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  1. It seems to me that the ability to set up a unit as a garrison at the start of the battle comes with an extra restriction: The terrain feature must be wholly within your territory, in addition to any other restrictions.
  2. If this was about WH40k Ld, I'd ask what was used for
  3. Presumably you resolve each ability you decide to activate before activating the next. So in case of Strike Quickly command ability, the player whose turn is has first go at using it. Resolve combats immediately. He then gets to activate other "start of phase" abilities until he is done. Then it is the other players opportunity to do the same. This ability is a bit like a game of Chicken: As the player whose turn it is you are normally entitled to selecting the first unit to fight. But how likely is your opponent to pay for the ability to take that away from you by fighting first instead? Is it worth paying the CP to keep an advantage you are in danger of losing?
  4. This part of the rules is easy to miss, for sure.I wasn't even aware of this before I noticed there was units whose Save improved by the number of models. Unlike WH40k, you will not be able to "improve your save" by removing models outside of cover as hits and wounds are allocated so that after the first few models are removed, all remaining models are in cover. However, after-saves are applied as wounds are allocated to models, so some after-save rules dependent on the unit being "wholly within" can come into effect as you remove models.
  5. The AoS designers commentary says this: Q: Some abilities say that a unit fights at the start of the combat phase. What happens if that unit is not within 3" of the enemy, but later in the phase an enemy unit piles in to within 3" of it? A: A unit that can fight at the start of the combat phase but does not do so is allowed to fight normally during the combat phase should an enemy unit move to within 3" of it. Then again, the Commentary also includes this pile of ox manure, so they may be talking out of their donkeys in general. Q: Let’s say Unit A has been made to fight at the end of the combat phase. If, when Unit A fights at the end of the combat phase, its pile-in move results in Unit B being eligible to fight when previously it wasn’t, because Unit B was outside 3", can Unit B now pile in and attack? A: If Unit A is from the army of the player whose turn is taking place, then Unit B will be able to fight (as its opportunity to fight comes after that of Unit A, and it will be eligible to fight because it is within 3" of the enemy). If, on the other hand, Unit A is part of the army belonging to the player whose turn is not taking place, then Unit B will not be able to fight (as its opportunity to fight came before that of Unit A, when it was not within 3" of the enemy). So in one case it's ok for your unit to fight later even though "it's moment" has passed, but in the other case the opportunity to fight is lost altogether, just to conform to their made-up "I fight last, you fight last" policy.
  6. Also: It is the actual damage that is changed, it just the damage characteristic on the profile. So any effects that modify the damage, e.g. adding +1, is still all changed to 1.
  7. According to the Designers Commentary on re-rolls, modifiers and successful/failed rolls, if a re-roll is dependent on a success/fail condition, the actual roll is compared to the required value do decide if the re-roll is warranted. For example, if an attack has a To Hit of 4+ and a rule states that failed hit rolls must be re-rolled, then if the dice roll is 1, 2 or 3 then it must be re-rolled even if modifiers would make the roll succeed. A combination of a +1to hit and this rule can conspire to turn a "good" roll bad: You roll a 3, which is going to be a hit with the modifier, but you are forced to re-roll. Back to your issue. You roll an 8 and re-rolls are considered. Looking only at the casting value required, this is a success and must be re-rolled due to the Bloodsecrator. If you roll an 8 again the casting roll succeeds compared to the casting value, and this is overridden by the Hexgorger Skulls and hilarities ensue. -T10
  8. T10

    Pile in question

    Hi! While it is common way to play it that you apply damage and remove models as you work through the attacking unit's attacks, this is actually not how the rules work: "Once all of a unit’s attacks have been resolved, add up the damage that was inflicted. The player commanding the target unit must then allocate a number of wounds to the target unit equal to the damage that was inflicted." There is more text in the rules doc. It should not be possible for the defending unit to "rob" the attacking unit of its attacks by removing casualties in a way that drops the remaining attacks out of range.
  9. "Ooh! For me? What COULD it be!" -Pandora
  10. The game usually requires recognizing more than just 1s and 6s...
  11. GW is pushing some awful dice of late, the Sylvaneth dice in particular. What's going on here, Leaf+ to save? Swirly-skull for charge range? It boggles the mind. But the Ossiarch dice are just the worst. Is the smugface skull the 1 or the 6? Or is it it the greasy hand thing giving you an OK that's the coveted top number? Why are three out of six faces just nearly identical jazz hands? The fact that they exist make me want to meet an opponent dumb enough to use them so I can tell him never to use them. But seriously: How do I tell my opponent not to use crappy novelty dice no-one can read? -T10
  12. All that sounds like something they should have put into the actual rules for Warscroll Battalions and Allegiance Abilities. -T10
  13. Are you sure? As far as I can tell, battalions don't have a faction limitation per se. They don't have any keywords, after all. As such you only need to satisfy the organization requirements (and pay the points cost where appropriate) to use a battalion. If you can fit the required units into your allies allowance, you should be able to take the battalion.
  14. With regards to terrain and movement, it is a good practice to discuss this with your opponent before the battle, or at least before you start movement that interacts with terrain. It can be difficult to determine the ACTUAL distance a model moves when crossing an uneven fence (is it 0.9 or 1.1 inches?) or other irregular terrain shapes. Agreeing to count sections of terrain as being of a certain height will make it a lot easier to resolve movement. A house rule that works for our group in many systems is that if a model has enough movement to cross the threshold of a terrain feature, but not enough move to completely clear it, we allow the model to complete its move on the other side, touching the point where it ascended or descended. E.g.: A model with Movement 5 and a 40mm base is moving to cross a wall 3.5 inches away, the wall being 1 inch high and 1/4 inch wide. Even though the model's move would end part-way down the wall, for convenience we allow the model to end its move on the other side. We are also in agreement that this is just a convenience thing and isn't intended for "stealing inches" to get in better shooting or charge range, or grabbing objectives: When this is an issue we usually pre-measure before movement and make sure to move our models in a way that they only get to do stuff they normally would be allowed to do! At least in that turn
  15. What if we just did away with dice rolls all together? Each player just works through a series of virtual dice rolls that yield, in sequence, 1 through 6 and then repeats. Your unit has 30 attacks with 4+ to hit and re-rolling 1's and wounding on 3+ with extra 1 mortal wound on 6's to wound? Starting on 1 roll, that's 15 hits outright and 5 1's that "re-roll" into 2 more hits. For those 17 hits, starting at 6 roll, your unit score 11 wounds and 3 mortal wounds. The target unit then takes saves, starting at a 5 roll. Would't that be great, huh? Super fair, super balanced, super predictable! If we could then do away with the uncertainty of edge-case distances, perhaps using some sort of grid, then we can make this into a real game that doesn't have to suffer the vagaries of chance and opinion! Then people could play and never need to ever interact on a social level!
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