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Made in gb
Been Around the Block




i have a few clarifications as the warhammer rules are as clear as mud and there are lots of little rules such as re-rolls of 2's on a Tuesday while eating a burrito and within 6inch of a chihuahua.

so..

1.Mortal wounds, if inflicted there is no roll to wound etc and effectively a single wound space marine with basic Armour dies.

- but, what about invulnerable saves
- and what about disgustingly resilient?

2.The second topic is pistols / combat now say a unit is engaged in combat, and survives that turn and its your next so you start the turn in combat, Do the models with pistols get to fire in the shooting phase before attacking again?

3.Combat - if 4 of my models can reach with the charge but the remaining 2 can't is it only the 4 that get to attack or all 6?

4.Power fists / combat for arguments sake, i have a power fist it does one attack, it hits, & wounds a plague marine. They fail their Armour roll and the subsequent damge on the D3 is 3, does the plague marine roll 3 dice for disgustingly resilient or one?

5. Powerfist / combat part2 lets say its one marine with a power fist with 1 attack vs a few pox walkers, he hits, & wounds and there are no saves of course. again the D3 damage is 3, so does that 1 attack now mean the player has to take three DR rolls or just one? afterall the guy is only hitting one person, or do the wounds just get allocated throughout the unit??

6. accumulation of +1 attacks does it stack, i.e. if a character adds +1 attacks to friendly's and you had two characters does it stack to +2

7. turns first of all is it correct to play as follows;

Player one
Moves
Psychic phases (Dispell from player two)
Shoots
assault (player two fights back)
moral

then its player twos go

but if P2 fights back do they get to fight back twice in the following scenario;
a single space marine is attacked by a squad of 10 poxwalkers, and another squad of 10 poxwalkers, would he fight back against both?

8. Squads HQs etc in the world of old warhammer you could only have 1hq per troop etc etc, now what are the rules here, can anyone explain it like they would to a 4 yr old, because i'm lost?

9. Invulnerable saves this is a choice right, Armour OR invulnerable save, but the failure of both still allows a disgustingly resilient roll right?

10. Rapid fire / assualt / heavy if anyone could clarify what exactly can move and shoot that would be nice, i know heavy is a nono, but rapid fire is a grey zone

11. Grenades when can you use them, how? i mean is it a choice, gun or grenade? or is it pistol shoot, grenade, then get your axe out and charge kinda thing?

sorry for the questions, The rule book is extremely thick, yet the rules only fill 2 pages and make no sense, the rest of the book is full of waffle, same with the codex's there are many contradictions and bi-rules to remember such as re-rolling failed charges because your within 6" of a someone who once had breakfast with the emperor on a sunny Thursday morning in Kent.









Automatically Appended Next Post:
oh yeah one other question, i was watching a YouTube battle and one guy had space wolves vs death guard, and he said they always hit on 2+ because they're space wolves, i havent read that anywhere??

This message was edited 1 time. Last update was at 2020/04/07 14:13:49


 
   
Made in us
Shadowy Grot Kommittee Memba






Wolfboy wrote:
i have a few clarifications as the warhammer rules are as clear as mud and there are lots of little rules such as re-rolls of 2's on a Tuesday while eating a burrito and within 6inch of a chihuahua.

so..

1.Mortal wounds, if inflicted there is no roll to wound etc and effectively a single wound space marine with basic Armour dies.

- but, what about invulnerable saves
- and what about disgustingly resilient?

mortal wounds explicitly ignore standard saves and invulnerable saves, but do NOT ignore abilities that cause a model to not lose a wound (such as disgustingly resilient). You would still make a 5+ roll to not lose the wound if a plague marine took a mortal wound.

2.The second topic is pistols / combat now say a unit is engaged in combat, and survives that turn and its your next so you start the turn in combat, Do the models with pistols get to fire in the shooting phase before attacking again?

You are correct. Units within 1" of enemy models in their shooting phase may attack with all weapons with the Pistol type but may only select targets with models within 1" of them.

3.Combat - if 4 of my models can reach with the charge but the remaining 2 can't is it only the 4 that get to attack or all 6?

The combat sequence is Charge Move - Select unit to fight, Pile in 3" - then make attacks. A model may fight if they are within 1" of enemy models, or within 1" of a friendly model who is within 1" of an enemy. The easiest way to think about it is that the first two "Rows" of combatants get to fight. To answer your question, if you had a 6-model squad, and only 4 models met one of those two criteria, then only those 4 would make attacks.

4.Power fists / combat for arguments sake, i have a power fist it does one attack, it hits, & wounds a plague marine. They fail their Armour roll and the subsequent damge on the D3 is 3, does the plague marine roll 3 dice for disgustingly resilient or one?

3 dice. 1 for each wound the plague marine would lose.

5. Powerfist / combat part2 lets say its one marine with a power fist with 1 attack vs a few pox walkers, he hits, & wounds and there are no saves of course. again the D3 damage is 3, so does that 1 attack now mean the player has to take three DR rolls or just one? afterall the guy is only hitting one person, or do the wounds just get allocated throughout the unit??

1 poxwalker makes 3 rolls. if he fails any of them, he is dead. The damage does not spread to the remainder of the unit.

6. accumulation of +1 attacks does it stack, i.e. if a character adds +1 attacks to friendly's and you had two characters does it stack to +2

Read the ability carefully. Most abilities say "Friendly units within 6" of ANY MODELS WITH THIS ABILITY gain bla bla bla". This wording means that identical units do not stack their abilities up. However, different abilities might give you cumulative bonus attacks.

7. turns first of all is it correct to play as follows;

Player one
Moves
Psychic phases (Dispell from player two)
Shoots
assault (player two fights back)
moral

then its player twos go

but if P2 fights back do they get to fight back twice in the following scenario;
a single space marine is attacked by a squad of 10 poxwalkers, and another squad of 10 poxwalkers, would he fight back against both?

Nope. Models may only make attacks a maximum of one time during each fight phase. The only ability that works differently than this is Overwatch - say Marine squad A got charged by Poxwalker Squad 1, they would make overwatch shots. Then Poxwalker squad 1 charges, but fails the charge roll and doesn't reach Marine squad A. Then Poxwalker squad 2 also charges, Marine squad A would overwatch again. But if Poxwalker Squad 1 made it, then the marines would no longer be able to overwatch as you can only overwatch if you have no enemy models within 1" of you.

8. Squads HQs etc in the world of old warhammer you could only have 1hq per troop etc etc, now what are the rules here, can anyone explain it like they would to a 4 yr old, because i'm lost?

I would consider detachments to be an "advanced rule" and I would advise you ignore them until you learn the game. To give you a general idea, when you start using Stratagems and other such abilities, your army will be constructed out of force organization charts called "detachments" which contain some mandatory slots, and some optional slots, for your HQs, Troops, Etc. Generally, the detachments that contain more mandatory slots that you have to fill up, will give you more Command Points to spend on stratagem abilities, so players who have a more rigidly constructed army will have more points to play with. Ignore this army construction rule for now.

9. Invulnerable saves this is a choice right, Armour OR invulnerable save, but the failure of both still allows a disgustingly resilient roll right?

Basically, yes. In practice, you mostly just roll your Invuln if it would be better than your basic save. but you get DR on top of either of them, yes.

10. Rapid fire / assualt / heavy if anyone could clarify what exactly can move and shoot that would be nice, i know heavy is a nono, but rapid fire is a grey zone

Heavy weapons suffer a -1 to hit penalty if they move and shoot. All other weapon types can move and shoot, Assault weapons may shoot even if the unit Advanced (they suffer a -1 penalty if they do that though).

The difference in other types is:

-Rapid Fire weapons get double the shots if they are within half range.
-Grenade weapons can only be used by 1 model per unit, and must be used instead of other weapons.
-Pistol weapons can be fired if the unit is within 1" of enemy models, and must be used instead of other weapons (note that this means for most models pistols are always worse than their other weapon, and usually you only see pistols used in melee combat or if the unit has nothing but a pistol)



11. Grenades when can you use them, how? i mean is it a choice, gun or grenade? or is it pistol shoot, grenade, then get your axe out and charge kinda thing?

It is a choice. One model in a unit can use a grenade instead of their other weapons.

sorry for the questions, The rule book is extremely thick, yet the rules only fill 2 pages and make no sense, the rest of the book is full of waffle, same with the codex's there are many contradictions and bi-rules to remember such as re-rolling failed charges because your within 6" of a someone who once had breakfast with the emperor on a sunny Thursday morning in Kent.









Automatically Appended Next Post:
oh yeah one other question, i was watching a YouTube battle and one guy had space wolves vs death guard, and he said they always hit on 2+ because they're space wolves, i havent read that anywhere??



Automatically Appended Next Post:
Bonus round:

Space Wolves' special chapter ability (Again, another rule I would totally ignore until you get the basics down) is that they get a bonus +1 to hit on the turn that they charge. You're gonna find this rule in your codex, somewhere in the beginning of the rules section under "Army wide rules".

This USUALLY (not always) means that they hit on a 2+, since almost all space wolves units have weapons skill 3+ or 2+.

This message was edited 2 times. Last update was at 2020/04/07 15:25:07


"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in ca
Longtime Dakkanaut





Wolfboy wrote:
i have a few clarifications as the warhammer rules are as clear as mud and there are lots of little rules such as re-rolls of 2's on a Tuesday while eating a burrito and within 6inch of a chihuahua.

so..

1.Mortal wounds, if inflicted there is no roll to wound etc and effectively a single wound space marine with basic Armour dies.

- but, what about invulnerable saves
- and what about disgustingly resilient?

2.The second topic is pistols / combat now say a unit is engaged in combat, and survives that turn and its your next so you start the turn in combat, Do the models with pistols get to fire in the shooting phase before attacking again?

3.Combat - if 4 of my models can reach with the charge but the remaining 2 can't is it only the 4 that get to attack or all 6?

4.Power fists / combat for arguments sake, i have a power fist it does one attack, it hits, & wounds a plague marine. They fail their Armour roll and the subsequent damge on the D3 is 3, does the plague marine roll 3 dice for disgustingly resilient or one?

5. Powerfist / combat part2 lets say its one marine with a power fist with 1 attack vs a few pox walkers, he hits, & wounds and there are no saves of course. again the D3 damage is 3, so does that 1 attack now mean the player has to take three DR rolls or just one? afterall the guy is only hitting one person, or do the wounds just get allocated throughout the unit??

6. accumulation of +1 attacks does it stack, i.e. if a character adds +1 attacks to friendly's and you had two characters does it stack to +2

7. turns first of all is it correct to play as follows;

Player one
Moves
Psychic phases (Dispell from player two)
Shoots
assault (player two fights back)
moral

then its player twos go

but if P2 fights back do they get to fight back twice in the following scenario;
a single space marine is attacked by a squad of 10 poxwalkers, and another squad of 10 poxwalkers, would he fight back against both?

8. Squads HQs etc in the world of old warhammer you could only have 1hq per troop etc etc, now what are the rules here, can anyone explain it like they would to a 4 yr old, because i'm lost?

9. Invulnerable saves this is a choice right, Armour OR invulnerable save, but the failure of both still allows a disgustingly resilient roll right?

10. Rapid fire / assualt / heavy if anyone could clarify what exactly can move and shoot that would be nice, i know heavy is a nono, but rapid fire is a grey zone

11. Grenades when can you use them, how? i mean is it a choice, gun or grenade? or is it pistol shoot, grenade, then get your axe out and charge kinda thing?

sorry for the questions, The rule book is extremely thick, yet the rules only fill 2 pages and make no sense, the rest of the book is full of waffle, same with the codex's there are many contradictions and bi-rules to remember such as re-rolling failed charges because your within 6" of a someone who once had breakfast with the emperor on a sunny Thursday morning in Kent.









Automatically Appended Next Post:
oh yeah one other question, i was watching a YouTube battle and one guy had space wolves vs death guard, and he said they always hit on 2+ because they're space wolves, i havent read that anywhere??



First off; read the top line of this forum:
Rules Questions go in YMDC!
By: insaniak


So expect this to get moved soon.

Secondly, here's the answers to your questions!

1. No "saves" can be made against mortal wounds. Invulnerable Saves are a type of save, so nope, you don't get them. Abilities like Disgustingly Resilient, which trigger off of losing wounds, will apply! That's because they are not "saves" even though a lot of people call them "Feel No Pain saves" or the like.

2. Yes, Pistols can shoot even while the unit is stuck in combat, but can only be shot at the closest enemy unit they are stuck in combat with (which is usually just the unit in front of them). Once the Fight Phase comes around again, you proceed as normal. It's just an exception to the regular convention of "no shooting into/out of combat.

3. This just needs a basic reading of the rules. You attack with any models that are within 1" of an enemy model, or are within 1" of a friendly model that is itself within 1" of an enemy model. Remember that you get to PILE IN as part of fighting. Being in the group that gets within 1" of an enemy model to complete the charge is NOT a prerequisite for fighting. You could get into combat with just 1 model, and the others get close enough simply from Pile In moves, for the entire squad to get into combat.

4. 3 rolls. They lose 3 wounds, and roll against each one lost. However, since they only have 1 wound each, failing any of the rolls will cause them to be removed as a casualty for being at 0 or fewer wounds.

5. 3 rolls, but max of 1 Poxwalker lost. The MODEL has lost 3 wounds, but wounds lost to a model don't spill over. The only reason we do a spill-over scenario is that we're fast-rolling lots of saves at once, but they actually happen 1 attack at a time. If the failed save for the Poxwalkers (highly likely, since it'll be a 10+ save ) results in 3 wounds lost due to the damage roll of 3, that's still just the 1 Poxwalker losing those wounds, not the unit.

6. Yes. All modifiers in the game stack unless specified otherwise (such as things that say "to a maximum of 3+" never stacking, regardless of what order you resolve the effects in), or unless it's from a source with the same name (a unit under the effect of two "Prescience" psychic powers in a narrative game will only add +1 to their hit rolls, not +2).

7. No. You have it pretty much wrong. There is the Movement Phase, the Psychic Phase, the Shooting Phase, the Charge Phase, the Fight Phase, and the Morale Phase. In the Fight Phase, any unit that charged fights first, before any enemy units can fight. Once all charging units have fought, then it goes to a "I pick a unit, then you pick a unit" resolution of any remaining units that have yet to fight, starting with the player whose turn it is. Units only fight once (with rare exceptions). In your scenario, if the Space Marines were charged by two units of Poxwalkers, both units of Poxwalkers will fight first, then the Space Marines will fight afterwards (assuming the unit is still within 1" of an enemy unit). They will only fight the one time, and can split their attacks between the two units (some models might HAVE to fight one unit of Poxwalkers, and not the other, while other models might have a choice of which to attack).

8. See these pretty pictures (https://www.belloflostsouls.net/wp-content/uploads/2018/01/40k-detachment-1.jpg)? They tell you how much you can and can't take. The ones in Red are how much you must take.

9. You always may choose which save you take. If a model has multiple saves, the datasheet will say so. For example, a Dark Eldar Archon can have both a Shadowfield (2+ Inv, but loses it once it fails) and another item that provides I believe a 4+ Inv save. Sometimes a player will choose to use the worse save because they don't want their model to get stuck in combat or some such reason. Yes, regardless of which save is used, since things like Disgustingly Resilient are not saves, they'll still apply, regardless of which save is used.

10. You must be getting confused with some other edition. All shooting weapons can move and shoot, sometimes with a penalty, sometimes without. Read the rules on Shooting. They're very clear.... Reading the rest of your post, you're still not clear. Seriously. Just read those 2 rules and forget about other editions. All guns can be moved and shot. Heavy Weapons impose a -1 to hit penalty in the case you moved. Assault Weapons can be fired even if you Advanced, but if you do so will take a -1 to hit penalty. Rapid Fire can be fired twice at half range.

11. Again, read the basic rules. It tells you.... and again, if you're confused still, here you go: 1 model can "shoot" a grenade instead of any other weapon. When you do so, it's a choice, just like any other weapon, except they can't use ANY other weapon except that Grenade. It's a gun with some unusual limitations.



Space Wolves have the "Hunters Unleashed" special rule. It means that if they charge, are charged, or heroically intervene they get +1 to hit. There's a mountain of army-unique special rules. I find https://1d4chan.org/wiki/Warhammer_40,000/Tactics(8E) very helpful in getting a quick look at other armies if I need to. Look on the bottom of that page to see the pages for each different army. Don't try to memorize it all, because there really is a mountain in total. Rather, I use it ahead of time if I know I'm playing against a specific army.

 Galef wrote:
If you refuse to use rock, you will never beat scissors.
 
   
Made in gb
Been Around the Block




awesome thank you both for your replies, and for helping me out

i realized its in the wrong section after posting, the orange text on black is awful for a new user to navigate and even read whats displayed there, that and the forum names make no sense whatsoever to a new user, along with so many of them with sub categories is quite confusing unless you already "speak the lingo"

i have worked out how to flag the post though so it will get moved.

just one final question on the fast rolling comment etc. (sorry i am completely new to 8th, 40k, forum and all, and probably just mis-interpreting it)
if im attacking a unit with a character or say my wulfen with lots of attacks i would just roll them all together with coloured dice for the different weapons with different S characteristics.

then i would assign the wounds out to the unit and save accordingly.

is that wrong? should i be doing model by model and split the attacks between identical models before rolling? (or is this just a character thing which i would split attacks anyway between characters / units)
   
Made in gb
Norn Queen






Wolfboy wrote:
awesome thank you both for your replies, and for helping me out

i realized its in the wrong section after posting, the orange text on black is awful for a new user to navigate and even read whats displayed there, that and the forum names make no sense whatsoever to a new user, along with so many of them with sub categories is quite confusing unless you already "speak the lingo"

i have worked out how to flag the post though so it will get moved.

just one final question on the fast rolling comment etc. (sorry i am completely new to 8th, 40k, forum and all, and probably just mis-interpreting it)
if im attacking a unit with a character or say my wulfen with lots of attacks i would just roll them all together with coloured dice for the different weapons with different S characteristics.

then i would assign the wounds out to the unit and save accordingly.

is that wrong? should i be doing model by model and split the attacks between identical models before rolling? (or is this just a character thing which i would split attacks anyway between characters / units)
You can fast roll only if "all of the attacks must have the same Ballistic Skill (if it’s a shooting attack) or the same Weapon Skill (if it’s a close combat attack). They must also have the same Strength, Armour Penetration and Damage characteristics, and they must be directed at the same unit." You can choose to fast roll different "batches" of attacks that differ in one of those areas. Keep in mind you do need to track which models are using which dice (important for things like Supercharging Plasma) RaW you cannot do what you are suggesting by using different coloured dice, you need to do each batch of attacks one after another.
Or you can choose to slow roll every attack.

This message was edited 2 times. Last update was at 2020/04/07 16:32:50


 
   
Made in de
Nihilistic Necron Lord






Germany

Wolfboy wrote:
just one final question on the fast rolling comment etc. (sorry i am completely new to 8th, 40k, forum and all, and probably just mis-interpreting it)
if im attacking a unit with a character or say my wulfen with lots of attacks i would just roll them all together with coloured dice for the different weapons with different S characteristics.

then i would assign the wounds out to the unit and save accordingly.

is that wrong? should i be doing model by model and split the attacks between identical models before rolling? (or is this just a character thing which i would split attacks anyway between characters / units)


Again, read the basic rules.

Fast Dice Rolling

The rules for resolving attacks have been written assuming you will make them one at a time. However, it is possible to speed up your battles by rolling the dice for similar attacks together. In order to make several attacks at
once, all of the attacks must have the same Ballistic Skill (if it’s a shooting attack) or the same Weapon Skill (if it’s a close combat attack). They must also have the same Strength, Armour Penetration and Damage characteristics, and they must be directed at the same unit. If this is the case, make all of the hit rolls at the same time, then all of the wound rolls.


Talk to your opponent first if its ok to fast roll different dice for different weapons. You dont get to assign the wounds, your opponent does that. Saving throws are also done by your opponent.

3. Allocate Wound: If an attack successfully wounds the target, the player commanding the target unit allocates the wound to any model in the unit (the chosen model does not have to be within range or visible to the attacking
unit). If a model in the target unit has already lost any wounds, the damage must be allocated to that model.

4. Saving Throw: The player commanding the target unit then makes a saving throw by rolling a dice and modifying the roll by the Armour Penetration characteristic of the weapon that caused the damage.


   
Made in ca
Longtime Dakkanaut





Wolfboy wrote:
awesome thank you both for your replies, and for helping me out

i realized its in the wrong section after posting, the orange text on black is awful for a new user to navigate and even read whats displayed there, that and the forum names make no sense whatsoever to a new user, along with so many of them with sub categories is quite confusing unless you already "speak the lingo"

i have worked out how to flag the post though so it will get moved.

just one final question on the fast rolling comment etc. (sorry i am completely new to 8th, 40k, forum and all, and probably just mis-interpreting it)
if im attacking a unit with a character or say my wulfen with lots of attacks i would just roll them all together with coloured dice for the different weapons with different S characteristics.

then i would assign the wounds out to the unit and save accordingly.

is that wrong? should i be doing model by model and split the attacks between identical models before rolling? (or is this just a character thing which i would split attacks anyway between characters / units)


The most important part of "fast rolling" is to make sure that all like-attacks are grouped together. So, generally, yes. Rolling two different colours of dice at the same time to signify two different types of attacks is usually totally fine. Just make sure your opponent is fine with that beforehand. There's a LOT of times in the game that you really can't do this kind of fast rolling. For example:

Say you shoot with a Genestealer Cult Kelermorph at an enemy unit with a bunch of pistols. The Kelermorph gets 6 shots that hit on 2+'s, and for each hit, he gets to make a bonus shot (that does not, itself, generate extra shots). The Kelermorph ALSO has a rule that friendly GSC Infantry within an aura range can reroll hit rolls of 1 with shooting attacks if the Kelermorph killed any enemy models this turn. However, he can benefit from his own rule! This means, to maximum his effectiveness, you want to roll those shots 1 at a time. If he kills a model with the first shot, the rest of his shots will get the benefit of rerolling 1's to hit!!!

 Galef wrote:
If you refuse to use rock, you will never beat scissors.
 
   
 
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