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Made in fi
Locked in the Tower of Amareo





 Ghaz wrote:
 xttz wrote:
Is there no AdMech FAQ?

No, as ther codex hasn't been out for four weeks yet. From Warhammer Community:

A note about FAQs: We’ll be publishing the first FAQ for new battletomes and codexes four weeks after the book arrives, instead of two, moving forward. This gives the Studio team a little more time to collect feedback and make sure they’re not missing anything. This includes the new Space Marines and Necrons codexes.


Oh. Wasn't that week before?

Well hopefully nobody planning to take sister walkers to tournament. 240/model for 4 weeks. Otoh immune to dam1 weapons if warcom artlcle didn't omit minimum.
Made in fi
Locked in the Tower of Amareo





Togusa wrote:

And screw that wound chart. I never, ever want to see that thing again.


We have wound chart. and both are just as easy to remember if you are at least 3 year old.Only difference is how the odds go but then we come into question is is it good for game S9 wounds T5 on 3+ rather than 2+.
Made in fi
Locked in the Tower of Amareo





 AduroT wrote:
The main different with Initiative in AoS is your Charging units don’t get that Always Strike First bit, just pick first if it’s your turn and alternate. Off hand I don’t know of any Always Strike First or Always Strike Last rules, but I would not be at all surprised if some exist.


Lots of units that attack at the start of combat phase or at the end of combat phase.

These btw result in interesting interaction where unit like daemon prince or whole idoneth army on certain turn attacks at the start of combat phase gets somebody into them DURING combat phase(by pile ins). They can't actually attack at all.

Particularly funny when you have ability that allows you to do 6" pile in if you are within 6". You can move 3.1" from daemon prince, start of combat phase daemon prince attacks, then you pile in and attack and daemon prince is not hitting back.

Which makes theoretical nasty unit that has native "always strikes at the end of combat phase" which would normally be nerf but if you can combine it with pile in 6" if you are within 6"...basically opponent's army does melee and THEN you pile in and attack safe.

In AOS there's 3 steps. Start of combat, combat phase, end of combat phase. Normally you strike at combat phase but some rules put you hit on other 2. You only strike on that stage. Both players alternative during each 3 steps starting with player whose turn is.

Charging itself doesn't give ANY bonus to the ordering except some specific units like Sigvald that attacks at the start of combat phase if he charges.

Also if you have unit that strikes start of combat phase and opponent doesn't then on your turn you attack with that and then you go to normal combat phase and you then get to attack with another unit.

40k isn't actually THAT different but it just gives each charging unit "always strike first". Plus the first "non-strike first" goes to opponent whose turn it isn't.

This message was edited 2 times. Last update was at 2021/06/03 08:38:04


 
 
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