Nick speaking,
Right, the assault phase, and yes, Flying Monstrous Creatures cannot charge on the same turn they change flight modes! Next is charging through difficult terrain, you now minus two from your charge distance, which means a double one is an instant fail to charge through terrain. Also, if you charge a unit that has gone to ground, you do not get an initiative penalty for charging through terrain...
After a good read of the rest of this section, believe it or not everything else is the same as before!
With the USR moved toward the back, it now means that we will be looking at unit types next...
12mm WW1 Austro-Hungarian Cavalry
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Austro-Hungarian WW1 Dragoons in early-war uniforms. 12mm metal figures
from Kallistra.
The early-WW1 12 project continues to rumble along the hobby desk....
3 days ago
I have a question about Deny the Witch. If the enemy Psyker is trying to cast a ML3 power, do I have to nullify all his Successful Warp Charge rolls, or only 3?
ReplyDeleteFor example, the enemy psyker decides to roll 5 dice to get his power off, he rolls 2, 4, 4, 5, 6. SUCCESS! So now I want to Deny. I decide to roll 4 dice. and get 1, 4, 6, 6. Does that mean I have successfully denied? my two 6's cancel two of his successful dice rolls or do I have to roll three 6's no matter what the enemy psyker rolls...
I hope that makes sense!
Hi there, you have to deny every successful warp charge, so in this case you would need to roll four sizes if you were a standard unit. There is a chart, so if you had a psyker in that unit you nullify of rolls of five. If your units psyker has a mastery level higher than your enemies you nullify on fours, and there is another +1 if you have the adamantium special rule!
ReplyDeleteHaving a psychic hood with 12" of that unit lets the psyker with the hood take the deny the witch roll
Nick
kinda dissappointed honestly, I was hoping choppy armies would get SOMETHING
ReplyDeleteYeah, there really isn't a great deal of change for choppy :(
ReplyDelete