Kirb your enthusiasm!
"...generalship should be informing list building." - Sir Biscuit
Tuesday, August 17, 2010
Posted by AbusePuppy
Somewhat belated, but still here. I blame Kirby for this one, it's all his fault.
#1: Separate But... Equal?
The Warlocks bought alongside a Farseer are not a retinue; they may be deployed and act separately and are different units in close combat.
#2: Shields Down
The Dire Avenger Shimmershield only confers its save to the unit in close combat, not against any other kind of attack.
#3: Fire at the Disco, Fire at the Gates of Hell
The whole unit benefits from a Fire Dragon Exarch's Tank Hunters ability, but only he benefits from Crack Shot. (Likewise, only a Reaper Exarch benefits from his powers, but how often do you actually see those guys?)
#4: Magnificent Six
Ranger/Pathfinder Long Rifles do NOT work the same way as as normal sniper weapons. On a roll of '6' to hit (or 5+, in the case of Pathfinders), that shot becomes AP1 and must still roll to wound/etc normally. Additionally, since the weapons have the Sniper rule, any rolls to wound of a '6' will also ignore saves.
#5: Functionality Impaired
Guardian Weapon Platforms, like Ork Bomb Squigs, Oiler Grots, etc, are basically decorative and serve no game purpose. Do not count them when measuring ranges, determining template/blast hits, etc, and do not treat them in the same way as Artillery units.
#6: Tuned, Spoilered, Ripped, and Gawwed
Holo-fields always apply the lower result on the dice, regardless of which you would prefer. Star Engines do not allow you to Tank Shock or Ram- these maneuvers are performed during the Movement phase. (They do, however, allow you to follow up such a maneuver with additional movement, which is normally disallowed.)
#7: Angels and Apes
Ordnance and Melta weapons are the most common victims of the Wave Serpent's protective rules, but also remember that Rending weapons don't work, either.
#8: BRB, Don't Go Away
A unit locked in combat with an inactive Wraithguard/Wraithlord (due to having failed its Wraithsight check) remain locked and cannot leave the combat. They will hit automatically, however.
#9: Together For Never
Wraithlord "secondary" weapon systems (Catapults and Flamers) do not become twin-linked if you choose a pair of them. Remember that as a Monstrous Creature it may fire up to two weapons as though it were stationary.
#10: I Ain't Scared of No Daemons
Psykers in the same unit as a Warlock with Embolden may reroll failed Psychic tests, since they are a type of Leadership test.
Bonus section: telling your Space Elf opponent's weapons apart
Since this is a problem even I have- and I tend to be pretty dang knowledgeable about stats, if I do say so myself- I thought some people might find it helpful.
-Bright Lance: S8 AP2 Lance. Available all the hell over the place, from Guardians to transports to Wraithlords.
-Pulse Laser: As above, but two shots and no Lance rule. Only available on the Falcon (i.e. non-dedicated transport tank.)
-Starcannon: S6 AP2 two shots. Available many of the same places as the Bright Lance.
-Scatter Laser: S6 AP6 four shots. Available lots of places, usually only seen on walkers.
-Shuriken Cannon: S6 AP 5 three shots. Like a Storm Bolter, you can strap one to just about any vehicle.
-Shuriken Catapult: S4 AP5 two shots, 12" range. A shotgun, basically- the standard weapon of their infantry models.