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Ok, as I can't see any thread like this I'll start a new one.

1. Can I slam, throw own units? I can't see any rule that says no, and throwing Argus at/next to enemy warcaster looks nice... It gets up and makes autohit combo attack.

2. It's the WFB/40k thing, but it looks like enemy does not strike back. I activate model and it just go beat up enemy unit with it's attacks. Even if I don't kill enemy with that model I can activate another one and finish it up? Isn't that bit unfair? Smile

3. If I have model with ghostly, can it charge though enemy models? Rule says model ignores obstacles. Is enemy model an obstacle? Ghostly looks more or less like incorporeal to me. Or if it can't, is it possible to trample models being ghostly (to get rid of free strikes), then reach enemy model somewhere far away (like caster) and (being in melee range ofc), add fury to make additional attacks against it?

That's it for now, but I'm sure ther will be more... Big Grin
1. You can but the model must be immune to knockdown otherwise it cannot stand up until it's controllers next turn. Spells or abilities that cause models to stand up allow you to stand up models even if they were knocked down in their controllers turn. If immune to Knockdown or made to stand up, the model must still forfeit it's movement or action.
2. No, that's fair. If you want something to die, kill it! Big Grin
3: No, you cannot charge through enemy models using Ghostly as they are not obstacles. In Warmachine/Hordes there are Incorporeal models too. You can Ghostly Trample to get near an opposing caster ignoring Free Strikes and then use Fury to make additional attacks against them. Big Grin

Any questions and I'll get on the case. Big Grin
I'd like to take a shoot at answering these Big Grin

1. This is the main difference between WH/40k and WM/Hordes - in WM/ Hordes you can attack your own units, no matter whether you want to changer them (good for getting your warcaster in range to caste spells), or if something is in LOS and you have to kill it. My personal favourite is (though I have not tried it yet) is throwing your own model to knock down something that have a high def ie warcaster Big Grin. This is one of the greatest point that make the game for me! But to answer your question on throwing a argus, if you throw your own model they sacrifies there whole activation - this is no matter the stability rule (prevents knock downs). I'm pretty sure about this - it was ruled on some months ago on the PP site. But I can stand corrected.

2. This game is brutal, and it hurts to see a unit brutally murdered... Big Grin Anywho the way you get around this is positioning. But I must say if anyone dedicates that much to kill one unit or model, what have they not killed?

3. Incorporeal means that your model is not affected by regular range or melee attack - except if they are magical attacks. And though incorporael ignore everything for movenment (models included) they still abide by LOS rules. But Incorporeal disappears if you attack with that model for one turn. Think of ghostly as a better version of pathfinder, But you still need LOS to charge.
What Vish and Oli say is true, but I feel I should interject with a few side notes:

1. Throwing your own models is almost always not worth it. Collateral damage, forfeiting your activation or movement/action etc generally means that it's too pricey in my eyes.
Throwing enemy models though, now we're talking. The Shadowhorn is the king of this IMO. He's led to several enemy casters dying by throwing them in front of my army.
It is, however, kinda cool that you *can* do it if you really need to.
The only power attack designed primarily for your own models (IMO) is Push. It is occasionally handy.

2. It's kill or be killed. Attacking back happens in their turn, so make the most of yours while you can... If you think yours was brutal, the reprisals are often worse...

3. Ghostly raises a fine point. There are many rules in the game that look quite similar at first glance, but are importantly different. As Oli says, Ghostly is like Pathfinder with knobs on, not really like Incorporeal (although they sound similar).
Likewise, stealth doesn't actually mean a model is invisible (it still blocks LOS for charging, for example), you just automatically miss if you shoot at it from further away than 5".
Strange but true.

-Tom.
Next question.. Smile So if I can attack my own models, can I Force bolt them towards enemy? Smile

Force Bolt (★Attack) - Force Bolt is a RNG 10, POW 10 magic attack. An enemy model hit by this attack can be
pushed d3˝ directly toward or away from this model. Choose the direction before rolling the distance. On a critical hit, the enemy
model is knocked down after being pushed.

It says enemy model can be pushed, and enemy model is knocked down... Does it mean I can attack own models but still can't knock down/push own models with that attack, right?

Dream of 6 druids pushing FWW towards enemy caster... Smile
As it specifies 'Enemy model', you are free to target them, but they will not be pushed, just suffer the POW10 damage rolls. Not so good for a WW, to be honest.
Back to the drawing board!

Seeing as you seem to be looking at Circle, you do have lots of in-faction movement shenanigans, so just keep looking!

-Tom.
So far I came up with shifting stones teleporting models after sprint (white mane and stalker's animi affected models), Wolf riders light cavalery, druids pushing enemy models away (or towards), ghostly trampling to get to enemy caster. Kromac jump and additional attacks for fury looks scary. I'm on it. Being complete noob in WM/H is awesome. I can start tweeking lists from the begining. Smile
Yeah, HORDESMACHINE is pretty good for that. I've found it's the little stuff that's really good. For example, the movement from Kromac's Warpath or Mohsar's Mirage. Once you start stacking these, you will end up with crazyness. Remember, that when looking for threat range combo's look for abilities that let you boost or do things without Forcing. As you can only Force in you warlock's Control Area, it's one of the main restricting things in Hordes. Although, there are abilities that get around that. Happy hunting. Big Grin
Thanks for the demo session yesterday, I love the game. It is everything I expected. Big Grin

I've got another question for you:
One of Kromac spells prevents models form channeling or casting spells in his control range.
Quote:Bestial (While in this modelʼs control area, enemy models cannot cast spells or be used to channel spells. Bestial lasts for one round.)

Is magical attack a spell (eg. druids of orboros force bolt)?

Quote:Some models have the ability to cast spells as a special action
or attack without spending fury. The spells a model can
cast are listed in its entry under its Magic Ability special
rules. Magic Ability special attacks are magic attacks but are
resolved using the model’s Magic Ability score instead of the
FURY stat. A model’s Magic Ability score appears in brackets
next to “Magic Ability”; for example, a Druids of Orboros
model has “Magic Ability [7].”

IMHO yes, but I need to confirm that (and yes Nick, I'm preparing for the next week Big Grin).
you are right martin. If it is classified as a magical ability on the card then it is a spell, and would be affected by Beastial. It is a horrible spell for some armies to face.
Yarp, Bestial shuts down Greylord magic shotguns, Druid Force Bolts, and Blackclad Hunter's Marks. Big Grin

Marcus, that Battle Report was beautiful. I love the big cross where Asphixious was standing. Lovely. When I saw the previous image where he was engaged by the Deathjack, I thought things were looking in your favour due to the angle of engagement. Big Grin
Yeah! Hear that Nick? You ain't going to pull me! Big Grin
unless you do what I did.... and forgot that I had spell protection (choir sang on my jacks last time I played, I forgot and he knocked my redeemer over and dragged it into water....:'( ) Tongue

New question.... can I model with two weapons and CMA give up their second attack and CMA them selves? I'm thinking of DoF here... 2 giving +3 to hit and to wound
I remember that! Not the protection but I remember the Redeemer scooting about 5" across the table into the puddle while knocked over and it's furnace going out. Poor guy. Big Grin
If you have CMA and two attacks you can CMA but not with yourself. CMA requires that you make an attack using two trooper models. So if Daughter A uses her first attack with Daughter B's first attack, that's fine. Head over to PG 62 of the rulebook. In fact, CMA counts the models in a Combined Melee Attack not the number of attacks. So the second attack would be wasted.
so can you get two CMAs or is it 1 cma and two normal attacks... sorry in work so don't have my rule book Tongue
If your model has two attacks they can participate in either:
One cma and one normal melee attack.
Two separate cma's and no normal melee attacks
Two normal melee attacks

As the model has two attacks it can participate in two different sets of CMA's but not use those two attacks in the same CMA. The reason being that, it cannot count its left arm as another model. Hope that helps.

So for example, TFG are under Epic Kreoss's feat. Four of them charge a Juggernaut. They split into pairs for the combined melee attacks. They combine the charge attacks with other charge attacks. Then separately they use their feat granted attacks to do one large combined Melee attack.
cool, ta guv
And another one:

Feralgeist can enter boxed warbeast if it dies in its command range. On entering it heals 1 point from each aspect in life circle.
If I have 3 feralgeists can they all (being in range ofc) enter same beast effectively healing it for 6 and hiding themselves?

Does death of warbeast trigger that possesion thing at the same time or one after another?
The closest model binds to the beast as it it heals each aspect on binding the other Feralgeists cannot enter it. If it is destroyed by an attack another Feralgeist can enter it. If a Feralgeist leaves it during the Maintainance Phase, it is destroyed meaning an other Feralgeist in range cannot bind to it because it was not destroyed by an attack. If two Feralgeists are equidistant to the model you choose which one enters it.

If you read the wording on Spiritbind, the living warbeast model being destroyed by an attack within it's it's command range it can Spiritbind. Also the Warbeast cannot activate the turn it's Spiritbind'd and no longer be Forced or Healed and loses it's animus.

Better to go for the Swamp Gobbers in my opinion. Big Grin
I think the Feralgeist, is a strange model that is very situational imo. For one point he is a great filler, but only affective against Hordes.
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