Hit List

Showing posts with label Rules. Show all posts
Showing posts with label Rules. Show all posts

3/2/09

FORTIFY

In a situation where a Heavy Warjack (Ironclad) is Slammed into another Heavy 'Jack (Centurian) that has Fortify cast on it, the following happens: Both 'Jacks take damage, Centurian is not knocked down due to Fortify, and the Ironclad would not be knocked down either because at the moment that the Ironclad's movement would end, Fortify would kick in and prevent it from being Knocked Down.

2/25/09

RECENT QUESTION ABOUT TRAMPLE

A heavy warjack may spend a focus point to trample over small-based models in its path. Trampling combines a warjack’s movement and combat action. A warjack that suffers a penalty to its SPD or movement for any reason, regardless of offsetting bonuses, or is denied its movement or action cannot make a trample power attack. Any effects that prevent charging also prevent a model from making a trample power attack. Declare a trample attack at the beginning of the warjack’s movement. Choose a direction in which you wish to trample, and turn the model to face that direction. The warjack then moves up to its current SPD +3” in a straight line. It may move through any small-based model in its path, and there must be room for the trampling model’s base at the end of this movement. During trample movement, the warjack cannot move over terrain across which it could not also charge, and it cannot change its facing during or after. Do not resolve free strikes against the trampling warjack during this movement. After the warjack has finished its movement, it makes a melee attack against each small-based model through which it moved during this movement in the order it moved through them. Resolve each trample attack as if it took place where the trampling model contacted the small-based model during its trample movement. Completely resolve each attack individually and apply the targets’ special rules immediately as each attack is resolved. Models hit cannot perform free strikes against the trampling warjack and suffer a damage roll with a POW equal to the current STR of the attacker. Resolve all free strikes against the trampling warjack after resolving trample attacks. Resolve each free strike as if it took place where the trampling model disengaged from the model making the free strike. After making all of its trample attacks, a warjack may spend focus points to make additional melee attacks against any models in melee range.


2/24/09

BILE THRALL PURGE


Purge is a ranged attack. By default, ranged attacks require a target, and Purge says nothing to the contrary. So Purge requires a target. Only 1 target too, just like any other ranged attack. Just because it hits and damages many models does not mean it targets them all.
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Structures are valid targets for attacks. "Buildings" are not. So if before the start of the game you had agreed that the terrain piece was to be considered a Structure (IE destroyable), and not just a regular terrain piece, then it could be a legal Purge target.
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Erratum: Prime p.125 : Purge: Replace text of Purge with the following: The Bile Thrall sprays out the entire contents of its guts, deflating and automatically hitting all models within 6” of the Bile Thrall’s front arc. Terrain that obstructs LOS blocks the Purge attack. A model in range of the Purge attack cannot be hit by the attack if the attacker’s LOS to it is completely blocked by terrain. Models hit take a POW 12 damage roll and suffer Corrosion, then remove the Bile Thrall from play. Purge is a ranged attack.
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Q: Can an engaged Bile Thrall make a Purge special attack?
A: No. Purge is a ranged attack.
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Q: Can a Bile Thrall Purge through a Trencher smoke screen?
A: Purge will penetrate a cloud effect, but the Bile Thrall can only perform a Purge if it has a target within LOS.
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Q: What if a model with Stealth is within the area of a Purge?
A: It is automatically hit even if it is further than 5" away from the Bile Thrall. Special rules that cause attacks automatically to hit override special rules that cause them automatically to miss.
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Q: Does Purge trigger Retribution?
A: Yes; however, the Bile Thrall is gone when the damage roll is returned by Retribution. Retribution then expires as normal.

2/9/09

FORFEITING ACTION AND FURY



There's been a rumor floating around that you can use Fury and Focus to buy attacks after having forfeited your action when placed into that situation by some special effect. Let's squash that rumor right now ...

Forfeiting action means you no longer get your combat action at all. You can't purchase additional attacks because you are beyond that phase of your turn.

2/8/09

LADDERMORE'S ASSAULT AND TALL IN THE SADDLE

Cavalry charge rules allow you to ignore models with the same size base as your target when drawing LoS for a charge. They do not allow you to ignore any models at all when making ranged attacks. Tall in the Saddle says that Cavalry may make melee attacks through models with bases smaller than their own. Tall in the Saddle has absolutely no effect on ranged attacks. Being able to ignore LoS when declaring a charge is completely different from ignoring LoS when making an attack.

2/7/09

BLACK SPOT


Much like Jackhammer, Black Spot will not generate additional attacks from the attacks that were gained from a Black Spot spell.

2/2/09

STEELHEADS + IMPACT HITS + FLANK

Steelhead cavalry making impact attacks on targets within melee range of a halberdier get the flank bonus to the impact attacks.

2/1/09

STRAFE AND THE DRAKHUN


Okay, so let's say that you're playing a Khador vs. Cygnar game.
A Mounted Drakhun is targeted by a Sentinel, and gets gunned down by a hail of bullets. The Mounted Model is removed and replaced by the Dismounted Drakhun.
When deciding where the additional attacks go, treat the dismounted Drakhun as the same model, and therefore Strafe attacks allocated to it may still be made.
Keep rollin' sixes.

GUNFIGHTER

A model with Gunfighter has a melee range of 1⁄2”. It may make Magelock Pistol attacks targeting models in its melee range. These attacks do not suffer the normal attack roll penalty for targeting a model in melee and cannot hit another combatant if they miss their intended targets. A model with this ability does not gain an aiming bonus when targeting models in its melee range. A model with this ability may perform free strikes with Magelock Pistols. A model with this ability may charge and make his initial attacks but does not make a charge attack.

Gunfighter attacks are still ranged attacks even though you're using the ranged attacks in melee range.

1/28/09

NEMO'S FORCE FIELD



Nemo's Force Field will not affect the deviation from a Power Attack Throw. A throw is an attack but it is not considered a ranged attack.

1/25/09

SMOKE EM IF YOU GOT EM




Smoke Em If you Got Em is an example of an attack that both destroys AND removes from play. If the model was RFP instead of destroyed then the trigger would have to be Sufficient Damage to be Destroyed.

DOUBLE HANDED THROW

Erratum: Apotheosis p.27 : Double-Hand Throw:


Replace the third paragraph of Double-Hand Throw with the following: Instead of throwing its target in a general direction after a successful double-hand throw attack, the attacker may throw it at another model within LOS. Ignore the model being thrown when selecting the target model. If this new target model is within the throw distance as described above, the attacker makes a ranged attack roll against it. On a hit, the thrown model is moved directly from its current location in a straight line toward the center of the base of the ranged attack roll’s target. It ends this movement in base-to-base contact with the target and collides with it unless the movement is stopped by an obstruction or another model. A double-hand throw at a specific target is not a ranged or melee attack, but it is still an attack.

1/19/09

PUSHED vs. MOVED


Models that are Pushed (rather than moved) do not suffer free strikes, as part of the definition of the term on page 41 of Remix.

1/18/09

LUG & TANTRUM


Bob The Beagle wanted to remind you that because of Tantrum, if Brun dies Lug will not go wild but will instead he frenzies every round until he is destroyed. So stay out of the way of an angry bear!

MINION WARBEASTS and LESSER WARLOCKS


Bob the Beagle wanted to remind you that Minion warbeasts go wild when their lesser warlock is destroyed/removed from play. Lesser Warlocks cannot un-Wild faction warbeasts, and faction Warlocks cannot un-Wild minion warbeasts.

1/12/09

PAYMASTER MULTIPLES?


Q: Can Rockbottom use Pay Master multiple times per turn? Can he use multiple different Pay Master effects on the same unit? What about different units?


A: Rockbottom may spend multiple coins, and may give more than one ability to a unit, and is also able to give abilities to multiple units.


Basically he may spend multiple coins but he can only use one coin to affect one unit at a time rather than multiple units with one coin.



KNOCKDOWN AND ORDERS


If a unit receives the charge order then every model in formation MUST charge or run. If they cannot do either of these things, they get to stand there and do nothing. So if only part of a unit is knocked down, part of the unit could charge or run but the ones that were knocked down would be able to stand up, attempt to run or charge, be unable to do so, and then end their activiation.

1/10/09

FIRE BEACON


Lynch's Fire Beacon is not deployed using his Magelock Pistol, thus you may not combine it an Arcane Effect.

1/8/09

RULES LAWYERING = BAD GAMING EXPERIENCE

I agree that if you're going to play WARMACHINE or HORDES, you should have a good grasp on the basics of the game and understand the way your models work. I'd be a complete idiot to say otherwise.

However, there's a difference between being knowledgeable of the rules, and being a rules snob or rules lawyer. And believe me, it's a fine line. Tread carefully.

I guess the difference is the intent behind it all.

Sometimes rules lawyers simply have the need to make other people wrong. There are people who seem to have the need to be right all the time. I have come to believe that underneath that need can be the need to want to make other people wrong. When we are insecure and lack self-confidence we will try almost anything to build ourselves up. Someone that doesn't know how to do that in a healthy manner may think that tearing down other people is the way to make themselves feel better. The problem is that it is only is a temporary fix, and when it wears off, the insecure person will need to find another victim to get their fix.

Tearing other people down doesn't really do anything to build ourselves up. It is an illusion. What it really does is to keep us from making true connections with people in our gaming community and establishing strong relationships in the hobby. The best thing to do is carefully and politely explain to the other person how you disagree with their knowledge of the rules, and discuss it. And if all else fails, then agree to disagree. Then you can take a step forward and research the rule further in the forums by asking an Infernal for an answer in the rules forums.

If we want to build our personal gaming rep there are better, easier, and healthier ways to do it than by trying to make others wrong. Once we understand that we are all doing the best we can, we can begin to accept others as they are and learn to accept ourselves as well. Once this begins to happen we can begin to support people where they are and build strong happy relationships within the local and regional gaming community, which in turn will help us feel better about ourselves and ultimately have more opportunities of fun.

As a Press Ganger, I juggle this situation a lot. Many players feel that Press Gangers are Infernals. They should be experts in the game, able to quote chapter and verse to find the answer to all questions within the game. Yeah, right. I've been playing WARMACHINE for a little while now, but there are other guys locally who have played it a lot longer than I have and more frequently. Hell, sometimes when I am blindsided, I fumble over simple things like the difference between Concealment and Cover. Stupid, huh? But it happens. I just have to take a deep breath, focus, and then use whatever knowledge and tools I have on hand to settle the situation. Sometimes I am right, and sometimes I am wrong. I learn from my mistakes, and celebrate my successes.

I played in a friendly game today (it's Sunday as I write this) against a fellow Press Ganger. There was another game going on next to us. Haphazardly, I was asked a rules question about Spray Attacks and Cover. I had to stop for a second, and recall what I think I knew. I made a judgement call from memory and it turns out I was right. However at the time, I didn't have access to a rules book or the FAQ. It was a simple question, but had I made the wrong assessment of the rules ... it could have turned ugly later on. I just do the best I can, and really, that's what we all do when we're playing WARMACHINE. I mean, seriously, it's still a game, right?

Like the clown often asks, "WHY SO SERIOUS?!"

When you run into a disagreement on the rules in a game, take a moment to figure things out without trying to prove someone wrong. If you're in a tournament, ask the Tournament Organizer for a "rules call." Or, simply read the text from the card out loud without adding your own perception on the text. Sometimes this is enough to find the truth behind the disagreement. Other times, this will not solve the problem. That's when you have to crack open the book, and look things up. Check out the FAQ. And if all else fails, come to a reasonable agreement and then head off to ask your friendly neighborhood Infernal on the forums.

1/5/09

SNIPE AND THE BLACK 13TH

If The Black 13th has Snipe placed on them it will not affect "Fire Beacon" as it is a ranged attack not a ranged weapon.