24
8/14/2019 Neal Hunt Master FAQ http://slidepdf.com/reader/full/neal-hunt-master-faq 1/24 Main Update September 23, 2010 Last Update December 3, 2010 1.0: Epic Game Rules 1.1.3 Unit Datasheets : AND/OR designations are frequently used for weapons that have a ranged fire and an assault mode. What is the difference between the two !:  !ome weapon systems are capable of being used in multiple ways. A weapon designated as "OR# may choose between the modes of fire on the datasheet each time it is used$ whether in a typical activation or defending against an assault. A weapon designated as "AND# may use all modes of fire simultaneously each time it is used. 1.".1 Se#uence $% &la' : %an we get a !equence of &lay table that includes all the clarifications about what happens when in the !trategy &hase and the end &hase !:  !ure. Strate(' &hase '. (eleports placed and all other "beginning of turn# abilities go into effect )alternating$ *igher !R chooses who goes first+ ,. Roll for !trategy )simultaneous+ End &hase '. Aircraft disengage )simultaneous+ ,. Resolve criticals and other -end of turn- effects )alternating$ higher !R chooses who goes first+ ,. Rally )alternating$ *igher !R goes first+ . Daemons disappear )simultaneous+ . %hec0 victory conditions by scenario rules )varies by scenario and may come at a different point in the sequence+ 1.".2 )e(innin( $% *urn : With abilities that are used at the start of the turn$ who goes first !:  (he player with the higher strategy rating has the option of acting first or forcing the opponent to act first. 1.+.2 *he !cti$n *est : When rolling for initiative to activate and order your formations$ does a D1 roll of ' automatically fail !:  No. (his can lead to certain formations automatically passing an initiative test. !pace 2arines$ for e3ample$ will always pass a test unless modifiers apply to the roll$ and Or0s doing a double or charge action would pass automatically also. (hese advantages are built into the points values used in the 4rand (ournament army lists$ and you should ta0e them into account when wor0ing out the forces used in a scenario. 1.: M$-ement : %an units move off the gaming table !:  Only if specifically allowed to do so by a special rule. : One of the 5A6 entries draws a conclusion that seems overly broad to me. !ection '.7.' tal0s about various orders allowing formations to move. (he Overwatch section of the 5A6 rules that any time a formation is allowed to move$ it must move. !:  8ou can move 9ero$ if you wish$ but that is still considered a move. 8ou don:t have to move. ;n fact$ some orders li0e !ustained 5ire require you to stay stationary. Other than that order$ you are merely moving 9ero. Withdrawls are different$ in that they AR< optional movement. ;f you choose not to move$ you have not moved and do not allow a formation in overwatch to activate against you. When a unit does brea0$ it does choose where and if to withdraw. ; personally advance my bro0en formations. (here is a chance they may unbrea0 ne3t turn and it provides consternation to my opponent. *owever$ if you end your move )and yes$ you can still move 9ero+ within '= cms of an enemy$ the unit is destroyed. 0cm m$-e units : %an transported units with a move of 9ero set up =cm away when disembar0ing !:  8es they can. : %an a >cm move unit on a road claim the ?=cm move bonus !:  8es and no. (here is no clear distinction in the rules between >cm move and truly immobile units. We recommend that units that could potentially be moved in an emergency situation$ li0e field artillery pieces$ be considered to have a move of >cm. (ruly immobile units such as a bun0er in a scenario that has a unit data sheet should be considered as immobile under any circumstances.  A >cm move unit would possibly benefit from the road movement bonus$ allowing it to move =cm per move. *owever$ it may obviously not leave the road as it would then lose its bonus movement. Also$ unit with a speed designated as "immobile# may not move$ even on a road.  As always$ if you anticipate any issue with this rule$ for e3ample you are playing @aran !iegemasters with many >cm move units$ go over it with your opponent during the = minute warmup. : ;f a formation of three >cm move guns has the centre gun destroyed and the unit fails to rally )if they get the chance+ is it removed after the ne3t activation movement phase )bro0en formation$ two stands$ one stand removed blast mar0er 0ills other stand+. !:  8es$ life can be short in a !iege regimentB 1..3: $nes $% /$ntr$l : %an you end your move e3actly =cm away from an enem unit$ or would that mean entering its Co% !:  8ou must stay out of the Co%. As the Co% e3tends =cm$ if you were e3actly =cm you would be in the Co% and this is no allowed. ;n other words$ you must remain more than =cm away from the enemy unit.

Neal Hunt Master FAQ

Embed Size (px)

Citation preview

Page 1: Neal Hunt Master FAQ

8/14/2019 Neal Hunt Master FAQ

http://slidepdf.com/reader/full/neal-hunt-master-faq 1/24

Main Update September 23, 2010Last Update December 3, 2010

1.0: Epic Game Rules

1.1.3 Unit Datasheets

: AND/OR designations are frequently used for weaponsthat have a ranged fire and an assault mode. What is thedifference between the two!: !ome weapon systems are capable of being used inmultiple ways. A weapon designated as "OR# may choosebetween the modes of fire on the datasheet each time it isused$ whether in a typical activation or defending against anassault. A weapon designated as "AND# may use all modesof fire simultaneously each time it is used.

1.".1 Se#uence $% &la'

: %an we get a !equence of &lay table that includes all theclarifications about what happens when in the !trategy&hase and the end &hase!: !ure.

Strate(' &hase'. (eleports placed and all other "beginning of turn# abilitiesgo into effect )alternating$ *igher !R chooses who goes first+,. Roll for !trategy )simultaneous+

End &hase'. Aircraft disengage )simultaneous+,. Resolve criticals and other -end of turn- effects)alternating$ higher !R chooses who goes first+,. Rally )alternating$ *igher !R goes first+. Daemons disappear )simultaneous+. %hec0 victory conditions by scenario rules )varies byscenario and may come at a different point in the sequence+

1.".2 )e(innin( $% *urn

: With abilities that are used at the start of the turn$ whogoes first!: (he player with the higher strategy rating has the option of acting first or forcing the opponent to act first.

1.+.2 *he !cti$n *est

: When rolling for initiative to activate and order your formations$ does a D1 roll of ' automatically fail!: No. (his can lead to certain formations automatically

passing an initiative test. !pace 2arines$ for e3ample$ willalways pass a test unless modifiers apply to the roll$ andOr0s doing a double or charge action would passautomatically also. (hese advantages are built into the pointsvalues used in the 4rand (ournament army lists$ and youshould ta0e them into account when wor0ing out the forcesused in a scenario.

1.: M$-ement

: %an units move off the gaming table!: Only if specifically allowed to do so by a special rule.

: One of the 5A6 entries draws a conclusion that seemsoverly broad to me. !ection '.7.' tal0s about various ordersallowing formations to move. (he Overwatch section of the5A6 rules that any time a formation is allowed to move$ itmust move.!: 8ou can move 9ero$ if you wish$ but that is still considereda move. 8ou don:t have to move. ;n fact$ some orders li0e!ustained 5ire require you to stay stationary. Other than thatorder$ you are merely moving 9ero.

Withdrawls are different$ in that they AR< optionalmovement. ;f you choose not to move$ you have not movedand do not allow a formation in overwatch to activate againstyou.

When a unit does brea0$ it does choose where and if towithdraw. ; personally advance my bro0en formations. (hereis a chance they may unbrea0 ne3t turn and it providesconsternation to my opponent. *owever$ if you end your move )and yes$ you can still move 9ero+ within '= cms of anenemy$ the unit is destroyed.

0cm m$-e units

: %an transported units with a move of 9ero set up =cmaway when disembar0ing!: 8es they can.

: %an a >cm move unit on a road claim the ?=cm movebonus!: 8es and no. (here is no clear distinction in the rulesbetween >cm move and truly immobile units. Werecommend that units that could potentially be moved in anemergency situation$ li0e field artillery pieces$ be consideredto have a move of >cm. (ruly immobile units such as abun0er in a scenario that has a unit data sheet should beconsidered as immobile under any circumstances.

 A >cm move unit would possibly benefit from the roadmovement bonus$ allowing it to move =cm per move.*owever$ it may obviously not leave the road as it would thenlose its bonus movement. Also$ unit with a speed designatedas "immobile# may not move$ even on a road.

 As always$ if you anticipate any issue with this rule$ for e3ample you are playing @aran !iegemasters with many >cmmove units$ go over it with your opponent during the = minutewarmup.

: ;f a formation of three >cm move guns has the centre gundestroyed and the unit fails to rally )if they get the chance+ isit removed after the ne3t activation movement phase )bro0enformation$ two stands$ one stand removed blast mar0er 0illsother stand+.!: 8es$ life can be short in a !iege regimentB

1..3: $nes $% /$ntr$l

: %an you end your move e3actly =cm away from an enemunit$ or would that mean entering its Co%!: 8ou must stay out of the Co%. As the Co% e3tends =cm$ ifyou were e3actly =cm you would be in the Co% and this is noallowed. ;n other words$ you must remain more than =cmaway from the enemy unit.

Page 2: Neal Hunt Master FAQ

8/14/2019 Neal Hunt Master FAQ

http://slidepdf.com/reader/full/neal-hunt-master-faq 2/24

: What are the options for a unit that finds itself in anenemy Co% at the start of its activation!: ;f a unit finds itself in an enemy Co% for any reason then itmust either charge the enemy or leave the Co% when it ne3tta0es an action. ;t cannot choose to remain stationary andstay in the Co%$ which means that the formation it belongs towill have to choose an action that allows the unit to moveaway or charge. 8ou may use an <ngage action to engage aseparate formation$ so long as your charge move ta0es youout of the Co% of the closer formation.

: ;f ; have a formation on Overwatch that is within the Coneof %ontrol of an enemy unit$ does that prevent usingOverwatch!: No. 5iring on Overwatch is not an action per se and thefiring formation is not obligated to leave the Cone of %ontrol.;f the formation ta0es any action e3cept firing on OW$ it willbe obligated to <ngage or move out of the Cone of %ontrolas normal.

1..": $rmati$ns

: At what point in an action do you need to get units bac0into coherency

!: %oherency applies at the end of each move made by aformation. ;f a formation is out of coherency when it ta0es anaction$ then it must choose an action that allows it to ma0e amove. Note that formation requirements apply to charges$countercharges and consolidation during assault and thoseshould be considered moves for the purposes of determiningformation coherency.

!ee sections ,.'.', and .> for coherency questionsregarding !couts and War <ngines$ respectively.

1..: *ransp$rt ehicles

: Does a unit loses its Co% when in a (ransport 5or e3ample$ does a !cout in a Rhino loses its '>cm Co%!: 8es. nits being transported lose their Co% )ie$ use onlythe Co% of the transporting unit+.

: What happens to transported units if their (ransport isdestroyed!: (he units must ma0e an Armour !ave or a 1? %over !aveto survive.

: Do troops in a (ransport lose all their Armour !aves whenthe (ransport is hit by an 2W or (E weapon!: No$ saves that could be ta0en if the unit were hit directlyby a 2W may still be ta0en. !o$ for e3ample$ (erminators

with Reinforced Armour would get a save against an 2W hit.@ut unless the unit has an ability that gives them a saveagainst 2W or (E hits they would be destroyed automatically

 Fust as if they had been hit by those weapons themselves.Gi0ewise$ if the shot has ;gnore %over$ units would not beable to rely on the 1? cover save from being inside a vehicle.

: A failed dangerous terrain chec0 does not allow a savingthrow for vehicles. Does that mean any troops inside aredenied an armor save as well!: No. (ransported troops roll their saves as normal.

: Do (ransports that are destroyed in %% )or via A& fire for 

GHs+ cause transported units to possibly be destroyed aswith A( and 2W fire!: 8es.

: ;f a series of (ransports containing infantry from their formation is charged$ can the infantry bundle out of the(ransports as part of a %ountercharge move And wouldyour answer differ if the (ransports were in close combatrather than a firefight!: (he answer does differ on whether the (ransport is in

basetobase contact or not. ;f it is in basetobase contactwith two or more units )see section '.7.=+ then it is not ableto move and can not therefore deploy any troops. ;f it is not ibasetobase contact then it can move and as part of thatmove it can deploy troops. !ee section '.',. for restrictionson counter charges.

: ;f a (ransport with two troops inside is destroyed$ and allof the troops inside the transport are destroyed how many@last 2ar0ers are placed on the formation!: 5our. One for being shot at$ one for destroying the(ransport unit and two more for the units inside the transpor

: ;f a withdrawing (ransport is caught within '=cm of an

enemy unit after finishing its Withdrawal 2ove$ are thetransported units destroyed as well!: 8es. Any 5earless troops on the transport would not bedestroyed unless within =cm of the enemy and woulddismount as normal.

: Are transported units considered to be in specifictransporting units of their formation!: 8ou can play it either way$ setting specific units in othersor randomi9ing it upon ta0ing damage. ;f it loo0s li0e beingan issue for you$ then bring it up in the five minute warmupperiod at the start of the game.

: (he (ransport rules say that if a (ransport unit has twoenemy units in basetobase the transported units cannotdisembar0 since they are trapped inside. Does this meanthat they die without saves if the transporting unit is 0illedduring the Assault!: No$ the normal rules would apply )i.e. the units get their saves+$ as the rules do not say otherwise. As a rule of thumbyou should stic0 with the core game rule unless an e3ceptionis specifically noted. Also$ transported units are part of theassault$ even if they cannot directly participate. (hey aresimilar to units that are out of range in that respect and counfor outnumbering and any special abilities.

: ;f a formation loses an Assault and have to remove a

(ransport with units inside it$ is that considered a (E hitsince it does not allow saves$ thereby removing thetransported units without saves as well!: No$ apply the normal rules.

: (he transport rules say the transport has to move intobase contact with the units to be transported in order to pic0them up. Does that mean the transport has to ta0e adangerous terrain chec0 if the unit is in cover Or that thetransport cannot pic0 up units inside impassable terrain$ li0ea building!: ;t depends on the e3act location of the models. ;f a unit isentirely within the terrain piece$ then dangerous terrainchec0s are required and a vehicle cannot enter impassable

Page 3: Neal Hunt Master FAQ

8/14/2019 Neal Hunt Master FAQ

http://slidepdf.com/reader/full/neal-hunt-master-faq 3/24

terrain to pic0 up the unit. *owever$ if part of the unit ise3posed$ for e3ample an infantry unit partially inside awoods$ the vehicle can ma0e base contact with the e3posedportion of the unit to load.

: (he transport rules state that a disembar0ing unit -may beplaced within =cms of the transport vehicle.- Does that mean=cm distance$ model edge to model edge$ as whenmeasuring range$ or does that mean that the disembar0ingunit must be entirely within a =cm distance from the vehicle

!: (he =cm is intended to be measured as formationcoherency )and range measurement+$ from model edge tomodel edge. While the word -within- might imply -entirelywithin- in some conte3ts it is used several places in the ruleswhen referring to modeledge distance or other situationsthat involve only a portion of the model$ e.g. -within rangeand line of sight- requires neither the entire model to be inrange$ nor the entire model to be visible. (his should apply toother disembar0 moves as well$ such as aircraft or droppods.

1.." *errain E%%ects

: %an an infantry unit claim cover from enemy armored

vehicles!: 8es. (he rule as written does not distinguish betweenfriendly and enemy vehicles for cover benefits. !ome groupsfeel this is an odd situation and house rule that the cover from enemy units is not allowed$ so feel free to cover this inthe =minute warmup with your opponent.

: When is a unit in cover A fraction of the model$ morethan half$ fully!: 5or infantry$ they can gain cover from simply touching an

 AH$ so it ma0es sense that would be the standard for claiming other cover. As long as they touch the terrain$ theycan claim the benefits.

5or vehicles$ impassable terrain wor0s based on the -hulldown- rules and whether the terrain obscures the model. 5or dangerous terrain there is a relatively easily determinedstandard based on the dangerous terrain chec0. ;f the modelat least touches the terrain and  is willing to ta0e a dangerousterrain chec0$ it can claim the cover benefits$ i.e. no cover benefits without ta0ing the terrain penalty. 5or terrain thathas no effect on vehicles but might provide cover$ it is best toremain consistent with infantry and dangerous terrain for vehicles and simply declare that a vehicle touching the cover can claim the benefit.

 As always$ though$ terrain should be part of the = minute

warmup. &layers will have to wor0 out$ for e3ample$ whether touching the base of a piece of terrain counts as touching it$or if the model would need to butt up against the actualterrain feature itself rather than Fust the base. (he answer might even be different from terrain piece to terrain piece.5or e3ample$ the entire base of trees may count as being inthe trees$ but the base surrounding a building does not.

1.4: Sh$$tin(

: ; canIt find the A& or A( values for small arms li0e boltersor lasguns. What are these values!: (he effect of small arms is included in the unitIs firefight

value$ and used in an assault by units within '=cms of theenemy and not in base contact. !o JfirefightsI and small armsfire only happens as part of an assault. (he thin0ing behindthis rule is based on observations of the way combat wor0sin reallife. J!hootingI in <pic represents the 0ind of longrange sustained shooting attac0s youIll often see in newsreelsK the 0ind of thing where you see tan0s or heavyweapons popping away at a distant hillside at an invisibletarget L the aptly named Jempty battlefieldI phenomena. Anassault represents the situation where troops have been

ordered to ta0e and hold a position$ and all hell brea0s looseas they close in. ;f you saw the (H series J@and Of @rothersIyouIll 0now what 0ind of thing ; mean. (his is the mainreason that small arms are only really used in assaults$ asthey are not very effective at the 0ind of longrangedsuppressive fire represented by JshootingI in <pic.

: %an you withhold fire for later turns!: (he player can choose which units/weapons to shoot withand never has to fire if he doesnIt want to.

1.4.2: 5h$ Ma' Sh$$t.

: What bloc0s line of sight )other than obvious terrain+

a+ <nemy modelsb+ War engines )friend or foe+c+ 5riendly models other than your detachment group whatever d+ !tands within your own detachment.e+ Ruinsf+ !hoot at whateverIs in range and not bloc0ed by hills or large buildingsg+ ; misunderstood something...!: (he answer is b$ e M f. (errain bloc0s the GO5$ unitsdonIt.

: %an a transported unit be suppressed when a formationfires!: Only units in a position to shoot can be suppressed$ soonly if the transported unit can shoot out of the transport canit count for suppression.

: %an a unit without ranged weapons )something with only55 or even lac0ing that li0e an Or0 Wildboy+ be suppressedwhen a formation fires!: ;n order to be suppressed a unit must have a line of fireand be in range. (his means that units within small armsrange )'=cm+ may be suppressed )even though they cannotshoot+$ but the Wildboy could not be.

(here are other e3amples of units which fulfill the criteria for

suppression while being unable to shoot. <3amples includeunits with one shot or slowfire weapons which cannot fire. Again$ the requirements are only range and line of sight$ notthe ability to actually fire.

: %an units armed only with !mall Arms that are withinrange of the enemy be chosen as unit to be suppressed by@last 2ar0ers!: 8es.

: %an a unit be suppressed if it has no enemy in the fire arcof its weapons!: No.

Page 4: Neal Hunt Master FAQ

8/14/2019 Neal Hunt Master FAQ

http://slidepdf.com/reader/full/neal-hunt-master-faq 4/24

1.4." &lace )last Mar6er 

: A formation fires at a target but has no weapons that canaffect the target 5or instance a formation that only has A&weapons fires at a vehicle formation. Does the target still geta @last 2ar0er for ta0ing fire!: 8es. A target formation always receives a @2 for ta0ingfire even if that fire cannot have any effect on the targetformation.

: %an A& weapons target AHIs Fust to get the @2 And thecorollarycan A( weapons target infantry to get a @2!: 8es. 5ormations pic0 up a bm for coming under fire evenif the weapons being used cannot harm the target.

: %an a formation with units armed only with weapons thatare !mall Arms fire at an enemy formation to place a @las02ar0er on them !: No. As the rules currently stand$ units armed only with!mall Arms cannot shoot and therefore can:t place a @2 onan enemy for causing them to :come under fire:.

: ;f you fire at an enemy unit and they are out of range$ dothey still receive a blast mar0er!: No$ you must have GO5 and range from at least one of your units to at least one unit in the target formation in order to place a @2.

1.4. R$ll *$ 7it

: DevastatorIs have two missile launchers each. %an aDevastator unit split its fire into one A& shot and one A( shotwhen shooting!: 8es it can.

: Devastators have multiple weapons. ;s the answer aboutsplitting fire into A& and A( the same if it is one weapon with

multiple shots. 5or e3ample$ can a Warhound titan fire itsHulcan 2egabolter as A&? shots and ' A(=? shot.!: No. (he decision to choose A& or A( is by weapon. ;n thee3ample$ the Hulcan 2egabolter shots would have to be all

 A& or all A($ not a mi3 of the two.

: ;f a unit has a base$ or modified$ ?' to hit value does thatmean that the unit automatically hits Or does rolling a ' ona d1 for your tohit result always fail!: According to section '..= a roll of ' before modification isalways counted as a miss. !o regardless of your base or modified to hit value a roll of a ' always misses.

: ;s there any way to speed up the dice rolling when firing

!: ;t is possible to speed up dice rolling without altering theoverall result of shooting by allocating hits against units of the same type as a group$ and then ma0ing all of the savestogether$ and finally removing casualties from the modelsclosest to the enemy.

5or e3ample$ if a unit of si3 !pace 2arines and (hreeRhinos too0 A& hits and , A( hits$ then the defender couldsimply say -; allocate the A& hits to the 2arines and the A(hits to the Rhinos-. *e would then roll dice for the 2arinessaves$ removing any casualties by eliminating the 2arineunits closest to the enemy$ followed by rolling , dice for theRhino:s saves and removing any casualties in a similar 

manner. &lease note that you will need to agree with your opponent that it:s o0ay to use this method to allocate hits inthis way$ and that even if an opponent agrees$ the opponentcan still as0 for you to use the :official: method in situationswhere the opponent feels it is warranted.

1.4.+ !ll$cate 7its 8 Ma6e Sa-in( *hr$9s

: %an a formation that have a mi3ture of A& and A( shotsfire the A& shots at a formation in which all its infantry is in

transports$ so that any infantry$ whose transport is destroyedand survives$ can be shot at!: No. (hey must be an eligible target at the beginning of theshooting action$ although according to section ,.,.1 A& and

 A( hits are allocated first and saves made before 2W.

(his means you could shoot up a bunch of transportvehicles$ and then have 2W hits allocated to any infantrythat survive )this doesn:t apply in the e3perimental hitallocation rules+.

: Are modifiers to an Armour !ave cumulative 5or e3ample$ is a !niper firing at a unit in %rossfire a , to theunitIs Armour save or Fust a '

!: All modifiers apply unless the rules specifically saysomething different. !o the total Armour !ave modifier wouldbe ,.

: ;f ; have a unit of Or0 boy9 )1? save+ who are caught in acrossfire )' save+$ do they get no save or do ; need to roll a7? )i.e. 1 followed by ?+!: (hey get no save. 7? rolls are only for "(o *it#.

: ;n the rules for !uppression it statesP "One unit that has aline of fire and is within range may not do so for each @last2ar0er on the formation#. *ow should this rule be interpretedfor units$ li0e a Deathstri0e 2issile$ that donIt require a Gineof 5ire in order to fire!: nits that do not require a Gine of !ight in order to shootare suppressed if they are within range of the enemy$ even ifthey donIt have a Gine of !ight to the target.

: %onsider an armoured formation with GHs and AHs.(he GHs are closer to the enemy formation that is shooting.(he enemy formation shoots and scores A& hits and A(hits. *ow are these hits allocated

a+ ; can allocate the A( hits first$ so each GH gets one hit$and then the A&$ in total two hits per GH and none for the

 AHs.

b+ A& hits are allocated first$ and then A($ Resulting in onehit on each of the GHs and one each on the AHs.!: (he intent of the hit allocation rule is that you mustallocate hits out to stri0e as many units as possible. ;n asituation such as that described the only way to achieve thisis to allocate the A& hits first and the A( second. ;f theformation consisted of infantry instead of tan0s$ the A(hits would need to be allocated first.

: When shooting at a formation where some units are incover and others are not you can elect whether to shoot attargets in cover )in which case you ta0e the ' penalty+ or no)in which case you don:t+. What is the scope of this decisionQ (he entire shooting formation

Page 5: Neal Hunt Master FAQ

8/14/2019 Neal Hunt Master FAQ

http://slidepdf.com/reader/full/neal-hunt-master-faq 5/24

Q <ach shooting weapon typeQ <ach shooting unitQ @y damage type )A( vs. A&+Q <ach shooting weaponQ nspecified$ wor0 it out with your opponent

5or e3ample$ if someone shoots at my tactical formation$which has three e3posed rhinos and si3 marines in cover$does the attac0er have to ta0e the ' to hit the rhinos )whichis A( fire+$ if he wants the tactical marines to be potential

targets for his A& fire!: (he choice to shoot at incover or outofcover targetsmust be done by the entire formation. ;t can only beseparated by type of weapon fire.

;f you had A($ A&$ and 2W fire in one salvo$ you could fire A( at outofcover$ A& at incover and 2W at incover. Or any other arrangement$ as long as all of each fire type )A&$

 A($ 2W+ is directed solely at one target type )incover or outofcover+.

8ou cannot split up targetting of a single type of fire. ;f an ;4infantry company had , units out of cover and '> units incover and you were firing with$ say$ A& shots$ you could

not target A& at outofcover and at incover. All the A&shots would have to be directed at a single target type.

1.4. )arra(es

: ;f a barrage touches several formations$ do they get oneinitial @last mar0er each!:8es.

: %an a barrage get the crossfire modifier if applicable!: 8es.

: ;f an Artillery %ompany fails its action test$ can it chooseto shoot and still fire an indirect barrage!: No$ if the initiative test is failed then the artillery cannotta0e the sustained fire action$ but have to ta0e a hold actioninstead. (his will allow them to shoot normally$ but they willnot be allowed to fire indirectly.

: ;n !ection '.. it says Note that once the first templatehas been placed$ the attac0er may choose where to placethe additional templates$ as long as they are touching thefirst template$ and no line of fire$ placement or rangerestrictions apply )see below+. Does this mean that theoriginal stipulation that each template must cover as manyunits in the target formation as possible is not in effect for any additional templates placed by a barrage

!: (he first template that is placed must be placed so as tocover as many units from the target formation as possible$but may only be placed in positions where all unitscontributing @&s to the attac0 have a GO5 and are in rangeto at least one unit under the template.

 Additional templates must be placed touching )notoverlapping+ the first template$ but within this restriction muststill be placed to cover as many units as possible from thetarget formation. (here is no range or GO5 requirement for the additional templates that are placed.

: @arrage templates is it possible to place the firsttemplate over units to whom no Go5 e3ists as long as there

is a Go5 to at least one unit under the template %an ; hitunits ; can:t see!: 8es. As noted$ only a single unit under the template has tobe in Go! and range. (hat means you can have units out of Go! and beyond the nominal range of the @& weapon under the template.

: ;s it possible to place the second an third templatecompletely out of sight and hit units ; can:t see!: 8es. And again$ both out of Go! and out of range are

acceptable.

: ; was wondering if barrage shots can hit units in cover if you declare that you are only shooting units in the open.!: @arrages are technically supposed to roll to hit the e3actmodels that are under them. *ence the -you must hit thelargest number of targets- restriction to 0eep people from-sniping- valuable models with barrage weapons. Roll for units in cover and units in the open separately and allocatehits as appropriate.

: '.. allows a formation comprising entirely of units with-indirect fire- to sustain fire )gaining ?'+ at a target behind ahill because it does not need Gine of 5ire. *owever$ does the

target also benefit from '.., cover to hit modifier )'+ bybeing behind the hill as -the intervening terrain partiallyobscures the target from view- thus negating the sustain firebonus!: 5rom '..$ indirect barrages -;gnore intervening terrain-which means that intervening terrain doesnIt provide anybenefits the hill would not provide cover. (hey wouldhowever get cover modifiers/saves if they were in cover$such as a wood.

: Are barrage attac0s supposed to be -unit by unit- tohitand allocation rolls$ or is the barrage template merely amar0er with -front to bac0- unit allocation as normal )under the template$ of course+

!: When the barrage rules use the word -type- in relation toa unit$ it is not referring to the technical term -unit type- interms of infantry/AH/etc.$ but each 0ind of unit. @asically$every unit under the barrage template stands a chance of being hit and 0illed by a luc0y hit. ;f the unit is of a unique0ind$ it would be rolled for separately as it is the only one of its type. Eeep in mind that the template placement rules arestill in effect and will often limit the amount of -sniping- aplayer can do through placing templates only on the mostvaluable units.

 As an e3ample$ an Or0 Warband with @attlewagons and ,5la0wagons is hit by a large barrage that covers all theinfantry and vehicles. (he attac0er would roll , attempts tohit against Nob9$ 1 against @oy9 and , against 4rots andapply the hits to the appropriate unit. Gi0ewise$ the A(attac0s would be divided as attac0s on the @attlewagonsand , on the 5la0wagons. ;f that Warband happened to alsoinclude the Or0 Warboss$ you would roll to hit the unit withthe Warboss separately from basic Nob9 unit as well.

Note$ for simplicity:s sa0e$ this approach should also beapplied to other effects that specify rolling tohit over an areasuch as drop pod deathwind attac0s and critical hite3plosions.

Page 6: Neal Hunt Master FAQ

8/14/2019 Neal Hunt Master FAQ

http://slidepdf.com/reader/full/neal-hunt-master-faq 6/24

1.10: -er9atch

: %an a unit remain on Overwatch into a following turn!: ;f the 5ormation hasn:t fired by the end of the turn$ thenthey can remain on Overwatch into the following turn.

: ;s a formation that is allowed to move as part of an action$but which decides to remain stationary$ considered to bemoving for the purposes of triggering Overwatch fire 5or e3ample$ if ; ta0e an <ngage action$ but donIt move any units

as they are already within firefight range of the enemy$ canmy opponent ma0e an Overwatch attac0 before the Assaultta0es place!: 8es$ to both the question and the e3ample. Overwatch istriggered when an enemy formation "completes a move#.5ormations that could move but remain stationary have still"completed a move# and are therefore eligible targets.

: When units appear on the table$ for e3ample byteleporting$ or spawning$ or being summoned$ do they trigger Overwatch!: No. Only completing a move or disembar0ing triggersOverwatch.

 Also$ note that "a move# in the conte3t of Overwatch hasbeen ruled to be a normal ground move. An aerospace move)planetfall or a landing aircraft+ does not trigger overwatch$nor does a countercharge move during an assault.

: ;s a formation that has successfully activated anOverwatch action subsequently able to ma0e a sustained fireOW attac0 in the same turn$ )or does it have to wait until thene3t turn to be able to do this+!: Overwatch and !ustained 5ire are two different actionsthat can be ta0en. 8ou have to choose one or the other whenyou activate the formation. 8ou can:t combine actions.

: Sust to be sureP ;f a formation assaults another that is onoverwatch$ after resolving the attac0s the attac0ing formationis bro0en. Do they still assault ; presume not.!: '.'. p, -;f a formation is bro0en part way through anaction ... then it ma0es a withdrawal and loses the rest of itsaction.-

: Get:s say ; have a formation on overwatch. ;t getspounded by an artillery barrage$ leaving some units out of cohesion. %an the units still activate for Overwatch normally)subFect to blast mar0ers$ etc.+$ then ne3t turn move to getbac0 into cohesion 2ust the unit activate normally andperform a move action to get bac0 into cohesion What if theunit activated to go on Overwatch$ gets damaged$ then

performs the Overwatch activation Do they still have untilthe end of ne3t turn to get bac0 into cohesionOr is it who:s out of cohesion at the end of the turn dies!: '+ A formation may not select Overwatch )or !ustained5ire for that matter+ as an action if it has any units out of coherency )'.1.'+,+ Actually firing on overwatch is not a new action per se the initiative test has been ta0en already$ it is a continuationof the same action. )'.'>+ ;f the formation becomes bro0en$the action is cancelled. )'.'.++ Any units which are out of coherency are destroyed at theend of any move. )'.7.+

!o$ the formation may fire as normal on overwatch and is

only required to move bac0 into formation the ne3t time itta0es an action.

: When can ; fire OWAs ; understand that ; can choose toshoot P

'+ before my opponent unload troops$,+ after my opponent unload troops and before he shoots or assault+ after my opponent unload troops and after he shoots or 

assault!: After your opponent completes a move OR after disembar0ing troops$ but before he does anything else$including shooting. !o option ' and option , but not option .

1.11 /r$ss%ire

: ;n the JcrossfireI rules$ it was not clear whether or not bothof the formations that were causing the crossfire had toactively shoot at the enemy formation in the crossfire. ;f thisis the case$ what if the first formation wipes the enemy out;s the second formation JpreobligatedI to shoot at it!: (he second formation is not preobligated to shoot )ie$ it

 Fust needs to be a JthreatI+

: %an both formations creating the crossfire shoot at thetarget enemy formation and receive the crossfire bonus )yesor no+!: 8es. <ach will gain the crossfire bonus when they shoot$though they must fire in separate actions.

: ;f a formation is caught in a %rossfire$ but are in ruinedbuildings$ do they still get the ' modifier to their save if theyuse the %over !ave from the terrain!: 8es.

: Does a barrage get the %rossfire modifier if applicable

!: 8es.

1.12: !ssaults

1.12.2 /h$$se *ar(et $rmati$n.

: Do Assaults only occur when one player or the other ta0es an <ngage action!: 8es. An Assault does not occur automatically in the <picP

 Armageddon rules. An Assault is only possible when oneplayer issues an <ngage action to a formation. Not in anyother caseso you canIt move into an Assault$ either onpurpose or accidentally$ unless you issue an <ngage order.

1.12.3 Ma6e /har(e M$-e

: *ow should we interpret section '.',. when it says"Remember that a charging unit that enters a 9one of contromust move into base contact with the nearest enemy whose9one of control has been entered#!: (he intent of the rule is that if you enter a Co%$ then youmust attempt to move into base contact with the nearestenemy unit whose Co% you have entered. ;f you start a movein a Co%$ you can either move into contact with the closestenemy unit$ or e3it the Co% by the shortest possible route.

;f a unit does not have enough movement to ma0e it into

Page 7: Neal Hunt Master FAQ

8/14/2019 Neal Hunt Master FAQ

http://slidepdf.com/reader/full/neal-hunt-master-faq 7/24

base contact it still moves as much as possible towards theclosest unit. (he intent of the rule is that you should not beable to charge through a Co% to reach a unit further away butshould always move towards the closest enemy unit even if you cannot ma0e it into base contact.

1.12." /$unter /har(es

: Does a counter charge during an Assault or Withdrawalafter an Assault count as an activation Does either of these

actions stop me from activating a formation later in the gameif they were not activated before the Assault!: A counter charge is part of the Assault and as such doesnot change the activation status of the formation doing thecounter charge. A Withdrawal is done by units that lose an

 Assault and are bro0en$ As such the formation cannot doanything further that turn so it couldnIt be activated in anycase.

: ;f one of my formations is charged in an Assault do ;counter charge only units from the assaulting formation or do; counter charge the nearest enemy unit even if it is in asupporting formation that is not part of the Assault!: A counter charging unit may engage enemy units from

supporting formations$ as long as they were the closestenemy units.

: Does the formation coherency rule still apply during acounter charge!: 8es. (he coherency rules apply to counter charging units.

: ;f the closest enemy unit is already engaged )it has twounits in basetobase contact with it+ do ; still need to%ountercharge that unit or can ; %ountercharge another enemy unit!: ;f the closest enemy is already fully engaged$ you maycarry on the counter charge and try to contact the ne3t

closest enemy unit.

: Does a countercharge trigger Overwatch!: No. (he -move- referred to in the OW rule refers tomoves made as part of an action$ as described in section'.7.

1.12.: Res$l-e !ttac6s

: ;n an Assault$ can you allocate hits to units in a formationthat are not within '=cm of an enemy unit!: No. *its in an Assault can only be allocated to units thatare within '=cm of an enemy unit.

: Do the %over !ave and %over tohit modifier apply in Assaults!: Defenders in an Assault get the %over !ave from anyterrain they are in but attac0ers never get a %over !ave fromterrain. (he ' tohit modifier is not applied as there arenever any modifiers to attac0 rolls in Assaults.

: %an the crossfire bonus be used in an assault!: No. ;t is almost impossible to create crossfire rules for anassault that canIt be e3ploited in some way. ; prefer to usethe rules as they are and assume that the crossfire ma0esthe assault easier because formations can soften up thedefenders by shooting at them with the crossfire bonus

before the assault goes in$ ma0ing life easier for theassaulting troops.

Note$ supporting formations in position to crossfire can beclose enough that they prevent the opponent from effectivelycountercharging )if the support formation is closest$ theopponentIs unit has to charge the support formation and maytherefore not be in range to counterattac0 the engagingformation+. While the results of this mechanic are notnecessarily intuitive$ the result can be a substantial

disadvantage for the defender comparable to a crossfire.

: ;f units are assaulted/engaged while in cover$ do enemyattac0ing with 55 values get a ' modifier )cover+ to hit!: No. 2odifiers never apply to a unitIs 55 or %% valueswhen determining if they hit in an Assault.

: Do units in cover in an Assault get a %over !ave!: Only the Defender. 5rom '.',.= ";nfantry units fromformations underta0ing an <ngage action may not ta0e%over !aves )they are assumed to have left cover to chargethe enemy+$ but other infantry units may#.

: %an a squad of infantry inflict a hit or cause damage to a

Hehicle or War <ngine in an Assault!: 8es.

1.12.+ Supp$rtin( ire

: (he rules state that a formation that marched may notlend !upporting 5ire. Does this apply if the formationmarched last turn!: No. With the e3ception of Overwatch$ actions end in theend phase$ and the formation is assumed to go on to readystatus for the ne3t turn.

: ;s supporting fire affected by suppression

!: No. nits lending support in an assault are not affected bysuppression.

: ;n a recent game$ my formation assaulted an enemyformation that had support fire from an adFacent formation.Only a few units were in range of the support formation and-directly involved- in the assault$ as defined by '.',.1. (heassault tied and went to a second round$ but the closestenemy units in the target formation had been 0illed. After thesecond round of countercharges$ my attac0ing units nolonger fit the definition of -directly involved- even though thesupport formation was still quite close. %an the supportformation continue to fire based on the previous -directlyinvolved- status$ or does that resent in subsequent rounds

!: (he support formation cannot fire. Due to casualties andcountercharge moves$ the validity of targets can changedramatically as units might end up out of range or out of lineof sight. All determinations must be reevaluated insubsequent rounds of the assault after all moves are made.Note$ this applies to -directly engaged$- as defined in '.',.=and can have direct bearing on whether an attac0 stalls.

1.12. 5$r6 ut Result

: What happens if a combat round in an Assault is a draw$do you immediately fight another round And this round isalso a draw do you fight a third successive round )and so

Page 8: Neal Hunt Master FAQ

8/14/2019 Neal Hunt Master FAQ

http://slidepdf.com/reader/full/neal-hunt-master-faq 8/24

on+!: 8es. An Assault has to result in one side winning. 8ouwould continue to fight Assaults until one side or the other had won the Assault.

: ;n a game we have an Assault that results in a tie.%onsequently we must fight another round of combat. @othsides do their countercharge move but at the end of themove neither formation has any units within '=cm of anenemy unit. Do we resolve this round of combat )even

though no casualties could be caused+ or is the Assaultconsider over because there are no units within '=cm of anenemy unit!: 8ou would need to resolve the new Assault round$ eventhough no actual fighting too0 place. !o wor0 out the resultsas per '.',.7 and don:t forget to include the casualties fromthe first round of the Assault when determining the winner of this second round.

: (here are various -auto0ill- effects which result from lostassaults )bro0en formations wiped out$ aircraft destroyed$etc.+. Do those happen before or after the e3tra hits for losingassault!: (he hits from losing assault )socalled -hac0down- hits+

come first. &er the rules$ the hac0down hits occur duringresolution )'.',.7+ and the -auto0ill- hits either e3plicitly or implicitly occur after that$ usually in the -Goser Withdraws-)'.',. + step. (o provide specifics$ wiping out a bro0enformation clearly happens in '.',.. (he formation:s status ischanged to -bro0en- during '.',.$ so that:s when %haosDaemons disappear into the warp. Aircraft in a lost air assault ).,.=+ are somewhat ambiguous$ but the te3t impliesa connection between the automatic destruction andwithdrawal$ which would correspond to '.',. as well. ;n theabsence of an effect specifically stating the contrary$ assumethe losing player gets to allocate hac0down hits prior to auto0ills.

1.12. L$ser 5ithdra9s

: Another clarification. What happens when a bro0en unit isengaged!: A bro0en formation which loses is wiped out. A bro0enformation which wins ta0es no further @2s or casualties anddoes not have to withdraw )but is$ of course$ still bro0en+.

: ;f you charge an Jintermingled formationI consisting of abro0en formation and a nonbro0en one$ and you win by pips$ do we 0ill off the entire routed formation @<5OR<assessing the e3tra casualties on the nonbro0enformation

!: NoK the e3tra casualties go on before the loser brea0s.

: ;n section '.',. it states ";n addition$ the losing formationsuffers a number of e3tra hits equal to the differencebetween the two sides: results score.# Do these hits apply toonly those units that were within '=cm of an enemy or arethey applied to any unit in the losing formation!: (he hits are applied to any unit in the losing formation andnot Fust those that were within '=cm of an enemy. Assumethat the units within '=cms get hac0ed down and thosefurther away dissolve into a panic stri0en rout.

: Sust a quic0 question )at least ; hope so+. When a unitwithdraws having lost an assault$ is it destroyed if it ends it:s

move within '=cm of a bro0en enemy unit!: 8es.

1.12.4 5inner /$ns$lidates

: A (ransport moves >cm$ unloads troops who thenparticipate in the Assault. ;f they win can the (ransport pic0up the units as part of its %onsolidation 2ove!: 8es. (he %onsolidation 2ove is considered a movementand as per section '.7.= (ransports can pic0 up units as par

of any movement.

: %an a unit that disembar0ed from a War <ngine to ta0epart in an Assault use its consolidation move to get bac0 intothe War <ngine!: 8es it can. *owever$ if it does so then the War <ngineloses its own %onsolidation move )and War <ngine(ransport Aircraft may not ma0e a Disengagement move atthe end of the turn+ as it has to wait around while the troopsclimb bac0 on board. Note that the War <ngine may ma0e a%onsolidation move )or a Disengagement move if it is anaircraft+ if no troops embar0 upon it.

1.12.10 ;ntermin(lin(

: ;s the intention of the intermingling rule that all the enemyformations assaulted must have a unit within '=cm of theattac0er after charges$ A! W<GG A! within =cm of the primeenemy formation!: No$ the intent was precisely that a poorly positioned andsupported battle line could be -rolled up- by a flan0ing attac0(here were multiple discussions about to what e3tent itshould be allowed and the rules as written reflect the intentthat an entire line can crumble whether or not the units inquestion were directly threatened.

!ome people have played a houserule that all intermingled

enemy formations must have a unit within the '=cm of theattac0er after charges )and if not the enemy formation inquestion is dropped from the assault+$ as well as within =cmof the prime enemy formation$ but this is not part of theofficial rules.

1.13: Re(r$upin( 8 )r$6en $rmati$ns

1.13.2 )ec$min( )r$6en

: Do bro0en units still e3ert a Cone of %ontrol!: 8es. (he only way a unit loses its Co% is if it is in basetobase contact with an enemy unit )or a number of enemy unitequal to its starting D% if it is a War <ngine+.

1.13.3 5ithdra9als

: @ro0en formations Jmay ma0e a withdrawal moveI. ;sthere a minimum move or can ; choose to stay where ; am)supposing there is no enemy within '=cm+!: (here is no minimum move. 8ou can move towards theenemy if you wish. ;t is very hard to write watertight rulesforcing troops to Jwithdraw from the enemyI. ;nstead of attempting to do this ; have instead made it ris0y for bro0entroops to stay close to the enemy$ thus encouraging playersto pull them bac0.

Page 9: Neal Hunt Master FAQ

8/14/2019 Neal Hunt Master FAQ

http://slidepdf.com/reader/full/neal-hunt-master-faq 9/24

: ;f a withdrawing (ransport is caught within '=cm of anenemy unit after finishing its Withdrawal 2ove$ are thetransported units destroyed as well!: 8es. 5earless units being transported would not bedestroyed but would be disembar0ed Fust as any other circumstance where the transport is destroyed but the unit isnot.

: When ; move after losing an assault or simply by being

bro0en after shooting $ do ; get destroyed after everywithdrawal segment ) , 2oves allowed+ in which ; end in '=cm of the enemy Or do ; chec0 after the completewithdrawal movement )up to , movements+!: ;t is after the second withdrawal move.

1.13." )last Mar6er and )r$6en $rmati$ns

: @ro0en formations do not receive @last mar0ers if theyare fired on or assault after they have been bro0en andbefore they rally. ;nstead each @last mar0er that theformation would normally receive causes an additional hit onthe formation$ with no saving throw allowed. Are these hitsallocated li0e regular hits )from the front to the bac0+ or does

the player get to ta0e them how they li0e!: (he hits are allocated normally$ from front to bac0.

: ;f a @ro0en formation that consists of transports carryingunits receives a @last 2ar0er do the transported units get asave if the transport is destroyed as per '.'.!: ;f a transport vehicle is destroyed because a @2 is placedon bro0en formation$ then units being transported need toma0e a save to avoid destruction )and get a 1? cover save if they do not have an armour save as per '.7.=+

: ;f a bro0en formation is fired on and a unit is destroyed asper '.'. by the @2 placed on the formation by being fired

on does this casualty cause further @2s to be placedpossibly resulting in a -chain reaction- of further destroyedunits!: !: nits in a bro0en formation destroyed by a @2 do notcause additional @2s to be placed on the formation.

1.1" *he End &hase

: When e3actly in the end phase does the additionaldamage from &lasma Reactor hits or 4argant fires happen;s it before or after rallying or repairing shields!: nless noted otherwise$ all special effects li0e this shouldhappen at the start of the <nd &hase$ before you do anythingelse.

: ;n what order are things carried out in the <nd &hase Any special events which ta0e place during the <nd &hase$such as critical hit effects on a War <ngine or the <ldar 

 Avatar leaving the battlefield$ are resolved before formationsrally unless otherwise specified. ;f both players have effectsfor the beginning of the <nd &hase$ ta0e turns resolvingthem$ alternating between players for each subsequent effectuntil all effects are resolved. (he player with the higher strategy rating has the option of acting first or forcing theopponent to act first.

1.1".1 Rall'in( $rmati$ns

: %an bro0en formations with only a single unit ever rallyDonIt they receive a @2 when they rally and thenimmediately brea0!: One unit formations not being able to rally was once partof the original design but this has been removed. 5ormationswith a single unit now receive a @2 when they rally but alsogain the results of a successful rally which means that theyremove half of their @2s$ fractions rounded up$ which fully

removes the single bm they had.

: ;f a formation is bro0en$ and 0eeps failing itIs rally testevery turn$ does it Fust remain in the place it was bro0en$ or does it have to fall bac0 every turn!: A formation that fails a rally test must ma0e a withdrawalmove each time it fails the test. ;t is up to you whether theformation moves or not.

: Sust what does a bro0en formation do in a new turn if itfailed the Rally roll at the end of the previous turn Do theyget to *old Double or 2arch bac0wards !it and shiver;nquiring playtesters want to 0now P+!: (hey sit and shiver until the end phase )try saying that ten

times fast K ++

: Once a unit is bro0en and has made its Withdraw move isit then stuc0 until it has rallied!: nits that fail to rally may ma0e withdrawal moves after they fail the rally roll$ so they do get to 0eep on moving.

2.0 Specialist Units and 5eap$ns

Secti$n 2.1: Specialist Units

: What happens if a unit has the same special ability morethan once

!: A unit may only have one of each special ability. ;f anability is duplicated )for e3ample$ a character with a specialability is added to a unit that already has the special ability+treat the unit as if the ability only occurs once.

: !ome abilities can apply to either a unit or a weapon. *owdoes this wor0 when a unit is carrying a weapon with such anability!: While the special abilities are generally categori9ed into"!pecialist nits# and "!pecialist Weapons# there are someabilities that can apply to either the unit or to a specificweapon. ;f the special ability appears in the weapondescription$ it applies only to attac0s by that specific weapon

;f the special ability appears in the "Notes# section of thedatasheet$ it should be applied to all actions by the unit. 5or e3ample$ if an Assault Weapon is described as 5irst !tri0ethat ability only applies to %% attac0s from that weapon$ whilea unit described as 5irst !tri0e in the Notes would apply theability to all assault attac0s %%$ 55 and any "e3tra attac0s#ability the unit might have.

: %an units in a (ransport use their special abilities )e.g.Or0 Nob9 in a (ransport use their Geader ability to remove@last 2ar0ers+!: 8es. Additionally$ %haracters or units with !pecial Abilitiesin bro0en formations can also use their abilities. (he onlytime a !pecial Ability can not be used is when the unit or 

Page 10: Neal Hunt Master FAQ

8/14/2019 Neal Hunt Master FAQ

http://slidepdf.com/reader/full/neal-hunt-master-faq 10/24

%haracter in question is offboard$ either in Reserve or in a!pacecraft or (ransport waiting to be deployed.

: ;f a formation is offboard )awaiting teleport$ in a transportaircraft$ etc.+ can any special abilities of units in thatformation be used!: No. !pecial abilities of offboard units may not be used.

 A specific e3ception is made for abilities used to affect theactivation of the formation they are in. 5or e3ample$ an <ldar 

formation with a 5arseer is held offboard in reserve and the<ldar player retains the initiative to activate this formation.<ven though the formation is offboard the <ldar player canuse the 5arsight ability of the 5arseer in that formation tonegate the penalty for retaining the initiative. !imilarly$ a!pace 2arine !upreme %ommander may use the !upreme%ommander ability to reroll the command chec0 to activatethe formation they are in if it was offboard but could not beused to apply that same reroll to a formation that wasonboard or to another offboard formation.

2.1.1 /haracters

: Do all %haracters have an ;nvulnerable !ave$ or only if it

is listed on its statistics!: %haracters used to all have an ;nvulnerable !ave but thatwas removed. nless there is an entry in the Notes for that%haracter upgrade that says it has an ;nvulnerable !ave theydonIt get it as a result of being a %haracter.

: ;f a %haracter has an 2W attac0 does it modify the attac0of the unit it is attached to or does it add an attac0!: (hat depends on the weapon stat line for the %haracter.2ost %haracterIs weapon stat lines also include the <3tra

 Attac0 ability. (his means that the %haracterIs attac0 isconsidered to be its own weapon entry. ;t doesnIt modify theunitIs e3isting weapons$ it supplements them. !o$ for e3ample$ a !pace 2arine (erminator unit with a %haracter upgrade would have three attac0s )assuming that it is inbasetobase with an enemy unit+. (he (erminators baseattac0$ the 2W attac0 from the (erminatorIs &ower Weaponand the 2W attac0 from the %haracter because of the <3tra

 Attac0 ability

: When ; purchase a %haracter upgrade does it replaceone of the units in a formation !o if ; buy a %haplain for a!pace 2arine (actical formation does the %haplain replaceone of the 2arine (actical units!: No. (he %haplain )or any %haracter for that matter+ isadded to one of the units in the formation. (he %haracterIsabilities are also added to the unit. !o in the case of the

!pace 2arine (actical formation one of the 2arine units hasthe %haplain added to it )you should use a special stand of 2arines with a %haplain figure on it to represent this+ andthat unit now has the %haplainIs abilities );nspiring$;nvulnerable !ave$ Geader and the &ower Weapon+.

2.1.2 /$mmander 

: ;n a %ombined Assault$ the rules state that the formationsin the Assault are treated as a single formation for theduration of the Assault. ;f the combined formation wins the

 Assault$ does this mean that each formation ta0es @2sbased on the total number of 0ills to all formations or Fust the

0ills inflicted on each individual formation!: <ach formation would only ta0e a number of @2s equal tothe number of 0ills inflicted on it. 5or e3ampleP An <ldar player initiates a combined Assault with two AspectWarhosts )Dire Avengers and !wooping *aw0s+ and the

 Avatar. (he <ldar player wins the Assault and the Dire Avengers Warhost has two 0ills against it$ the !wooping*aw0s have one and the Avatar has ta0en no damage. (heDire Avengers would ta0e two @2s$ the !wooping *aw0swould ta0e one and the Avatar would ta0e no @2s.

: %an a %ommander give Assault orders to severalformations even if the %ommander himself isnIt in chargerange!: 8es. (he %ommander issues the orders for the %ombined

 Assault before the charge move is made. ;f he issues theorder successfully )ie$ passes the action test+$ then the%ommanderIs formation and the other two are treated asone large formation for the Assault.(his would mean that neither the %ommander nor any unitsfrom his formation would need to get within '=cm of theenemy so long as at least one unit from the combinedformation does so. Note that the %ommander and the unitsin his formation would be bound by the coherency rules$ so

would need to end the charge with at least one unit within=cm of one unit from at least one of the other formations.

: ;f ; have formations with differing ;nitiative values$ whichone do ; use when activating them together )e.g. with a%ommander+!: se the activating formation )i.e. the commanderIsformation+

2.1.3 earless

: ;f a 5earless unit has remained in basetobase with anenemy unit after losing an Assault$ does that affect other formations ability to fire at the two formations!: No$ apply the normal rules.

: (his happened in a game of oursK my assault marinesdefeated )but did not 0ill+ an immobile (yranid synapsecreature. (he creature obviously can:t leave$ but are mytroops obliged to leave basetobase!: (here is nothing that forces either party to leave Co% as aresult of the assault. (hey can simply elect not to move. (hewould then begin the ne3t action in Co% and follow the rulesfor that per the boo0. <ssentially$ they would either engageagain or be forced to move out of Co%.

;f they do choose to move$ either as a Withdrawal or 

%onsolidation$ they would then be required to move out of the Co% to the best of their ability as normal.

2.1." ;n%iltrat$rs

: Do ;nfiltrators get double movement if they counter charge!: No. (he double movement is only when the ;nfiltrator charges.

: %an ;nfiltrators move through enemy units (his questionoccured during an assault. ; positioned my units very close toeach other and there was no space between them to place

Page 11: Neal Hunt Master FAQ

8/14/2019 Neal Hunt Master FAQ

http://slidepdf.com/reader/full/neal-hunt-master-faq 11/24

any attac0ing ;nfiltrators or to move them between my units.!: ;nfiltrators ),.'.+ gives e3ception to 9ones of control)'.7.+ but not moving over enemy units )'.7., and '.7.+

2.1. ;nspirin(

: ;f an ;nspiring unit supplies supporting fire )via rule '.',.1+to an assault$ is it -involved- )the term used in rule ,.'.=+ inthe assault!: No. Only the formations actually fighting as attac0er and

defender are considered directly involved.

2.1.+ ;n-ulnerable Sa-e

: Are hac0down hits able to be saved by an ;nvulnerable!ave!: No.

: Does %rossfire or the !niper ability affect an ;nvulnerable!ave!: (he ;nvulnerable !ave is not modified by any modifiers or special effects

2.1. Leaders

: When you Rally )'.'.'+ do you remove one @last mar0er per unit with the Geader ability or can you only remove one@last 2ar0er in total regardless of the number of units in theformation that have the Geader ability!: 8ou can remove one @last 2ar0er for every unit in theformation that has the Geader ability.

2.1.4 Li(ht ehicles

: ;n section ,.'. it states - (he only difference betweenlight vehicles and armoured vehicles is that light vehicles canbe affected by A& fire as well as A( fire-. Does this meanthat GH units provide cover in the same fashion as AH units!: No. (he only vehicles that provide cover are W< and AHunits as listed in the (errain (able in section '..

2.1.11 Rein%$rced !rm$ur 

: Does Reinforced Armour allow me to reroll an;nvulnerable !ave!: No.

: Does Reinforced Armour allow me to reroll a %over !ave!: 8es. *owever$ the reroll is made using the unitIs own

 Armour !ave value$ not the %over !ave value.

2.1.12 Sc$ut

: ;tIs possible to place a !cout unit Fust behind another friendly unit$ so that the !couts '>cm CO% covers thefriendly unit too. ;f this happens$ can ; charge the non!coutunit (he rules say ; canIt enter a CO% unless ;Im chargingthe unit it belongs to.!: 8ou are$ of course$ allowed to charge the unitB ;f ane3planation is needed$ then letIs say that the rule for movinginto base contact with the enemy ta0es precedence over therule for not entering another unitIs CO%. *owever$ any player 

who has attempted to use this tactic to stop a charge shouldhang their head in shameB

: !hould !cout units count as being JintermingledI if afriendly unit is within '>cm$ rather than =cm as wouldnormally be the case!: No.

: *ow does formation coherency wor0 if there are !coutand non!cout units in the same formation.

!: (he !cout units may be up to ,>cm from the other units inthe formation$ but the non!cout units must still remain withi=cm of one other unit.

5or e3ample ... ! T scout unit$ ( T transport$ T =cmK thesewould be an acceptable "chain# for purposes of maintainingthe formationP! L ( L L L L ! L (! L L L L ( L ( L L L L !

2.1.13 S6immer 

4eneral %ommentaryP (he s0immer rules and 5A6s havebeen addressed a number of times. *owever$ they remain a

source of confusion as each iteration of the rules have hadwording that$ ta0en literally$ does note accurately reflect theintent. (here are two criteria for Fudging the intended effectsof the s0immer ruleP'+ &opping up counts as movement )with the e3ception of going onto OW+.,+ !0immers which get the benefits of being "in# the terrainare required to ta0e terrain chec0s.

5or U'$ if you can move$ you can pop up. (his includesmoves that arenIt actually during an action$ li0ecountercharges.5or U,$ this means that if you are loading troops or claimingany sort of cover modifier you have to enter the terrain andma0e appropriate terrain chec0s.

: %an a !0immer formation/unit do a popup attac0 as partof their !ustained 5ire action!: No. (he unit may not move and therefore may not pop up

: What happens if ; want to embar0 a @anshee unit in ruins)Dangerous (errain+ in a Wave !erpent )!0immer unit+which begins and ends its movement in normal terrain butembar0s the @anshee in Dangerous (errain !hould ;consider that the !0immer has to stop in Dangerous (errainwhile the @anshees are embar0ing and then roll a dice asper section '..' of the ruleboo0

!: A (ransport !0immer will need to ta0e a Dangerous(errain test if it embar0s units that are in Dangerous (errain

: Does a s0immer that starts a move in a piece of dangerous terrain but then moves out and ends its move interrain that isnIt dangerous have to ta0e a dangerous terraintest!: 8es it does.

: ;f a !0immer uses its ability to force units in basetobasecontact with it to use their 55 ability are the units consideredto be no longer in basetobase contact!: No. (he ability does not change the status of the units. !oeven if the !0immer uses its 55 value in the assault the

Page 12: Neal Hunt Master FAQ

8/14/2019 Neal Hunt Master FAQ

http://slidepdf.com/reader/full/neal-hunt-master-faq 12/24

!0immer and any units that were in basetobase with it arestill considered to be in basetobase.

: ;f during an Assault 2ove during an <ngage Action a!0immer moves into base contact with an enemy !0immer$can the defending !0immer force them to use their 5irefightvalues!: 8es. ;f either player chooses$ both s0immers use their 55)it can be imagined that they enter a "s0immer dogfight#+.

: %an a !0immer which fails its action and decides to fireas part of its *old Action popup and fire!: No. (he formation may not move and therefore may notpop up.

: %an a s0immer see further into woods than other units!: No$ the limitation of having line of fire through at most '>cm of wooded terrain to a unit in the wood is unchanged for s0immers. (he s0immer line of fire rule is used to determinewhether a s0immer can see an enemy unit on the other sideof the wood.

: %an a s0immer pop up to gain GO! during an assault!: !0immers directly involved in the assault can pop up

during charge and counter charge moves by their formations$but a s0immer in a supporting formation would not beallowed to pop up$ since popping up is only allowed duringmovement.

: Why can s0immers popup when they go on overwatch$when you canIt move when you go on overwatch!: Overwatch is the only e3ception to the "pop up withmovement# concept. (he rule specifically states you may popup on overwatch. (he designerIs intent was to allow modernhelicopterli0e pop up attac0s by s0immers.

: What happens when a unit is in basetobase with twoenemy unitsP one ground unit and one s0immer %an the unitstill forced to firefight by the s0immer$ even though it:s inclose combat range of another target-(he s0immer may only force a unit to use its firefight valuewhen attac0ing the s0immer itself. ;f the attac0ing unit hasanother viable target to use its close combat value againstthen it will use its close combat attac0 as it is forced toengage the nons0immer unit. (he s0immer may still chooseto use its firefight value as normal.

2.1.1" Sniper  

: %an the !niper ability be used in an assault!: nless specifically noted on the datasheet )for e3ample$

by addition to a small arms weapon+$ !niper ability does notapply to attac0s in assaults.

: (he !niper rule$ ,.'.'$ states that the player can allocate!niper hits to any unit in range and GO5. Does this mean thatyou can allocate !niper hits to units that have already beenallocated a hit!: 8es. (he player with the !niper should be allowed toallocate that hit freely$ before or after the other hits areallocated.

: Does %rossfire or the !niper ability affect an ;nvulnerable!ave

!: (he ;nvulnerable !ave is not modified by any modifiers orspecial effects

2.1.1 < Supreme /$mmanders

: 8ou state that <A%* supreme commander in an armycan V8C. (hat implies that there can be more than one$ butthere is no provision for more than one supreme commandein the army lists!: (he game rules and the army lists are two completely

separate things. (he core rules need to cover games whereplayers create their own scenarios and where there could betwo or more supreme commanders on the same side. On theother hand$ the army lists are designed to create balancedJpic0upI games$ and therefore limit access to some units tocreate even games.

: ;s it safe to say$ as far as the -!upreme %ommander-ability is counted$ that a failed Rally roll is one of the initiativerolls that are applicable !: 8es.

2.1.1 *elep$rt

: %an ; teleport units in to a formation at a later point in thegame 5or e3ample$ if ; have a detachment of (erminatorswith a Gand raider upgrade can ; place the Gand Raiders onthe board and then teleport the (erminators in at the start of a later turn!: No. (he <pic rules do specifically state that onlyformations where all of the units can teleport may be 0eptofftable.

: %an a unit with (eleport and !cout teleport onto the boardand set up within ,>cm from each other!: No. (he formation teleporting must be placed within =cmof another unit Fust as (eleport says. When the formation

moves it can then move out to ,>cm away from units in theformation.

2.2: Specialist 5eap$ns

2.2.2 Disrupt 

: ;f an ;mperial 4uard Artillery %o. contains @asilis0s and2anticores )with the Disrupt ability+ does a barrage fired fromthis formation use the Disrupt rules since not all of the unitsin it have the Disrupt ability!: !pecial Weapon abilities are only used if all the units firinghave them. !o if you wanted to use the Disrupt ability in this

case you could only fire with the 2anticores. A barrage thatused both types of units would not have the Disrupt ability.

: Do hits stopped by !hields still cause an additional @2 if the weapon had the Disrupt ability !imilarly do hits on 4rotunits by Disrupt weapons cause an additional @2!: !hields and 4rots negate the @2 caused by their destruction. (his means that they do negate the @2 inflictedby Disrupt weapons. (he same would hold true for any unitor effect$ such as %haos daemons$ that prevent a @last2ar0er when a target is destroyed.

: Do the effects of the Disrupt ability apply to hits generatedas a result of a (ransport being destroyed by the Disrupt

Page 13: Neal Hunt Master FAQ

8/14/2019 Neal Hunt Master FAQ

http://slidepdf.com/reader/full/neal-hunt-master-faq 13/24

weapon !o if ; destroy a Rhino with a Nightspinner and itcontained two 2arine units do the potential hits on the2arines count as having the Disrupt ability!: No. (he Disrupt ability does not apply to damage inflictedon transported units when their (ransport is destroyed.

2.2." irst Stri6e

: *ow does 5irst !tri0e apply to units with <3tra Attac0s!: !pecial Abilities that appear in the Notes section for a

weapon only apply to that weapon$ while !pecial Abilities thatappear in the Notes section for the unit )the one at thebottom of the sheet+ apply to all attac0s the unit ma0es. !o if a Weapon has <3tra Attac0s )?3+ and 5irst !tri0e then the5irst !tri0e ability applies only to the <3tra Attac0s added bythat weapon. @ut if the unit has 5irst !tri0e in its Notessection then all attac0s$ including any added by a specificweapon$ would be 5irst !tri0e.

: ;f a unit has a weapon that has the 5irst !tri0e abilitiy andis a !mall Arms weapon can it use the 5irst !tri0e ability if itis providing !upporting 5ire in an Assault!: (echnically$ yes. *owever$ as support fire does not occur until all the directly engaged unit attac0s have been resolved$

first stri0e from a support unit will never actually prevent aunit from attac0ing.

2.2.+ Macr$<5eap$ns

: ;f a unit )with an 2W attac0+ in an Assault is 0illed by a hitgenerated by an 55 or %% attac0 before its 2W hits areallocated are those 2W hits discarded!: No. All attac0s in assault are simultaneous. <ven thoughthe 2W attac0 is allocated in a separate "round# of allocation$ the hit was caused prior to the destruction of theunit.

2.2. Sin(le Sh$t

: Do !ingle !hot weapons that have fired count for !uppression purposes!: (hey can count for !uppression. All you need is to be inrange and have an Go5. Actually being able to shoot is not arequirement.

2.2. Sl$9 ire

: Are !lowfiring units that fired in the previous turn eligiblefor !uppression even if they are unable to fire this turn!: 8es.

: ;f a !low 5iring unit of artillery attempts a !ustained 5ireand then discovers that it is$ in fact$ out of range does itcount as having fired that turn!: No. No firing is considered to have ta0en place.

: %an you decide to fire a single shot from a Warhound(itanIs @lastgun each turn or must you wait a turn for -recharging- if you fire Fust a single shot from it!: 8ou can fire one every turn if you wish.

2.2.10 ;n-ulnerable Sa-es

: *ow do ;nvulnerable !aves affect (itan Eiller weaponsDo you save once or for each hit!: According to ,.,.'> and .,.= (itan Eiller hits thatpotentially do multiple points of damage only roll for multiplehits against War <ngines. Against a normal unit$ that meansthere is only one (E hit to save against and a single;nvulnerable saving throw would therefore protect the unit.5or a War <ngine$ each point of damage is saved against as

if it were a separate hit.

3.0 5ar En(ines

: Now$ the the simple questionP ;f a formation consists of aW< with starting D% :A: and a NonW< unit what is theproper distance to remain in coherency!: (he W< can be D%3=cm away from other units to remainin coherency. (he infantry has to remain within =cm of another unit. !o a battlefortress can be up to '=cm awayfrom an Or0 boy9 stand as long as that stand is within =cm oanother unit in the same formation )otherwise the boy9 wouldbe out of coherency but the fortress wouldnIt+.

5or e3ample ... O Tor0 stand$ @5 T@attle fortress T=cm

OO@5@5OOO@5O would be an acceptable"chain#.

: ;f war engines are included in a formation with normalunits$ for e3ample a @attle 5ortress$ is it allowed to be upto'=cms )=3 !tarting damage+ from the rest of its formation ;it is allowed to be so is it also allowed to be carrying troops athis distance!: 8es to both questions.

3.1.2 5ar En(ine $nes $% /$ntr$l

3.2.1 !ll$catin( 7its t$ 5ar En(ines

: When placing a barrage template on a formation thatcontains War <ngine)s+ and other units does the War <nginecount as a single unit or do you count its starting D% whendetermining if you have the most units under a template asper '.. 5or e3ampleP a formation with a @aneblade )D% and '> ;mperial 4uard ;nfantry in it is attac0ed by a barragethat has a single template. ;f the template is placed over the@aneblade does it count as one unit or three units )from itsstarting D% of +!: (he W< should count it:s starting D% when wor0ing out

where to place barrage templates. !o in the e3ample the@aneblade would count as three -units- to determine theplacement of the barrage template

: Does a war engine that is under two or more templatesfrom the same barrage suffer hits from each template 5or e3ample$ if it were under the centre of one template andpartially covered by a second$ would it ta0e hits equal to half its D%$ or half its D%?'!: ;tIs only affected by one of the templates. @y the sameto0en$ a normal unit that happens to be partially covered bytwo templates )ie$ half of the unit under one template and theother half under a second template+ will only be attac0edonce.

Page 14: Neal Hunt Master FAQ

8/14/2019 Neal Hunt Master FAQ

http://slidepdf.com/reader/full/neal-hunt-master-faq 14/24

: ;n the case of a formation consisting of two Warhounds)for e3ample+ must you split your J*;(!I between the two of them )once the D% of one has been reached+!: 8es you would. 5or e3ample$ if a Warhound formationtoo0 five hits$ the first three would be allocated to the nearer machine$ the second two to the further machine.

: What of a formation$ such as an Or0 warband$ whichincludes several @attle 5ortresses

!: (he same would applyK when you got to a @attle 5ortressyou would allocate a number of hits equal to its D% beforemoving on to the ne3t unit in the formation.

: A formation of two Warhounds (itans is hit by two (E hitsboth of which do D1 (0 Damage. @oth of them hit do theyK

'. @oth hit the first Warhound )as it is D%+ and then roll ,d1damage.

or 

,. Roll the d1 damage and allocate the first points towarhound ' and any e3cess to Warhound ,

!: (he intent of the (E rule is that you allocate the hit$ andthen roll for multiple damage before allocating the ne3t hit.

 Any model that suffers enough hits to destroy it is removed$with any e3cess hits being lost. ;n effect this means that a (Eweapon rolls randomly to see how many hits it inflicts on atarget$ but can only hit a single target unit.

!o in this instance you would allocate one (E to the firstWarhound. ;f it survived )ie you rolled less than points of (E damage+ then you would allocate the second hit to thesame Warhound. ;f the first Warhound was destroyed by thefirst (E hit then the second (E hit would be allocated to thesecond Warhound but any e3cess damage from the first hitwould be lost.

: What happens to a War <ngine which sustains multiplecritical hits Are they cumulative or are the additional criticalhits ignored!: (he effects of the critical hits are cumulative. !ee .,. for further discussion on resolving critical hits.

3.1.3 *ransp$rt 5ar En(ines

: %an a War <ngine (ransport carry more than oneformation!: 8es$ as long as all the units of each formation can be fullycontained within the we transport.

5or e3ampleP a !pace 2arine (hunderhaw0 can carry eightunits. (hat means that it could carry two separate Assaultformations )four units each for a total of eight units+ but youcouldnIt split formations across multiple W< transports.

: %an a formation of War <ngines with (ransport capabilitysplit a formation of troops amongst each W<!: No. !ection .'. of the rules is quite e3plicit about thisK aWar <ngine (ransport vehicle can carry units from another formation$ as long as the entire formation can fit inside theWar <ngine. !o the formation being carried by a single W<has to be able to be fully contained in that W<. ;f a singleW< from a formation of multiple W<s cannot fit the entireformation )being transported+ within its (ransport capacity

then you can not spread the e3cess units from the formationto another W<.

: Are troops trapped inside a W< (ransport if it is in basetobase contact with two enemy units!: (roops are trapped inside a War <ngine (ransport if it iscontacted by two or more enemy units per point of startingDamage %apacity.

3.2 5ar En(ine Sh$$tin(

For Void Shield questions, see 5.4.1.

: ;s it only (itan Eiller and 2acro Weapon attac0s that canhurt a (itan!: (itans and other War <ngines may be affected by A(attac0s. 2W and (E weapons are Fust more effective againsthe massive armours of most (itans and War <ngines

.,.' Allocating *its (o war <ngines

: Does a War <ngine that is under two or more templatesfrom the same barrage suffer hits from each template 5or e3ample$ if it were under the centre of one template and

partially covered by a second$ would it ta0e hits equal to half its D%$ or half its D%?'!: ;tIs only affected by one of the templates. @y the sameto0en a normal unit that happens to be partially covered bytwo templates )i.e. half of the unit under one template andthe other half under a second template+ will only be attac0edonce

: Does a !*( %ompany )W<+ bloc0 GO!/GO5 of a (itanthat is behind them and HiceHersa According to the Rulesthere is only mentioned that they bloc0 GO! and further refereing to !ection .> War <ngines. @ut ; didnt findanything comparable$ so ; decided they bloc0$ although itseems not logic that a (itan cant see over a !*(.!: !ince War <ngines bloc0 line of sight they do so li0e anyother terrain. -Weapons higher up can often see over anyterrain that is lower down.- !o a Warlord:s weapons wouldli0ely see over a baneblade$ unless the enemy is right behindit. (he best way to see is simply to get a "modelIseyeview#from each weapon to determine GO5.

: ;:ve played a game with @attlefortress and Or0 Warbandma0ing up a formation. ;n the game there was a@attlefortress and '> infantry. ; ended up in two engagesduring the battle with the mob. !o my question is. *ow do ;give out the hits!: 8ou allocate as normal$ closest to farthest. When the

allocation sequence reaches a W< it is allocated a number of hits equal to its D%$ then you move to the ne3t unit to beallocated.

3.2.3 /ritical 7its.

: if a (itan loses an additional point of D% due to the effectof a %ritical *it in the <nd &hase$ will this place a @2 and/or can this loss of D% inflict further critical damage %an thisloss of D% be avoided by shields!: Additional damage inflicts @2s and can cause %ritical *itnormally. !uch damage may not be avoided by shields.

Page 15: Neal Hunt Master FAQ

8/14/2019 Neal Hunt Master FAQ

http://slidepdf.com/reader/full/neal-hunt-master-faq 15/24

: %an damage from a critical effect cause more critical hits$possibly causing a chain reaction!: 8es. Any time a W< ta0es damage$ roll for a critical hit.

%ritical hit effects resolved in the end phase are onlyresolved once for each War <ngine. Additional critical effectswhich call for an end phase resolution will only be resolvedon the following turn. 8ou do not "recycle# the war engine tothe beginning of the critical resolution to resolve new hits. 5or e3ample$ a 4reat 4argant has a fire and when rolling for it$

the fire spreads. (he 4reat 4argant ta0es , points of damage$ one for the original fire and one for the new fire.One of those points of damage causes a new critical$resulting in a third fire. (he 4reat 4argant has already rolledthe resolution of its criticals$ though$ so there would be no rollfor the third fire until the end phase of the following turn)when all fires would be resolved+.

: ;n the ruleboo0 in section .,. it says to roll for a %ritical*it for every hit made on a War <ngine. Do you actually rollfor each hit or for each point of damage that the W< ta0es!: Roll for a %ritical *it for each point of damage not for eachhit. Only damage to a W< can potentially cause a %ritical *it$not Fust hitting the War <ngine with fire.

: ;f a W< e3plodes due to a critical and causes hits onother formations near it$ do those formations get a blastmar0er for -coming under fire-!: No. (he other formations aren:t -coming under fire- per se.

: ;f a W< e3plodes due to a critical during an assault andthat e3plosion inflicts 0ills on other formations involved in theassault are those 0ills counted for combat resolution!: 8es. All casualties inflicted on formations involved in theassault from any source count towards resolution.

3.2." )last Mar6ers

: *ow many @2s does a formation get if you manage todestroy a W< with a critical hit. 5or e3ample$ you have three!hadowswords in a heavy tan0 company. One unit ta0es onepoint of damage$ and this damage generates a %ritical *itand it blows up. Does the formation ta0e two @2Is )one for being shot$ one for the point of damage+ or four )one for being shot and three for total D% on the W<+!: (he formation receives one @2 for being shot$ one bm for each point of damage caused$ and one bm for each point of dc remaining on a we that was destroyed by a critical hit )e.g.four in the e3ample stated above+.

3.3 5ar En(ine !ssaults

: ;s a War <ngine (ransport that is carrying a bro0enformation allowed to ma0e an Assault!: 8es. *owever$ any bro0en formations on board the War <ngine are not allowed to disembar0 to ta0e part in the

 Assault )they remain cowering inside insteadB+. ;f forced todisembar0 because the War <ngine is destroyed during the

 Assault then they are automatically destroyed with no savingthrows of any 0ind allowed. Also$ note that the @last 2ar0erson the transported formation are counted when wor0ing outthe result of the Assault )i.e. for who has the most @last2ar0ers$ etc+.

: %an War <ngines barge units out of the way in a %ounter%harge!: 8es.

: Assaults L you say that war engines can barge units outof their way. ;f my Warhound is charging a formation that is,=cm away$ but between the Warhound and the target isanother formation$ can the Warhound barge the other detachment out of the way on itIs way in

!: No.

: %an ; barge a unit and run away so that only one or a fewof the target formation units can attac0 %an ; barge a unitout of formation!: (echnically$ yes. *owever$ barging only allows the W< tomove enemy units. (he other restrictions on movementremain in effect. A charging W< must still move to basecontact with a unit if it enters its Cone of %ontrol$ which inmost cases means it will be forced to barge deeper into thetarget formation. Gi0ewise$ a countercharging W< must stillcountercharge towards the closest unengaged enemy unitand cannot run away.

: %an a War <ngine barge an enemy formation and dragunits out of coherency ;f so$ does the formation suffer automatic casualties for being out of formation$ as in '.7.!: ;n most cases this is not possible because the W< has tofollow the charge rules. (hat means it must move towardsany enemy whose Cone of %ontrol it enters. 4enerally$ thisforces the W< deeper into the target formation and would noallow it to grab a unit and drag it off.

;n the rare case where it is possible for a War <ngine toisolate a unit or units$ the target formation is not subFect toformation coherency under '.7. until the formation moves)countercharges+. ;t may simply choose not to counterchargeif it would result in being out of formation. !o barging cannot

by itself$ cause casualties due to loss of formation )'.7.+.

;n any case$ dragging apart an enemy formation issomething that was never intended under the rules.

 Attempting it is questionable from a sportsmanship point of view.

: With ranged fire attac0s may be directed at war engine).,.'+. ;s it possible to single out W< in mi3ed formations inassault ;t seems not$ but many of the rules in section .,$such as critical hits$ apply to damage in assaults as well. Wewant to be sure.!: No$ war engines may not be specially targeted in assaults

 All hits are assigned closest to farthest as normal assaultallocation.

".0: !er$space perati$ns

".1.1 !er$space $rmati$ns

: %an you draw a %rossfire to or from an Aerospaceformation!: 8es and No. An Aerospace formation in flight cannotclaim a %rossfire bonus )see section .,.,+ and it cannot beused by another formation to generate a %rossfire bonus)see section .'.'+. @ut an Aerospace formation that was

Page 16: Neal Hunt Master FAQ

8/14/2019 Neal Hunt Master FAQ

http://slidepdf.com/reader/full/neal-hunt-master-faq 16/24

landed is considered to be a ground unit and could bothclaim the %rossfire bonus and also be used by other formations to generate the %rossfire bonus.

Secti$n ".2: !ircra%t

: Due to the e3tremely fle3ible nature of the aircraft rules itis possible for an aircraft to end its move in the middle of anenemy formation$ in order to ensure that a specific target isallocated hits before other models. ;s this legal

!: (his tactic is sometimes referred to as JAircraft !nipingIand although not against the letter of the rules it is againsttheir intent. @ecause of this itIs a tactic that players shouldavoid if they want to play the game in the right spirit. ;nsteadof a detailed )and rather comple3+ rule to get round theproblem$ we recommend that if an aircraft ends its movewithin an enemy formation then any fire is treated as comingfrom the direction of approach rather than its final position.

: ;f ; have multiple (hunderbolt formations on %A& ; canonly send one to intercept an enemy ground attac0$ correct!: 8es. 5rom section ., of the rulesP No more than oneformation that is on cap may intercept a formation thatma0es a ground attac0 mission.

: %an aircraft on %A& intercept air assaults as well asground attac0s!: 8es$ air assaults and landing are considered special typesof ground attac0s.

: %an more than one formation on %A& engage an enemy$or can ; counterattac0 a formation on %A& orders with myown %A& formation!: No and no.

: ;s it allowed for an aircraft to choose a !(AND DOWNaction

!: 8es$ if you want to ta0e a !tand Down action you can$ it:son the list of actions under .,.

: Do aircraft get a @2 for failing an activation!: No )they lose all @2 after activating pass or fail anyway+

: ;f an aircraft has travelled more than >cm during itsapproach move but not made a turn can it then turnimmediately when it does its disengagement move!: No. (he aircraft:s movement does not carry over after theapproach move. ;n this case the aircraft would have to movethe minimum >cm during its disengagement move before itcould turn again.

: When an air formation begins its disengagement move$would ; be right in thin0ing that the formation has to moveagain @<5OR< ma0ing its first turn.!: 8es.

".2.2 !ircra%t !ttac6s

: Do aircraft that attac0 ground formations suffer to hitmodifiers for cover!: 8es.

".2.3 !nti<!ircra%t !ttac6s

5or 5lyer transport War <ngine rules see also .,.'

: ;f an air (ransport gets attac0ed by 5la0 during an Air  Assault can it still Fin0 and still participate in the Assault!: 8es. (he rule for Fin0ing ).,.+ does not specify any otheeffect of Fin0ing other than the aircraft losing its attac0 sothere would be no other effect of Fin0ing other than this. Alsonote that most air transports are bombers and cannot Fin0.

: *ow are landed aircraft attac0ed by other units %an youuse AA weapons against them!: No. While landed$ the aircraft counts for all rules purposeas a ground unit$ not an aircraft.

: What happens to units that are in a landed aircraft when is destroyed (he relevant rule phraseP J;f the transport isdestroyed while carrying units$ then any transported troopsare lost with it )no saves in this caseB+I!: (he previous answer would apply L while landed it doesnIcount as a aircraft.

".2." la6 !ttac6s

: ;f a formation has @last 2ar0ers and wants to fire its AAweapon)s+ at an enemy air formation$ but the only unit thathas the range or the GO5 to that enemy is the AA unit$ is the

 AA unit suppressed!: All ground units are considered to have an Go5 to air unitsso all the units in the formation$ not Fust the AA unit$ would beconsidered to have an Go5 to the aircraft formation. ;f the AAunit is the only unit in the formation that is in range of theaircraft then it would be suppressed. ;f other units in theformation were in range then they could be considered valid!uppression targets$ not Fust the AA unit. Note that a unit cabe suppressed when firing at an aircraft even if it has no AA

attac0 value.

: ;f an ;4 ;nfantry %ompany with a *ydra upgrade has one@last 2ar0er$ can the *ydra fire at aircraft!: (he normal !uppression rules apply when ma0ing 5la0attac0s. *owever$ please note that any units in the formationmay be suppressed$ even if they donIt have AA weapons$

 Fust so long as they are within range and Go5 of the aircraftunit with at least one weapon. Apply suppression Jfrom bac0to frontI as normal.

: !uppression is applied from the rear of the formationrelative to the A/c )the furthest unit from the aircraft+irrespective of whether that unit has AA capability or not$ is

that right!: %orrect$ as long as they have range and GO5.

: Or0 5ighta @ommers ma0e a ground attac0. When my*ydra battery fires its 5la0 attac0 only one of the three*ydras are in range of the 5ighta @ommers . ; shoot with thaone. When the 5ighta @ommers disengage at the end of theturn the aircraft come within range of the other two *ydras inthe formation. Am ; permitted to fire the other two *ydrasbecause those units did not previously shoot at that enemyformation!: 8es. (he rules in .,. specify that a unit cannot fire on aaircraft more than once so in this case the other two *ydra

Page 17: Neal Hunt Master FAQ

8/14/2019 Neal Hunt Master FAQ

http://slidepdf.com/reader/full/neal-hunt-master-faq 17/24

units would be allowed to fire if the aircraft came into rangewhen they disengaged but not the first *ydra which hadalready fired on them during the approach move

: A formation of Or0 5ighta @ommers attac0s a formationthat has a *ydra attached to it. (he 5ighta @ommers are alsointercepted by two (hunderbolts. What is the order of fire for the (hunderbolts$ *ydras$ 5ighta @ommers AA and 5ighta@ommers ground attac0!: <ach formation is allowed to ma0e its 5la0 attac0s after 

each new air unit has finished its approach move. (heattac0s would then be resolved in the reverse order that theywere initiated following the rule of approach$ fla0$ attac0. !othe 5ighta @ommers would get a 5la0 attac0 at the end of the(hunderbolts approach move$ the (hunderbolts would gettheir air attac0$ the remaining 5ighta @ommers would thenta0e fire from the *ydras and then the 5ighta @ommerswould finish their ground attac0.

(he order of aircraft and flac0 attac0s issummarised in the following tableP

'. Attac0ing air units activate and move into position.,. Defending player may -un%A&- up to one aircraftformation on patrol and move it into position.. Attac0er:s unit ground fla0 fires at %A& )if applicable+.. Attac0ing aircrafts: defensive AA fires )i.e. not Fustground fla0+=. Defender:s ground fla0 fires at attac0ing air units)if applicable+.1. %A& formation fires at attac0ing air units )if applicable+.7. Attac0ing air units perform ground attac0 or assault.

: Does the movement have effect on fla0 <g. ;f ; double aunit with AA do ; get ' to hit

!: No modifiers for movement. ;t:s Fust a free attac0. (heonly formation statuses that affects fla0 fire are marching or being bro0en$ which negate the attac0 entirely.

: (he rules state -Note that aircraft carrying out a groundattac0 mission that are armedwith AA weapons may shoot at enemy interceptors that fallwithin the AA weaponIs fire arc.- (his sounds as if onlyaircraft on ground attac0 missions may use their fla0 attac0s.

 Also$ it seems to imply that the ground attac0 formation canonly fire at interceptors targeting that formation. %an aircrafton ground attac0 missions fire at interceptors other thanthose attac0ing it 5or e3ample$ if @omber 5light ' ends in

the AA arc of @omber 5light , and is intercepted by enemyfighters$ can @omber 5light , fire$ even though it is not thetarget of the interdeptors %an aircraft on missions other than ground attac0 ma0e fla0 attac0s at all!: 8es to all the questions. ;f aircraft end their approachmove within range and fire arc of AA weapons$ the enemyget fla0 attac0s regardless of the missions of any of theaircraft.

(he definitive statement of how fla0 attac0s wor0 is in thefirst sentence$ -Xfla0 attac0s mayY shoot immediately after anenemy aircraft formation ma0es an approach move butbefore it ma0es its attac0.- (he sentence quoted ise3planatory$ intended to point out a particular situation that

might not be immediately obvious )that:s why it begins with-Note...-+. ;t is not intended to create an additional restrictionson the basic fla0 attac0 mechanic.

 As a side note$ this has been a common point of contention.(his is the Net<A answer and it is the ruling used by the <picE tournament organi9ers. !ome groups house rule aircraftversus aircraft fla0 attac0s differently.

".2. *ransp$rtin( Gr$und Units

: %an an aircraft land in an enemy Co%!: Only if they are ma0ing an Air Assault. ;n such a situationthe aircraft could land right in the middle of a formation$ and$assuming it was a War <ngine$ it could barge enemy unitsout of the way in order to ma0e space in which to land.

: Do troops held off board in an aircraft (ransport have tobe deployed on the first turn Or can they come on whateveturn you wish!: (hey can be deployed on any turn.

: (he rules say the following about units that are pic0ed upby (ransport aircraftP "Any units that are pic0ed up and

transported off the table may later return to play in the sametransport aircraft#. ;f the unit had the (eleport ability could itchoose to return to play by teleporting instead!: No.

: %an aircraft li0e 2arauders land!: No. Only aircraft with the (ransport ability can land. 5romsection .,.= GandingP Aircraft with a (ransport capability canland after ma0ing their approach move and having beingfired upon by any enemy fla0.

: ;f you have a landed (hunderhaw0 )or indeed anytransport aircraft+ that didn:t leave the table can it conduct

any normal action on the turn after )ie$ ta0e off$ fly along a bithen ground attac0 something+ or are they only allowed toma0e a disengagement move.!: (he crucial part of the rules in my mind is .,.= )Gandingsubheading ,nd paragraph+P

-Once landed$ the aircraft is treated in all ways as a groundunit with a speed of >...-

(his means that the aircraft can$ assuming it started the turnon the board )or enters by planetfall+$ perform any action thaa ground unit can )i.e. Advance$ <ngage$ Double$ 2arch$2arshal$ Overwatch$ !ustained 5ire and *old+. Obviouslywith a move of >$ some of these are pointless. ;t may NO(

ma0e an aircraft action$ it doesn:t count as an aircraft untilthe end of the turn$ at which point it may ma0e adisengagement move as normal.

: What happens to 5earless aircraft that lose an assault!: 5earless aircraft are immune to the automatic destructionand are instead treated as any 5earless ground unit.

: ;t is possible for an aircraft to assault into a formationwhich is completely covered by the Cones of %ontrol of aformation of !cout units. (hat would force the dismountingtroops to enter the Co% of the scout formation$ which is notallowed. *ow should this wor0!: ;n general$ treat this as if the unloading formation is

Page 18: Neal Hunt Master FAQ

8/14/2019 Neal Hunt Master FAQ

http://slidepdf.com/reader/full/neal-hunt-master-faq 18/24

starting a move in enemy Co%. (hey are already <ngagingthe target formation$ so that requirement is met. (he other requirement is that they must attempt to move out of theenemy Co%. Eeep in mind that as enemy units arecontacted$ they lose their Cone of %ontrol.

XlistTYXZY;f the dismounting troops enter a target:s Co%$ theymust attempt to reach base contact with that unit$ per thecharge rules.XZY;f the dismounting troops can move out of all enemy Co%

)avoiding the target:s Co% entirely and escaping thescreening Co%+$ they may choose to do so instead of charging to base contact.XZY;f the dismounting troops cannot escape all enemy Conesof %ontrol$ they must attempt to reach base contact with thetarget formation.X/listY

".3 Spacecra%t

: Do !pacecraft count for the @rea0 (heir !pirit goal if theyare the most e3pensive formation in an army!: No. !pacecraft )or any offboard units or formations+ donot count towards goals.

: (he spaceship and drop pod Deathwind rules aresomewhat confusing with respect to what constitutes a -firingaction- and how @2s for -coming under fire- would beplaced. *ow does !pacecraft and drop pod fire wor0!: !pacecraft attac0s generate a single -@2 for comingunder fire- Fust as if any other multiattac0 unit hits a target.;t:s analogous to a titan which fired both a barrage weaponand direct fire.

(he rules for Drop &ods state e3plicitly that each formationcreates a @2 for -coming under fire- for all enemy formationsin range of the Deathwind$ e3actly as if the attac0s comefrom a separate formation. Note$ this means a formation hitby a spacecraft barrage and , Deathwind attac0s will receive @2s for coming under fire$ plus any additional @2s for casualties.

(here is no clear rules answer about when to apply @2s andchec0 for bro0en formations$ but the best analogy is thebonus @2s for a massive barrage. With that approach$ allfire )spacecraft and all Deathwind attac0s+ woudl be treatedas a single$ mass -firing action.- Apply all @2s generated byall fire as directed$ then chec0 for bro0en formations onlyafter all firing is complete.

: (he order of resolution for drop pods can ma0e a

difference$ e.g. if a scout unit is 0illed by a Deathwind attac0$the loss of Cone of %ontrol might clear the area for a differentdrop pod to land. What is the order of resolution for spacecraft and drop pod attac0s!: (he spacecraft rules state that &lanetfall occurs after thespacecraft fires. <ach formation is placed and scattered )andany dismounting decisions made+ before moving to the ne3tplanetfall formation. (he !2 Drop &od rules state that theDeathwind attac0s occur after the formation has been placedbut before the marines dismount$ so those attac0s would-interrrupt- the placement order. Drop &ods are placedsequentially after the previous pod and deathwind have beenresolved.

!o that:s '+ !pacecraft attac0s$ ,+ &lace and scatter Drop&od$ + Deathwind attac0s$ Repeat , and as needed. (hespacecraft player may choose the order in which theplanetfalling formations are resolved. Note$ this does allow acertain level of -peeling the onion- as Deathwind attac0s canclear the way for followon formations.

Eeep in mind the effects of casualties and @2s are resolvedat the end of the spacecraft:s activation$ i.e. formations donot brea0 in the middle of a wave of drop pod attac0s. While

this 0eeps a formation from being able to retreat$ it alsomeans that the 2arine player may not use their drop podplacement to try to catch bro0en formations in order to getthe -hac0down- 0ills from blast mar0ers on bro0enformations.X/quoteY

".3.3 rbital )$mbardments

: Do formations that are under an Orbital @ombardmenttemplate receive a @last 2ar0er for being shot at!: 8es.

: nder section .. of Orbital @ombardments it statesP

"(a0e one of the templates and place it with its centre at thecoordinates you recorded at the start of the battle. &lace thetwo other templates so they are touching the first one#Does this mean that the minimum number of templates for an orbital bombardment is three and can go up to fivedepending on the si9e of the bombardment!: No. (hey get the same number of templates as it says onthe @arrage (able in section '...

Secti$n ".": &lanet%all

: Do the !pace 2arine and %haos !pace 2arine Drop &od

figures represent an actual unit or are they Fust a mar0er toindicate a landing location!: (hey are Fust used to represent the location of the&lanetfall.

: GetIs say ; have a @attle Eroo9er. ; also happen to havefour Or0 Gandas. Do all have to land within '=cm of thesame drop 9one mar0er or is it possible to set up multipledrop 9ones Or is the only way to have multiple drop 9onemar0ers to get multiple spacecraft!: <ach transport formation may have its own drop 9one. ;nthis e3ample there could be up to four drop 9ones$ one for each Ganda. ;f you use multiple drop 9ones$ you will need torecord clearly which Ganda is allocated to each drop 9one.

: %an 5la0 attac0s be made against units using &lanetfall!: No.

: %an units transported by &lanetfall )for e3ample Assaulttroops in a (hunderhaw0+ disembar0 as soon as thetransporting unit lands!: (he intent of the &lanetfall rule is that units landing via&lanetfall get to land for free early in the turn$ and thenfunction as if they had been on the table since the start of theturn. (his means that they can ta0e their action later in theturn$ as they won:t have used it up yet they are literallycounted as having done nothing during the current turn.

Page 19: Neal Hunt Master FAQ

8/14/2019 Neal Hunt Master FAQ

http://slidepdf.com/reader/full/neal-hunt-master-faq 19/24

nits on board W< or other transport can choose todisembar0 immediately when they land or they can remainon board. ;f they choose to remain loaded they act as anormal mounted formation. Regardless of the choice todisembar0 or remain embar0ed$ the formation may ta0e anaction on the turn it lands$ as the process of landing anddisembar0ing is free in other words$ Fust a way to get theunits onto the table as part of the spacecraftIs activation.Note if a formation chooses to remain embar0ed on a War 

<ngine transport$ .'. will apply as normal.

: ;f a formation fails to activate and they are still in a vehiclethat entered play using the rules for planetfall$ can theydeploy in a chain up to '=cm from the vehicle and then ma0ea move )as part of the *old Action they can ta0e+ or canthey only move as per the regular activation/order rules!: (here is one critical point to ma0e before ; answer thequestionP the special rules that apply to !pace 2arine droppods do not apply to other units using the planetfall rulesKthey only apply to drop pods. nits in drops pods may notchoose to stay on board )they must disembar0 on landing+and only units in drop pods get to deploy up to '=cms fromthe unit they landed inK units disembar0ing from other 

planetfall vehicles must disembar0 normally$ using thenormal rules.

: Does &lanetfall trigger Overwatch!: Ganding does not count as movement for the purposes of triggering enemy overwatch fire. Disembar0ing triggersoverwatch fire as normal.

Secti$n .0: )ac6(r$und and $rces

.1 Space Marines

.1.1 *he' Shall =n$9 >$ ear 

: Do bro0en !pace 2arine units count as having one @2per unit or onehalf @2 per unit in Assault resolution!: One @2 per unit.

: When bro0en !pace 2arines formations are shot at$ oneunit is 0illed for each , @last 2ar0ers as per "(hey !hallEnow No 5ear# !pecial Rule. What if an odd number of @last2ar0ers is generated$ or only one!: Any e3tra @last 2ar0ers are ignored. 5rom the "(hey!hall Enow No 5ear# !pecial RuleP ;t ta0es two @last2ar0ers to suppress a !pace 2arine unit or 0ill a unit in abro0en formation )ignore any left over @last 2ar0ers+.

: ;f ; shoot two times on a bro0en !pace 2arine formation)0illing no units+ do ; generate , separate @last 2ar0ers!: No. @ro0en units do not retain @last 2ar0ers. !o in thiscase the !pace 2arines would ignore the one @last 2ar0er you place each time and would not lose any units. 8ou wouldhave to place two or more @last 2ar0ers on a bro0en !pace2arine formation before it loses a unit.

.1.2 Space Marine Units

: %an a !pace 2arine Gibrarian use his !mite ability in an Assault if he is in basetobase contact with an enemy unit!: No. (he !mite ability is listed as being a !mall Arms

weapon. !mall Arms weapons are used in Assaults when thunit is not in basetobase contact. Note that as a !pace2arine %haracter$ the Gibrarian does have a 2W%% attac0.

.2 ;mperial Guard

.2.1 ;mperial Guard Units

: *ow do you determine the number of Autocannon shotsan ;mperial 4uard infantry formation has if units in it are

suppressed!: Wor0 out !uppression for ;mperial 4uard infantry beforewor0ing out the number of Autocannon shots. Any4uardsman within =cm of the enemy is assumed to be inrange and may therefore be suppressed as long as theyhave a Gine of 5ire. %ount the number of remaining 4uardunits and halve this total$ rounding up$ to find the number of 

 Autocannon shots you may ta0e.

 Another way to thin0 about this is that each ;4 unit has [ of an attac0. Sust as a @2 suppresses all the shots of a singleunit$ it suppresses the [ shot of the single ;4 infantry unit.

." *itan Le(i$ns

.".1 $id Shields

: We did have some confusion over the interaction of voidshields/power fields and @last mar0ers. Does having @lastmar0ers prevent having void shields!: No. (he idea is that downed void shields can be repairedinstead of removing @last mar0ers when you regroup. !o if you regroup you could use each pip of the dice roll to either repair one shield or remove one @last mar0er.

: ;f a War <ngine with Hoid !hields is hit by a weaponcausing multiple points of damage$ will any points left over 

after 0noc0ing down shields carry over to the War <ngineitself!: 8es$ they will carry over to damage the War <ngine

: When Hoid !hields recharge in formations with multipleunits is one dice rolled for the formation or one dice for eachunit!: When regrouping roll two dice and ta0e the highest asnormal. <ach pip can be used to remove one @last 2ar0er orecharge one shield on every unit in the formation that hasHoid !hields.

: When does a (itan/War <ngine get Hoid !hields bac0!: (he Hoid !hields !pecial Rule in section =..' defineswhen a (itan or War <ngine can regenerate Hoid !hields.@asically a (itan or War <ngine gets one Hoid !hield bac0 inthe <nd &hase of each turn )if they have lost any Hoid!hields+. As well$ if a (itan or War <ngine ta0es a 2arshallaction they can use the result of the Regroup dice roll )see'.'.'+ to repair Hoid !hields.

: Does A& fire ta0e down a Hoid !hield!: No. Only A($ 2W or (E fire can affect a Hoid !hield. Notethat 55 attac0s in an Assault will damage a (itanIs Hoid!hields. Also remember that the (itan or W< will alsoreceive a @last 2ar0er for coming under fire even if it canItaffect the (itan or damage its Hoid !hield.

Page 20: Neal Hunt Master FAQ

8/14/2019 Neal Hunt Master FAQ

http://slidepdf.com/reader/full/neal-hunt-master-faq 20/24

: *ow does allocation wor0 with Hoid !hields in formationswith multiple W<s Do you treat them as being part of theW<s damage capacity$ and continue allocating hits to theone W< up to its combined shield and D% value!: (he Hoid !hields are not considered as part of the War <ngineIs Damage %apacity when allocating hits to the we. !owhen allocating hits to a War <ngine that has Hoid !hields$or even &ower 5ields$ only consider the W<Is startingDamage %apacity and not any other factors.

: ;f a (itan with Hoid !hields gets hit by a (ED weapon doyou remove ' Hoid !hield or D Hoid !hields!: D. (he (E shot is assigned to a unit. Once all the hitshave been asssigned the results of those hits are resolved. ;f the unit had fewer Hoid shields than damage the e3tradamage would carry over into the unit.

. r6s

..3 r6 Units

: (he free Or0 Warlord %haracter upgrades the abilities of a single unit in the mob$ correct!: 8es. (his also includes the 4argant or 4reater 4argant if the Warlord is added to either of those units.

: Where are the stats for the Or0 @ig @oss %haracter!: (he @ig @oss unit was removed from the army list butsome references to it still e3ist. Sust ignore any reference toit.

: @ig 4un9$ since they are crewed by 4rot9$ have no saveand do not count as part of the 2obp rule. @($ do youaccumulate a blast mar0er for 0illing one ;f so$ that wouldbe a rather big negative to ta0ing them. 8ou get all of theminuses and none of the pluses.!: (he special rules in the -4rot9- datasheet apply only to

-4rot9- units$ so yes you do get @2 for 0illing @ig 4un9. Onthe other hand$ 4rot9 and @ig 4un9 are specificallymentioned in the 2ob p rule. )Although it actually refers to"4retchin#$ it should read "4rot9#+.

+.0: Epic Gamin(

+.1 General *$urnament Scenari$

: !ince a landed transport aircraft is a >cm move War <ngine$ is it possible to garrison a loaded one$ such as a2arine Ganding %raft or Or0 Ganda!: No. ., specifically states that aircraft must start off

board.

: %an a W< garrison!: Only if it has a move of >cm or is part of a formationwhere over half the units are scouts.

+.1.3 *he i-e Minute 5armup

: We 0eep running into little things that would easily beresolved if brought up in the = minute warmup$ so we arecreating a chec0list. %an you provide a list of items whichhave been brought up by other players or groups to help usout

!: !ure. Eeep in mind this is li0ely never going to be acomplete list$ but here:s several issues we have encountered)and we:ll add to it as we go+P

Rules:&remeasuring%onventions for Gines of !ight and Gines Of 5ire%onventions for showing a formation is bro0en$ in overwatchor has marched this turn.2easurement to obFectives

Have you both read the same FAQs? (hese can cover sucha huge range of things that we can only list a few of thecommon differences we have encountered between groups.

• Disembar0ing whole stand within =cm or Fust onepart of the model

• Requirements to claim cover )fraction$ more thanhalf$ fully+

• 2easurement from obFectives•  Aircraft versus aircraft fla0 attac0s• (emplate use )what:s in/out+

pti$nal and c$mm$n h$use rules:Do you allow %A&ing of %A&

Do destroyed war engines stay on the board as cover*ouse rules on intermingled formations )e.g. attac0er has tobe in range of all formations+

De%inin( terrain:<ffect on Gines of !ight and Gines Of 5ireWhat they count as on the terrain chart

 Any changes to those (errain (ypes )5or e3ample$ %ratersnot bloc0ing GO!$ even though the models are necessarilyabove the table surface$ a muddy plowed field that is scrubbut also dangerous terrain for vehicles$ or perhaps certainterrain types not counting as cover against aircraft attac0s.+When a unit is counted as being -in- a specific terrain piece

!rmies and arm' lists:-%ounts as- units5ire Arcs on units!pecial rules and units

Strate(ic: )(hese are not necessarily things that areproblematic for the rules$ but things you will want to 0now toavoid -gotchaB- effects that can create a sense of unfairness.+

 Any barrages!pacecraft(eleportsWebways$ portals and other unusual deployment options

+.1.+ &lace b?ecti-e Mar6ers

: *ow should we measure from obFectives <dge %enter!omething else!: (he most common convention in tournaments is to definethe obFectives as single points. (ypically$ this is the directcenter of a -ta0e and hold- obFective and the middle of theobFective:s table edge for the -blit90rieg- obFective. nlesse3plicitly stated otherwise ahead of time$ assume this is thecase.

Page 21: Neal Hunt Master FAQ

8/14/2019 Neal Hunt Master FAQ

http://slidepdf.com/reader/full/neal-hunt-master-faq 21/24

ObFective measurement should be a topic for the = minutewarmup. !ome players measure to the edge. !ome who usethe -single point- convention above may incorporate apredetermined point on their obFective mar0ers )li0e a flag+ todesignate the point$ rather than defaulting to the center of themodel.

+.1.+ Set Up Remainin( $rmati$ns

: When are reserve formations chosen

!: Designate reserves before deploying any remainingformations and set them aside. (he players ta0e it in turn toset up nonreserve formations on the table one at a time

+.1. ict$r' /$nditi$ns

: (o stop an opponent from claiming the :(hey !hall Not&ass: goal do you need a whole formation in the opponentstable half or will any part of the formation$ even a single unit$stop your opponent from claiming the goal!: Any part of the formation in your opponent:s half of thetable will stop them from claiming the goal. (he condition ismeant to be quite difficult to achieve.

: Does a unit that was bro0en and rallies in the end phaseprevent the gaining of the :(hey !hall Not &ass: Hictory%ondition!: 8es.

: (here have been several clarifications regarding the4eneral (ournament !cenario setup procedure. %an we geta list of the setup sequence for the 4( similar to the!equence of &lay chart

!ure.

G* &re<Game Setup List

*ighest strategy rating acts first during setup.

'. %hoose board sides.,. &lace obFectives.. Deploy fortifications.. Decide when spacecraft arrive. &lot targets )secretly+.5ormations with an option to deploy via planetfall mustdeclare at this point whether they will use planetfall.=. &lace garrisons$ alternating players. 5ormations with anoption to deploy as a garrison declare at this point. Once aplayer states they have no further garrisons to deploy$ theymay not deploy any more garrisons$ i.e. no -passing- onplacement. 4arrisons are declared to be on Overwatch asthey are deployed.

1. Declare which undeployed formations will remain inReserves$ alternating players. Any reserves with deploymentoptions must choose the method of deployment at this point.5or e3ample$ <ldar reserves must decide whether they will(eleport or use a Wraithgate.7. !et up remaining formations on the table in thedeployment 9one$ alternating players.

: *ow do spacecraft count for victory points in the case of atiebrea0er!: !pacecraft cannot be attac0ed or destroyed and thereforenever count for tiebrea0er points.

+.2 *$urnament !rm' Lists

+.2.1 *he @/$unts !sA Rule

: (he W8!;W84 rule confuses me a bit$ especiallyregarding infantry )vehicles are o0$ ; guess+. @ecause of thisrule$ ;Im supposed to have one 2issile Gauncher per !pace2arine (actical unit$ at least for (ournament play$ correct)6 continues below+!: No$ what the W8!;W84 rule means is that if you use the

!pace 2arine (actical units that we ma0e in a (ournamentgame$ then they must be used as !pace 2arine (acticalunits rather than Assault units$ Devestators etc. @asically$ if you have a model of something that is included in the armylists$ then you canIt say the model Jcounts asI anything else.

6 ...continuesP None of my JoldI 2arine rectangular standsonly have a missile launcher model on every other stand$while half Fust have five 2arines with bolters. Does this meana ruleslawyering opponent could prevent half of my 2arinesunits from firing in shooting phase!: (he Jcounts asI rule would apply in this case. 8ouId simplytell your opponent J(hese stands with five 2arines armedwith bolters count as tactical unitsI. !imple$ and directlycovered by the tournament rules. ;Ive put this rule in toenable and encourage the use of older models$ rather thanrestrict their use.

: !ome vehiclesI (ransport Notes mention that they cancarry particular troops but the army list doesnIt allow me toadd that vehicle as an upgrade to all the troop types it cancarry. Why is that!: (he vehicleIs Note list all the troops a vehicle could carrynot necessarily the troops that it can possibly carry asdescribed in the army list. (he army lists are intended for tournaments or pointbased gaming but if you are having afriendly game or you are designing a special scenario the

possible units a vehicle can carry allows you to play gamesthat arenIt bound by the 4( army lists.

+.3 /$deB !startes !rm' List

+.3.1 Space Marine *ransp$rts

: *ow and when are !pace 2arine transport optionsselected!: %hoosing transport options is part of the army selectionprocess. &ortions of a formation may be left behind duringdeployment )to garrison$ for e3ample+ the decision toe3change options$ even "free# ones$ must be made when thearmy list is determined.

: (he Ra9orbac0 upgrade in the !pace 2arine army liststates "Replace any number of Rhinos with ' or ,Ra9orbac0s each.# ;f ; ta0e Ra9orbac0s how do ;determine how many Rhinos ; have left in the formation!: 8ouId ta0e the minimum number of Rhinos to carry theunits not being transported in Ra9orbac0s. (his might leaveone Rhino with one spare space in it but that is o0ay as longas you donIt ta0e Rhinos in e3cess of the transportationneeds of the formation.

: Does the Gand Raider upgrade available to the

Page 22: Neal Hunt Master FAQ

8/14/2019 Neal Hunt Master FAQ

http://slidepdf.com/reader/full/neal-hunt-master-faq 22/24

Devastator formation replace that formationIs Rhinos And if so how do you add Ra9orbac0s to the formation if they do!: A Devastator formation can be given up to four GandRaiders. *owever$ including Gand Raiders in this way willmean that the number of free Rhinos the formation willreceive will be reduced to the minimum number needed tocarry any Devastator stands that canIt fit inside the GRs.(hen$ once the number of RhinoIs needed for the formationis 0nown$ you may replace each remaining Rhino with ',Ra9orbac0s.

(o summariseP'. Add any GRs to the formation.,. Add enough Rhinos to carry any Devastators that wonIt fitinto the GRs.. %onvert any Rhinos to Ra9orbac0s.

+." !rma(edd$n Steel Le(i$n !rm' List

+.".1 /$mmisars

: %an %ommissars be placed in (itans or even !pacecraftif they are included in a !teel Gegion army!: 8es$ you can add %ommissars to any formation in thearmy$ including (itans$ aircraft or spacecraft if you wish to.

+. r6 5ar 7$rde

+..1 r6 5arl$rds

: %an the Or0 Warlord Foin any Or0 unit if you do not have a4argant in your army!: (he Or0 Warlord has to Foin a 4reater 4argant if you arefielding one. ;f there is not a 4reater 4argant in the armythen the Warlord %haracter can be added to any Nob9 or 4argant unit. %onceivably if your army has no Nob9 or 4argant units then it could Foin any Or0 unit.

: (he free Or0 Warlord character upgrades the abilities of asingle unit in the mob$ correct!: 8es. (his also includes the 4argant or 4reater 4argant if the Warlord is added to either of those units.

ERR!*!

: ;n the 5A6/<rrata section$ the following Ruleboo0 errataare givenP&age 'P !tri0e %ruiserP "(ransport ),>+# should be"(ransport )One %ompany+#&age 'P @attle @argeP "(ransport )1>+# should be"(ransport )(hree %ompanies+#; can:t seem to find a definition of -company- anywhere.

!: (he <rrata is solely for the summary sheet and are only arough appro3imation. 5or an e3act count of what it can carry$reference the data sheets for the ships.

S9$rd9ind !s

1.1 Eldar 

1.1.2 7it and Run

: ;n an <ldar move/shoot/move )double move+ cantransported infantry be unloaded after the first move$ shoot

and get then pic0ed up as part of the second move!: 8es

: ;f ; use <ldar and their *it M Run special rule that allowsthem to fire before or after ; ma0e the move and ; shoot onceand then move twice$ would ; still recive a ' modifier to hit!: 8es. A double action is a double action L the ' applieswhichever order the moves/shooting is made in.

1.1.3 Eldar *echn$l$('

: When do ; decide what method <ldar reserve formationswill use to enter play!: ;n the 4( scenario reserve formations with multipledeployment options must be designated as to deploymentmethod during setup L webway$ air transport or teleport..

: Do <ldar holo fields wor0 in %%!: 8es. holo fields wor0 against all forms of attac0$ including%% attac0s and @arrages.

: Does the Reinforced Armour ability of <ldar (itans allowyou to reroll a failed holo field !ave!: Only against A( fire or hits in an Assault. (he Reinforced

 Armour save does not apply to 2W fire. Note$ the Reinforce Armor reroll after a *olofield save uses the unitIs armor value.

: Are *olo 5ields effected by %rossfire!: 8es.

: Do you have to choose whether to use a (itan:s *olo5ield !ave or an Armour !ave or do you use both!: (he *olo 5ield save is ta0en instead of the unit:s normalsave. 8ou don:t get the *olo 5ield save and the units Armou!ave$ you pic0 which to use.

*owever$ if the unit fails it:s *olo 5ield save and hasReinforced armour$ then it is allowed a reroll for A( hits or hits from an Assault. No Reinforced Armour reroll is allowedfor 2W hits )or (E hits for that matter+. ;n this case$ though$it has to use it:s Armour value for the reroll not the *olo5ield save.

(he Reinforced Armour ability is used$ if applicable$ even if the player chose to use the *olo 5ield save and not the

 Armour save.

1.1." Eldar Units

: &layed a game a few wee0s past and we had an

interesting Assault. 2y opponent had his Avatar in theassault and it was 0illed by a critical when resolving the %%and 55 hits but before we resolved the 2W attac0s from the

 Avatar and the %8E. (herefore the Avatar never got to ta0ethose attac0s since it was dead via the effect of the critical.Gegal!: No. 2W hits inflicted by the Avatar were generated beforeit was destroyed may still be applied to enemy units that werein base contact with the Avatar when it was 0illed.

: %an a !torm !erpent carry out a 2arch action and useweb portal8es.

Page 23: Neal Hunt Master FAQ

8/14/2019 Neal Hunt Master FAQ

http://slidepdf.com/reader/full/neal-hunt-master-faq 23/24

: %an you use a Webway &ortal on a destroyed !torm!erpentNo. Gi0e all other special abilities$ if the model isn:t there thenthe special ability isn:t there. While the Wraithgate cannot beattac0ed$ the !torm !erpent can.

: <ldar <3archsP if ; add an <3arch to a 5ire Dragon unit$ isthe <3archIs e3tra attac0 2W And if ; add it to a Warp!pider unit$ is the <3archIs additional attac0 first stri0e too

!: (he 5ire Dragon 2W attac0 is associated with their weapon$ so the e3tra attac0 from the <3arch is a separateattac0 and so doesnIt get the 2W bonus. (he Warp !piders$however$ have 5irst !tri0e in the notes section$ and ittherefore applies to all of their attac0s$ including additional<3arch attac0s.

1.2 ;mperial Guard Sie(e Re(iments

1.2.1 ;mperial Guard Units

For 0m move units, see setion 1.! above.

For Forti"ied #ositions see Setion $ belo%.

Secti$n 3 $rti%icati$ns and Emplacements

See setion 5, &aran Sie'emasters Army (ist "or questionson de)loyment "or the *+ senario and "ormationonstrution.

: What is a fortified position!: ;n the rules this term refers only to the :fortified positions:you buy from the fortified positions entry on the army list.

: Do they wor0 against fire from all directions

!: 8es$ all directions.

: 5or ra9or wire$ only length is given. *ow broad can a baseholding ra9or wire be!: Regardless of width assume it is under =cm )i.e. can becrossed in one :cautious: move as described in '..'+.

: Do fortifications )especially bun0ers$ but alsotrenches/siege lines+ bloc0 GO5!: No. !uch things are designed to be unobtrusive and if properly constructed mostly below groundB

: ;f a vehicle attac0s a unit in a trench in %% does the fact ithas attac0ed me in %% mean it has to ta0e a test!: ;f the vehicle contacts part of the stand that is within cover it has to ta0e a dangerous terrain test$ if it contacts a part of the stand that is not within cover )say the unit is half within awood+ it would not and finally if the stand were within abun0er$ building or other feature impassable to the vehicle itwould not be able to enter %% at all.

: Do you roll dangerous terrain tests for going over your own barbed wire!: 8es

Secti$n Gamin(

)iel<*an /ar%t9$rld !rm' List

: Sust wondering... Aspect Warhost... can you actually havedifferent Aspect warriors in this warhost!: 8es$ mi3 and match.

: Are <ngines of Haul included in the '/ point limit for (itans and War <ngines!: No. (here are no restrictions on the purchase of <nginesof Haul other than the fact that they are troupes and you

must have purchased a Warhost for every three troupes inyour army.

: (his came up in an Or0 v. <ldar game tonight. (herewere no 5arseers on the board at the start of the third turn.(he <ldar player used the Wraithgate to bring on some4uardians and a 5arseer. (hen$ based on the 5arseer nowbeing on the board he brought in his Avatar right after$ duringthe same phase. ;s that legal!: No. (he Avatar is summoned at the start of the turn )seebo3 '..,$ p'+$ i.e. before the !trategy &hase. nitsentering though a Wraithgate do so in the Action &hase. !othe 5arseer would have to be present on the board at thevery start of the turn to summon the Avatar.

)aran Sie(emasters !rm' List

Sie(e ;G Errata&age 7 %hange J!iege Regiment !upport 5ormationsIheading to J!iege Regiment %ompany pgradesI. )(he firstheading the one with the :s:.+

!uggested errata )slight rules change/simplification+

&age 7 )under the entry for sappers+ changeJ(he units may be split up and added to one or more ;nfantry

%ompanies in the army$ or fielded as a single formation intheir own right.I(oJ(he units may be split up and added to one or more%ompanies in the army$ or fielded as a single formation intheir own right.I

: Do you have to deploy all of a fortified position )i.e. must deploy all bun0ers$ barbed wire etc that ; buy+!: No$ not all of a position has to be deployed.

: Do you have to deploy the gun emplacements that cancome with artillery and fla0 formations immediately after obFectives as with all other fortified positions

!: No$ fortifications that come as part of a formation )e.g. for*owit9ers+ are deployed with the rest of the formation.

: Are a set of emplacement upgrades part of the formationthey are upgrading )!o implications for coherency andsimilar.+!: No. (hey are terrain features not combat units$ but theymust be deployed within coherency distance of a unit fromthe formation when they are set up.

: Do units with emplacement upgrades have to deploy inthem!: No they do not$ but they must be deployed within

Page 24: Neal Hunt Master FAQ

8/14/2019 Neal Hunt Master FAQ

http://slidepdf.com/reader/full/neal-hunt-master-faq 24/24

coherency distance of the formation they have beenpurchased for.

: *ow do !iegemaster fortifications contribute to anopponents H& total$ if at all!: No H&s are awarded in any way for them

: *ow are sappers added as upgrade for purposes of victory points and establishing the @(! goal!: <ach sapper unit adds > points to a formations value.

(he sappers are counted in all ways as part of the formationthey are added to.

)lac6 Le(i$n and L$st and Damned

Daem$n summ$nin(

: At which point in activating a formation is the decision tosummon daemons made %an ; summon daemons and thendeclare which action a formation will ma0e!: (he decision to summon daemons is made between !tep;; of activating a formation )declare which action it will carryout+ and !tep ;;; )the formation must then pass an action test

to see if it carries out the action successfully+. !o you mustdeclare the action before you summon daemons.

: ;f a formation has a Daemonic 5ocus$ can ; voluntarilyallow summoned daemons to return to the warp in the endphase ;t might be desirable to summon them to a differentformation.!: 8es. (he Daemonic 5ocus ability says you "may# 0eepthem with the formation. ;t is not a requirement.

: ;f ; ta0e no &act$ what happens with strategy roll of 1!: 8ou receive the bonus daemons in the Daemon &ool asnormal$ but will have no way to summon them to thebattlefield.

: %an you purchase daemons even if there is no &act in thearmy!: 8es. *owever$ the daemons may not be summoned tothe battlefield without a &act so the utility will li0ely be quitelimited.

: %an ; purchase a Daemonic &act but not Daemons for the Daemon &ool in the hopes of a J1I strategy roll!: 8es.

: ;f a formation with daemons loses an assault$ do you 0illoff the daemons that return to the warp @<5OR< assessingthe e3tra casualties caused by losing the assault!: No. (he e3tra casualties go on before the loser brea0s.(he daemons only disappear once the formation is bro0en.

: %an ; summon Daemons into an enemyIs Co%!: No.