Never expected to see one of my favorite airsoft UA-camrs in the comments of a 40k video - i don't play airsoft anymore but I used to watch the shit out of your reviews!
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Mentioning Ork Meks in the Keyword section would be really relevant in Dread Mob. I've seen Orks players being unaware of being able to get the detachment ability on stuff like Lootas, Nobz and Boyz.
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after being in this hobby for a year already, i had never heard of the no deep strike after turn 3 rule. Thanks for drawing so much attention to this integral game mechanic GW.
@@monopolyking879 in the matched play mission packs, any type of reserve (including deep strike) that started off the board has to arrive in turn 2 or 3. This has been the case for the last couple of editions at least, but it doesn't get included in the core rules so that players of a particular narrative scenario can have units arriving turn 1 or late in game to fit their narrative.
Some units are able to bypass this if they have an ability that allows them to return to reserves. For example, warp talons that deep striked in turn 3, after killing a unit and are out of engagement can return to reserves with their ability. They can then return in turn 4 with another deep strike. Just another example on what he said in the video for this same rule.
Another thing to note for precision in melee - you need to be in range of the unit (engagement range, in this case) and have line of sight to the character, but you don't have to be in engagement with the character model specifically. You can in fact use Epic Challenge from the other side of the combat!
It's why I love my Lictors and Deathleaper. Oh you're 10 inches away from me in this Melee? Doesn't matter, my Precision can still target you out of the entire unit 🤣
As I read it, you also make your wound rolls, and then you can decide which wound rolls target the Character, and which just to the unit as normal. Little odd, and pretty different from the Duels/Challenges of the past where you had to assign everything to one or the other. Rather useful to keep in mind when they have different Toughness values.
@@Lowlandlord Yes, you decide after each successful wound roll whether to apply it to the character or not, which can be a significant swing in how easily a character is taken out if they would normally be harder to wound than the attached unit. You would still have to fully resolve each attack before rolling the next, though, as normal for targeting different defensive profiles. Honestly, I think the only reason it hasn't been errata'ed to successful hit rolls is because different toughnesses between the leader and the unit don't come up much (at least, not in Space Marines. Other armies might be different)
@@Lowlandlord Correct, this is actually something to note specifically when attacking units where the character's Toughness does not match teh rest of the unit's. A particular scenario to note would be for example, a Neurotyrant attached to Neurogaunts: the wound rolls are against the unit so they are rolling against T3 and NOT the Neurotyrant's T8, they can then allocate those much easier to land wounds against the Neurotyrant if Precision is available.
@@Ezio8782 It is the most stupid rule in the game ngl. This happened to me (beacause i was new to the game) and i thought my lord solar is safe behind 10 Guardsmen and like 12+ inch distance. No. He is not. And it is, without argument, so, go damn stupid. Its called a BODYGUARD unit.
Worth mentioning regarding Firing Deck: you pick ONLY ONE weapon from ONE model each, which means if a model has multiple weapons you can't fire them all (e.g. an Intercessor model inside an Impulsor can't fire both its bolt rifle and its grenade launcher)
One rule that throws off a lot of players at my local store is wounding with a Precision weapon. You allocate the attack AFTER you wound the bodyguard unit, which means you use the toughness of the bodyguard unit instead of the character being targeted.
That threw me off at one point. Discovering that I can't use the neurotyrant only offers better saves to attached neurogants, not better toughness was something my friends and I discovered afterward, but it was a laugh rather than being genuinely annoyed. That mistake ended up doing more damage to me, not less, as a later unit that phase was able to nuke the tyrant, skipping the gants entirely.
The big guns never tire and death befiniting an officer are the worst due to the awful wording. Like, don't specify "as if it were your shooting Phase" if it doesn't matter 😢
Yeah this surprises me. Like "As if it were your Shooting Phase" to me means for all intents and purposes the shooting is treated as if it is your Shooting Phase so Big Guns Never Tire should apply but it seems like that's a no.
I really disklike "as if it were your Shooting Phase" because in reality they actually mean "but with none of the rules that apply in your Shooting Phase."
And they somehow lose their shoot on death if they die to melee, which now makes them almost useless in game. Literally just a single order and nothing else.
2 honorable mentions since I started. 1: Feel No Pain, you roll for each individual point of damage, not for each attack that made it through. 2: The weird interaction between Devastating Wounds and Lethal Hits. As a CSM player, this one really confused me.
@@kyruu2922 Exactly. It's weird because getting Lethal Hits feels like it should be a bonus, but it can actually work against you with Dev Wounds units.
@@Whoknows21356 There are situations in which getting a lethal reduces the average damage of an attack and, therefore, does not feel like a bonus. The most obvious one is shooting combi-weapons into terminators. The interaction isn't so much 'weird' as it is an 'anti-synergy', for want of a better word given it can make a dev wounds attack do actively less damage.
For Lethal Hits + Sustained, surely setting the 6 aside as an auto wound and then adding an extra dice in to the hit pool is exactly what you do? Since this gives you 1 auto wound and 1 extra hit? I've probably misunderstood but seems like you're saying setting a dice aside for the auto wound and then adding another in as a hit gives TWO hits...
You can do what you described, or you can keep your dice pool the same and just put a spare off to the side, signifying that's where both effects are being resolved
I think the mistake is keeping the original die as a hit, adding a second to a separate pile of lethals that saves won't be rolled for, and adding a third one to the hits pile for the sustained, thus ending with three hits.
Put the sustained hit I'm the whole pool first, remove original dice to lethals pile. Furthermore, when I add in sustained hits, it's a different colour dice!
Mmmmm… Trajan Valoris rerolling hit rolls while leading a squad of Guard… or even better, Farsight rerolling hit rolls while leading a squad of Fireknife Crisis…
My pet peeve is terrain.. I think our playgroup has had 4 different versions of terrain rules. Doesn't help that terrain options aren't standardized, not all of them have templates so now we play with sheets of paper underneath some of the buildings. Just feels weird that this is a fundamental part of the game and yet it feels left out.
Yeah I just lost a game due to them being able to stab through terrain that you couldn't shoot through. If this hadn't of happened then it would of been a tied game.
I think a nice reminder for the interaction for Overwatch + BGNT is to remember the vindicators "siege shield" ability which makes the melee overwatch posible, making it the exception.
Simple enough, a character is leader of a unit until the bodyguard unit is killed, then once the enemy unit that killed that character completes all its shooting that character becomes solo. Until then you use the toughness of ths bodyguard unit even if the bodyguard unit is dead... you revert to the characters toughness when a new unit is shooting it.
You can still speed roll that mass number of saves -- you just have to put in an identifier -- like for saving 10 times with a 4+ invuln model in a group of otherwise 5+ saves // going from left to right the saves until the 4+ invuln fails are at that -- the rest are at 5+
It would be great if there was a visual display of these rules and the examples given to help better understand whats going on, especially for newer players.
Thanks for the video ! It helps noob like me :) SHould be better if you could add the rule sources (for example : Core rules page xx or Rules commentary pages yy) because it helps when we arg with friends and foes.
Correct me if I am mistaken: In the fight phase players Alternate activation. In Auspex's explanation (7:45, "Fight phase order and Sequencing") it seems as if there are 2 separate fight sequences that has its own beginning. However, if your opponent (whose turn it is NOT) activated the final "Fights First" unit then the next activation does NOT return to your opponent, but rather alternates to you who then activates the "first" of the remaining combats (Even though it is your turn).
no, do all of the units that have "fights first" first, when a player runs out of such models the other player can then go through the rest of theirs. Once everything with fight first has fought, then you go onto everything else.
For that Lethal+Sustained, I would love to see him execute it with a basic dice tray. He wrote out how people would set aside two dice for auto-wounds (totally wrong), or how they would add in two to the pool to be rolled for the wound roll (also wrong) , so his on-screen text was correct, but his script was a little wonky there. If you have both abilities and roll a 6, you both skip rolling the wound for that die and add in a single bonus die that is still going to need to successfully make a wound roll with any other non-crit hits you got in the attack
I have a fellow Nids player who keeps trying to command reroll his deadly demise triggers, had to show him the strat and explain it all to him. It's the same how you can't reroll miracle or fate dice or blessing of Khorne.
#1 rules mistake. Thinking you know the rules, because by the time you use it, there will be an errata to an FAQ of a rules commentary pdf document that you have to pay for thats out of print of a rule that has been corrected, so now it doesn't work but has nothing to do with what you're doing, yet somehow now impacts your decision...
I rely on the core rules booklet we got when 10e launched, but with friends deciding to use the app, it looks like I'll have to abandon it. Good thing I never shelled out for the hardcover book. The fact that the free versions of the rules are kept up to date, while the paid rules are a glorified paperweight seems a little dumb.
Regarding 6:20, the votann FAQ says that you cannot set up outflanking pioneers on your first turn, while they can return to your reserves, you still must wait until round 2 to set them up.
I would add you can only overwatch a charge if they actually succeed their charge roll. If they fail the charge they cannot move therefore cannot trigger overwatch. This is a change from previous editions.
On charges, if you CAN move into base to base when you move a model, you HAVE to, is not actually fully true, since its only true if you can do so while maintaining unit cohesion. Doesn't come up often, but in some cases with varied terrain or obstructions you might have one guy that could wrap around it to get into base to base as he'd have the range, but doing so would put him out of range of cohesion with other models in his unit, then you just ignore that potential base to base and move him normally as if it wasn't an option (as it basically isn't). More of an issue with older or custom terrain that has large solid supports or tanks or things and not just thin walls, but also can happen if there's another model outside your unit getting in the way as well. Doesn't come up often, but caused confusion with me/the opponent anytime it did.
the point you raise at 12:30ish with vitrix guards joining a unit, wouldnt you have to make saves against the armor value of the majority of the squad until the guard were at 50% the majority or more to start using their saves? i thought that was the rules for pulling wounds in shooting phase for mixed saves squads?
My biggest mistake was thinking that the fight phase was only for the player who’s turn it was, only learnt about it because of fights first and the confusion that would imply, if only I could attack in “my” fight phase.
Our biggest confusion was how fights are resolved. The actual rule is selecting unit by unit, but we were resolving fight by fight. Once we got 3-4 different units flanking into each other, we had trouble deciding what classified as "a fight". Eventually looked up the rules and discovered we'd been doing it completely wrong. At the same time, we also noticed all of our pile in moves were being done out of sequence.
Question about Overwatch, it says in the rules “When: Your opponent's Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance, Fall Back or Charge move.” It says at the end of a charge move is included, so that means when a unit ends their charge move into a unit the unit that was just charged or any other unit that can see can fire overwatch right? My friend says no because they are now locked in combat but it also says in the stratagem “at the end of a charge move” so what would be the ruling for that?
Your Friend is Correct in the scenario that you do not see the enemy unit at the start of it's charge move. The weirdness comes into play when you look at the wording of the Target and Effect portions of the stratagem. Within the Target, the wording states: "One unit within 24" of that enemy unit and that would be eligible to shoot if it were your shooting phase." The key words are "would be eligible to shoot." As such, once you are in combat, you are no longer eligible to shoot and you didn't have visibility until you were in combat. This even overrides the pistol keyword because of how pistol is written. Pistol is written as: " that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units.", in which it explicitly states that you must be within your shooting phase in order to shoot. Even though the Effect portion says" shoot that enemy as if it were your Shooting phase" You never get the opportunity to trigger the Effect portion of the strategem as you do not have a valid unit to Target.
No because the unit is now locked in combat and you can't shoot in combat, so you can only overwatch IF you can see the unit at the START of its charge move, so if they charged out of LOS blocking terrain then you could not see them at the start of the charge, and at the end you are not eligible to shoot because they are in combat. The fire overwatch stratagem specifically states the unit has to be eligible to shoot as if it was your shooting phase and if you are in combat or are shooting into combat then you are not eligible to shoot. As mentioned in the video 'Big guns never tire' and 'Pistols' keyword both come with the caveat of 'that unit is eligible to shoot in its controlling player’s Shooting phase', so the charge phase is not your unit's shooting phase and thus there are no units capable of shooting and thus doing overwatch. This is a strategy that allows melee armies to work around overwatch, which is a good thing because overwatch imo is dumb and annoying, so there should be some counter play around it.
One thing i noticed recently is that if during an attack sequence, a model that provides a FNP dies, then the FNP is retained until after the unit has finished attacking. I saw this on WH+ recent batrep
ok, i will admit to getting the cover one wrong, usually wouldnt matter as whole unit is doing in cover, though is good to know if opponent tries to remove the model left out in the open when in fact it should be one behind the wall that gets removed.
One of the biggest controversials for marines are bt and sw strats that puts a unit into a vow/saga as if it was completed by your army, and the following interactions with dependent stratagems
The big one I still struggle with is how ruins work. I've played three games so far against three different opponents and I think ruins worked differently each time. As far as I can tell the big thing is just determining the footprint and then determining if walls block line of sight or not, so I'm hoping to clear that up with my opponent before my next game.
If a ruin footprint is in between two models they cannot see each other, it blocks all vision irrespective of the terrain sitting on it. You cannot see a model if you have to draw line of sight thought the footprint from outside the footprint to outside the footprint. You have true line of sight into a ruin footprint. That means for seeing stuff in the ruin footprint you still need to actually be able to see it. A model is only considered in the ruin for viability if part of their base is in the ruin. You cannot shoot a space marine behind a ruin if the only part in the ruin footprint is his chain sword. However, if part of their base is in the ruin footprint you get true line of sight to that model. You can now ignore the ruin footprint when drawing line of sight, the back of their base cannot be blocked by the ruin footprint in this case either. If a model's base is wholly in a ruin footprint they have true line of sight out of the ruin footprint. A model's base being partially in a ruin footprint is not granted the ability to see out of a ruin footprint as if it is not there. When a models base is partially in a ruin, to draw line of sight to things outside that ruin you must draw line of sight from the section that is not in the ruin footprint and that line of sight cannot pass through the footprint.
a while ago the fight phase non-charger starts point came up. opponents turn, hadnt charged anything (so nothing with fight first) but there were fights still going that hadnt been resolved from previous turns. they got a bit pouty when i said i was activating first (not my turn, they should get to activate first, they really should be able to activate all of their units before mine. seriously dude, thats what the whole getting FF for charging is for)
i liked the old 8th edition command reroll rules where it was basically any dice roll, it was a nice way to not get screwed on a single critical roll and loose a game due to poor luck
Good video. The worst one for me is all the restrictions on characters in specific units. Much prefer auras in 9th. Actually made characters worth the points. Poor apothecary... somehow forgot how to fix a firstborn crusader initiate.
This is because Firing Deck only triggers during the Shooting Phase, "Each time such a model is selected to shoot in the shooting phase, ..." As Overwatch isn't used during the Shooting Phase, but during the Movement or Charge Phases, Firing Deck doesn't trigger.
@@hunterkinsella5303 Yup, just off the top of my head, an Impulsor with Hellblasters inside would certainly love to be able to use firing deck during overwatch.
The precision rule also apply in melee, you need line of sight for precision even in melee. It's the only place where LoS matters in melee that I know of.
The rule I found least intuitive was that quirk with the cover rules where, if you have 1 model in a unit without any line of sight but the rest of his unit has clear lines of sight, the entire enemy unit gets the cover bonus, even though the sightless unit isn't shooting.
@@torgranael you could argue how could a model behind cover die just because their squadmate can be seen - it’s just an abstraction that works both ways
Little help with the attached units. When an attached unit is killed with the leader, does that count as two units being destroyed? Also, would both still be the oath of moment, or is that over when I kill the bodyguard unit?
so my question is why do I see people(who have played for a long time) hide one model from a unit in cover? is it because until a weapon shot kills that model they get plus saves?
Correct me if I'm wrong, but a charge move doesn't have to have the charging unit engage all of the units that it selected to charge. As the rules state: "For a Charge move to be possible, the Charge roll must be sufficient to enable the charging unit to end that move: - Within Engagement Range of every unit that you selected as a target of the charge." Which I think confuses people that you have to actually engage all targeted units, however, this is just a condition to make the charge possible. The rules go further on to say, "Otherwise, the charge is successful and the models in the charging unit make a Charge move - move each model a distance in inches up to the result of the Charge roll. When doing so, each model in the charging unit must end its Charge move closer to ONE of the units selected as a target of its charge." TLDR: If you choose a multi-charge, you have to be able to engage all units with your charge roll distance, but you do not have to actually charge into all of those units
I would appreciate clarification on damage modifiers with melta, i.e. Avatar of Khaine cutting incoming attack damage by half. I’ve seen online that since the melta damage is applied after the attack that it isn’t cut in half - the rules don’t seem to be very obvious on this being the case one way or another
What about mixed toughness units and rolling to would them? Example like a big tyranid monster that is T6 that is attached to a unit that is T3 if there is only say 3 body gaurd left do i wound with boltguns on 3s? Even though i could easily kill the little guys and have wounds carey over to a T6 model that i wounded effectivly on a 3+?
Interesting is also when you got critical hits on 5+ and sustained hits in overwatch. If you got a 5 what happens. The hit does not hit but it is still critical. So it is not far fetched to say that you get a hit with the sustained hits. I never played it like that.
Great video. Completely missed that the unit confirs their ability to an attached character. Been playing 6 months… will be good for my immortals and skorpekhs giving the re-rolls available. Urgh! Onwards!
what you describe as rules mistakes (ie : that is player's fault to misunderstand those) are in fact rules so bad written they are easily wrongly interpreted. And it's not only in 40k, it's part of GW NDA for years now
Since you can fire overwatch when enemy unit ENDS a charge move, it doesn’t matter if they start it beyond line of sight, right? EDIT: talking about non vehicle units
after the move they are in engagement range so -only a unit in engagement range with the charging unit can shoot and only with pistols- you can't fire overwatch
For units starting the game on the board and going into reserves on the first turn. A player going second could bring space marine scouts from the board to strategic reserves (for example) and on its turn on round 1 deploy them on the board? how would that work as the strategic reserves does not say on which board side they can be deployed to (it states this only from round 2 onwards, and the faq rule applies to units having a ability explicitly stating that it can be deployed on round one) thanks!
As an Ultramarines player I still unsure about tanking hits on the victrix prioir to the e.g. Aggressor bodyguard unit, I know Victrix do not have 'character' keyword, but if they are not the 'attahced unit' either, would one still not need to allocate non precision hits first to the aggressors? Thanks
you can allocate non-precision hits to any non-character models in the unit however you like so yes you can tank on the victrix guard first before allocating to the aggressors.. the rules don't care which models are in the 'bodyguard' unit vs the 'leader' unit, they just care about which models are characters
@@ColeNOXyd2nd Wouldn't it depend? If they are being charged and can draw line of sight at the end of that charge move, they can be overwatched; if they can draw line of sight at the beginning of the charge move, they can be overwatched
For the cover issue. That can get very nit-picky. Our group tends to do an all or nothing for this. If my line of sight puts the majority of thier unit on cover then they get it, if not then they dont. This keeps the game flowing. Obviously this is in a casual environment and I can definitely see why every save would matter in a tournament.
can i consolidate if theres no enemies nearby and im on obj? (I j wiped his defenderes on his home onj and want to consolidate nearer the edge to get more cover)
Biggest mistake my budy and I made since start of 10th is thinking lethal hits auto wound meant they automatically did their damage as a wound to the enemy. No save. just damage
noobee question: Can I place a titanic model on and over, so covering terrain? Like small tubes or what ever? I feel like if not it's almost impossible to move my titanic model up the board at all...
It's probably gonna start another fight in the comments but "fast rolling" rolling 2+ damage fnp saves absolutely does mess up the math for fnp's and should not be allowed. The problem is that you're rolling 2 groups of saves vs rolling 2 sequential saves.
I can't find any reference about units that enters reserve from the board are not subject to turn restrictions, is something stated into the mission pack?
Great video, thanks a lot for that! one thing I've wondered about, when is the Fire Overwatch at the end of a charge relevant? I can't think of a scenario, as both vehicles big guns never tires and infantry pistol rules don't trigger outside the movement phase.
It's relevant if you're shooting at a monster or vehicle. A vehicle can shoot in combat only in the shooting phase, but a unit not in combat can shoot at an enemy vehicle that is in combat at any time
@@carysage That's exactly the thing, you can't do it with the unit that's being charged. Units can't shoot when engaged, except with pistols and big guns never tire. And both of those rules don't work outside of their respective phases (your own shooting phase).
I've been arguing with some folks recently about sustained hits. If I get sustained hits +1 and it's my oat of momment target, do I get to re roll it in order to fish additional sustained hits? I would say yes, because that sustained hit is a hit that I add to the pool.
@@robbiepeacocke2465 But isn't sustained hit automatic hit, which goes to a pool as a hit...which then can be rerolled as it is a hit? :D I have been searching for this in a rule book and online and nothing has come up for it.
@@robbiepeacocke2465 Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’ The dice needs to be a crit to score it, but dice itself isn't a 6/ crit, it's just an additional hit on a target that you have to roll for a wound. If you have to roll it for a wound, it naturally gets to be re-rolled for additional sustained that can be scored.
@@markomaksimovic1846 nah you do your rolls and re-rolls, and then if any of those dice are 6s then they are sustained and add an extra hit to your hit pool. Can be sustained on 5+ with some rules and sus2 or sus3 with the odd weapon too, but you only see if each hit counts as sustained once you’ve finished your rolls and rerolls
Personally I got confused on my Tyberos build, where I add The Honor Vehement to a Gravis Captain and get more attacks on the Relic Fist TURNS OUT, ya can't add more attacks to weapons with Extra Attacks already on them. me am angy
What I don’t understand about the keyword sharing point is if the neurotyrant shares the monster keyword do the zoanthropes share the infantry keyword? Or did I miss something saying it’s only leaders who give keywords to their squads?
@@zorak2101 I dont think this is true, When Typhus is attached to deathshrouds, poxwalkers, or blightlords, the boodyguard unit does not become a psyker unit. Only Typhus is considered a psyker so Anti-psyker only applies when the body guard unit is dead. No where in the rules does it say attached units gain their leaders key words nor the other way around. The only comment about this is the entire unit gains the Toughness characteristic of the body guard attached unit until the body guard dies then you go back to the leaders toughness
@@X65X Bodyguard unit has keywords Leader unit has keywords When they join, the rules say they become one unit They have formed a new unit that shares all their previous keywords
@@zorak2101 ok so can a neurotyrant and zoanthropes unit move through a ruin wall or not? If both share which rule is used? A monster cannot move through a ruin wall but an infantry unit can.
Can a unit of Zoanthropes with a Neurotyrant attached move through ruins with the infantry keyword? Are they both infantry and a monster at that point?
Hey just got question about the cover thing with 1 guy behind cover, thought it was a ‘snap shot’ where whatever it is at the start of the attack it carries over? I’ve worded this poorly but hopefully get the gist
Dont know what you mean, but of one model is in cover you have to slow roll saves for that model until it dies. Than all other shoots can get rolled normaly.
Ok so question on overwatch. Say I have a squad of Retributors with flamers and my buddy has a sqaud of assault Intercessors hidden from them behind a wall of sorts, they make their charge, could I still shoot them after the charge move ended? Cause the strat says "ends a charge move" but you normally can't shoot in engagement range
after the move they are in engagement range so -only a unit in engagement range with the charging unit can shoot and only with pistols- you can't fire overwatch EDIT: the Pistol keyword specifies your shootingphase in this case no the flamers cant shoot
No. The only time the "ends a charge move" line is relevant for overwatch is if a vehicle/monster charges something. Being able to shoot a vehicle/monster thats in engagement with a unit is the only part of Big Guns Never Tire that isn't restricted to the shooting phase,
@@bsuns123123 I think there might be fringe cases where you could overwatch non vehicles/monsters after a charge move, specifically in cases where the charge itself kills the target unit, leaving them out of engagement. Assault Intercessors with Jump Packs for example could charge a target, kill the target with mortal wounds from Hammer of Wrath, then get overwatched by a unit as they would not be in engagement range when overwatch is used. There is also some jank around charging where the requirements for a charge roll to be successful don't actually apply to the charge move itself once you begin it. This allows stupid stuff like multi model units with large bases where you can movement order block your own unit from getting into engagement range/base-to-base or charging a target 7.5" away and rolling a 7" lets you basically go wherever you want as long as you end up closer than 7.5" to your target. Please bear in mind that I think these charging shenanigans are stupid and shouldn't be allowed to begin with, but are technically viable since I don't believe GW has done anything to fix them.
Does an infantry unit still count as infantry when joined by a monster unit? I would assume so. But this means that normally the infantry have to be targeted first, so any buffs that are exclusive to infantry would be conferred (like stealth), and any anti monster abilities won't activate (like rolling to hit and wound versus monsters). (Or just being anti monster n+)
the unit will have both the Infantry and the Monster keyword.... so all anti-* rules and rerolls would apply stealth would not apply since not all models in the unit have the stealth keyword
stealth ability* if the infantry or monster has to take damage first depends on which models have the Character-keyword, those can not take damage (without Precision) so even if they were part of the Leader unit, if the model doesn't have the Character-keyword it can take damage
A big thing I don't understand is would a leader suffer mortal wounds if the squad dies during and from said mortal wounds? Or does he count as a single unit again and cancel it out? Also not a rules issue but a common mistake I make in game is wasting Overwatch on non-torrent units, I just started Space Marines (Taking a break as Sisters) and I love the repulsor executioner and think "Ah yes so many weapons I can't miss" just to score like 2 hits on the stubber or something
Attacks are counted as all happening at the same time. So for that attack he is part of that unit. You can not take him out of the unit half way through attacks.
Unless there was an errata or FAQ somewhere I don't see any reason for Big Guns Never Tire to not work with overwatch. Big Guns says you can only do it in your shooting phase, while overwatch says you select your unit if it would be eligible to shoot if it was your shooting phase and then shoots as if it were your shooting phase. I can use Big Guns in my shooting phase so why would I not be able to use it when an ability lets me shoot as if it were my shooting phase?
@@thesephist8973 all good, there's so many rules interactions that I've taken to listening to highly competitive channels like Art of War and Blog for the Blood God even though I mostly play narrative games and have so far only played with my small gaming group.
I have a question. If a unit with an attached character is attacked, can the defender choose to take those hits to the character instead of the weaker models?
I (was) [edit :)] sure the defender can choose to take the saves on the leader... but once they take damage (unless precision) all further saves will will be on that model until they die. I might be wrong, but I'd like to see the rule that says it.
@@Champofnowtthey can't allocate damage to a leader without precision, this is in the leader section of the core rules. The bodyguard must take the damage first even uf they wouldn't have a save while the leader would
This is probably obvious but does that mean that your attached characters to Deathwing knights also get the -1damage taken? It probably wouldn’t matter unless the attacker has precision but I’m new and still learning
You are correct. It does matter, as the unit composition (character being detached) happens after the enemy unit activation. So if the knight squad is killed and there's still more attacks from the unit that killed the last knight, the character will still get -1 damage.
You should do common rules and mistakes for each faction. This should help newer players playing with and against the army
Never expected to see one of my favorite airsoft UA-camrs in the comments of a 40k video - i don't play airsoft anymore but I used to watch the shit out of your reviews!
That’s a great idea, I’m just getting into warhammer and I’d appreciate something that helps me actually understand the rules
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Great idea.
Mistake Number 10: Feel No Pain still applys damage, it's just emotional
Omg, that one hits right in the feels.
Hahah it's just a way to try to proove its the dice and not our decision making if we loose
@@raho19so, what you are saying is, you took emotional damage.
😂
I failed my saves and took D6+12 emotional damage
Mentioning Ork Meks in the Keyword section would be really relevant in Dread Mob. I've seen Orks players being unaware of being able to get the detachment ability on stuff like Lootas, Nobz and Boyz.
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after being in this hobby for a year already, i had never heard of the no deep strike after turn 3 rule. Thanks for drawing so much attention to this integral game mechanic GW.
deep strike can come in on any turn. Strategic reserves must come in on 2 or 3
@@monopolyking879 I'm pretty sure that rule applies to Reserves, not just Strategic Reserves.
@@monopolyking879 in the matched play mission packs, any type of reserve (including deep strike) that started off the board has to arrive in turn 2 or 3. This has been the case for the last couple of editions at least, but it doesn't get included in the core rules so that players of a particular narrative scenario can have units arriving turn 1 or late in game to fit their narrative.
Some units are able to bypass this if they have an ability that allows them to return to reserves. For example, warp talons that deep striked in turn 3, after killing a unit and are out of engagement can return to reserves with their ability. They can then return in turn 4 with another deep strike. Just another example on what he said in the video for this same rule.
Another thing to note for precision in melee - you need to be in range of the unit (engagement range, in this case) and have line of sight to the character, but you don't have to be in engagement with the character model specifically. You can in fact use Epic Challenge from the other side of the combat!
It's why I love my Lictors and Deathleaper. Oh you're 10 inches away from me in this Melee? Doesn't matter, my Precision can still target you out of the entire unit 🤣
As I read it, you also make your wound rolls, and then you can decide which wound rolls target the Character, and which just to the unit as normal. Little odd, and pretty different from the Duels/Challenges of the past where you had to assign everything to one or the other.
Rather useful to keep in mind when they have different Toughness values.
@@Lowlandlord Yes, you decide after each successful wound roll whether to apply it to the character or not, which can be a significant swing in how easily a character is taken out if they would normally be harder to wound than the attached unit. You would still have to fully resolve each attack before rolling the next, though, as normal for targeting different defensive profiles.
Honestly, I think the only reason it hasn't been errata'ed to successful hit rolls is because different toughnesses between the leader and the unit don't come up much (at least, not in Space Marines. Other armies might be different)
@@Lowlandlord Correct, this is actually something to note specifically when attacking units where the character's Toughness does not match teh rest of the unit's. A particular scenario to note would be for example, a Neurotyrant attached to Neurogaunts: the wound rolls are against the unit so they are rolling against T3 and NOT the Neurotyrant's T8, they can then allocate those much easier to land wounds against the Neurotyrant if Precision is available.
@@Ezio8782 It is the most stupid rule in the game ngl. This happened to me (beacause i was new to the game) and i thought my lord solar is safe behind 10 Guardsmen and like 12+ inch distance.
No. He is not. And it is, without argument, so, go damn stupid. Its called a BODYGUARD unit.
Most of this list we play correctly, but my group has been guilty of rerolling morale. Super helpful video.
Worth mentioning regarding Firing Deck: you pick ONLY ONE weapon from ONE model each, which means if a model has multiple weapons you can't fire them all (e.g. an Intercessor model inside an Impulsor can't fire both its bolt rifle and its grenade launcher)
One rule that throws off a lot of players at my local store is wounding with a Precision weapon. You allocate the attack AFTER you wound the bodyguard unit, which means you use the toughness of the bodyguard unit instead of the character being targeted.
That threw me off at one point. Discovering that I can't use the neurotyrant only offers better saves to attached neurogants, not better toughness was something my friends and I discovered afterward, but it was a laugh rather than being genuinely annoyed. That mistake ended up doing more damage to me, not less, as a later unit that phase was able to nuke the tyrant, skipping the gants entirely.
11:51 the idea of Marneus Calgar's unit standing in the open bravely facing the enemy and Calgar hiding behind a pillar or stump is hilarious.
i love you auspex tactics
The big guns never tire and death befiniting an officer are the worst due to the awful wording. Like, don't specify "as if it were your shooting Phase" if it doesn't matter 😢
Yeah this surprises me. Like "As if it were your Shooting Phase" to me means for all intents and purposes the shooting is treated as if it is your Shooting Phase so Big Guns Never Tire should apply but it seems like that's a no.
I really disklike "as if it were your Shooting Phase" because in reality they actually mean "but with none of the rules that apply in your Shooting Phase."
An Auspex Tactics video that was posted just 1 minute ago? I'm there
Alot of people dont know about cover being on a model to model basis. Glad its on this list
For me, tank commanders don’t get born soldiers, which is annoying as all the other leman russ tanks do.
Same with Super Heavys, GW pls 😭
@@foxnut13 I did not realize that, I need to apologize to my opponent.... I thought the storm Lord was broken
And they somehow lose their shoot on death if they die to melee, which now makes them almost useless in game. Literally just a single order and nothing else.
Only units with the regiment key word get born soldiers. No one Leman Russ tank has that keyword
@@No_nameOGno they don't. Rule just says when the model is destroyed
2 honorable mentions since I started.
1: Feel No Pain, you roll for each individual point of damage, not for each attack that made it through.
2: The weird interaction between Devastating Wounds and Lethal Hits. As a CSM player, this one really confused me.
lethal hits means you skip the wound roll so dev wounds don't apply
@@kyruu2922 Exactly. It's weird because getting Lethal Hits feels like it should be a bonus, but it can actually work against you with Dev Wounds units.
Dev wounds and lethal hits isnt a weird interaction.
@@GCarssowit is a bonus. You don’t have to roll to wound.
@@Whoknows21356 There are situations in which getting a lethal reduces the average damage of an attack and, therefore, does not feel like a bonus. The most obvious one is shooting combi-weapons into terminators.
The interaction isn't so much 'weird' as it is an 'anti-synergy', for want of a better word given it can make a dev wounds attack do actively less damage.
For Lethal Hits + Sustained, surely setting the 6 aside as an auto wound and then adding an extra dice in to the hit pool is exactly what you do? Since this gives you 1 auto wound and 1 extra hit? I've probably misunderstood but seems like you're saying setting a dice aside for the auto wound and then adding another in as a hit gives TWO hits...
You can do what you described, or you can keep your dice pool the same and just put a spare off to the side, signifying that's where both effects are being resolved
The way you described it is precisely what you do.
I think the mistake is keeping the original die as a hit, adding a second to a separate pile of lethals that saves won't be rolled for, and adding a third one to the hits pile for the sustained, thus ending with three hits.
Put the sustained hit I'm the whole pool first, remove original dice to lethals pile. Furthermore, when I add in sustained hits, it's a different colour dice!
You should do a *how to play series* just the basics you explain everything so well and easy to digest
He already did it, there's one video per phase
@zouloslecoolos oh nice I didn't know that will search for it after work thank you!
@@breadguytv yeah it’s like 13 videos, goes through each phase and mechanic.
check playlists!
Holy shit, I never thought about Unit abilities buffing the leader they’re attached to!
The Leader counts as part of the Unit "for all rules purposes" so if the Unit has a rulet that says "models in this Unit..." it applies to the Leader.
For a while I wasn't using the Immortals wound re-roll on the leader..... man. Sure do like the re-rolls on the plasmancer tho.
Mmmmm… Trajan Valoris rerolling hit rolls while leading a squad of Guard… or even better, Farsight rerolling hit rolls while leading a squad of Fireknife Crisis…
My pet peeve is terrain.. I think our playgroup has had 4 different versions of terrain rules. Doesn't help that terrain options aren't standardized, not all of them have templates so now we play with sheets of paper underneath some of the buildings. Just feels weird that this is a fundamental part of the game and yet it feels left out.
Yeah I just lost a game due to them being able to stab through terrain that you couldn't shoot through. If this hadn't of happened then it would of been a tied game.
That whole charge-fights first sequence always melts me. Thank you for the clarification!
I think a nice reminder for the interaction for Overwatch + BGNT is to remember the vindicators "siege shield" ability which makes the melee overwatch posible, making it the exception.
Those rules are often so confusing, GW should leave some tooltips.
This has got to be one of your very best videos. Would love more of these.
Could you make a video about the rules about situations when a unit dies and the leader(s) become separate units? I have had many disputes over this
Simple enough, a character is leader of a unit until the bodyguard unit is killed, then once the enemy unit that killed that character completes all its shooting that character becomes solo. Until then you use the toughness of ths bodyguard unit even if the bodyguard unit is dead... you revert to the characters toughness when a new unit is shooting it.
You can still speed roll that mass number of saves -- you just have to put in an identifier -- like for saving 10 times with a 4+ invuln model in a group of otherwise 5+ saves // going from left to right the saves until the 4+ invuln fails are at that -- the rest are at 5+
I never realised the rules about reserves! Great video, do more like this please!
Very helpful vid to share with my group. We are very casual and we tend to forget certain things. I know we have definitely messed up with precision
Number 1 is why I attach a Big Mek to a 20 man squad of Boyz in a Dredd Mob formation, so I can roll on the buff table for extra FUN
It would be great if there was a visual display of these rules and the examples given to help better understand whats going on, especially for newer players.
Thanks for the video ! It helps noob like me :) SHould be better if you could add the rule sources (for example : Core rules page xx or Rules commentary pages yy) because it helps when we arg with friends and foes.
Gw really are awesome at writing rules aren't they!? thanks for the video, tactics and rules discussion is where you excel i think.
Extremely useful video, more in the pipeline on rules mistakes please!
Extremely helpful this why I love your channel.
Correct me if I am mistaken:
In the fight phase players Alternate activation.
In Auspex's explanation (7:45, "Fight phase order and Sequencing") it seems as if there are 2 separate fight sequences that has its own beginning.
However, if your opponent (whose turn it is NOT) activated the final "Fights First" unit then the next activation does NOT return to your opponent, but rather alternates to you who then activates the "first" of the remaining combats (Even though it is your turn).
I've always heard it the way AT describes, as the phase is explicitly split into two steps.
no, do all of the units that have "fights first" first, when a player runs out of such models the other player can then go through the rest of theirs.
Once everything with fight first has fought, then you go onto everything else.
For that Lethal+Sustained, I would love to see him execute it with a basic dice tray. He wrote out how people would set aside two dice for auto-wounds (totally wrong), or how they would add in two to the pool to be rolled for the wound roll (also wrong) , so his on-screen text was correct, but his script was a little wonky there.
If you have both abilities and roll a 6, you both skip rolling the wound for that die and add in a single bonus die that is still going to need to successfully make a wound roll with any other non-crit hits you got in the attack
I have a fellow Nids player who keeps trying to command reroll his deadly demise triggers, had to show him the strat and explain it all to him. It's the same how you can't reroll miracle or fate dice or blessing of Khorne.
#1 rules mistake. Thinking you know the rules, because by the time you use it, there will be an errata to an FAQ of a rules commentary pdf document that you have to pay for thats out of print of a rule that has been corrected, so now it doesn't work but has nothing to do with what you're doing, yet somehow now impacts your decision...
I rely on the core rules booklet we got when 10e launched, but with friends deciding to use the app, it looks like I'll have to abandon it. Good thing I never shelled out for the hardcover book. The fact that the free versions of the rules are kept up to date, while the paid rules are a glorified paperweight seems a little dumb.
This is FANTASTIC. I've played roughly 5 games and a lot of this is news to me!
Regarding 6:20, the votann FAQ says that you cannot set up outflanking pioneers on your first turn, while they can return to your reserves, you still must wait until round 2 to set them up.
this is because the votann index was written by someone who doesnt play warhammer
I would add you can only overwatch a charge if they actually succeed their charge roll. If they fail the charge they cannot move therefore cannot trigger overwatch. This is a change from previous editions.
On charges, if you CAN move into base to base when you move a model, you HAVE to, is not actually fully true, since its only true if you can do so while maintaining unit cohesion. Doesn't come up often, but in some cases with varied terrain or obstructions you might have one guy that could wrap around it to get into base to base as he'd have the range, but doing so would put him out of range of cohesion with other models in his unit, then you just ignore that potential base to base and move him normally as if it wasn't an option (as it basically isn't).
More of an issue with older or custom terrain that has large solid supports or tanks or things and not just thin walls, but also can happen if there's another model outside your unit getting in the way as well.
Doesn't come up often, but caused confusion with me/the opponent anytime it did.
the point you raise at 12:30ish with vitrix guards joining a unit, wouldnt you have to make saves against the armor value of the majority of the squad until the guard were at 50% the majority or more to start using their saves? i thought that was the rules for pulling wounds in shooting phase for mixed saves squads?
My biggest mistake was thinking that the fight phase was only for the player who’s turn it was, only learnt about it because of fights first and the confusion that would imply, if only I could attack in “my” fight phase.
Our biggest confusion was how fights are resolved. The actual rule is selecting unit by unit, but we were resolving fight by fight. Once we got 3-4 different units flanking into each other, we had trouble deciding what classified as "a fight". Eventually looked up the rules and discovered we'd been doing it completely wrong. At the same time, we also noticed all of our pile in moves were being done out of sequence.
Question about Overwatch, it says in the rules “When: Your opponent's Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance, Fall Back or Charge move.” It says at the end of a charge move is included, so that means when a unit ends their charge move into a unit the unit that was just charged or any other unit that can see can fire overwatch right? My friend says no because they are now locked in combat but it also says in the stratagem “at the end of a charge move” so what would be the ruling for that?
Your Friend is Correct in the scenario that you do not see the enemy unit at the start of it's charge move. The weirdness comes into play when you look at the wording of the Target and Effect portions of the stratagem. Within the Target, the wording states: "One unit within 24" of that enemy unit and that would be eligible to shoot if it were your shooting phase." The key words are "would be eligible to shoot." As such, once you are in combat, you are no longer eligible to shoot and you didn't have visibility until you were in combat.
This even overrides the pistol keyword because of how pistol is written. Pistol is written as: " that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units.", in which it explicitly states that you must be within your shooting phase in order to shoot. Even though the Effect portion says" shoot that enemy as if it were your Shooting phase" You never get the opportunity to trigger the Effect portion of the strategem as you do not have a valid unit to Target.
No because the unit is now locked in combat and you can't shoot in combat, so you can only overwatch IF you can see the unit at the START of its charge move, so if they charged out of LOS blocking terrain then you could not see them at the start of the charge, and at the end you are not eligible to shoot because they are in combat. The fire overwatch stratagem specifically states the unit has to be eligible to shoot as if it was your shooting phase and if you are in combat or are shooting into combat then you are not eligible to shoot. As mentioned in the video 'Big guns never tire' and 'Pistols' keyword both come with the caveat of 'that unit is eligible to shoot in its controlling player’s Shooting phase', so the charge phase is not your unit's shooting phase and thus there are no units capable of shooting and thus doing overwatch. This is a strategy that allows melee armies to work around overwatch, which is a good thing because overwatch imo is dumb and annoying, so there should be some counter play around it.
One thing i noticed recently is that if during an attack sequence, a model that provides a FNP dies, then the FNP is retained until after the unit has finished attacking.
I saw this on WH+ recent batrep
ok, i will admit to getting the cover one wrong, usually wouldnt matter as whole unit is doing in cover, though is good to know if opponent tries to remove the model left out in the open when in fact it should be one behind the wall that gets removed.
One of the biggest controversials for marines are bt and sw strats that puts a unit into a vow/saga as if it was completed by your army, and the following interactions with dependent stratagems
The big one I still struggle with is how ruins work. I've played three games so far against three different opponents and I think ruins worked differently each time. As far as I can tell the big thing is just determining the footprint and then determining if walls block line of sight or not, so I'm hoping to clear that up with my opponent before my next game.
If a ruin footprint is in between two models they cannot see each other, it blocks all vision irrespective of the terrain sitting on it. You cannot see a model if you have to draw line of sight thought the footprint from outside the footprint to outside the footprint.
You have true line of sight into a ruin footprint. That means for seeing stuff in the ruin footprint you still need to actually be able to see it. A model is only considered in the ruin for viability if part of their base is in the ruin. You cannot shoot a space marine behind a ruin if the only part in the ruin footprint is his chain sword. However, if part of their base is in the ruin footprint you get true line of sight to that model. You can now ignore the ruin footprint when drawing line of sight, the back of their base cannot be blocked by the ruin footprint in this case either.
If a model's base is wholly in a ruin footprint they have true line of sight out of the ruin footprint. A model's base being partially in a ruin footprint is not granted the ability to see out of a ruin footprint as if it is not there. When a models base is partially in a ruin, to draw line of sight to things outside that ruin you must draw line of sight from the section that is not in the ruin footprint and that line of sight cannot pass through the footprint.
a while ago the fight phase non-charger starts point came up. opponents turn, hadnt charged anything (so nothing with fight first) but there were fights still going that hadnt been resolved from previous turns. they got a bit pouty when i said i was activating first (not my turn, they should get to activate first, they really should be able to activate all of their units before mine. seriously dude, thats what the whole getting FF for charging is for)
i liked the old 8th edition command reroll rules where it was basically any dice roll, it was a nice way to not get screwed on a single critical roll and loose a game due to poor luck
Difference between Reserves and Strategic Reserves, and how many points/models you can put in each
Good video. The worst one for me is all the restrictions on characters in specific units. Much prefer auras in 9th. Actually made characters worth the points. Poor apothecary... somehow forgot how to fix a firstborn crusader initiate.
I do not understand why the Firing deck doesn't work with Overwatch still, if he's not clicked ... why?
In the rule it says "each time this model is selected to shoot in the shooting phase" that's from the app which I think is up to date
This is because Firing Deck only triggers during the Shooting Phase, "Each time such a model is selected to shoot in the shooting phase, ..." As Overwatch isn't used during the Shooting Phase, but during the Movement or Charge Phases, Firing Deck doesn't trigger.
@@shavaas yeah, I could imagine some armies getting a LOT stronger if you could firing deck overwatch
@@hunterkinsella5303 Yup, just off the top of my head, an Impulsor with Hellblasters inside would certainly love to be able to use firing deck during overwatch.
This makes Fuegan attached to my fire dragons even better :)
I auspex you love tactics
The precision rule also apply in melee, you need line of sight for precision even in melee. It's the only place where LoS matters in melee that I know of.
9:24 We (me and friends) Made combat VERY wrong, the one who charged fighted first
they normally always do, they only fight second if the unit they are charging has the fights first keyword
@@hurb3222 okay, thanks
@@patrickmartin4600 no worries
The rule I found least intuitive was that quirk with the cover rules where, if you have 1 model in a unit without any line of sight but the rest of his unit has clear lines of sight, the entire enemy unit gets the cover bonus, even though the sightless unit isn't shooting.
It makes sense as an abstraction if you compare it to the rule where any models in a unit can to die to shooting even if only one is visible
That doesn't make any sense. Shooting is done model by model, so why would anyone care what Greg sees while Steve is shooting?
@@torgranael you could argue how could a model behind cover die just because their squadmate can be seen - it’s just an abstraction that works both ways
Little help with the attached units. When an attached unit is killed with the leader, does that count as two units being destroyed?
Also, would both still be the oath of moment, or is that over when I kill the bodyguard unit?
yes and yes
Due to persisting effects oath of moment still applies to the character provided it was in the unit at the time the oath was declared
@@greg_mcanope
so my question is why do I see people(who have played for a long time) hide one model from a unit in cover? is it because until a weapon shot kills that model they get plus saves?
probably to give that model the benefit of cover and do rolls based on that
or to hope that this model will survive and your unit isn't destroyed
Two reasons, you can take hits on that model to get benefit of cover, or if it's a leader you can get protection fron the Precision rule.
Correct me if I'm wrong, but a charge move doesn't have to have the charging unit engage all of the units that it selected to charge. As the rules state:
"For a Charge move to be possible, the Charge roll must be sufficient to enable the charging unit to end that move:
- Within Engagement Range of every unit that you selected as a target of the charge."
Which I think confuses people that you have to actually engage all targeted units, however, this is just a condition to make the charge possible. The rules go further on to say, "Otherwise, the charge is successful and the models in the charging unit make a Charge move - move each model a distance in inches up to the result of the Charge roll. When doing so, each model in the charging unit must end its Charge move closer to ONE of the units selected as a target of its charge."
TLDR: If you choose a multi-charge, you have to be able to engage all units with your charge roll distance, but you do not have to actually charge into all of those units
Mistake #11 , both players meet and niether of them have read any rules for their first game ever
What about (lethal) and (sustain 2) so I score 1 auto wound and 2 regular hits ?
correct
I would appreciate clarification on damage modifiers with melta, i.e. Avatar of Khaine cutting incoming attack damage by half. I’ve seen online that since the melta damage is applied after the attack that it isn’t cut in half - the rules don’t seem to be very obvious on this being the case one way or another
What about mixed toughness units and rolling to would them? Example like a big tyranid monster that is T6 that is attached to a unit that is T3 if there is only say 3 body gaurd left do i wound with boltguns on 3s? Even though i could easily kill the little guys and have wounds carey over to a T6 model that i wounded effectivly on a 3+?
Kayvan Shrike gives his jump pack assault squad Phobos keyword too
Interesting is also when you got critical hits on 5+ and sustained hits in overwatch. If you got a 5 what happens. The hit does not hit but it is still critical. So it is not far fetched to say that you get a hit with the sustained hits. I never played it like that.
Great video. Completely missed that the unit confirs their ability to an attached character. Been playing 6 months… will be good for my immortals and skorpekhs giving the re-rolls available. Urgh! Onwards!
what you describe as rules mistakes (ie : that is player's fault to misunderstand those) are in fact rules so bad written they are easily wrongly interpreted.
And it's not only in 40k, it's part of GW NDA for years now
Since you can fire overwatch when enemy unit ENDS a charge move, it doesn’t matter if they start it beyond line of sight, right? EDIT: talking about non vehicle units
after the move they are in engagement range so -only a unit in engagement range with the charging unit can shoot and only with pistols- you can't fire overwatch
If they end a charge, the unit will be engaged, and you can't shoot them.
@ColeNOXyd2nd can't shoot pistols in overwatch, pistol ability is phase locked to your shooting phase
@@michalkowalski240 you are correct, my mistake
@@michalkowalski240 Thanks both, makes sense!
For units starting the game on the board and going into reserves on the first turn. A player going second could bring space marine scouts from the board to strategic reserves (for example) and on its turn on round 1 deploy them on the board? how would that work as the strategic reserves does not say on which board side they can be deployed to (it states this only from round 2 onwards, and the faq rule applies to units having a ability explicitly stating that it can be deployed on round one) thanks!
As an Ultramarines player I still unsure about tanking hits on the victrix prioir to the e.g. Aggressor bodyguard unit, I know Victrix do not have 'character' keyword, but if they are not the 'attahced unit' either, would one still not need to allocate non precision hits first to the aggressors? Thanks
you can allocate non-precision hits to any non-character models in the unit however you like so yes you can tank on the victrix guard first before allocating to the aggressors.. the rules don't care which models are in the 'bodyguard' unit vs the 'leader' unit, they just care about which models are characters
@@kwombok Thank you! and ...wohoo!
So, if i get charged by a unit that i can´t draw line of sight to, i can´t overwatch?
correct
wall charges are very dumb, aren't they ?
@@ColeNOXyd2nd Wouldn't it depend? If they are being charged and can draw line of sight at the end of that charge move, they can be overwatched; if they can draw line of sight at the beginning of the charge move, they can be overwatched
@@akirakan5086 at the end of the charge move the charger is in engagement range, so you can't shoot them
@@ColeNOXyd2nd (unless the charging unit is a monster or vehicle)
For the cover issue. That can get very nit-picky. Our group tends to do an all or nothing for this. If my line of sight puts the majority of thier unit on cover then they get it, if not then they dont. This keeps the game flowing. Obviously this is in a casual environment and I can definitely see why every save would matter in a tournament.
Clarified a few points. Another informative video.
can i consolidate if theres no enemies nearby and im on obj? (I j wiped his defenderes on his home onj and want to consolidate nearer the edge to get more cover)
Can you use fire over watch on a unit that advanced on their turn, and does not have the assault keyword? (Infernus marines)
Biggest mistake my budy and I made since start of 10th is thinking lethal hits auto wound meant they automatically did their damage as a wound to the enemy. No save. just damage
noobee question: Can I place a titanic model on and over, so covering terrain? Like small tubes or what ever?
I feel like if not it's almost impossible to move my titanic model up the board at all...
For the „ one of a group in cover“ section:
Can I just roll nine dices for the guys not in cover and one dice for the guy in cover?
To speed it up
It's probably gonna start another fight in the comments but "fast rolling" rolling 2+ damage fnp saves absolutely does mess up the math for fnp's and should not be allowed. The problem is that you're rolling 2 groups of saves vs rolling 2 sequential saves.
I can't find any reference about units that enters reserve from the board are not subject to turn restrictions, is something stated into the mission pack?
addition that alot of newer players forget: devastating / mortal wounds still can feel-no-pain'd
I didn't know that about DW
I make a good few of mistakes so this will be helpful
Terrain rules with how line of sight and cover works always catch me off guard.
Great video, thanks a lot for that! one thing I've wondered about, when is the Fire Overwatch at the end of a charge relevant? I can't think of a scenario, as both vehicles big guns never tires and infantry pistol rules don't trigger outside the movement phase.
It's relevant if you're shooting at a monster or vehicle. A vehicle can shoot in combat only in the shooting phase, but a unit not in combat can shoot at an enemy vehicle that is in combat at any time
If the charging unit is behind terrain and there is no line of sight at the start of the charge you could Overwatch at the end of the charge.
@@carysage That's exactly the thing, you can't do it with the unit that's being charged.
Units can't shoot when engaged, except with pistols and big guns never tire. And both of those rules don't work outside of their respective phases (your own shooting phase).
@@greg_mca Thanks! That makes sense. Can an infantry unit (which isn't engaged) shoot at an enemy vehicle when it's engaged?
@@gideonm.4866 Pistols too eh? I've been messing that one up...
I've been arguing with some folks recently about sustained hits. If I get sustained hits +1 and it's my oat of momment target, do I get to re roll it in order to fish additional sustained hits? I would say yes, because that sustained hit is a hit that I add to the pool.
No. You only get the additional hit from the sustained hit rule if you keep the dice as a 6, not if you reroll it
@@robbiepeacocke2465 But isn't sustained hit automatic hit, which goes to a pool as a hit...which then can be rerolled as it is a hit? :D I have been searching for this in a rule book and online and nothing has come up for it.
@@robbiepeacocke2465 Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’
The dice needs to be a crit to score it, but dice itself isn't a 6/ crit, it's just an additional hit on a target that you have to roll for a wound. If you have to roll it for a wound, it naturally gets to be re-rolled for additional sustained that can be scored.
@@markomaksimovic1846 nah you do your rolls and re-rolls, and then if any of those dice are 6s then they are sustained and add an extra hit to your hit pool. Can be sustained on 5+ with some rules and sus2 or sus3 with the odd weapon too, but you only see if each hit counts as sustained once you’ve finished your rolls and rerolls
Personally I got confused on my Tyberos build, where I add The Honor Vehement to a Gravis Captain and get more attacks on the Relic Fist
TURNS OUT, ya can't add more attacks to weapons with Extra Attacks already on them.
me am angy
What I don’t understand about the keyword sharing point is if the neurotyrant shares the monster keyword do the zoanthropes share the infantry keyword? Or did I miss something saying it’s only leaders who give keywords to their squads?
Both share
@@zorak2101 I dont think this is true, When Typhus is attached to deathshrouds, poxwalkers, or blightlords, the boodyguard unit does not become a psyker unit. Only Typhus is considered a psyker so Anti-psyker only applies when the body guard unit is dead. No where in the rules does it say attached units gain their leaders key words nor the other way around. The only comment about this is the entire unit gains the Toughness characteristic of the body guard attached unit until the body guard dies then you go back to the leaders toughness
@@X65X They do become a psyker unit though
@@X65X Bodyguard unit has keywords
Leader unit has keywords
When they join, the rules say they become one unit
They have formed a new unit that shares all their previous keywords
@@zorak2101 ok so can a neurotyrant and zoanthropes unit move through a ruin wall or not? If both share which rule is used? A monster cannot move through a ruin wall but an infantry unit can.
I wish it was clearer on if attached characters got the squads scout move
They do not. Your leader would also need scout for that unit to use the ability.
Can a unit of Zoanthropes with a Neurotyrant attached move through ruins with the infantry keyword? Are they both infantry and a monster at that point?
Moving through terrain is per model I think, so no.
@@FionaAnstian you are correct i think, i did manage to find a clarification on this. Thank you
Hey just got question about the cover thing with 1 guy behind cover, thought it was a ‘snap shot’ where whatever it is at the start of the attack it carries over? I’ve worded this poorly but hopefully get the gist
Dont know what you mean, but of one model is in cover you have to slow roll saves for that model until it dies. Than all other shoots can get rolled normaly.
Ok so question on overwatch. Say I have a squad of Retributors with flamers and my buddy has a sqaud of assault Intercessors hidden from them behind a wall of sorts, they make their charge, could I still shoot them after the charge move ended? Cause the strat says "ends a charge move" but you normally can't shoot in engagement range
after the move they are in engagement range so -only a unit in engagement range with the charging unit can shoot and only with pistols- you can't fire overwatch
EDIT: the Pistol keyword specifies your shootingphase
in this case no the flamers cant shoot
No. The only time the "ends a charge move" line is relevant for overwatch is if a vehicle/monster charges something. Being able to shoot a vehicle/monster thats in engagement with a unit is the only part of Big Guns Never Tire that isn't restricted to the shooting phase,
@ColeNOXyd2nd pistols cannot shoot in engagement range in overwatch as they are phase locked to your shooting phase
@@bsuns123123 I think there might be fringe cases where you could overwatch non vehicles/monsters after a charge move, specifically in cases where the charge itself kills the target unit, leaving them out of engagement. Assault Intercessors with Jump Packs for example could charge a target, kill the target with mortal wounds from Hammer of Wrath, then get overwatched by a unit as they would not be in engagement range when overwatch is used.
There is also some jank around charging where the requirements for a charge roll to be successful don't actually apply to the charge move itself once you begin it. This allows stupid stuff like multi model units with large bases where you can movement order block your own unit from getting into engagement range/base-to-base or charging a target 7.5" away and rolling a 7" lets you basically go wherever you want as long as you end up closer than 7.5" to your target. Please bear in mind that I think these charging shenanigans are stupid and shouldn't be allowed to begin with, but are technically viable since I don't believe GW has done anything to fix them.
Does an infantry unit still count as infantry when joined by a monster unit?
I would assume so. But this means that normally the infantry have to be targeted first, so any buffs that are exclusive to infantry would be conferred (like stealth), and any anti monster abilities won't activate (like rolling to hit and wound versus monsters). (Or just being anti monster n+)
the unit will have both the Infantry and the Monster keyword.... so all anti-* rules and rerolls would apply
stealth would not apply since not all models in the unit have the stealth keyword
stealth ability*
if the infantry or monster has to take damage first depends on which models have the Character-keyword, those can not take damage (without Precision)
so even if they were part of the Leader unit, if the model doesn't have the Character-keyword it can take damage
@ColeNOXyd2nd but if the monster is a character it can't be targeted until the host unit is destroyed. Right?
@@Raygun9000 correct, to be precise until its not an attached unit anymore (usually by destroying the Leader or the bodyguard unit)
@ColeNOXyd2nd so, as the monster character cannot be targeted, the anti monster rule doesn't come into effect.
Has this been faq'd?
A big thing I don't understand is would a leader suffer mortal wounds if the squad dies during and from said mortal wounds? Or does he count as a single unit again and cancel it out?
Also not a rules issue but a common mistake I make in game is wasting Overwatch on non-torrent units, I just started Space Marines (Taking a break as Sisters) and I love the repulsor executioner and think "Ah yes so many weapons I can't miss" just to score like 2 hits on the stubber or something
Attacks are counted as all happening at the same time. So for that attack he is part of that unit. You can not take him out of the unit half way through attacks.
Unless there was an errata or FAQ somewhere I don't see any reason for Big Guns Never Tire to not work with overwatch. Big Guns says you can only do it in your shooting phase, while overwatch says you select your unit if it would be eligible to shoot if it was your shooting phase and then shoots as if it were your shooting phase. I can use Big Guns in my shooting phase so why would I not be able to use it when an ability lets me shoot as if it were my shooting phase?
It's because of the Out of Phase rules, that says abilities that activate during a phase only activate in that phase.
@@FionaAnstian Thanks for the point out. Sometimes these rules can be frustrating.
@@thesephist8973 all good, there's so many rules interactions that I've taken to listening to highly competitive channels like Art of War and Blog for the Blood God even though I mostly play narrative games and have so far only played with my small gaming group.
I just realised I've been doing sustained and lethal wrong this whole time
I have a question. If a unit with an attached character is attacked, can the defender choose to take those hits to the character instead of the weaker models?
No, Character models can not be selected
I (was) [edit :)] sure the defender can choose to take the saves on the leader... but once they take damage (unless precision) all further saves will will be on that model until they die.
I might be wrong, but I'd like to see the rule that says it.
@@Champofnowtthey can't allocate damage to a leader without precision, this is in the leader section of the core rules. The bodyguard must take the damage first even uf they wouldn't have a save while the leader would
@@Champofnowt Core Rules pg 39. Leader ability, you can take saves on non Character-keyworded models, in either Bodyguard or Leader unit
@greg_mca thanks. Completely missed that. And the whole of my local gaming group did too.
So if I have rubric marines and their sorcerer has the psyker keyword but not the marines, what happens when I shoot at it with an anti-psyker weapon?
This is probably obvious but does that mean that your attached characters to Deathwing knights also get the -1damage taken? It probably wouldn’t matter unless the attacker has precision but I’m new and still learning
You are correct. It does matter, as the unit composition (character being detached) happens after the enemy unit activation. So if the knight squad is killed and there's still more attacks from the unit that killed the last knight, the character will still get -1 damage.