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GLWL FAQ Last updated on October 23, 2002 Items in Red are new or updated GREAT LAKES WARHAMMER LEAGUE FAQ Purpose The purpose of this document is to provide a reliable source of answers for questions frequently asked by league members which, for the most part, have not yet been answered in an official Games Workshop publication (White Dwarf / Warhammer Annual) or on the Games Workshop website (www.games-workshop.com). After each answer, the source of the answer is noted. The official sources containing additional critical Q&A and rules clarifications are the Warhammer Annual 2002, US White Dwarf #274, Warhammer Chronicles FAQs on the GW Website, Skaven FAQ on the GW website, and the High Elves FAQ on the GW website. League Office contacts: Brian - [email protected] / Lee – [email protected] Table of Contents Main Rulebook Dice Movement / Charging Shooting Close Combat Fleeing Units Psychology Weapons Flyers Magic Magic Items Buildings Army Specific Empire Orcs and Goblins Dwarfs 1

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Page 1: Southeas Michigan Warhammer League FAQsgabetto.free.fr/Telechargements/glwlfaq_23oct02.doc · Web viewBoyz, Goblins and Black Orcs with the following army list entries from the Orc

GLWL FAQ

Last updated on October 23, 2002 Items in Red are new or updated

GREAT LAKES WARHAMMER LEAGUE FAQ

PurposeThe purpose of this document is to provide a reliable source of answers for questions frequently asked by league members which, for the most part, have not yet been answered in an official Games Workshop publication (White Dwarf / Warhammer Annual) or on the Games Workshop website (www.games-workshop.com). After each answer, the source of the answer is noted.

The official sources containing additional critical Q&A and rules clarifications are the Warhammer Annual 2002, US White Dwarf #274, Warhammer Chronicles FAQs on the GW Website, Skaven FAQ on the GW website, and the High Elves FAQ on the GW website.

League Office contacts: Brian - [email protected] / Lee – [email protected]

Table of ContentsMain RulebookDiceMovement / ChargingShootingClose CombatFleeing UnitsPsychologyWeaponsFlyersMagicMagic ItemsBuildings

Army Specific

EmpireOrcs and GoblinsDwarfsVampire CountsSkavenHordes of ChaosBeasts of ChaosWood ElvesLizardmenBretonniansTomb Kings of KhemriChaos DwarfsDogs of War / Regiments of Renown

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Main Rulebook

Dice

Q. Do spells or magic items that allow you to re-roll a D6 allow you to re-roll artillery or scatter dice?

A. No. Rulebook, p37, Paragraph heading 'DICE', 'All dice rolls use a _standard_ six-sided dice (usually shortened to D6).' My emphasis.

Later we have a paragraph headed 'SPECIAL DICE', by fairly obvious implication something that is special, i.e. not a standard six-sided dice (usually shortened to D6). That also means it doesn't include D3s (otherwise with two wizards, one could cast the spell and use their re-roll on the number of re-rolls the other spell generates!).(Gav Thorpe – Warhammer Design Team)

Movement / Charging

Q. Here is the situation: Friendly unit A is engaged in close combat with enemy unit B from a previous turn. In the current turn friendly unit C, who happens to be in the front zone of enemy unit B, wants to charge into the combat but the entire frontage of enemy unit B has been taken up by friendly unit A (see diagram below). _BBBBB_BBBBB_BBBBBAAAAAAA

________CCCC________CCCC

Is friendly unit C allowed to charge the flank of enemy unit B?

A. No. If friendly unit C declares a charge against unit B it will count as a failed charge. Per the rulebook, if the charging unit is in the target’s frontal zone when the charge is declared then it may only charge the front.(Rulebook - page 46)

Q. How do you determine if a charging unit is close enough to avoid a stand and shoot reaction?

A. The Rulebook states that chargers who begin their move within half their charge distance of the enemy cannot be shot at. The key phrase here is “charge distance”. This means that you have to measure the actual length of the charge including any wheel to ascertain if a charging unit can avoid a stand and shoot reaction. Had the designers intended for this to be a proximity test instead of a distance test, they would have used the term “charge move”, which is defined on page 46, instead of the term “charge distance”.(Rulebook – pages 46, 61)

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Q. In a situation where a fear causing unit has declared a charge and a defending unit (which is not immune to fear) declares stand and shoot as a charge reaction, do you resolve the fear test or the stand and shoot first?

A. I looked at the rules, and the interaction of the timing, trying to tie this one down with page references and quotes, but in the end gave up from that angle. All I can say is how I play it, which is as follows:

- Fear-causing unit declares a charge.- Charged unit says 'I'd like to stand and shoot.'- Measure range.- Fear-causers in range means fear test, which if failed has relevant results (if the charged unit flees this is a forced change of charge response and they do not shoot).- If not in range, charged unit still get to stand and shoot as normal, no fear test required.

As I said, this may be contradicted by specific lines in different parts of the rules, but this seems the most sensible way to play it. (Gav Thorpe – Warhammer Design Team)

Q. If a unit fails a charge against a defending unit that has chosen stand and shoot as a charge reaction, does the defending unit still get to stand and shoot?

A. Yes.(Gav Thorpe – Warhammer Design Team)

Q. How do skirmished units form into rows (ranks) when charged by multiple units?

A. The charging player controls where the skirmished unit forms into rows (ranks) as you move the charging units in the order in which the charges declared. Per the amendment on page 136 of the 2002 Annual, when the skirmishers are charged the enemy is brought into base contact with the closest skirmisher and then the enemy unit is halted. The enemy is not aligned against the skirmishing models. The skirmishers form up against the charging unit as explained in the skirmishing section of the Rulebook and the enemy then proceeds with further charges.

Therefore you move the first unit that declared a charge and the skirmish unit forms up with its front facing that unit and then you proceed to move the remaining chargers. Note this may result in the skirmished unit being hit in the flank or rear by the remaining chargers. (2002 Annual – pages 136 / League Interpretation)

Shooting

Q. When a cannonball hits a warmachine unit do you randomize to determine what is hit?

A. No. A cannon ball is treated as a thin template at thus hits whatever falls under the line it passes through. The section on randomizing hits on warmachine units applies to fire from missile weapons and magic missiles and does not apply to templates. In addition, remember a war machine is not a model with multiple parts, it is a unit with multiple models.(Rulebook – page 122)

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Close CombatQ. Do impact hits count as close combat hits for purposes of obtaining the +1 bonus armour save for the hand weapon and shield combination? Also, do impact hits happen before ‘strikes first’ magic weapons or characters?

A. First, we count chariot impact hits as close combat hits, so yes you get bonus armour save (plus any other special close combat thing you might have, such as a CC only ward save and the like, as on Slann). I think Tuomas put in the bit about impact hits happening first to make sure that the chariot can't be killed before it hits, by a 'strikes first' character or some other strangeness. We always play that impact hits always happen before everything else, but should be treated like CC attacks in all other respects. (Gav Thorpe – Warhammer Design Team)

Q. Does the Annual 2002 wording override the main rulebook wording on pages 54 and 55 in regards to flank and rear charges? In other words, if an unengaged unit classified as "Moves as a Monster" in the Annual 2002 is charged in the Flank / Rear does it no longer have the ability to turn and face the chargers?

A. The updates in the Annual (specifically page 135) overrides the wording on pages 54 and 55 of the rulebook in regards to flank and rear charges. This means that anything larger than a man sized character on foot has a clear front/flank/rear for combat purposes and his opponent will get the flank / rear bonuses. Spinning of units which "Move as Monsters" to face their attackers is no longer allowed.(Gav Thorpe – Warhammer Design Team)

Q. If a unit is charged in the flank, it loses its rank bonus. However, if the flanking unit is subsequently reduced to below Unit Strength 5, when do the enemy get their rank bonus back?

A. Rank bonus is calculated at the start of each combat round (before any attacks), and so the unit will not count its rank bonus for that combat round, but regains it in subsequent rounds.(Gav Thorpe – Warhammer Design Team)

Q. How do you eliminate the enemy’s flank/rear attack bonus?

Flank / rear charge combat resolution bonuses are worked out after combat has been fought rather than before (like rank bonus is). This means that the enemy never gains the flank/rear attack combat bonus if you reduce them to less than Unit Strength 5 in the first round of combat. If the enemy did earn the flank/rear attack bonus in a previous round they lose it immediately if the Unit Strength of the unit in your flank or rear falls to less than 5.(Gav Thorpe – Warhammer Design Team)

Q. Can a unit engaged in the flank/rear turn to face its attackers in subsequent rounds of combat?

A. No. In the Redress the Ranks section on page 76 it states "...affords victors the chance to adjust their formation by expanding their frontage or lapping around." No mention of turning to face the attackers is made. Once your unit is hit in the flank or rear, your unit’s facing is stuck until the combat is over.

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(Rulebook – page 76)

Q. Can a unit consisting of one rank "lap around" the enemy if it wins a round of close combat?

A. Yes. In a unit which consists of only one rank the single rank counts as the "front" rank and the "rear" rank.(Rulebook – page 77)

Q. May a defending unit make an overrun move if they destroy the attacker in the first round of combat?

A. Yes. If a unit's opponents are slain in the first round of close combat then it is allowed to make an overrun move as if it had broken its enemies.

No distinction between whether the unit charged on not, just as if the defender had broken the chargers and pursued.(Gav Thorpe – Warhammer Design Team)

Q. What happens when a unit making an overrun move hits a unit which is already fleeing?

A. The fleeing unit flees again away from the unit making the overrun move. If the unit making the overrun move has enough distance left in their overrun move to catch the fleeing unit, the fleeing unit is destroyed.(Gav Thorpe – Warhammer Design Team / Annual 2002 – page 16)

Q. How do you kill a champion in close combat?

A. To kill a champion in close combat, the enemy must specifically direct attacks at the champion. If no attacks are directed at the champion, the champion will survive even if this means excess wounds caused by the enemy on the rank & file are lost. Champions may have differing weapon skills, abilities, and in some instances carry magic items, all which separates champions from the rank & file.(Rulebook – page 109)

Q. If attacks allocated on the champion cause more unsaved wounds than the champion has on his profile, are the excess unsaved wounds lost?

A. In a non-challenge situation the excess unsaved wounds are lost. Per the revision in the Annual 2002 excess unsaved wounds on a champion no longer carry over onto the rank & file. Note however that in a challenge situation, the enemy can score up to +5 overkill points over the champion’s wounds characteristic.(Rulebook – pages 99,109 /Annual 2002 – page 136)

Q. Does a standard bearer / battle standard bearer have to be alive at the end of the combat round to contribute the +1 to combat resolution and/or combat resolution effects of a magic banner?

A. Yes. The standard bearer / battle standard bearer must be alive at the end of the combat to provide the +1 CR and/or the combat resolution effects of a magic banner he/she was carrying. This includes banners that increase rank bonuses or negate rank bonuses.(Rulebook – pages 71, 78)

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Q. How do you captue a Battle Standard?

A.The Battle Standard is captured when (1) the Battle Standard bearer is killed in close combat and (2a) the unit the Battle Standard was in is defeated and pursued; or (2b) the unit the Battle Standard was in is completely destroyed.(Rulebook – pages 102, 109)

Q. When a unit charges a character with the ‘strikes first’ ability or a magic item which allows him to ‘strikes first’ do the chargers or the character strike first?

A. The character with the ‘strikes first’ ability or a magic item with the ability strikes before charging units. The full descriptions of the character / magic item generally explicitly state this, but in several instances the wording of “even before chargers” was not included which resulted in the confusion.(Various Army Books)

Q. If units physically engaged (e.g. in base to base contact) in close combat with each other become separated due to the removal of casualties, does the combat end?

A. No, the combat continues. If this occurs, then compensate for this by moving one or both units so that they remain in contact where possible. Note that if the players remove casualties in alternating fashion from the end of units deployed in a single rank (or cut down to a single rank due to casualties) as proscribed by the Rulebook, then it will reduce occurrences of this situation.(Rulebook – pages 65, 77)

Fleeing Units

Q. Do fleeing units have to take additional psychology tests?

A. No.(Rulebook – page 76)

Q. How do you resolve situations where a character is fleeing with a unit?

A. For the purposes of working out whether a unit is less than 25% or not, ignore the presence of characters. (e.g. a unit originally consisting of 5 chaos knights and a character is subsequently reduced to one knight and the character is now at less than 25%, and therefore cannot rally.)If a character is with a unit that is then wiped out all around him, and he is forced to flee, he can rally in a subsequent turn. The unit no longer exists and he is then a character on his own. Remember that champions are not characters!(Rulebook – pages 75, 95)

Q. If a character is in a unit that flees, he flees with the unit. If the unit is below 25% of its original size, it cannot rally – character included. However, what happens if the character is the only model left in the unit? Is he still part of that unit if he breaks and flees? Can he then not rally, since his "unit" is below 25% of its original size?

A. If the character is the only one left, the unit has been destroyed and therefore the character is no longer a part of it. Since the character is above 25% of their own starting size they will always be able to rally.

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(Gav Thorpe – Warhammer Design Team)

Psychology

Q. When a unit sustains 25% or more casualties from friendly fire (e.g. mortar scattering, Skaven Life is Cheap fire) does the unit have to take a Panic check at the end of the phase?

A. That would come under 'voluntary tests'. By the strict letter of the rules, only casualties in the enemy magic and shooting phases apply. However, as well known, friendly fire isn't friendly at all, and I would probably take a panic test if one of my units suffered self-inflicted casualties in this way.(Gav Thorpe – Warhammer Design Team)

Q. When a war machine, Skaven Weapons Team, wizard, etc. destroys itself via a misfire, malfunction, miscast, etc. do friendly units within 4" have to take a Panic check at the end of the phase?

A. No test required. The panic test for friends destroyed is very specific about enemy magic and shooting again. In this case, most soldiers are just waiting for the wizard's head to explode or the whirly-gun of doom to blow itself up. They're pretty used to this type of behaviour. (Gav Thorpe – Warhammer Design Team)

Q. Is a unit that passes a break test immune to taking panic tests for friendly broken or destroyed units within 6" in the same turn?

A. No.(Rulebook - page 81)

Q. How do you resolve situations where a single model causing fear is in the front rank of a unit that does not cause fear?

A. If a single model or character that causes fear is in a unit that doesn’t cause fear then any tests or effects that the fear causes is only applied to that character, not the entire unit he is with. For example, a unit would have to take a fear test if a unit with a fear-causing model in it charges them. However if that test is failed then the unit only flees if the fear-causing character by itself outnumbers the unit being charged. If the test is failed and the unit requires 6’s to hit, then it is only 6’s to hit the fear-causing character, not the rest of the unit he is with.(Rulebook - page 81)

Q. For purposes of determining if fear causing units outnumber their foes to force an auto-break situation, do you determine it by the largest fear causing unit engaged in the combat or do you use the total Unit Strength of the fear causing units and compare it to the defender’s combined Unit Strength?

A. The combat resolution for highest Unit Strength is calculated on a side vs. side basis and the fear causing auto-break is treated in the same manner. In addition the wording in the Fear section uses the term “fear causing-enemy” and does not restrict it to the largest unit.(Rulebook - pages 73, 81)

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Q. Would a frenzied unit which lost a combat, auto-break from a outnumbering fear causing enemy in the same round?

A. First, Frenzied units that lose combat always take break tests, just like any other unit. Second, the break test isn't to see if you are defeated. If you have to take a break test you are already defeated, that's what losing the combat resolution means. So regardless of the outcome of a break test, a frenzied unit has already lost its frenzy, just by having to take one.

An outnumbering fear causing enemy will therefore automatically break a formerly frenzied unit, as the state of frenzy is lost prior to having to take a break test.(Rulebook – pages 71, 84)

Weapons

Q. Page 88 of the Rulebook, top right, says "troops can choose..." etc. If a unit has multiple weapons (say hand weapon, shield, and spears), could they opt to have part of the unit pick one weapon, and others pick another? Not the unit half armed one way & the rest another, but all have multiple weapons and just picking different weapons to use. Or by 'troops', should it really mean the unit as a whole picks one weapon & uses it for that combat? Example - the front rank armed with hand weapon & shield, and second rank in spears?

A. The entire unit chooses the same weapon.(May 2001 Studio Q&A)

Flyers

Q. Page 106 of the Rulebook under Flyers (First column 2nd para.) it defines and then says that flyers should be on square bases? Is this correct? If so what size?

A. Yes flyers should be on square bases. In the future, all flyers will also come with square bases of the appropriate size (generally 40mm for Fell Bats, Carrion, Terradons, Warhawk Riders, and other things with a wide wingspan).(Rulebook – page 106 / May 2001 Studio Q&A)

Q. How far does a unit that is flying move when it fails a charge?

A. Whenever a unit fails a charge it is moved at its normal move rate rather than double speed. As flying units never double their flight move when charging, they move their normal flight move towards the enemy (which in most cases will be 20”).(Rulebook – pages 52, 106)

Magic

Q. Do you have to declare the target of the spell before rolling the casting dice?

A. Yes(Rulebook – Page 136)

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Q. Are you allowed to measure the range to the target before declaring the target of the spell?

A. No. While this is not specifically covered in the Magic section of the Rulebook, the subject of Range is covered in the Shooting section.(Rulebook – Page 58)

Q. If you cast a spell at a unit that is found to be out of range, do you get your casting dice back?

A. No. All power dice rolled are expended.(Rulebook – Page 136)

Q. Does your opponent have to declare how many dispel dice he is using / if he is using a dispel scroll before you measure to see if the spell is out of range?

A. Yes. Nowhere in the magic rules does it state that the defending player is allowed to check range prior to determining if he will attempt a dispel. (Rulebook – Page 137)

Q. May characters be targeted by spells which may be cast on “any enemy unit”? May they be targeted by these spells even if they are within 5” of a friendly unit of five or more models?

A. Yes to both. Characters count as units of their own. In addition, only spells that are classified as “magic missiles” are subject to the targeting restrictions of the shooting rules.(Rulebook – pages 139, 142)

Q. If the wizard is engaged in close combat is he allowed to cast spells? If yes, is he allowed to cast them at the unit he is engaged with?

A. With the exception of magic missile spells, a wizard engaged in close combat is allowed to cast spells. However, a wizard is not allowed to cast spells at a unit he is engaged with, unless the spell description specifically states that the spell may be cast at units in close combat. A wizard may cast spells at other units that are not engaged in close combat providing the spell he is attempting to cast does not require line of sight. (Rulebook – pages 135, 142)

Q. Are Wizards allowed to cast the Lore of Death spell Drain Life and the Lore of Heavens spell Storm of Cronos if enemy units engage in close combat are within the 12" radius?

A. Yes (Gav Thorpe – Warhammer Design Team / US White Dwarf #274)

Q. Is the Dark Emissary allowed to cast Fog of Death if enemy units are engaged in close combat?

A. Yes (Gav Thorpe – Warhammer Design Team / US White Dwarf #274)

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Q. Is the 5" template generated by the Dark Magic spell Black Horror allowed to be placed on enemy units in close combat?

A. No (Gav Thorpe – Warhammer Design Team / US White Dwarf #274)

Q. If the answer to any/all of the questions above is "Yes", do units with Magic Resistance get to add their dispel dice to any attempts to dispel these spells?

A. If a unit with Magic Resistance is a potential target for one of these spells its Magic Resistance may be used. If multiple units with Magic Resistance are targeted, use the highest Magic Resistance value, NOT all of them added together. (Gav Thorpe – Warhammer Design Team / US White Dwarf #274)

Q. Do spells that have the potential to hit each model in a unit (e.g. Curse of Years) affect hidden models (e.g. Assassins, Night Goblin Fanatics)?

A. No. Before hidden models are revealed, there is no way that they can be harmed.(Dark Elf Army Book – page 11)

Q. Can the Lore of Beasts spell The Oxen Stands (which rallies fleeing troops) be used to rally units that are less than 25%?

A. Yes. The description includes "any friendly fleeing unit".(Rulebook – page 147)

Q. What happens when a spell which allows a single character or unit to charge in the magic phase (ex. Steed of Shadows, Unseen Lurker, Hand of Gork, etc.) is used to charge a unit which is already fleeing?

A. The fleeing unit must flee again. Units that are already fleeing are an exception to the normal charge response rules. Whenever a unit successfully charges a previously fleeing unit, the unit automatically flees again. Just because they cannot choose to flee, does not mean they are not forced to. The charging enemy destroys the fleeing troops if it catches them, as normal.(Rulebook – page 75 / Mike Marshall – Warhammer Playtest Team)

Q. Does the Lore of Metal spell, Rule of Burning Iron allow the caster to ignore normal targeting restrictions? Can the spell be used to pick out champions or characters?

A. The spell is clearly classified as a “Magic Missile”. The rules for “Magic Missiles” state that they can only be cast at a target if it would be a viable target according to the rules for shooting.Therefore the caster must have LOS to the target unit, the target unit must be within range (24"), and the caster can't pick out a unit consisting of one similar sized character / Skaven weapon team within protective radius of a unit of five or more similar sized models. Once the caster has chosen a valid target, the next step is to cast the spell. If successfully cast (and not dispelled) then the text of the spell states:

"the spell hits a single model (chosen by the caster)"

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This means that the caster may allocate the hit to a champion or an attached character that was in a valid target unit.(Rulebook – pages 142, 145)

Q. Can units with "Magical Resistance" dice use these dice to dispel chain spells (e.g. Gork's Warpath, Plague) when they are not the first unit targeted? Also, may units with "Magical Resistance" dice use these dice to dispel "remains in play" spells in subsequent turns?

A. No. Magical resistance, like dispels scrolls, comes into affect only at the point when the magical energy is summoned (i.e. the spell is cast). Once the effects of the spells become a reality, it's too late.(Gav Thorpe – Warhammer Design Team)

Magic Items

Q. Must a character armed with a magical close combat weapon always use it in close combat?

A. Yes. Page 152 states "A character who has a magic close combat weapon cannot use other close combat weapons". A character with a functioning magic weapon must use it.(Gav Thorpe – Warhammer Design Team)

Q. For purposes of magic items which protect against “missile” fire (e.g. Storm Banner, Golden Eye of Tzeentch, Wristbands of Black Gold, etc.), what constitutes a “missile”?

A. Any attack which does direct damage and originates from a source not in base contact with the target. This includes hits from war machines, template attacks, magic missiles, etc.(Gav Thorpe – Warhammer Design Team)

Buildings

Q. When attacking a building in base contact in an attempt to destroy it do all of the attacks automatically hit? Also, are any combat results worked out?

A. In general, treat the building as a warmachine for purposes of close combat. If a building is attacked in close combat it is assumed to have a WS of 0 and is therefore hit automatically. A unit that is attacking a building is not considered to be engaged in combat. No combat results are worked out and the attackers are free to move away from the building as they wish.

If you think you might enter or attack a building during a game it is recommended that you reach an agreement with your opponent on what type of structure it is prior to the game starting (or as early as you realize that it may affect gameplay).(Rulebook – pages 119, 130 / League Interpretation)

Army Specific

Empire

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Q. Reading the description of the Hochland Long rifle it says that 'Any' target can be chosen and has a list of targets that are not normally allowed to be singled out. Would this extend to Characters that are in units engaged in hth if you could draw an unobstructed LOS to them or does the prohibition against picking a target engaged in hth apply to them as well?

A. You cannot shoot enemies engaged in close combat, because the Engineer/Marksman wouldn't risk to hit his comrades. That rule has precedence.(May 2001 Studio Q&A)

Q. How does the allocation of steam points work when the Steam Tank declares a charge?

A. To charge an enemy unit with a ST the Empire player must declare a charge at an enemy unit per the normal rules, in addition it is at this point the Empire player must declare how many SPs he will be allocating to movement for the charge. Note that a charging unit may not perform "other moves" so once the Empire player declares the amount of SPs for the charge that is it. Per the ST rules the Empire player may use some of these SPs allocated to the charge to 1) Pivot on the spot to align up to the unit he wants to charge 2) backup to gain momentum and 3) move forward to contact the enemy.

If after the Empire player has declared a charge with the ST the enemy player flees, the flee dice are rolled, the enemy unit moved and the Empire player moves the ST forward towards its intended target. If he contacts the fleeing unit it is removed as normal. If the charge is failed, the ST has a special rule that he still moves the full distance toward the enemy (much like a flyer would).

If the fleeing unit revealed another unit directly in the path of the ST and the ST had enough movement to reach it, the ST could re-direct onto the newly revealed unit. Remember the Empire player cannot allocate any more SPs to the ST's movement after the original amount declared to be expended on the charge. (Rulebook pages 44, 52, 53 / Annual 2002 – pages 50, 51)

Q. Can you store unused Dispel dice in the Rod of Power? The wording of the item is confusing.

A. Okay, I've just checked back with Alessio on this one, and he agrees with me – it's only Power dice that you can store. The reference to different magic phases is there because you can store your power dice (in the Rod) for more than one turn if you can make the roll – in the enemy magic phase they become dispel dice, if you keep them for another turn you can use them as power dice.(Gav Thorpe – Warhammer Design Team / Empire Army Book – page 22)

Orcs and Goblins

Q. Does the use of Ditto’s Double Doin Doo Dahs allow you to cast a spell on the same unit twice?

A. Yes(May 2001 Studio Q&A)

Q. Can items/powers that remove Attacks affect the Giant?

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GLWL FAQ

A. No. In the Giant's description his attacks are listed as "Special". Further in the detailed rules for the Giant it states that his attacks are not considered normal. The Giant roles randomly for his "special" attack (i.e. he does not choose it) and none of the "special attacks" result in something which affect the "Attack" characteristic(Orcs & Goblins Army Book – page 22)

Q. How does the Giant’s “Yell and Bawl” special attack affect Undead or Daemonic units?

A. The Yell and Bawl description states that the enemy is automatically beaten and must take resultant Break tests with a –2 modifier. As the attack does not modify the combat resolution score, Undead units are beaten by a score of zero and therefore do not suffer any additional wounds. Daemonic units take an unmodified instability test as they are beaten in the combat, but do not take break tests.(Orcs & Goblins Army Book – page 23)

Q. How are we suppose to interpret the wording “provided that the target unit (they) could charge the enemy if it was the greenskin’s Movement phase” which is present in the Little Waaagh! spell, The Hand of Gork and the Big Waaagh! spell, Waaagh!?

A. Any conditions impacting the units that would keep them from charging that turn also means they are not subject to the affects of this spell. For example, if the unit has failed an Animosity check and is Squabbling, or rallied this turn they would not be able to charge. Also note that war machine crews are never allowed to charge per the main Rulebook and thus are not subject to the affects of these spells either.(Orcs & Goblins Army Book – pages 28,29)

Q. What happens when the Big Waaagh! spell, Waaagh! is cast and both sides are using Orc & Goblin armies?

A. If both players have units that could charge if it were their movement phase (see Q&A above) then do the following:

1. Determine all eligible units at the time the spell is cast and mark them with a dice or counter. Marking them is necessary to avoid confusion once the enemy units start moving as units which could not charge when the spell was cast do NOT become eligible to move simply because enemy units subsequently move into range while working out the spell results.

2. The player who cast the spell chooses an eligible unit and charges with it as outlined in the spell.

3. The other player chooses an eligible unit and charges with it as outlined in the spell.

4. Repeat steps 1 and 2 until all eligible units have charged.(Orcs & Goblins Army Book – page 29 / League Interpretation)

Dwarfs

Q. Just a question about the Dwarf Rangers. In the description they have Great Weapons and Light Armor. Is this a misprint. Do they have hand weapons? The basic rules state that all troop are assumed to have had weapons, but in this case it does not say specifically for this troop type.

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A. It is a mistake. They should have "hand weapons" listed in their equipment.(May 2001 Studio Q&A)

Q. How exactly does the Dwarf Rune of Slowness work?

A. The Rune comes into play when an enemy unit declares a charge on a Dwarf unit containing a standard with this rune.

1) The Dwarf player rolls a D6 and this is subtracted from the attacking players charge distance.

2) The distance is measured to see if the charge is successful. If the charge is successful then play continues as normal.

3) If the charge is not successful, then it counts a failed charge and the unit moves its normal move. However, keep in mind the general rule that units must stay at least 1 inch apart - this means that if the charging unit's normal more is far enough that it would contact the dwarves anyway, then you stop the chargers 1 inch away from the dwarf unit.(Dwarf Army Book – page 22 / Rulebook – pages 52, 55)

Q. Does the Rune of Reloading negate the effects of The Lady’s Blessing, The Rain Lord, Earthshaker, or other similar items which state that a player must roll a D6 to ascertain if his war machine is eligible to shoot?

A. No the Rune of Reloading doe not negate the effects of these items. The Rune of Reloading allows the war machine to fire every turn in situations where a crew member has been lost and also negates the effect of a malfunction or disabled result on the Misfire charts.(Dwarf Army Book – page 30)

Q. Can you place runes on a Great Weapon?

A. Yes, you can place runes on a Great Weapon, but it is a waste of points. The Dwarf book states "Note that although Dwarfs may inscribe runes on weapons, none of the bonus/penalties for the original weapon apply". This means that if you place a rune on a Great Weapon it loses its +2S modifier.(Dwarf Army Book – page 20)

Q. Can Miners charge on the turn they arrive on the table?

A. No! The Dwarf army book states "In the Movement phase of the turn when they arrive, Miners can enter the battlefield from any table edge and will be treated exactly like a unit that has pursued an enemy off the table in the previous turn (see page 76 of the Warhammer rulebook).” Page 76 of the Warhammer rulebook under Pursuit Off The Table states "The unit may NOT charge, as it has missed its opportunity to declare charges, but may move its full Move that turn, and it may shoot and otherwise participate in the game as normal." (Dwarf Army book – page 11 / Rulebook – page 76)

Vampire Counts Q. Can the spell Invocation of Nehek be used to add width to the formation of the target unit?

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A. If the target unit is engaged in close combat the answer is no, as once engaged in combat the unit’s formation is fixed.

If the target unit is not engaged in close combat, you can build the unit's width or add to its ranks, provided the basic rules of formation are adhered to (same number of models in each rank except for the rear rank). (Rulebook – page 49 / Vampire Counts Army Book – page 58)

Q. Can the spell Vanhel’s Dance Macabre be successfully cast at a single unit (from different casters / items) multiple times in a single turn?

A. Yes. Nothing in the Vampire Counts Army Book or the main magic rules prevents this.(Vampire Counts Army Book / Rulebook)

Q. In the rules for removing rank bonus it states that "This bonus is lost if the unit is charged in the flank or rear by an enemy with a US of 5 or more." This leads to the following question: Will an Undead unit that is currently less than US5 at the time it charges the enemy and is subsequently raised to US5+ remove the enemy's rank bonus at the start of the first round of close combat at which the US5+ status has been reached?

A. With a strict interpretation of the rule (and therefore the one that keeps it closest to the basic rules), the unit has not been 'charged' by an enemy with US 5 or more, and therefore has not been disrupted enough to lose its rank bonus. However, you will still get flank and rear bonuses as normal(Gav Thorpe – Warhammer Design Team)

Skaven

Q. Can a Grey Seer cast non-LOS spells when leading from the back?

A. Yes, you can cast spells that do not require seeing the target. (Alessio Cavatore – Warhammer Design Team)

Q. Can you declare a charge on a Warp Cannon from anywhere and force it to flee?

A. No. The rules say you can't declare charge if you're not relatively confident to reach the target. (Alessio Cavatore – Warhammer Design Team / Rulebook - page 265)

Q. How do you resolve a hit from the Warp Lightning Cannon vs. a model with multiple parts?

A. In the description of the Warp-Lightning Cannon it states "Determine which MODELS are hit in the same way as you would do for the bounce of a cannon ball, except that all MODELS (friends and foe) lying along the entire line's length are hit. There is not need to randomize hits if the line goes through MODELS engaged with close combat with the enemy, all MODELS lying under the line are hit, as simple as that (note that this is an exception to the normal rules for shooting in close combat)"

The cannon rules state: "If a cannonball hits a MODEL with several parts then resolve which part of the MODEL is hit just as shooting with bows, etc."

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This means that if the Warp-Lightning Cannon hits a character riding a monster it must randomize as normal (1-4 monster, 5-6 character) and if it hits a chariot it must randomize as normal (1-5 chariot, 6 character).(Skaven Army Book – page 29 / Rulebook - pages 103, 122, 127)

Q. The rules for Skaven weapon teams are a bit confusing in that it states that it "protects them from missile weapons and *magic* using the same limitations as targeting lone characters". Does the use of the word "magic" in this context refer to

A. Magic Missiles (e.g. was Alessio trying to just remind players to treat magic missiles as shooting) or

B. Magic in general (e.g. does this exempt Skaven weapon teams from being targeted by spells such as Forked Lightning, etc.)

A. If a spell/ magic item has particular abilities/ limitations against lone characters, these apply to weapon teams as well. It does not mean apply the shooting rules to magic. (Gav Thorpe – Warhammer Design Team)

Hordes of Chaos

Q. Does a BsB allow Daemonic units to re-roll instability tests?

A. No. Daemons don't get the benefit of the BsB due to the roll *not* being a break test (instability test is made instead of a break test).(Gav Thorpe – Warhammer Design Team)

Q. What is the unit strength of a Chaos Warhound and are they a ranked unit?

A. Chaos Warhounds have a unit strength of 2 each and as they are not “Fast Cavalry” they do receive a rank bonus. (Annual 2002 – page 135 / Hordes of Chaos – page 28)

Q. Can the Spell Breaker Gift be used to dispel a “remains-in-play” spell in a subsequent turn?

A. Yes it can.(Gav Thorpe – Warhammer Design Team / Hordes of Chaos – page 48)

Q. Does the Golden Eye of Tzeentch provide a ward save to a chariot the character is riding in? In other words does a chariot count as a mount for purposes of this item?

A. Yes it does.(Gav Thorpe – Warhammer Design Team / Hordes of Chaos – page 52)

Beasts of Chaos

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Q. In the US White Dwarf Beasts of Chaos list we noticed that Dragon Ogres are listed as "Large Targets" and that Troll Vomit was not specifically listed as negating armour saves. Are these errors or intentional design changes?

A. These are errors in the list. Dragon Ogres are NOT "Large Targets" (just the Dragon Ogre Drake). Also, Troll Vomit does ignore armour saves.(Gav Thorpe – Warhammer Design Team

Wood Elves

Q. Does The Cloak of Mist allow a Wood Elf character mounted on a Monster or steed to be deployed as a Scout?

A. No! The description states the “wearer” can be deployed as a Scout. A Monster or steed cannot wear the cloak, only a character. This item may only be used by a Wood Elf character on foot.(Preview Army List Wood Elves in White Dwarf 268 – page 93 / League Interpretation)

Q. What happens if a wood created by the Acorn of Ages covers part of the Steam Tank?

A. The Steam Tank may not move for the remainder of the game. Per the Steam Tank rules all kinds of difficult terrain count as being impassable for the Steam Tank.(Annual 2002 – page 49 / Preview Army List Wood Elves in White Dwarf 268 – page 93)

Lizardmen

Q. Can the Slann Mage-Priest use the Flaming Sword of Rhuin from the Lore of Fire?

A. No. The Contemplation rule reads: "Slann are concerned with the plan of the Old Ones and the workings of magic rather than fighting the lesser races. Consequently Slann will not use magical armor or weapons." The Flaming Sword of Rhuin reads: “A magical flaming blade materialises in the Wizard’s grasp. This counts as a magic weapon.”(Annual 2002 – page 84 / Rulebook – page 144 / Anthony Reynolds – Warhammer Design Team)

Q. How do Aquatic units interact with the Lore of Life spell, Mistress of the Marsh?

A. Aquatic units are affected as normal (i.e. the unit's movement is halved until the start of the next magic phase).(Gav Thorpe – Warhammer Design Team)

Q. What is the effect of the White Dwarf #271 (August 2002) clarifications regarding Salamander units?

In US White Dwarf #271 it states that:A. These units do not count as Skirmishers anymore, though the models are not ranked up. This means that they work in a dispersed formation and should stay within 1" of each other when possible.

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B. When determining what the unit can charge, or for the purposes of flank/rear charges by enemy units, use 90 degree arcs centered on the Salamander.C. When the unit is in close combat it still forms up into close combat using the rules for skirmishers.

Loss of the Skirmish designation is an enormous functional change for the Salamander unit.

Downside1. The unit no longer has a 360 degree LOS for shooting and charging.2. The ENTIRE UNIT loses the -1 to hit penalty for shooting at skirmishers.3. The unit now suffers penalties for crossing obstacles, and for moving through difficult terrain.4. Skinks will now block LOS of the Salamander if positioned poorly.

Upside1. The unit now has the ability to negate ranks.(White Dwarf 271 – page 20)

Bretonnians

Q. How do I resolve a Bolt Thrower shot vs. the Bretonnian Lance formation?

A. Resolve bolt thrower shots against the Lance as follows:

1) If the Lady's Blessing is in effect, roll to see if you can fire your bolt thrower. 2) If you can fire, pivot the bolt thrower in the direction you want to shoot and nominate the target unit. 3) Roll to hit 4) Draw a line from the bolt thrower in a straight line through the lance. Each model in the line has the potential to be hit. Treat the first model hit as the first rank (full strength hit), the second model hit as the second rank (strength -1 hit), etc. 5) Each character (or the champion) under the line gets a "Look out Sir" roll.(Alessio Cavatore – Warhammer Design Team / Rulebook – page 124)

Tomb Kings of Khemri

Q. If a scroll of urgency is used on a carrion unit or other flyer do they get to move double their flying movement (40”) or just double their ground movement?

A. They fly 40”!(Gav Thorpe – Warhammer Design Team)

Chaos Dwarfs

Q. Do Chaos Dwarfs benefit from the special rules in the Dwarfs army book?

A. No. Chaos Dwarfs and Dwarfs are two entirely separate races and their special rules do not crossover, if they did it would state this in the Chaos Dwarf army list or the Dwarfs army book.(Ravening Hordes Chaos Dwarfs List / Dwarfs Army Book)

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Q. How do you resolve a blunderbuss unit’s stand and shoot charge reactions against chargers who start outside of shooting range?

A. As with all units which stand and shoot, if the chargers are out of shooting range at the beginning of the charge then work out casualties at the maximum range of the weapon. In the case of blunderbusses the range is 12” which means that only the front rank of the charging unit will be caught in the blunderbusses fire zone.(Rulebook – page 53 / Ravening Hordes Chaos Dwarfs List)

Q. Are Chaos Dwarfs players suppose to use the Orcs & Goblins Army Book?

A. Yes. In US White Dwarf #250 page 11 it states:

Ravening Hordes - Chaos Dwarfs

The new Orc & Goblins Army book completely replaces the list in Ravening Hordes. However, dedicated Orc & Goblin armies are not the only ones to employ the Greenskins in battle. The Chaos Dwarfs also use them and, as the complete rules are now out, it will be good to use them for the Chaos Dwarf's slave troops, too. To do this you'll obviously need both Ravening Hordes and the new Orc & Goblins book. The following changes bring the list up to date:

- Replace the Special unit entries in Ravening Hordes for the OrcBoyz, Goblins and Black Orcs with the following army list entries from the Orc & Goblin Armies book: Goblins, Orc Boyz, Orc Arrer Boyz and 0-1 units of Black Orcs. One unit of Orc Boyz may be upgraded to Big'Uns as per the normal rules in the book. All these units count as Special units in the Chaos Dwarf army.

- Delete special rule 5 about Orcs ignoring panicking Gobbos (this isreplaced by the full rules from the book)

- Troops described in the Orc & Goblin book follow the rules there rather than the shorthand versions in Ravening Hordes.

- Hobgoblins suffer Animosity just as a unit of Goblins would in the Orc & Goblin book. This replaces the animosity rule in Ravening Hordes (special rule 3).(US White Dwarf #250 - page 11)

Q. May Greenskin units in the Chaos Dwarf army use the magic banners from the Orc & Goblin army book?

A. No they may not. They are not part of an Orc and Goblin Waaaagh!, they are slaves in a Chaos Dwarf Army and may only take magic items/banners available to a Chaos Dwarf Army (i.e., the War Banner and the Banner of Slavery). (League Interpretation)

Dogs of War / Regiments of Renown

Q. Can the Warhammer armies hire Dogs of War characters as a Rare choice?

A. No, you can't have Dogs of War characters unless you're a Dogs of War army (except the ones that come with Regiments of Renown, obviously).(Ian Hawkes – Warhammer Design Team)

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Q. How are named standard bearers from Regiments of Renown handled in terms of capturing / losing standards?

A. As named standard bearers from Regiments of Renown are classified as characters they should be handled as Battle Standard Bearers in terms of capturing / losing banners. With regards to capturing the standard, this means that a banner from a named standard bearer is only captured when (1) the named standard bearer is killed in close combat and (2a) the unit the named standard bearer was in is defeated and pursued; or (2b) the unit the named standard bearer was in is completely destroyed. With regards to losing the standard, this means that the standard is lost when the named standard bearer is killed (rank & file may not pick it up).(League Interpretation / WD267)

Q. How does the Dark Emissary interact with Undead units?

A. 1) The Dark Emissary may join Undead units as normal for a character. 2) The Dark Emissary becomes immune to fear, terror, and panic as the Undead unit he is attached to is immune to psychology. 3) As the Dark Emissary does NOT become Undead simply by joining an Undead unit, he is not subject to the special Undead rules regarding break tests. Therefore, if the Dark Emissary is attached to an Undead unit which is defeated in close combat, the Dark Emissary MUST take a break test and if failed, he will separate from the Undead unit and flee as normal.(Annual 2002 – page 4 / Vampire Counts Army Book – page 25)

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