View Full Version: Warhammer FAQ Updated

Herdstone > Rules > Warhammer FAQ Updated


Title: Warhammer FAQ Updated


decker_cky - February 14, 2009 05:44 PM (GMT)
A little clean-up on the warhammer FAQ:
http://www.games-workshop.com/MEDIA_Custom..._part2_Feb_2009

Skirmishers can't do anything but actually reform, multi-shots fixed and units can't move over twice their movement rate. Didn't really check everything, but it looks a little more solid than it did before.

gjnoronh - February 15, 2009 03:28 PM (GMT)
Nice that they had a short turn around on the fixes for this.
Good job by GW

decker_cky - February 15, 2009 06:19 PM (GMT)
Here's the list of changes that were made:

-clarified that crossing charge paths is only usable if it brings more models in.

-fixed multiple-shot issue.

-skirmishing reform cleared up.

-Unit Strength added to things that Monsterous Characters share with Monsters.

-references to TK incantations removed from misfire/bound spell Qs.

-changed the rules so that units can in no way move more than double their movement rate through abuse of different formations and maneuvers (aka, no more fanatic slingshot)

ThebeastfromtheNorthEast - March 4, 2009 02:56 AM (GMT)
But im assuming you may still use magic spells that involve moving a unit. Say i cast (whatever spell it is in the Beast lore that makes you free to move or charge) on a unit that has marched its full double movement. is it still possible?

Grarrzag - March 4, 2009 03:28 AM (GMT)
QUOTE (ThebeastfromtheNorthEast @ Mar 3 2009, 09:56 PM)
But im assuming you may still use magic spells that involve moving a unit. Say i cast (whatever spell it is in the Beast lore that makes you free to move or charge) on a unit that has marched its full double movement. is it still possible?

I believe magically they are still allowed to move more than double their movement, because it is a different phase.

If not, then when fleeing you cannot run further than double your movement. :blink:

snowblizz - March 4, 2009 09:19 AM (GMT)
QUOTE (Grarrzag @ Mar 4 2009, 03:28 AM)
QUOTE (ThebeastfromtheNorthEast @ Mar 3 2009, 09:56 PM)
But im assuming you may still use magic spells that involve moving a unit. Say i cast (whatever spell it is in the Beast lore that makes you free to move or charge) on a unit that has marched its full double movement. is it still possible?

I believe magically they are still allowed to move more than double their movement, because it is a different phase.

If not, then when fleeing you cannot run further than double your movement. :blink:

If you've read the text it isn't as clear cut as Decker says.
It was argued in length on TWF as well. It is a gentleman's agreement not to bend the rules. Not very much more than that. The FAQ sort of leaves it up in the air what works or not. Basically if you go by RAI it is clear that it doesn't apply to magical charges and fleeing as these are "special circumstances".




Hosted for free by InvisionFree