantry Squad, Troops
. Sergeant: Laspistol

Infantry Squad: 9x Guardsman
. Categories: (BROOD BROTHERS), Astra Militarum, Imperium, Infantry, Infantry Squad, Troops
. Sergeant: Laspistol

+ No Force Org Slot +

Regiment: Astra Millitarum/Imperium
. Categories: No Force Org Slot

++ Super-Heavy Detachment +3CP (Imperium - Imperial Knights) ++

+ Lord of War +

Knight Crusader: Avenger gatling cannon, Heavy flamer, Heavy stubber, Thermal cannon
. Categories: Faction: <Household>, Faction: Imperium, Knight Crusader, Lord of War, Faction: Questor Imperialis, Titanic, Vehicle

Knight Errant: Heavy stubber, Reaper chainsword, Thermal cannon
. Categories: Faction: <Household>, Faction: Imperium, Lord of War, Faction: Questor Imperialis, Titanic, Vehicle, Knight Errant

Knight Gallant: Heavy stubber, Reaper chainsword, Thunderstrike gauntlet
. Categories: Faction: <Household>, Faction: Imperium, Lord of War, Faction: Questor Imperialis, Titanic, Vehicle, Knight Gallant


 alextroy wrote:
There are a lot of layers to army construction in 8th Edition. Here's a high level overview:

(Snip)
Mixed Detachments: Detachments that don't qualify as Faction Detachments, generally because they contain models that only share the most basic of Faction Keywords.



Bingo.

This message was edited 1 time. Last update was at 2017/12/30 19:12:56


My W40K armys 6000+ 2000 4000+ 2500 3000+ 1500 500 5 Imperial Knight 200+ 500+ 
   
Made in gb
Gargantuan Gargant





No, it is not legal. The Knight Detachment does not share a faction keyword with the Genestealer Cult Detachment.

Disclaimer: My YMDC answers are from a "What the rules, as written in the rulebook, actually say" perspective, not a "What I wish the rules said" perspective.
Because some people get their knickers in a twist, I'll list these RaW 'oddities' in my sig. Sadly GW's promise of fixing their broken rules has itself been broken. RaW you cannot advance and then fire assault weapons, you can't shoot pistols if within 1" of an enemy; "minimum" ranges don't work; Seraphim have to re-roll saves that "fail" pre-re-roll; the game simply breaks if you ever have more than one wounded model in a unit; the game also breaks if a single rule ever tries to do multiple things simultaneously; Khârn punches himself in the face if he's not near some meatshields; Librarians on Bikes are locked to the Index power list, Howling Banshees can't declare a charge further than 12"; Spore Mines have an infinite range; Shroudpsalm technically doesn't do anything, only enemy models, not friendly models, have permission to move on top of a Skyshield Landing Pad; T'au have access to stackable Ignore Wounds (albeit against Mortal Wounds only); the T'au Early Warning Override Support System only works if a unit is "teleporting to the battlefield", not just arriving mid-battle; you can only ever use the Deathwatch Teleportarium Stratagem "once", and then never again in any battle after you use it; if a model splits fire, each weapon must target a different unit; a Tyrant Guard with Lashwhip can absorb an infinite amount of damage via Shieldwall between the time they die and the time they fight; Chapter Tactics on Successor Chapters don't actually do anything; Codex Leman Russ's can take an infinite amount of Hunter-Killer Missiles, Storm Bolters and Heavy Stubbers; Imothekh's 'Lord of the Storm' ability hits the "target unit" twice; "Airborne" units can't be charged by non-FLY units, but can be Heroically Intervened into, piled into, or consolidated into just fine by non-FLY units; Wave Serpents cannot be legally charged at by any model with a standard base; and Slab Shields, along with the 'Take Cover!' stratagem no longer have any effect.
--- Mathhammer tables for 2D6 and 3D6 Charging with various re-roll abilities --- Stylus CSS theme for DakkaDakka forums to hide black avatar background and fully hide ignored users. --- 
   
Made in us
Repentia Mistress




Tacoma, WA, USA

Not for Matched Play, per the Brood Brothers Rule in the Index: Xenos 2 FAQ:

Page 112 – Brood Brothers
Change this rule to read:
‘The influence of a Genestealer Cult permeates all aspects of a society, including any Astra Militarum regiments stationed on their world. To represent the elements of such forces that have been subverted by a cult, you can include Astra Militarum units and Genestealer Cults units in the same matched play army, even though these units don’t have any Faction keywords in common. However, you can only include one Astra Militarum Detachment (one in which every unit has the Astra Militarum keyword) in a Battleforged army for each Genestealer Cult Detachment (one in which every unit has the Genestealer Cults keyword) in that army and every unit in the Astra Militarum Detachment that has the <<Regiment>> keyword must replace it in every instance on its datasheet with Brood Brothers (you cannot include any Astra Militarum named characters in such Detachments). In such cases, simply ignore the Astra Militarum units when choosing your army’s Faction.’


In this case, you are only allowed a Brood Brothers Detachment in combination with a Genestealer Cults Detachment. You may also then include a Tyranid detachment (mixed or pure) since you get to ignore Astra Miltarium units when choosing your Faction.

This message was edited 1 time. Last update was at 2017/12/30 19:27:23


 
   
Made in gb
Sneaky Lictor



UK

Please re-read my last post. Slowly.

My W40K armys 6000+ 2000 4000+ 2500 3000+ 1500 500 5 Imperial Knight 200+ 500+ 
   
Made in gb
Gargantuan Gargant





Solidcrash wrote:
Please re-read my last post. Slowly.
We did. Your list is still illegal for matched play.

Disclaimer: My YMDC answers are from a "What the rules, as written in the rulebook, actually say" perspective, not a "What I wish the rules said" perspective.
Because some people get their knickers in a twist, I'll list these RaW 'oddities' in my sig. Sadly GW's promise of fixing their broken rules has itself been broken. RaW you cannot advance and then fire assault weapons, you can't shoot pistols if within 1" of an enemy; "minimum" ranges don't work; Seraphim have to re-roll saves that "fail" pre-re-roll; the game simply breaks if you ever have more than one wounded model in a unit; the game also breaks if a single rule ever tries to do multiple things simultaneously; Khârn punches himself in the face if he's not near some meatshields; Librarians on Bikes are locked to the Index power list, Howling Banshees can't declare a charge further than 12"; Spore Mines have an infinite range; Shroudpsalm technically doesn't do anything, only enemy models, not friendly models, have permission to move on top of a Skyshield Landing Pad; T'au have access to stackable Ignore Wounds (albeit against Mortal Wounds only); the T'au Early Warning Override Support System only works if a unit is "teleporting to the battlefield", not just arriving mid-battle; you can only ever use the Deathwatch Teleportarium Stratagem "once", and then never again in any battle after you use it; if a model splits fire, each weapon must target a different unit; a Tyrant Guard with Lashwhip can absorb an infinite amount of damage via Shieldwall between the time they die and the time they fight; Chapter Tactics on Successor Chapters don't actually do anything; Codex Leman Russ's can take an infinite amount of Hunter-Killer Missiles, Storm Bolters and Heavy Stubbers; Imothekh's 'Lord of the Storm' ability hits the "target unit" twice; "Airborne" units can't be charged by non-FLY units, but can be Heroically Intervened into, piled into, or consolidated into just fine by non-FLY units; Wave Serpents cannot be legally charged at by any model with a standard base; and Slab Shields, along with the 'Take Cover!' stratagem no longer have any effect.
--- Mathhammer tables for 2D6 and 3D6 Charging with various re-roll abilities --- Stylus CSS theme for DakkaDakka forums to hide black avatar background and fully hide ignored users. --- 
   
Made in us
Blood-Drenched Death Company Marine




Little Rock, Arkansas

 BaconCatBug wrote:
Solidcrash wrote:
Please re-read my last post. Slowly.
We did. Your list is still illegal for matched play.


Uhhh did I miss something? His list is just IG and knights. That's all imperium. How is that not legal for MP?

20000+ points
Tournament reports:
1234567 
   
Made in gb
Sneaky Lictor



UK

 niv-mizzet wrote:
 BaconCatBug wrote:
Solidcrash wrote:
Please re-read my last post. Slowly.
We did. Your list is still illegal for matched play.


Uhhh did I miss something? His list is just IG and knights. That's all imperium. How is that not legal for MP?


We got a winner!

My W40K armys 6000+ 2000 4000+ 2500 3000+ 1500 500 5 Imperial Knight 200+ 500+ 
   
Made in gb
Gargantuan Gargant





niv-mizzet wrote:Uhhh did I miss something? His list is just IG and knights. That's all imperium. How is that not legal for MP?
Solidcrash wrote:We got a winner!

You can't use the Brood Brothers rule without some GSC models.

"To represent the elements of such forces that have been subverted by a cult, you can include Astra Militarum units and Genestealer Cults units in the same matched play army, even though these units don’t have any Faction keywords in common."

You can't just give Brood Brothers to an AM detachment out of nowhere, you need both a GSC and an AM detachment, at which point the Knights cannot be taken.

So please, try reading the rules before making wild declarations or "gotchas".

This message was edited 4 times. Last update was at 2017/12/30 19:46:54


Disclaimer: My YMDC answers are from a "What the rules, as written in the rulebook, actually say" perspective, not a "What I wish the rules said" perspective.
Because some people get their knickers in a twist, I'll list these RaW 'oddities' in my sig. Sadly GW's promise of fixing their broken rules has itself been broken. RaW you cannot advance and then fire assault weapons, you can't shoot pistols if within 1" of an enemy; "minimum" ranges don't work; Seraphim have to re-roll saves that "fail" pre-re-roll; the game simply breaks if you ever have more than one wounded model in a unit; the game also breaks if a single rule ever tries to do multiple things simultaneously; Khârn punches himself in the face if he's not near some meatshields; Librarians on Bikes are locked to the Index power list, Howling Banshees can't declare a charge further than 12"; Spore Mines have an infinite range; Shroudpsalm technically doesn't do anything, only enemy models, not friendly models, have permission to move on top of a Skyshield Landing Pad; T'au have access to stackable Ignore Wounds (albeit against Mortal Wounds only); the T'au Early Warning Override Support System only works if a unit is "teleporting to the battlefield", not just arriving mid-battle; you can only ever use the Deathwatch Teleportarium Stratagem "once", and then never again in any battle after you use it; if a model splits fire, each weapon must target a different unit; a Tyrant Guard with Lashwhip can absorb an infinite amount of damage via Shieldwall between the time they die and the time they fight; Chapter Tactics on Successor Chapters don't actually do anything; Codex Leman Russ's can take an infinite amount of Hunter-Killer Missiles, Storm Bolters and Heavy Stubbers; Imothekh's 'Lord of the Storm' ability hits the "target unit" twice; "Airborne" units can't be charged by non-FLY units, but can be Heroically Intervened into, piled into, or consolidated into just fine by non-FLY units; Wave Serpents cannot be legally charged at by any model with a standard base; and Slab Shields, along with the 'Take Cover!' stratagem no longer have any effect.
--- Mathhammer tables for 2D6 and 3D6 Charging with various re-roll abilities --- Stylus CSS theme for DakkaDakka forums to hide black avatar background and fully hide ignored users. --- 
   
Made in gb
Sneaky Lictor



UK

Just because of name in keyword, if somebody put in what they like - create their own name of [REGIMENT] or [CHAPTER] whatever they like and everything is blew up.

Just like what I just did, I named my Astra Militirum [BROOD BROTHERS] for Regiment without use Genestealers Cult special rule.

Everything just went wrong.


My W40K armys 6000+ 2000 4000+ 2500 3000+ 1500 500 5 Imperial Knight 200+ 500+ 
   
Made in gb
Gargantuan Gargant





Solidcrash wrote:
Just because of name in keyword, if somebody put in what they like - create their own name of [REGIMENT] or [CHAPTER] whatever they like and everything is blew up.

Just like what I just did, I named my Astra Militirum [BROOD BROTHERS] for Regiment without use Genestealers Cult special rule.

Everything just went wrong.

You can't pick Brood Brothers due to the designers commentary, even if you aren't planning on using the special rules.

Disclaimer: My YMDC answers are from a "What the rules, as written in the rulebook, actually say" perspective, not a "What I wish the rules said" perspective.
Because some people get their knickers in a twist, I'll list these RaW 'oddities' in my sig. Sadly GW's promise of fixing their broken rules has itself been broken. RaW you cannot advance and then fire assault weapons, you can't shoot pistols if within 1" of an enemy; "minimum" ranges don't work; Seraphim have to re-roll saves that "fail" pre-re-roll; the game simply breaks if you ever have more than one wounded model in a unit; the game also breaks if a single rule ever tries to do multiple things simultaneously; Khârn punches himself in the face if he's not near some meatshields; Librarians on Bikes are locked to the Index power list, Howling Banshees can't declare a charge further than 12"; Spore Mines have an infinite range; Shroudpsalm technically doesn't do anything, only enemy models, not friendly models, have permission to move on top of a Skyshield Landing Pad; T'au have access to stackable Ignore Wounds (albeit against Mortal Wounds only); the T'au Early Warning Override Support System only works if a unit is "teleporting to the battlefield", not just arriving mid-battle; you can only ever use the Deathwatch Teleportarium Stratagem "once", and then never again in any battle after you use it; if a model splits fire, each weapon must target a different unit; a Tyrant Guard with Lashwhip can absorb an infinite amount of damage via Shieldwall between the time they die and the time they fight; Chapter Tactics on Successor Chapters don't actually do anything; Codex Leman Russ's can take an infinite amount of Hunter-Killer Missiles, Storm Bolters and Heavy Stubbers; Imothekh's 'Lord of the Storm' ability hits the "target unit" twice; "Airborne" units can't be charged by non-FLY units, but can be Heroically Intervened into, piled into, or consolidated into just fine by non-FLY units; Wave Serpents cannot be legally charged at by any model with a standard base; and Slab Shields, along with the 'Take Cover!' stratagem no longer have any effect.
--- Mathhammer tables for 2D6 and 3D6 Charging with various re-roll abilities --- Stylus CSS theme for DakkaDakka forums to hide black avatar background and fully hide ignored users. --- 
   
Made in gb
Sneaky Lictor



UK

@Sly191
AlexTroy was spot on, but there are a restriction for named faction like Cadia and Dark Angel ( and many named factions ) but if you create your own [KEYWORDS] and many other keywords with <> but there are restrict that you cannot use any named [KEYWORDS] special rule or extra stuff whatever. You can name your Eldar [BLOOD ANGEL] but you cannot use Blood Angel and Eldar’s named clans ( what it called? I am not Eldar..) bonus/rule/relic/whatever it giveaway. But you use normal Eldar special rule instead.

My [regiment] Astra Militirum cannot use Cadia’s named character and it Regiment special rule until I name my regiment [Cadia] but if I name my Astra Militirum Regiment [CHAO] and it still imperium and loyal and do not become CHAO factions.

Confused, I know.

My W40K armys 6000+ 2000 4000+ 2500 3000+ 1500 500 5 Imperial Knight 200+ 500+ 
   
Made in ca
Been Around the Block




With the list given, my call would be.
No, the list isn't legal, as the Knights don't have a household.
Unless you're <Household> is actually Household. Then, completely legal.
   
Made in gb
Gargantuan Gargant





Korbee11 wrote:
With the list given, my call would be.
No, the list isn't legal, as the Knights don't have a household.
Unless you're <Household> is actually Household. Then, completely legal.
Your call is objectively wrong. It's not legal due to using BROOD BROTHERS as a <REGIMENT>.

Disclaimer: My YMDC answers are from a "What the rules, as written in the rulebook, actually say" perspective, not a "What I wish the rules said" perspective.
Because some people get their knickers in a twist, I'll list these RaW 'oddities' in my sig. Sadly GW's promise of fixing their broken rules has itself been broken. RaW you cannot advance and then fire assault weapons, you can't shoot pistols if within 1" of an enemy; "minimum" ranges don't work; Seraphim have to re-roll saves that "fail" pre-re-roll; the game simply breaks if you ever have more than one wounded model in a unit; the game also breaks if a single rule ever tries to do multiple things simultaneously; Khârn punches himself in the face if he's not near some meatshields; Librarians on Bikes are locked to the Index power list, Howling Banshees can't declare a charge further than 12"; Spore Mines have an infinite range; Shroudpsalm technically doesn't do anything, only enemy models, not friendly models, have permission to move on top of a Skyshield Landing Pad; T'au have access to stackable Ignore Wounds (albeit against Mortal Wounds only); the T'au Early Warning Override Support System only works if a unit is "teleporting to the battlefield", not just arriving mid-battle; you can only ever use the Deathwatch Teleportarium Stratagem "once", and then never again in any battle after you use it; if a model splits fire, each weapon must target a different unit; a Tyrant Guard with Lashwhip can absorb an infinite amount of damage via Shieldwall between the time they die and the time they fight; Chapter Tactics on Successor Chapters don't actually do anything; Codex Leman Russ's can take an infinite amount of Hunter-Killer Missiles, Storm Bolters and Heavy Stubbers; Imothekh's 'Lord of the Storm' ability hits the "target unit" twice; "Airborne" units can't be charged by non-FLY units, but can be Heroically Intervened into, piled into, or consolidated into just fine by non-FLY units; Wave Serpents cannot be legally charged at by any model with a standard base; and Slab Shields, along with the 'Take Cover!' stratagem no longer have any effect.
--- Mathhammer tables for 2D6 and 3D6 Charging with various re-roll abilities --- Stylus CSS theme for DakkaDakka forums to hide black avatar background and fully hide ignored users. --- 
   
 
Forum Index » 40K You Make Da Call
Go to: