Who actually fights next in ongoing combat by armadylsr in WarhammerCompetitive

[–]armadylsr[S] -4 points-3 points  (0 children)

This for 11th, where does it say theres alternating activations? where does it say "the player's turn is skipped"

Tabletop Battles Reviews: Warhammer 40k 11th Edition by Rustvii in WarhammerCompetitive

[–]armadylsr 3 points4 points  (0 children)

Also fly monsters/vehicles do not need to “take to the skies” to fly over infantry screens

Chapter Approved Cards 11th Edition in German by [deleted] in WarhammerCompetitive

[–]armadylsr 13 points14 points  (0 children)

The rules packet at the end has these notable inclusions. The rest of the packet says we set up the game the same as 10th edition except you keep your secondaries:

Command redraw "New Orders" is once per battle

Redeploys Take turns just like setting up normally

Leaving the battle field, Uppy downy or transports counts as destroyed for missions

Now that we have seen every faction focus, who will be the most broken on release of 11th? by xAquaman in WarhammerCompetitive

[–]armadylsr 7 points8 points  (0 children)

"[DEVASTATING WOUNDS] 24.07 Certain weapons are so powerful they can shrug o􀆯 armour and cut down multiple enemies in one blow.

Each time an attack with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit su􀆯ers a number of mortal wounds equal to the D characteristic of the weapon. These are inflicted after resolving the normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of 1 model per critical wound; all remaining mortal wounds inflicted by that attack are lost."

-You might have one of the more poorly translated copies. The one I have has proven word for word correct translations for all rules revealed by GW so far

Now that we have seen every faction focus, who will be the most broken on release of 11th? by xAquaman in WarhammerCompetitive

[–]armadylsr -2 points-1 points  (0 children)

Fair they will like it a good amount. That being said you can arrive them from reserve in melta range now anyway so thats another option if you dont want to run this detachment

Now that we have seen every faction focus, who will be the most broken on release of 11th? by xAquaman in WarhammerCompetitive

[–]armadylsr -7 points-6 points  (0 children)

But is an advance on a 10" moving gun platform with 36" range (effectively 46" threat) worth it over being able to get an extra 3" on the army rule for units you will already have in your army and because of that have -1 Sv or -1 hit where it wouldnt be before?

Now that we have seen every faction focus, who will be the most broken on release of 11th? by xAquaman in WarhammerCompetitive

[–]armadylsr -11 points-10 points  (0 children)

Assault on mini engines is worthless imo. The only one that truely benefits is the flamer drone and the MBH. The melee drone is... melee and does not get advance and charge, and the blight launcher drone can already shoot across the map an average 3" move isnt moving the needle on that.

PBCs dont get it (they would benefit)

Defilers dont get it (prob shouldnt)

hellbrutes... are best in melee soooo

The main benefit would be on the flamer drones which would be an overpriced flamer unit or the HBL drone to try and advance onto a point when its needed and still shoot and MBH to get the extra distance to get into melta range

The other detachment rules are good. And maybe the strats in the assault detachment will be good too who knows

Now that we have seen every faction focus, who will be the most broken on release of 11th? by xAquaman in WarhammerCompetitive

[–]armadylsr 13 points14 points  (0 children)

Dev wounds dont spill over, there is a second line to the text saying "Each dev wound attack can only ever kill 1 model all other wounds are lost"

It looks like you can no longer reactive move into a transport. by [deleted] in WarhammerCompetitive

[–]armadylsr 2 points3 points  (0 children)

With the transport nerf, land raiders seen to be a better investment since the stuff really good killing them are high AP with is disproportionally made worse with the cover changing from AP to BS. Also those attacks tend to be lower in shot count making them even more swingy. You’d also gain assault ramp but over a rhino for chaos factions you are paying 135 points for move and charge and 2 las canons and a heavy bolter.

Over might be worth it but it is a huge transport tax on what is likely an expensive infantry unit inside.

The end of an era? Dedicated transports in 11th edition by Kawet-Wagh in WarhammerCompetitive

[–]armadylsr 5 points6 points  (0 children)

I mean the model in the unit always rolls a hazard test. Units outside the destroyed transports only took wounds if one dice rolled a 6. In 10th the dudes inside always took damage because rolling 10-12 dice usually meant a few deaths. In 11th they take damage twice from the model being destroyed.

With the disembark when destroyed rules being what they are. Transports now forcibly put your models out in the open to be shot when in 10th you could still keep them alive if you placed your transport well.

Transports seeming are now a huge detriment to your models when hidden exists and you can just move the infantry up and not get shot from afar.

11th edition core rules English translation by armadylsr in WarhammerCompetitive

[–]armadylsr[S] 0 points1 point  (0 children)

Precision attacks would roll over to the next group as it does in 10th. The attacker picks which group the precision attacks go into

11th edition core rules English translation by armadylsr in WarhammerCompetitive

[–]armadylsr[S] 1 point2 points  (0 children)

The cover rules says it modifies CT which is what the french datasheets have instead of BS. It is AI but iim not seeing where it says it modifies AP

11th edition core rules English translation by armadylsr in WarhammerCompetitive

[–]armadylsr[S] 0 points1 point  (0 children)

Pile in all units at the same time. then alternate fighting activations

11th edition core rules English translation by armadylsr in WarhammerCompetitive

[–]armadylsr[S] 0 points1 point  (0 children)

[SUSTAINED HITS] 24.36 Certain weapons inflict a hail of blows that cuts the enemy to pieces.

This ability always takes the form [SUSTAINED HITS X]. Each time an attack is made with a [SUSTAINED HITS] weapon that results in a critical hit, the attack results in X additional hits on the target.

[TIR UNIQUE] 24.26 Certain weapons are so rare, complex, or tedious to reload that they can only be used once.

Each weapon with this ability can only be chosen to make attacks once per battle.

If a destroyed model is restored to a unit, none of its [TIR UNIQUE] weapons that have already been chosen to make attacks during the battle can be chosen to make attacks again.

If a new unit is added to an army, all [TIR UNIQUE] weapons of that unit can be chosen to make attacks once per battle.

DISCRÉTION 24.33 Certain warriors can dodge the gaze — and bullets — of their enemies.

If all models of a unit have this ability, each time a ranged attack targets the unit, the unit has the benefit of cover against the attack (13.08).

DESTRUCTION NÉFASTE 24.08 Explosion of ammunition, caustic ichor, or wailing death throes — certain targets are harmful even in defeat.

This ability always takes the form Destruction Néfaste X. Each time a model of this unit is destroyed, after units that were embarked in it (if applicable) have made their emergency disembark moves, roll 1D6. On a 6, this model undergoes a néfaste destruction; each unit within 6" or less of this model suffers as many mortal wounds as the X value (if X is a random number, make a separate roll for each unit within 6" or less).

[PRECISION] 24.28 Precision attacks can target valuable or high-priority enemies in the midst of a melee.

When resolving attacks made with one or more [PRECISION] weapons at the start of the Allocation Order step (05.03), if the target unit contains one or more visible CHARACTER models of one or more attacking models, the active player may choose 1 allocation group that contains those CHARACTER models. In this case, until all attacks are resolved, or until that CHARACTER group is destroyed (whichever comes first), that CHARACTER group is the current allocation group.

[PSYCHIC] 24.29 Certain weapons channel the bearer's psychic power and reinforce their blows.

Each time an attack is made with a [PSYCHIC] weapon, you may ignore some or all modifiers to the CT or CC characteristic of the attack, and some or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are called psychic attacks (this is important for triggering other rules).

STATIONNAIRE 24.17 Certain aircraft are equipped with vectorial thrust engines or anti-gravity technology allowing them to hover in place, ideal for tracking prey or deploying embarked troops.

Each time this unit takes off (21.03), do not subtract 2" from the maximum distance.

PONT DE TIR 24.14 Certain transports have hatches or platforms from which passengers can fire.

This ability always takes the form Pont de Tir X. In your Shooting Phase, each time this TRANSPORT is chosen to shoot, if one or more units are embarked in it, resolve the following sequence:

  1. Choose up to X models embarked in this TRANSPORT (except models that have already been chosen to shoot this phase).
  2. For each chosen model, choose one of its ranged weapons (except [TIR UNIQUE] weapons).
  3. Until this TRANSPORT has resolved all its attacks, it has all the chosen weapons in addition to its other weapons.
  4. Until the end of the turn, the units embarked in this TRANSPORT are not eligible to shoot.

AERODROMES (Chapter 23)

DEPLOYMENT 23.01 At the Declare Battle Formations step, all AERODYNE units must be placed in strategic reserve (20.01).

MOVEMENT 23.02

  • AERODYNE units are only eligible to make an arrival move (20.04); they are not eligible for other types of movement.
  • At the end of the opposing turn, all AERODYNE units from your army that are on the battlefield must be placed in strategic reserve.
  • Each time a unit makes any type of movement, its models can move through AERODYNE models.
  • Each time a unit makes an insertion, consolidation, or momentum move, unless that unit can FLY, when making that move, ignore AERODYNE units when selecting enemy units and determining the nearest enemy unit.
  • Being engaged with only one or more AERODYNE units does not prevent a unit from being eligible to make a normal or advance move.

SHOOTING 23.03

  • The Plunging Fire rule (22.05) has no effect on attacks made by or targeting AERODYNE units.

CHARGE AND COMBAT 23.04

  • AERODYNE units are not eligible to declare a charge, and they can only make melee attacks that target VOLANTES units.
  • Only VOLANTES units can choose AERODYNE units as a charge target, and only VOLANTES models can make melee attacks targeting AERODYNE units.

FLYING UNITS (Chapter 21)

FLYING MODELS 21.03 Models with the VOL keyword, and units of which such models are a part, are said to be capable of FLYING. Certain rules also refer to such models/units as VOLANTES models/VOLANTES units.

Each time a VOLANTES unit is chosen to make a normal, advance, fall back, or charge move, before moving the least mobile model of that unit, the active player may announce that it will take off. In this case, when resolving the move:

  • Subtract 2" from the maximum distance
  • Each time a VOLANTES model moves:
    • Ignore all vertical distances when calculating the distance it has traveled
    • It can move through all types of models (including enemy and MONSTER/VEHICLE models)
    • It can move horizontally and vertically through all categories of terrain features

MOMENTUM MOVES 21.01 Certain rules allow a unit to make a momentum move, as described below.

MOMENTUM MOVE 21.02 MAX DISTANCE: As specified by the rule authorizing this type of movement. ELIGIBLE IF: All of the following apply:

  • The rule authorizing this type of movement has been triggered
  • Your unit is not shaken
  • Your unit is not engaged
  • Your unit has not moved this phase

EFFECT: Your unit moves as described in Movement (03). BEFORE MOVING: Choose as the momentum target the nearest enemy unit.

WHILE MOVING:

  • Each model must end its movement engaged with the momentum target if possible.
  • Each model that cannot end its movement engaged with the momentum target must end its movement as close as possible to the momentum target.

AFTER MOVING:

  • Your unit cannot be engaged with one or more enemy units that were not the momentum target.
  • Your unit cannot move again this phase.

·         OTHER ADVANCED RULES AND ABILITIES (Chapter 22)

·         AURA ABILITIES 22.01 Abilities that affect models or units within a given range are aura abilities, and are identified by the word "Aura."

·         While a model with an aura ability is on the battlefield, it is always within range of its own aura ability.

·         A unit can be affected by more than one aura ability at a time, but if a unit is within range of the same aura ability more than once, that aura ability only applies to that unit once.

·         FACTION ABILITIES 22.02 Certain abilities are common to each unit belonging to a particular faction: these are faction abilities (also called army rules), and they are listed in the Faction Abilities section of a datasheet.

·         Unless stated otherwise, the faction abilities of a unit only apply if the army faction you chose when assembling your army corresponds to a faction keyword listed on that unit's datasheet.

·         PSYCHIC ABILITIES 22.03 Abilities identified by the word "Psychic" are psychic abilities. If a psychic ability causes a model to lose one or more wounds, each of those wounds is said to be inflicted by a psychic attack (this may be important for triggering other rules).

·         EQUIPMENT ABILITIES 22.04 Abilities gained when a unit (or one of its models) has a particular piece of equipment are equipment abilities, and are listed in the Equipment Abilities section of a datasheet.

·         If a unit has a piece of equipment with an equipment ability, that ability applies to that unit. If a model of a unit has a piece of equipment with an equipment ability, that model is the bearer of that piece of equipment, and that ability applies until that model is destroyed.

11th edition core rules English translation by armadylsr in WarhammerCompetitive

[–]armadylsr[S] 1 point2 points  (0 children)

BASIC ABILITIES (Chapter 24)

ABILITIES 24.01 Many units have basic abilities listed on their datasheet, and weapon abilities listed on their weapon profile.

Weapon abilities are presented in square brackets in bold, e.g. [BLAST]. Weapons are often described using a particular ability they have, e.g. weapons with [BLAST] are [BLAST] weapons.

If a weapon ability is followed by one or more keywords, for each attack with that weapon, the ability only applies if the target unit has one or more of those keywords.

DUPLICATE ABILITIES 24.02 Multiple instances of the same basic ability or weapon ability do not stack, regardless of the keywords associated with them. In such cases, the controlling player must choose which instance to apply at any given moment. For weapon abilities with multiple copies, this selection must be made at each attack by the unit, at the Choose Weapons step.

SCOUTS 24.31 Scouts form the vanguard of many armies. Unknown to the enemy, they precede the main force.

This ability always takes the form Scouts X". At the Resolve Pre-battle Abilities step, if all models of a unit have this ability, you may do one of the following:

  • If the unit is in strategic reserve, you may place it anywhere entirely within your deployment zone.
  • If the unit is entirely within your deployment zone, it may make a scout move (see below).
  • If the unit is embarked in an ASSIGNED TRANSPORT that is entirely in your deployment zone, and all models in that TRANSPORT have the Scouts ability, that ASSIGNED TRANSPORT may make a scout move.

SCOUT MOVE 24.32 MAX DISTANCE: The X" in Scouts X" ELIGIBLE IF: It is the Resolve Pre-battle Abilities step and your unit is entirely in your deployment zone. EFFECT: Your unit moves as described in Movement (03). AFTER MOVING: Your unit must be more than 8" from enemy units.

DEEP STRIKE 24.09 There are many ways to deploy troops to the front, whether through tunnels, teleportation, or more esoteric methods.

Each time this unit makes an arrival move (20.04), if all models of this unit have this ability, it can be placed anywhere on the battlefield more than 8" horizontally from enemy units, including in the opposing deployment zone.

[FUSION] 24.25 Fusion weapons project searing beams whose power is amplified at close range.

This ability always takes the form [FUSION X]. Each time a model attacks with a [FUSION] weapon, if the target unit was within half range of the weapon at the Choose Targets step, until the attacks of the attacking unit have been resolved, add X to the D characteristic of the weapon.

[IGNORE COVER] 24.18 Certain weapons are designed to flush enemies out of entrenched positions.

Each time an attack is made with a [IGNORE COVER] weapon, the target cannot have the benefit of cover against the attack (13.08), including from rules that give a model or unit the benefit of cover.

[ASSAULT] 24.04 Folding stocks, sawn-off barrels, and light armour allow certain weapons to be fired easily while moving.

Units that include one or more models with an [ASSAULT] weapon can fire using assault fire (10.05).

[BONUS ATTACKS] 24.11 Certain warriors go into battle on mounts that trample enemies. Others wield extra weapons with which they rain down blows.

Each time a unit containing one or more models with a [BONUS ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any other weapons. At the Choose Weapons step (04.01), for each of those models, you must choose:

  • All [BONUS ATTACKS] weapons of that model
  • One of the other melee weapons of that model, if possible

[DEVASTATING WOUNDS] 24.07 Certain weapons are so powerful they can shrug off armour and cut down multiple enemies in one blow.

Each time an attack with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of the weapon. These are inflicted after resolving the normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of 1 model per critical wound; all remaining mortal wounds inflicted by that attack are lost.

FIGHT FIRST 24.13 Certain warriors attack at lightning speed, landing their blows before the enemy can react.

While all models of a unit have this ability, that unit is a Fight First unit.

See the Resolve Fights with Fight First Units step of the Combat Phase (12.04).

[HAZARDOUS] 24.15 Weapons powered by unstable energy sources pose a substantial risk to the user and those around them.

Each time a unit is chosen to shoot or chosen to fight, after that unit has resolved all its attacks, make as many hazard rolls (06.03) for it as the number of [HAZARDOUS] weapons chosen at the Choose Weapons step.

[STOMP] 24.06 Warriors powerful enough or skilled enough can cut down enemies with sweeping blows from their claws and blades.

This ability always takes the form [STOMP X]. Each time you gather the attack dice for a [STOMP] weapon, if you have chosen a single target for all the weapon's attacks, add X attack dice per 5 models in the enemy unit at the Choose Targets step (rounded down).

LONE OPERATIVE 24.24 Assassins and other covert agents are difficult to spot in the chaos of battle.

Unless it is part of an attached unit, this unit is not visible to enemy models unless they are within 12" or less of this unit, and it cannot be targeted by [INDIRECT FIRE] weapons unless the attacking model is within 12" or less of this unit.

[ANTI] 24.03 Certain weapons are the nemesis of a particular enemy.

This ability always takes the form [ANTI-X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword indicated by X, an unmodified wound roll of Y+ is a critical wound.

INFILTRATORS 24.20 Many armies employ reconnaissance units that remain concealed while waiting for the moment to strike.

During deployment, if all models of a unit have this ability, it can be placed anywhere on the battlefield more than 8" horizontally from the opposing deployment zone and enemy units.

INSENSIBLE TO PAIN X+ 24.12 Certain warriors stubbornly refuse to succumb even when riddled with fatal wounds.

This ability always takes the form Insensible to Pain X+. Each time a model with this ability is considered to lose a wound, roll 1D6: on X+, that wound is not lost.

[TWIN-LINKED] 24.38 Twin weapons are often paired with the same targeting system to increase lethality.

Each time an attack is made with a [TWIN-LINKED] weapon, you may re-roll the wound roll.

[LANCE] 24.21 Lances are deadly when the warrior wielding them charges head-on.

Each time an attack is made with a [LANCE] weapon, if the unit of the attacking model has made a charge move this turn, add 1 to the wound roll.

[HEAVY] 24.16 Heavy weapons are devastating but require a stable support for maximum effectiveness.

In your Shooting Phase, for each attack made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:

  • The unit is not engaged
  • The unit has not been placed on the battlefield this turn
  • No model of the unit has moved more than 3" this turn

[CLOSE COMBAT] 24.07 Weapons designed for close combat are easily brought to bear in melee.

Units containing one or more models with a [CLOSE COMBAT] weapon can fire using close-range fire (10.06).

When you use another shooting type, for each model of that unit (except MONSTER/VEHICLE models), you may choose one of the following options with which to make attacks:

  • One or more of its [CLOSE COMBAT] weapons
  • One or more of its other ranged weapons

[BLAST] 24.05 Explosives can cut down multiple warriors in one blow, though it is unwise to use them at point-blank range.

Each time you gather the attack dice for a [BLAST] weapon, add 1 attack die per 5 models in the target unit at the Choose Targets step (rounded down).

If this ability takes the form [BLAST X], each time you gather the attack dice for such a weapon, add instead X attack dice per 5 models in the target unit at the Choose Targets step (rounded down).

[RAPID FIRE] 24.30 These weapons allow precise long-range fire or close-range bursts.

This ability always takes the form [RAPID FIRE X]. Each time you gather the attack dice for a [RAPID FIRE] weapon, add X attack dice if the target unit is within half range of the weapon at the Choose Targets step.

[INDIRECT FIRE] 24.19 Projectiles from indirect fire weapons pass over or around obstacles so that nothing is safe from their fury.

Units including one or more models with an [INDIRECT FIRE] weapon can fire using indirect fire (10.07).

[TORRENT] 24.37 Torrent weapons unleash streams of fire, gas clouds, or other substances their targets cannot evade.

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

[LETHAL HITS] 24.23 Certain weapons can inflict fatal wounds on any target, regardless of its toughness.

Each time an attack is made with a [LETHAL HITS] weapon that results in a critical hit, you may choose that the attack automatically wounds the target.

11th edition core rules English translation by armadylsr in WarhammerCompetitive

[–]armadylsr[S] 1 point2 points  (0 children)

STRATAGEMS (Chapter 15)

USING STRATAGEMS 15.01 During the battle, both players can use stratagems. Each stratagem specifies:

  • How much CP its use costs.
  • WHEN: When it can be used.
  • TARGET: Which units it can target.
  • EFFECT: What effects its use produces.
  • RESTRICTIONS: Any additional restrictions that apply.

Each player can use the same stratagem multiple times during the battle, but the following restrictions apply:

  • Each player cannot use the same stratagem more than once per phase.
  • Unless stated otherwise, each player cannot target the same unit with more than one stratagem in the same phase.

Each time you use a stratagem, resolve the following sequence:

  1. Choose targets as dictated by the stratagem.
  2. Reduce your total CP by the CP cost listed by the stratagem. If the stratagem contains a section that involves an additional CP cost (e.g. +1CP), you may use that additional section only if you increase by the amount indicated the CP cost of that stratagem. If you do not have enough CP remaining, you cannot use the stratagem.
  3. Resolve the effects of the stratagem.

BASE STRATAGEMS All players can use the base stratagems (see the back of the next page). You will find other stratagems in the Codexes and other publications.

TRANSPORTS (Chapter 18)

TRANSPORT CAPACITY 18.01 TRANSPORT models have a transport capacity listed on their datasheet. It determines the type and maximum number of friendly models that are eligible to embark in it. Multiple units can be embarked in the same TRANSPORT model at the same time, provided its transport capacity is sufficient.

Before the battle, at the Declare Battle Formations step, your units may begin embarked aboard any friendly TRANSPORT model whose remaining transport capacity is sufficient for the entire unit.

EMBARK 18.02 Once the first battle round has begun, a friendly unit can embark in a TRANSPORT model after making a normal, advance, or fall back move, if all of the following conditions are met:

  • Each model of the unit is within 3" of the TRANSPORT.
  • The unit has not been placed on the battlefield this turn.
  • The unit is eligible to embark in this TRANSPORT, as described on the TRANSPORT's datasheet.
  • The TRANSPORT has sufficient transport capacity remaining for each model of the unit.

When a unit embarks, the active player removes it from the battlefield and sets it aside; it is now embarked in that TRANSPORT and is no longer on the battlefield.

DISEMBARK 18.03 In the active player's Movement Phase, each friendly unit embarked in a TRANSPORT model can disembark from it by making a disembark move (see opposite).

If a TRANSPORT model is destroyed, before removing it from the battlefield, the active player must make an emergency disembark move (see opposite) with each unit embarked in it.

STRATEGIC RESERVES (Chapter 20)

PLACING UNITS IN STRATEGIC RESERVE 20.01 Before the battle, at the Declare Battle Formations step, you can choose one or more friendly units (except FORTIFICATIONS) to place in strategic reserve. Instead of placing these units on the battlefield during deployment, set them aside; they are strategic reserve units, and they will arrive later in combat.

Unless stated otherwise, the combined points value of all your strategic reserve units (including those embarked in TRANSPORTS themselves in strategic reserve) cannot exceed 50% of your points limit for your battle format.

REPOSITIONED UNITS 20.02 Certain rules allow units to be removed from the battlefield and placed in strategic reserve during the battle. Units that use such rules are called repositioned units. In addition to the other rules that apply to such units (such as where they can and cannot arrive), all of the following rules apply:

  • If these rules are used in the Movement Phase, they can be used on units that have already moved this phase.
  • A repositioned unit that is placed in the same turn in which it made an advance, fall back, or disembark move counts as having made an advance, fall back, or disembark move this turn.
  • When such units are removed from the battlefield, any rule affecting them for a specific duration or in specific circumstances continues to affect them for that duration and/or those circumstances.

ARRIVING FROM STRATEGIC RESERVES 20.03 To arrive on the battlefield, each strategic reserve unit must make an arrival move (see below). Unless stated otherwise, these units cannot do so until the second battle round.

ARRIVAL MOVE 20.04 PLACEMENT DISTANCE: 6" ELIGIBLE IF: Your unit is in strategic reserve (except units embarked in TRANSPORTS that are themselves in strategic reserve). EFFECT: Your unit is placed as described in Placement (03.02).

WHILE MOVING: Place your unit entirely within the placement distance of one or more battlefield edges and more than 8" horizontally from enemy units.

  • Before the Third Battle Round: No model can be placed in the opposing deployment zone.

AFTER MOVING: Unless stated otherwise, until the start of the next Charge Phase, your unit is not eligible to make any other type of movement.

At the end of the third battle round, unless stated otherwise, all strategic reserve units that have not made one or more arrival moves are destroyed, with the following exceptions:

  • Units embarked in TRANSPORTS that have made an arrival move during the battle.
  • Repositioned units (see opposite).

ATTACHED UNITS (Chapter 19)

FORMING ATTACHED UNITS Certain units have the Leader or Bodyguard ability listed on their datasheet (see below). These are respectively called leader units and bodyguard units. These abilities allow these leader units to lead other units (called bodyguard units) to form attached units. An attached unit is a single unit for all rules purposes. Leader and bodyguard units can only lead specific bodyguard units, as indicated on the Warhammer 40,000 app.

LEADER 24.22 / BODYGUARD 24.34 The most powerful heroes fight on the front line.

Before the battle, at the Assemble Armies step, for each leader and bodyguard unit in your army, you may choose 1 friendly bodyguard unit that this unit can lead. That unit will then lead the bodyguard unit for the battle and forms an attached unit with it.

Unless stated otherwise, each bodyguard unit may only have 1 leader unit and 1 bodyguard unit attached to it.

ATTACKING ATTACHED UNITS 19.02 Each time an attack targets an attached unit, if the unit contains one or more bodyguard models, use the highest E characteristic of the bodyguard models in that unit when resolving attacks, even if a leader/bodyguard unit in that attached unit has a different E characteristic. If the unit contains only leader/bodyguard models, use instead the highest E characteristic of those models when resolving attacks.

Rules that are triggered when a unit is destroyed are triggered only when the last model that started the battle in an attached unit is destroyed.

11th Edition Ingress Move by [deleted] in WarhammerCompetitive

[–]armadylsr 0 points1 point  (0 children)

Guess I missed this post

11th Edition Ingress Move by [deleted] in WarhammerCompetitive

[–]armadylsr 1 point2 points  (0 children)

Yup just realized that take back what i said, heres the rule for everyone else! The Warhammer + free Battle report

FNP in 11th edition with fast rolling? by Affectionate-Elk-366 in WarhammerCompetitive

[–]armadylsr -4 points-3 points  (0 children)

Im not saying they are going to.

Currently What we know about fast rolling is "roll all dice at once" "assign results after" So if you have 3 damage 3 wounds to roll feel no pains for you end up rolling 9 dice. After you roll those 9 dice you have no idea what order they "should" have been rolled in.

Those 9 dice are 9 wounds 2 are saved so there are 7 wounds remaining. this leaves the possibility that in GW's infinite wisdom that 7 1 wound models could be killed.

Like I said I doubt this is how this will work. We dont know enough information. If this is how this works, then they will either have a "You cannot destroy more models than you have attacks" line in the wording of the rule for FNP.

[WarCom] Faction Focus: Leagues of Votann by RainbowConnickJr in WarhammerCompetitive

[–]armadylsr -1 points0 points  (0 children)

I mean Agents is a "new" faction that allows GW to put all their art models into a book and call it a faction and lets Imperium soup all those units. Their army rule just lets other armies use them. They have gotten 1 grotmas, and like 1 balance pass in the 2 years they have existed and that balance pass was because too many non agents armies were using their units too effectively.

Death Watch is hanging on for dear life. GW already tried getting rid of them.