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Made in gb
Regular Dakkanaut





Hi guys, couple of rules anyone could help me woth would be great,

1. When attacking a characters unit, do you have to kill all the bodyguard first? For example if there's one Intercessor and a captain and I have ghaz would I have to put all my attacks into the intercessor or would I do one at a time until the intercessor is dead then attack the captain with the rest of my attacks?

2. Do you have to attack the unit you charged or after tagging another unit in pile in can you attack that tagged unit? It doesn't say anything about only attacking the charged unit from what iv seen anyway.

Thanks.
   
Made in gb
Decrepit Dakkanaut




1) attacks are, by default, one at a time. The bodyguard and the char are one unit for all rules purposes so you attack "the unit" fast rolling, and the defending player makes saves and removed models

2)nothing appears to require you to attack the unit you declared a charge against.
   
Made in sg
Whiteshield Conscript Trooper




Singapore

1) By the bodyguards rule you have to kill all the body guard unit first. Neither the controlling or the attacking player can chose to take wounds on a character without a special rule for that.
The Precision keyword is one such special rule, as it allows the attacking player to allocate attacks to the character.

Note if you're concerned about toughness, that's covered in the Rules Commentary under: Unit’s Toughness Characteristic
You determine toughness by the highest toughness of the bodyguard unit and you determine that from when you selected to attack. So even though Gazhkull is tougher than the Meganobs you still use the Meganobs' toughness. Even if you killed all the Meganobs, you don't have to go back and start rolling against Gazhkull's toughness.
So if someone starts slow rolling seeing if they can pick off the Meganobs, point to that rule and tell them they're wasting their time.

Further note, you pick the highest toughness in a unit, so if it's just Ghaz and Makari left, you roll on Ghaz's toughness, even though you can save on Makari.

2.) Nothing says you have to attack, you just need to be in engagement range of the charge targets.

This message was edited 2 times. Last update was at 2023/06/19 15:35:56


 
   
Made in gb
Regular Dakkanaut





Cheers for clearing that up! Appreciate it! ❤️
   
Made in us
[DCM]
Tzeentch's Fan Girl






Southern New Hampshire

 SYLOH wrote:
1) By the bodyguards rule you have to kill all the body guard unit first. Neither the controlling or the attacking player can chose to take wounds on a character without a special rule for that.
The Precision keyword is one such special rule, as it allows the attacking player to allocate attacks to the character.

Note if you're concerned about toughness, that's covered in the Rules Commentary under: Unit’s Toughness Characteristic
You determine toughness by the highest toughness of the bodyguard unit and you determine that from when you selected to attack. So even though Gazhkull is tougher than the Meganobs you still use the Meganobs' toughness. Even if you killed all the Meganobs, you don't have to go back and start rolling against Gazhkull's toughness.
So if someone starts slow rolling seeing if they can pick off the Meganobs, point to that rule and tell them they're wasting their time.

Further note, you pick the highest toughness in a unit, so if it's just Ghaz and Makari left, you roll on Ghaz's toughness, even though you can save on Makari.

2.) Nothing says you have to attack, you just need to be in engagement range of the charge targets.


Isn't this technically irrelevant since Ghaz, Makari, and Meganobz are all T6?

She/Her

"There are no problems that cannot be solved with cannons." - Chief Engineer Boris Krauss of Nuln

Kid_Kyoto wrote:"Don't be a dick" and "This is a family wargame" are good rules of thumb.


DR:80S++G++M--B+IPwhfb01#+D+++A+++/fWD258R++T(D)DM+++
 
   
Made in us
Sniveling Snotling




OK follow up question in a similar vain. The runt herder is T5. They are part of the unit composition now. They have the ability called "runtherd: While this unit contains ones or more gretchin models, each time a ranged attack target this unit, runtherd models in this unit have a toughness characteristic of 2." So does the runt herder test at T2 or T5 for close combat? I'd assume test at T2 but just want to make sure its not T5 because that would be silly.

10k  
   
Made in gb
Longtime Dakkanaut



Glasgow

1) it's worth noting that precision enables you to have an attack allocated to a leader

Then "If a model in the target unit has already lost one or more wounds, or has already had attacks allocated to it this phase, that attack must be allocated to that model"

So all further weapons even without precision will hit the leader

(E.g. Sm command squad has one model with precision)
   
Made in gb
Fresh-Faced New User




redmeansfast wrote:
OK follow up question in a similar vain. The runt herder is T5. They are part of the unit composition now. They have the ability called "runtherd: While this unit contains ones or more gretchin models, each time a ranged attack target this unit, runtherd models in this unit have a toughness characteristic of 2." So does the runt herder test at T2 or T5 for close combat? I'd assume test at T2 but just want to make sure its not T5 because that would be silly.


I am fairly certain that currently, RAW, you use Toughness 2 in the Shooting phase (unless the Runtherd is the only model alive in the unit) and Toughness 5 in the Fight phase (beefy Gretchin I guess).
   
Made in fi
Locked in the Tower of Amareo





Yeah. That's bit odd interaction but rulewise unless GW errataes that's how it works. T2 vs shooting, T5 in melee.

2024 painted/bought: 109/109 
   
Made in us
Sniveling Snotling




Can y'all point me to where that would be in the RAW. I'm struggling to find it. (In regards to the grot question)

10k  
   
Made in gb
Crazed Spirit of the Defiler




Runtherd: While this unit contains one or more Gretchin models, each time a ranged attack targets this unit, Runtherd models in this unit have a Toughness characteristic of 2.

Unit’s Toughness Characteristic: If an Attached unit contains models with different Toughness characteristics, for the purpose of determining that unit’s Toughness characteristic, use the highest Toughness characteristic amongst that unit’s Bodyguard models. If a non-Attached unit contains models with different Toughness characteristics, for the purpose of determining that unit’s Toughness characteristic, use the highest Toughness characteristic amongst all of that unit’s models. In either case, When resolving attacks against such a unit, determine that unit’s Toughness characteristic when it is selected as a target.

This message was edited 1 time. Last update was at 2023/06/26 19:09:15


 
   
Made in us
[DCM]
Tzeentch's Fan Girl






Southern New Hampshire

U02dah4 wrote:
1) it's worth noting that precision enables you to have an attack allocated to a leader

Then "If a model in the target unit has already lost one or more wounds, or has already had attacks allocated to it this phase, that attack must be allocated to that model"

So all further weapons even without precision will hit the leader

(E.g. Sm command squad has one model with precision)


Wrong. The Leader rules actually specifically call out that attacks that hit/wound the Attached Unit must be allocated to the Bodyguard Unit, even if the Character has lost one or more wounds or had attacks allocated to it in the same phase.

One guy with a sniper rifle doesn't give scopes to the whole squad.

She/Her

"There are no problems that cannot be solved with cannons." - Chief Engineer Boris Krauss of Nuln

Kid_Kyoto wrote:"Don't be a dick" and "This is a family wargame" are good rules of thumb.


DR:80S++G++M--B+IPwhfb01#+D+++A+++/fWD258R++T(D)DM+++
 
   
 
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