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Rules interpretations for ETC

Started by El Rey, 12 February, 2007, 03:52:03

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El Rey

Courtesy of Barbarossa

The below rules interpretations for Warhammer Fantasy Battles are for informative
purposes only. They do not change or replace the rules published by Games
Workshop. However, it should be expected that referees at Polish tournaments will
adhere to these interpretations when making a ruling.

Check http://uk.games-workshop.com/news/errata/
The site http://www.geocities.com/mi_whplayers/dwfaq.html has practically all
rules changes, FAQs etc. published by Games Workshop for every army.
Please note, however, that some of the rulings published there are not official
GW materials, but the club's own interpretations (these items are clearly
marked as such). I the case that any Direwolf council rulings conflict with the
present interpretations, the interpretations take precedence.

I.1. Using sixth edition army lists (such as Storm of Chaos armies) in seventh edition.

From the moment a new 7 edition army book is released, starting with Warhammer Armies: Dwarfs, ALL rules for units, magic items etc. published for this race during 6th edition can no longer be used (this includes Storm of Chaos army lists, Treasures of the Old Ones etc.); only the new army book and any materials published by GW after the new army book are valid (no special characters).

I.2. Rules in effect at the tournament.
All Games Workshop publications, errata and FAQs are in effect at a tourney if they had been available (in stores or on the Internet) for at least 7 days.
Translated rules and army books are considered to be the equivalent of their English versions. However, if there are any differences between the translations and originals, the latter take precedence.
6th edition rules errata and FAQs do not apply to the 7th edition rulebook. FAQs and errata for 6th edition army books are in effect until a new, 7 ed. army book is published.

II. Tournament rules

III. Terrain rules

We suggest that the tourney use the rulebook terrain rules with the
following changes and modifications:
a) Models cannot see over hills
b) Units cannot see over forests. Units can fly over forests unless such movement would force them to land in a forest. You can see 2" from inside a forest and 2" into a forest, but units cannot see through forests which are between them and potential targets.
c) Buildings block line of sight completely, as do forests and obelisks. You cannot use buildings to cast spells such as master of stone or master of wood. For entering buildings – see the rulebook.
d) Walls provide hard cover, are treated as obstacles, are not considered stone features and block line of sight on ground level.
e) Fences provide soft cover, are treated as obstacles, are not treated as wood features and block line of sight on ground level.
f) In order to cross walls, fences and other obstacles, a unit (every model in the unit) must use half of its movement allowance.
g) Ruins and obelisks are made of stone. Ruins do not block line of sight. Ruins are difficult terrain and can provide soft or hard cover (as determined by a referee or the tourney organizers).
h) You cannot deploy units inside terrain which is for any reason impassable to them.
i) Rivers should be treated as very difficult terrain for all units (including skirmishers) with the exception of Aquatic and ethereal creatures. Lakes are impassable for all units except for ethereals and aquatics, which can pass through such terrain. Please note, however, that ethereals cannot end their movement in impassable terrain.
Edges of river/lake terrain features are open ground. Lakes and rivers are impassable to war machines, chariots, tanks, etc. No anvils or similar units can be deployed in rivers. All bridges and fords are treated as open ground.


IV. Rules interpretations

1) Movement
a) Random movement (2d6" in the case of spawn, pump wagons, etc.) and magic movement with a fixed or random value (2d6" or 8") is subject to normal terrain modifications.
b) Units coming back onto the battlefield which normally move in the compulsory movement phase (such as squig hoppers or spawn), can move as normal, but cannot charge as a result of their movement – they are stopped 1" from an enemy unit which they would contact if their full movement was executed.
2) Charges
a) You cannot declare improbable charges.
b) Charges are measured using miniature bases, not movement trays.
c) Charges in different phases: because a single unit can be charged in several phases (for example, by normal goblins, and then by squigs) and can thus declare charge reactions several times, it should be assumed that the final declaration takes precedence.
d) Frenzied charges: a unit which is being charged by a frenzied enemy may (after checking whether the charge will actually take place – after measuring the range) declare reactions as normal.
e) Frenzied charges and magic banners giving movement bonuses: Before measuring whether a charge must be declared, the player declares the use of a magic banner. If the distance added by the banner is not enough for a charge to happen, the banner is treated as used (if it was a one-use only item).
f) Frenzied charges: as with normal charge declarations it should be determined whether a charge is possible (and thus must be declared) by taking into account the possible movement of all units which will happen before the frenzied unit's charge.

3) Close combat
a) If a model with a magic item or ability which affects the entire combat is killed (a vampire with the cursed book being a good example), the effects of this item or ability stop immediately – that is why all attacks should be performed in the order of initiative.
b) Challenge: if a hero or champion is the only model in base to base contact with an enemy (for example, a goblin hero on a wolf leading a column of five wolf riders) and is taking part in a challenge, then all enemy models which are in contact with that hero/champion (and not actually fighting in the challenge, of course) cannot attack at
all.

4) Combat results
a) With the exception of rank bonuses, which is calculated at the beginning of close combat phase, all other combat resolution is calculated at the end of combat.
b) For purposes of "higher ground", the position of the fighting ranks should be analyzed.

6A regiment which has its entire fighting rank higher than the enemy receives the bonus. If one regiment has its entire fighting rank on a hill, and the other only parts of it (for example, a unit of cavalry which can only get the front halves of the first rank's bases on a hill), the bonus is applied and is given to the unit which has its entire fighting rank on the hill.
Fleeing and pursuit )

Units which declare a ,,Flee" reaction from more than one charge will flee from the charging enemy with the largest Unit Strength (if several chargers have the same US, roll a dice). After the fleeing unit is moved it should be determined whether one of the charging regiments is capable of catching it in its new position.
) In order to determine, which zone of a regiment (flank, rear, front) is charged by an overrunning enemy, we should move the overrunning unit straight forward – the first point of contact is the point where the charge will ,,hit".
Shooting
) When declaring a shot from a catapult/cannon/etc. it is best, in order to avoid misunderstandings, always declare the exact center of a single enemy model as the point which is being shot at.


El Rey

Psychology

) Fear test: if, as a result of a failed fear test, a regiment will hit the enemy on 6's, then
this applies only to attacks allocated against the unit which caused the failed fear test.

bases
) Bases for war machines are not required, however, when shooting from a catapult or
similar machine, it should be assumed that the base is not smaller than 40x40 mm. It is
recommended that war machines be placed on such bases.
) Base sizes:
Giants should be fielded on 75x50 mm bases
Giant Cave Squigs should be fielded on 40x40 mm bases
agic
) The decision to dispel a spell (or not) is made before the range is measured.
) After a 5-6 miscast result (enemy may cast own spell), the player whose turn it is may
use a dispel scroll to block that spell as normal.
Tables
) It is considered to be given than if a scenario (pitched battle, for example) requires
units to be deployed 24" (or any other number) apart, this condition is met
automatically. Should players accidentally place their units slightly closer to the enemy than allowed, than the actual measurements are disregarded in favor of this assumption.
In other words, nothing that has precisely 24" shooting range can hit an enemy on the first turn without moving slightly (or unless the enemy came closer). The same goes
for spells, charges (helped by animosity or magic) etc. with a range of 24".

11) Declaring
Players should not declare impossible or improbable actions in order to "accidentally" achieve other goals which would not otherwise be possible to achieve.
Because there are many situations in which such unsporting declarations can be made, referees should refer (!) to their common sense in passing judgement on such actions.
It is especially foul and undesirable to:
a) Declare improbable charges
b) Declare improbable shots or "guess" improbable ranges (all forms, including template shooting) in order to hit models/units which you are unable to target otherwise.

12) Miscellaneous

a) Line of sight can be measured at any time during the battle, but only of a player's own
units.
b) Re-rolls made for heroes which are inside a unit can only be made for actions which
the hero himself (or herself) is undertaking, and so cannot be used for the entire
regiment's break tests, stupidity, etc.
c) If a unit with the tunneling, or similar, rule (such as tomb scorpions, tunneling teams) digs out beneath a regiment which is placed in such a manner that other regiments make it physically impossible to place the tunneler on the board and in contact with the unit – the blocking units are moved so that the tunneler can be aligned with the enemy unit. Regiments moved in this manner are not treated as having moved for
purposes of shooting, etc.
e) Magic weapons which give a bonus to characteristics also modify these characteristics for purposes of effects caused by spells and similar, unless the description of the weapon clearly states that it only modifies characteristics in a given phase (example- sword of might).
f) Re-rolls: all dice in a single batch must be re-rolled at the same time, it is not permissible to re-roll them one at a time.
g) Monsters: Because the rulebook description of monsters is very unclear:
1) Characters are never monsters. Truly large characters only follow some of the rules
for monsters – namely movement rules (see errata). Because of this, Greater Daemons,
Ancient Treemen and Shaggoth Champions are not considered monsters.
2) All monstrous mounts (see rulebook p. 59) are monsters.
3) All creatures on 50x50 mm and larger bases are monsters, with the exception of the
Ogre Hunter. Please note that Tomb Scorpions are also fielded on 50x50 mm bases
(see Anthony Reynolds FAQ) and are monsters.
4) The following creatures on 40x40 mm bases (and on bases the size of which has not
been specified by GW) are also monsters: great eagle, gorger, tomb scorpion, spawn
of chaos, hellcannon, merwyrm.
h) In the case of items, spells etc. which affect specifically attacks made by "steeds", it is assumed that:
Bloodcrushers: From their 4 attacks, 2 are made by the rider (including one due to

8frenzy) and two – by the mount
Plagueriders: the rider has one attack, the plaguebeast has k6+1 attacks
Changebringers: The rider has two attacks, the disc - one
Pleasureseekers: The daemonette has two attacks, the mount also has two.
Spells, items and abilities which affect steed attacks do not apply to attacks made by terradons, squig hoppers and other similar units without a separate ,,steed" profile which were not listed above.



VI. Worst Play

VI) Army rules clarifications

1) Orcs & Goblins
a) The Black Orc BSB may not use a great weapon/additional hand weapon etc. in
combat, though it has this equipment as a result of being "armed to da teeth"
b) If a shaman joins a unit which has failed its animosity test and squabbles, he cannot
cast spells in this turn – the regiment does nothing in the entire turn and this effect
extends to any heroes that join it.
c) The distance that a fanatic moves is measured from the edge of the regiment. We do
NOT deploy a fanatic and then measure the distance from the front of its base.

2) Dark Elves
a) The rules for scoring Victory Points for a war hydra are as follows: 100% for killing
the hydra, regardless of surviving accompanying beastmasters, 50% for dealing half or
more the number of original wounds.
b) Cult of Pleasure army heroes with the Mark of Slaanesh can use the chaos daemon
sword


El Rey

3) Chaos Dwarfs

Direwolf

4) Chaos
a) Tzeentch's will allows the bearer make a re-roll only in situations which involve him
directly.
b) A model with the Mark of Khorne and the Chaos Daemon Sword has a strength of six,
as the sword does not transfer the bloodthirster's daemonic gift, giving it +1 S, onto
the bearer.
c) Effects of the blade of ether can be combined with the flaming sword of rhuin.
5) Dwarfs
a) The Anvil of doom may be entrenched just like any other war machine
b) The ancient rune of wrath and ruin restricts flying/movement just like its "small"
version
c) The rune of wrath and ruin may be used against banshees and ratling guns.
d) Damage done by the anvil of doom is not treated as shooting (in regard to ward saves
against missile attacks etc.)

10e) Master runes may be used on normal - regimental - banners
f) The rune of steel works against all hits, not just in hand-to-hand.
g) Dwarfs rolling a break test on a single die cannot get an ,,insane courage" result -
insane courage requires a double one.
h) Dwarf war machine crews must pursue enemies that they hate, or if the Dwarfs are
frenzied for any reason.
i) Killing blow does not affect the Dwarf lord carried on a shield, as the model has a US
= 3.
Skaven
a) Warpstone luck charm allows the bearer to make a re-roll only in situations which
involve him directly.
b) The warp lightning cannon should be treated as a cannon in all respects not directly
addressed in its special rules - except that it cannot use grapeshot, of course.
c) The special rules for visibility regarding the warp lighting cannon only work during
the Skaven shooting phase (and so cannot be used to block the deployment of enemy
scouts and cannot be harmed by the Casket of Souls - without normal LOS).
High Elves
Khemri
a) The Casket of Souls does not affect units engaged in hand-to-hand combat.
b) A Mummy wearing the Armour of The Ages still has Unit Strength = 1.
c) Wounds cannot be transferred onto the Casket of Souls using the Collar of Sepesh
Wood Elves
a) Waywatcher kindred: a hero can be equipped with two hand weapons
b) Wild rider kindred: a hero does not have a bow in his basic equipment
c) Briarsheath: the -1/-2 to hit modifiers mentioned in the description are magical
modifiers which are in addition to normal modifiers for single model on foot/being in
a forest.
d) Gaemrath - Banner of Midwinter: Cannot be used during an opponent's movement
phase, effect lasts until the next turn of the player who used it.
e) The Hidden Path spell - the terrain is treated as open ground only for the purposes of
movement
f) Glade guard scouts can have a command group, just like normal glade guard
g) A hero armed with "wardancer weapons" does not receive bonuses for having great
weapons, two hand weapons, etc - the rules for wardancer weapons replace the rules
of any normal weapons.
h) Likewise, heroes fighting in "eternal guard fighting style" lose all normal bonuses for
their weapons in favor of the effects of "eternal guard fighting style"
i) Moonstone of the hidden ways: can only be used during the owner's movement phase.
Cannot be used to teleport out of hand-to-hand combat.

11
j) A battle standard bearer can have a magical bow. A magic standard cannot be
combined with spites.
k) The spirit sword: regeneration works against additional wounds dealt by this weapon,
and the general's leadership can be used as normal.
l) An eternal kindred hero inside a unit which benefits from the "bodyguard" special rule
only gives "stubborn" to the regiment, not to himself (and thus stubborn can only be
tested on the unit's own Ld.)
m) Stone of Rebirth: works as a one-use 2+ ward save. Can be used not only when the
hero is on his last wound, but also when a hero suffers multiple wounds as a result of,
for example, cannon hit, and these are sufficient to kill him - the save can then be
taken and, if successful, the hero will stay alive and with a single wound on his profile.
n) The spell treesinging may be used to deal damage to an enemy unit in any forest on
the battlefield..
l) A treeman can not stand and shoot as it does not have a missile weapon. It cannot use
its shooting attack if it is in close combat.

) Lizardmen
a) When calculating Victory Points for Salamander Packs, the number of models in the
regiment should be taken into account. 1 VPs are awarded for killing half the models
in the unit, be they skinks or salamanders. A monster reaction test is made only after
the last skink is dead and it is a single test for the whole regiment.
b) Marks cannot be doubled.
) Bretonnia
a) The option to pray and get the Blessing can always be selected by the Bretonnian
player. This decision is made after both armies have been deployed.
b) The grail shield increases the bearer's ward save only; it does not affect the mount's
ward save.
c) Overrunning Knights errant are treated as if the were charging in regard to being
immune to psychology.
) Vampire Counts
a) Live characters (i.e. Dogs of War) cannot join regiments with the undead special rule.
Undead characters cannot join live regiments.
b) The Banshee's scream - Skaven can use their rank bonus, just as if it were a normal
Ld test. The banshee's scream is not "missile fire" and, as such, is not affected by
magic/magic items/abilities which affect missile fire (such as the storm banner, ward
saves against missiles only, etc.)

ul

For lige at genoplive denne tråd.

Vil gerne lige gøre jer alle sammen opmærksom på en ruling omkring steam tank. Når der grindes i close combat er det samtlige units i combat med den der tager det fulde antal hits, d.v.s. at hvis der er to units i combat med den, og den grinder for 5 steam points, så er det 5D3 på HVERT unit.


Det er måske værd at tænke over når i designer hære.
Better to be silent and have people think you're stupid, than to open your mouth and prove them right.