Bloody Barnabas

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Minion Logo.jpg Bloody Barnabas

Minion Gatorman Warlock

Bloody Barnabas is an aged gatorman warlock and a veteran of countless battles. In the wilds of western Immoren, only a gator of surpassing strength and tenacity could hope to reach his level of combat expertise. Barnabas calls upon the great warbeasts of the swamps to combat his foes, and he directs their attacks with cunning precision. Before his hungry children swarm, Barnabas summons a magical black tide to choke the enemies of the congregation, leaving them vulnerable.

Basic Info

Barnabas1
Missing Info
BloodyBarnabas.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Medium
SPD 5
STR 9
MAT 7
RAT N/A
M.A. N/A
DEF 13
ARM 17
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY 6
THRS N/A
HP 18
F. Field N/A
WJP {{{wjp}}}
WBP +28
IHP {{{ihp}}}
FA N/A
UNIT SIZE N/A
COST N/A
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock
  • Minion - In a 2+ warlock game, he can work as a Skorne, Legion, Circle, or Trollbloods.
  • Warlock - All warlocks come with a stack of standard special rules - most notably being awesome. Click here for a newbie-friendly recap, or click here for the full rules.

Feat: Black Tide

Enemy models without Amphibious currently in Barnabas' control range become knocked down.

Abilities

  • Amphibious symbol.jpg Amphibious
  • Tough symbol.jpg Tough
  • Countercharge - When an enemy model advances and ends its movement within 6" of this model and in its LOS, this model can immediately charge it. This model can use Countercharge only once per round and not while engaged.
  • Gatorman Warlock - This model can only have Minion Gatorman warbeasts in its battlegroup.
  • Unyielding - This model gains +2 ARM against melee damage rolls.

Weapons

  • Bite - 0.5" reach, P+S 14 melee attack.
  • Bone Cleaver - 2" reach, P+S 15 melee attack.
    • Magical dam symbol.jpg Damage Type: Magical
    • Blood Boon - Once per activation, immediately after resolving an attack in which it destroyed an enemy model with this weapon, this model can cast a spell with COST 3 or less without spending fury points.

Spells

COST RNG AOE POW DUR OFF
Death March

3 6 - - Upkeep No
Target friendly Faction unit gains +2 MAT and Vengeance.
Vengeance - During your Maintenance Phase, if one or more models in a unit with Vengeance were damaged by enemy attacks during the last round, each model in the unit can advance 3" and make one basic melee attack.
Flesh Eater

3 10 - 13 - Yes
When a living enemy model is damaged by Flesh Eater, the spellcaster or a living warbeast in its battlegroup in its control range can remove d3 damage points.
Swamp Pit

2 Control 5 - Upkeep No
Place a 5" AOE anywhere completely within the spellcaster's control range where it does not touch a model's base. The AOE is shallow water. While completely within a Swamp Pit AOE, models with Amphibious cannot be targeted by ranged attacks.
Warpath

3 SELF Control - Upkeep -
When a friendly Faction model in the spellcaster's control range destroys one or more enemy models with a melee or ranged attack during its activation, immediately after the attack is resolved one warbeast in the spellcaster's battlegroup that is in its control range can advance up to 3". A warbeast can advance as a result of Warpath only once per turn.

Theme Forces

Thoughts on Barnabas1

Barnabas1 in a nutshell

Barnabas is a well-rounded warlock with an excellent Pop & Drop feat which is normally followed up by volleys of shooting that only misses on snake eyes. He is strong in melee and can protect his army from shooting with a Swamp Pit while getting his warbeasts into interesting places via Warpath. Unfortunately he's probably the least popular warlock in the faction since the Blindwater CID because he doesn't have a damage buff and although he's a solid toolbox warlock Rask is an exceptional toolbox.

Feat thoughts

All Fall Down! Except steady models, amphibious models, huge based models, and maybe a few others. It flattens the DEF of all its victims (which can be devastating to infantry if you have ranged firepower, and can lead to assassinations) - and keeps melee infantry out for the next turn while forcing beasts and jacks to shake.

Spell Thoughts

  • Death March - a Mat buff is cool. Vengeance is excellent.
  • Warpath - cast on your first turn and just upkeep for the rest of the game. Mobility and flexibility.
  • Swamp Pit - that's either blocking shooting (but not charges) if you group up or 5" of AoE. Either way it's an excellent spell in the early parts of the game
  • Flesh Eater Zap. It's an expensive zap with a not especially good effect that the Gatorman Soul Slave can't exploit, but it kills incorporeal enemies.

Drawbacks & Downsides

  • He does little to break armor.
  • Enemy heavies just shake his knockdown, and lowering their DEF is not dealing with the hard part. So his feat is more of an anti-infantry feat.
  • He is a bit too generalised vs other Gatorman warlocks...
    • Rask also has a speed buff, protection from shooting, and helps you hit better. He also hands out Pathfinder, gets rid of upkeeps, and has a really nasty feat.
    • Calaban the Gravewalker also has some anti-shooting tech, a MAT buff, and some anti-infantry tech including an anti-infantry feat. He also has Parasite, and a lot of Remove from Play effects.
    • Maelok runs a infantry brick amazingly well and debuffs armour and defence.
  • Counter Charge can be a trap on a warlock if he puts himself in danger.

Tricks & Tips

  • Watch for any chance to pull off a Pop & Drop assassination by flattening the caster and then shooting them while they are at DEF 5. This mostly gets newbies.
  • He also has to worry about countercharging into assassination range.
  • He can’t use blood boon when counter charging - but he can use Crit consume consider if this is worth -1 pow depending on your target.

List Building Advice

Strategy

Barnabas wins fights through strategically applied pressure, not sheer brute force.

Barnabas's boasts a solid toolbox, but due to his lack of innate armor cracking abilities, will see him best served aiming for victory by scenario or assassination. Usually you'll want to avoid the enemy heavy jacks/beasts and work your way through the enemy infantry, picking at key supporting models as you go. It may be tempting to throw your heavy warbeasts right into the foe's own jacks/beasts, but keeping them back until the mid to late game will give you more options once holes in the opponent's lines start to open up. This will also discourage your opponent from throwing said warnouns directly at Barnabas, who is very vulnerable to them.

Black Tide is a strong psychological weapon: anyone who knows about it will be anticipating it, and you can use this to bully them into playing defense. Once it's gone, so is a fair chunk of your leverage. You're not helpless without it, but wasting it will hurt you. More experienced opponents will try to force Barnabas to feat defensively- Black Tide isn't essential to winning, but you want to play it offensively.

That said, don't let it's potential overshadow Warpath and Death March. These two upkeeps give Barnabas' forces a deceptive degree of mobility that will give you the means to play the feat to maximum effect.

A shooting-centric army will serve you well, because you generally get to kill a much wider swathe of the enemy's army on feat turn, thanks to the near inability to miss.

Theme thoughts

    Blindwater    
If you're going to pick a theme with Barnabas, this theme is the way to go. Barney B's toolbox of spells, abilities and feat demand a mixed group of infantry and warbeasts. You won't be maxing out on troops as a result, but Barnabas wants at least 1 gatorman posse for screening, so you may as well get that extra mileage out of the theme benefits. 8 boxes, snacking, prayers and Death March on top mean your gatormen will cut their way through most infantry.

  • Croak Raiders - Burn, baby, burn. Excellent shooters.
  • Gatorman Posse - in The Blindwater Congregation Death March gives them some of the speed they like.

    Will Work For Food    
It's worth mentioning a couple of decent options that he can get in this theme, but not Blindwater:

  • Cylena Raefyll & Nyss Hunters Decent shooters who can also melee.
  • Targ can give an Ironback Spitter two ranged blasts per turn. That's a lot of pain on feat turn. Targ is also 1 point cheaper than the Gatorman Soul Slave, which Barnabas really doesn't need anyway since he's not really fury hungry outside of casting upkeeps on turn 1.

Battlegroup

  • Swamp Horror - in Will Work For Food the Swamp Horror gets to play Pac-Man on feat turn. Warpath, Chain Strike, Overtake, and auto-hitting knocked down targets.
  • Blackhide Wrastler Because nothing else he brings is going to break armor.
  • Bull Snapper - Spiny Growth is 2 ARM for 1 Fury which is starting to let him play forward.
  • Ironback Spitter - His best shooting beast.

First Seven Purchases

A few veteran players have put their heads together and tried to figure out the seven best things to buy for this specific caster. This is not designed to add up to a nice round points limit, nor be balanced vs other "First Seven" lists you find on this website. It is simply going to give you some of the essentials this caster needs most of the time.

  1. Warbeast: Blackhide Wrastler
  2. Warbeast: Swamp Horror
  3. Warbeast: Ironback Spitter
  4. Solo + Warbeast: Wrong Eye & Snapjaw
  5. Solo: Gatorman Witch Doctor
  6. Unit: Swamp Gobber Bellows Crew
  7. Unit: Croak Raiders

Other

Trivia

Released in Forces of Hordes: Minions (2011)

Warbeasts he can take

With the way Minion battlegroups work, this warlock can't simply take any Minion warbeast, and instead is limited to the following choices:

Gatorman Warbeasts Edit)
Lights Boneswarm - Bull Snapper - [Underchief Mire only: Swamp Troll]
Heavies Blackhide Wrastler - Blind Walker - Ironback Spitter - Swamp Horror
Gargantuans Dracodile

Other Minion models

Minion Logo.jpg       Minion Index       (Edit)
Farrow Warlocks (Edit)
Warlocks Azazello1 - Arkadius1 - Carver1 - Helga1 - Helga2 - Midas1 - Sturm & Drang1
Lesser Warlocks Rorsh


Farrow Warbeasts (Edit)
Lessers Razor Boars
Lights Battle Boar - Gun Boar - Splatter Boar
Dr Arkadius only: Gorax Rager | Midas only: Boneswarm
Heavies Road Hog - War Hog
Gatorman Warlocks (Edit)
Warlocks Barnabas1 - Barnabas2 - Calaban1 - Jaga-Jaga1 - Maelok1 - Rask1
Lesser Warlocks

Barnabas0 - Underchief Mire - Wrong Eye


Gatorman Warbeasts Edit)
Lights Boneswarm - Bull Snapper - [Underchief Mire only: Swamp Troll]
Heavies Blackhide Wrastler - Blind Walker - Ironback Spitter - Swamp Horror
Gargantuans Dracodile
 
Units, Solos, & Battle Engines
Warlock attachments Targ - Gatorman Soul Slave
Units Farrow

Farrow Bone Grinders - Farrow Brigands - Farrow Commandos - Farrow Razorback Crew - Farrow Slaughterhousers - Farrow Valkyries

Gatorman

Boil Master & Spirit Cauldron - Bog Trog Ambushers - Croak Raiders - Croak Trappers - Gatorman Bokor & Shamblers - Gatorman Posse - Gobber Bellows
Special WA: Void Leech

Unaligned

Cylena Raefyll & Nyss Hunters - Blythe & Bull - Boomhowlers - Lynus & Edrea

Solos Farrow Agata, Queen of Carnage - Farrow Sapper - Maximus - Rorsh & Brine - Targ
Gatorman

Barnabas0 - Bog Trog Mist Speaker - Bog Trog Trawler - Bone Shrine - Croak Hunter - Flugwug the Filcher - Gatorman Husk - Gatorman Soul Slave - Gatorman Witch Doctor - Kwaak Slickspine & Gub - Longchops - Underchief Mire - Wrong Eye & Snapjaw

Unaligned

Alten Ashley - Boomhowler2 - Boomhowler3 - Brun Cragback & Lug - Dahlia Hallyr & Skarath - Death Archon - Dhunian Archon - Efaarit Scout - Eilish Garrity, the Occultist - Feralgeist - Flubbin1 - Flubbin2 & Dreyfus2 - Flugwug the Filcher - Gobber Tinker - Gremlin Swarm - Gubbin1 - Gubbin2 & Dez2 - Gudrun1 - Gudrun2 - Hermit of Henge Hold - Hutchuck, Ogrun Bounty Hunter - J.A.I.M.s - Kogan the Exile - Lanyssa Ryssyl, Nyss Sorceress - Ledfoot & Tredz - Malvin2 - Orin Midwinter, Rogue Inquisitor - Ogrun Bokur - Raluk Moorclaw, the Ironmonger - Primal Archon - Pyg Tank - Saxon Orrik - Scythe - Swamp Gobber Chef - Swamp Gobber River Raiders - Thamarite Advocate - The Wastelander - Thrullg - Totem Hunter - Tubbin - Viktor Pendrake - Void Archon - Weird Wendell

Battle Engines Meat Thresher (Farrow) - Sacral Vault (Gatorman)
Independent Warjack Malvin1 & Mayhem1
 
Minion - Theme Forces
Minion Faction Themes (Edit) The Blindwater Congregation - The Thornfall Alliance - Vengeance of Dhunia - Will Work for Food
Unlimited Minions themes(Edit) Disciples of Agony (Skorne) - Oracles of Annihilation (Legion) - Secret Masters (Circle)
This index was last updated: 2021.11

Rules Clarifications

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Rules Clarification : Consume      (Edit)

  • Consume triggers on all hits, not just direct ones. So if you trigger Consume on an AOE weapon (such as Hyperion) it will RFP every model in the AOE. (Infernal Ruling)
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Rules Clarification:  : Magical Damage      (Edit)
(Click Expand to read)

* The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
  • All spells have "Damage Type: Magical" (refer errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
    • and might be inherited by "lingering" secondary damage (see below).
  • If a spell leaves a template in play that does damage to models that walk around in it, then:
    • if it is not described as a hazard it will do magical damage to models that walk around in it. (Example: Razor Wall)
    • if it is a hazard then it will not do magical damage to models that walk around in it. Instead, it does whatever damage type is specified by the spell description. (Example: Breath of Corruption).
    • (Infernal Ruling)
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it will still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
    The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")
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Rules Clarification : Blood Boon and/or Rites of Blood and/or Ritual Slaughter and/or Soul Food and/or Blood Weaver and/or Meat for the Beast and/or Reckless Arcana     (Edit)

  • General
    • The free spell doesn't interact with abilities that change the COST of a spell. (Infernal Ruling)
      • For instance, if you trigger it while being affected by Lamentation then you can still cast a COST 3 spell (even though if you spent focus to do the same thing it would cost you 6 focus/fury).
    • (Rites of Blood only): The Priestess doesn't need to be in the caster's CTRL range to use her ability.
    • (Blood Weaver only): It's not tied to a specific weapon, and it can be triggered multiple times per turn.
    • (Reckless Arcana only):
      • You can trigger it once during your turn, and a second time during the opponent's turn (via a free strike, countercharge, etc)
      • The model doesn't need to be in your control range to trigger it.
  • Timing
    • With reference to other abilities that occur "after the attack is resolved", the timing sequence is:
      • If you choose a non-offensive spell then it's resolved at Step 12.
      • If you choose an offensive spell then it's resolved at Step 14.
      • If you have another ability that triggers at Step 12 (such as Iona1 having Overtake), you can either cast a non-offensive spell and resolve both things at Step 12 in any order, or you can resolve the other ability at Step 12 then cast an offensive spell at Step 14. Note that you cannot cast an offensive spell at Step 14 then go back to Step 12 to resolve the other ability.
      • (Infernal Ruling for all of the above)
  • Multiple Attacks
    • If when you destroy the model, you get a free melee/ranged attack as well as the free spell (for instance you cast Black Spot on them), then you need to follow the "attack-generating abilities" rule in the core rulebook and make sure you only make one bonus attack:
      • You can cast a non-offensive spell (step 12) then get the free melee/ranged attack (step 14); or
      • You can cast an offensive spell (which is an attack) and forgo the free melee/ranged attack.
      • (Locked Thread)
    • If the model that triggered the free spell has Berserk and something is in its melee range, you don't get a choice of offensive spell or non-offensive. You have to choose either
      • a non-offensive spell plus the compulsory melee attack, or
      • no spell at all plus the compulsory melee.
      • (Locked Thread)
  • Spells outside of caster's activation
    • Some versions of this ability let the caster get a free spell when something else kills something. In this case:
      • The caster can channel the spell if they want. (Infernal Ruling)
      • The spell is cast during the other model's activation, so that model can potentially trigger any of their own activation-only abilities.
        Specifically, if one of Deathchev's warjack triggers Meat for the Beast, and Deathchev casts Abattoir for all warjacks to get a free attack, then the active warjack can boost the Abattoir attack, use Overtake, etc.
        (Infernal Ruling)
      • For similar logic, spells that "can only be cast once per activation" (such as Abattoir) can be cast twice per turn via this sort of ability. (Infernal Ruling)


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Rules Clarification:  : Warlock      (Edit)
(Click Expand to read)

 
  • General
    • Damage from a feat is neither an attack nor Damage Type: Magical (unless the feat says it is).
    • FURY (uppercase) is the stat printed on the warlock's card. Fury (lowercase) refers to fury points a model currently has.
    • Your CTRL area is double your FURY stat, not double your fury points. (Infernal Ruling)
    • Casting spells or using feats is an anytime ability with the added restriction that you can't use them on the same turn you run even before you run.
      • See also the clarifications on Any Time abilities (below).
    • Some warlocks are also Battle Engines and thus follow all the Battle Engine special rules.
      There is no particular interaction between the Battle Engine rules and the Warlock rules.
  • Reaving & Leeching
    • If you choose to Reave, it's all or nothing. You must Reave all the Fury (up to your limit) and you can't choose to "let some disappear". (Locked thread)
    • If your warbeast is Removed From Play, you can still reave fury off it. (Locked thread)
    • If your warbeast is destroyed or RFP'd while under your opponent's control then:
      1. You cannot reave fury off it. Because it is still enemy at the time it was destroyed/RFP'd, and you can't reave from enemy warbeasts.
      2. After it is taken off the table, it returns to your control and is eligible for Spirit Bond and (possibly) Return to Play stuff (like Thagrosh1's feat).
  • Transferring Damage
    • If both the warlock and the warbeast are damaged by the same attack (such as an AOE), then you need to apply the 'normal' damage to the warbeast before the transferred damage. This distinction can be important when you're working out who/what actually destroyed the beast. (Infernal Ruling)
    • If there is too much damage for the warbeast and it "overlaps" back to the warlock, then that damage is considered ... unsure at this time. (Infernal Checking)
  • Restrictions on "Any Time" abilities     (Edit)         [Show/Hide]
    • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
    2. After the model with the "Any Time" ability has had their activation end "prematurely". By this I mean you resolved something which includes the phrase "its activation ends". Examples include:
      • Running, failing a charge, or failing a slam.
      • Abilities that include "then its activation ends" (such as Reposition and Teleport).
    3. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    4. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    5. When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    6. When you're in the middle of an attack. Which also includes effects that occur "after the attack is resolved".
      (Although the attack is "resolved" at Step 11, in terms of using an "Any Time" ability the attack is not "finished" until after Step 14. Refer to the first paragraph of Apdx A.)
    7. Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
    8. Warcasters/warlocks/etc can normally cast a spell or use their feat "At any time". However, there is a core rule saying they cannot do so on the same activation that they run. So, they are subject to all the same restrictions listed above, plus they can't cast/feat before running.
    9. Units: See below.

    • In general you can use "Any Time" abilities while you're knocked down or stationary (except Spells and Feats which specify you can't).
    • If you have a gun with a random ROF, you can use an "Any Time" ability inbetween rolling the number of shots and actually making the first attack. (Infernal Ruling)

    Units with "Any Time" abilities
    • You cannot use an "Any Time" ability before issuing/receiving orders. See step 1 and 2 of the activation sequence, appendix A.
    • A model in a unit can't use an "Any Time" ability after they run (Infernal Ruling) or fail a charge. Because that makes that specific model's activation to end even though the unit's activation is still ongoing, and you can't use abilities on models that are not active.
      • You can use an "Any Time" ability before running, however.
    • A model in a unit can't use an "Any Time" ability after anyone in the unit has begun a Reposition move. (Infernal Ruling)
  • Warcaster/Warlock Cavalry ( Edit )
    • Warcasters/Warlocks can't cast spells or use their feat while resolving Impact Attacks. Because Impact Attacks occur during movement - you can use spells or feat before moving, or after moving, but not during movement.
      • Exception: If your Impact target(s) include your charge target, then your movement has ended (refer rulebook, last paragraph of 'Impact Attacks') and thus you're fine to use "any time" abilities before starting the Impact attacks.


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Rules Clarification:  : Warcaster Unit or Warlock Unit     (Edit)
(Click Expand to read)

This summary is specific to Warcaster/Warlock units. You may also want to check the Warcaster and Warlock pages respectively, for the "regular" rules clarifications.
  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argus can be moved via his Energizer spell.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • The non-caster models are trooper models but are not normally Grunt models. Therefore they're not normally eligible for stuff like Revive.
  • If any member of the unit start to do their reposition movement, the warcaster or warlock in the unit would no longer be able to feat.(Infernal Ruling)
  • Press Forward Order vs Spells cast at Any Time (Edit)
    • You must issue orders before anything else. If you issue a Press Forward order, you must run or charge.
    • If you cast spells before moving, you can't run so you must charge.
    • If you cast spells before moving, then start the spellcaster's Normal Movement but have no valid charge targets, you are in a situation where you must charge but cannot charge.
      In this situation the spellcaster must either:
      • forfeit their Combat Action, use their Normal Movement to make a full advance, then their activation ends. (Note that you cannot cast more spells after the full advance).
      • forfeit their Normal Movement, then their activation ends.
      • (Infernal Ruling)
  • Steamroller 2018
    • The non-caster models can contest scenario zones & flags.
    • The caster model cannot contest.
    • The caster model can control zones and flags by itself, but:
      • to control a zone, the entire unit remaining in play needs to be in formation.
      • to control a flag, the entire unit remaining in play must be within 4" of the flag.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
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Rules Clarification : Unit of Warcasters or Warlocks     (Edit)

  • Even though they're warcasters, if they're out of formation they suffer the normal penalties (can't make attacks, actions, spells, etc).
  • They can't upkeep each other's spells.
  • They can only dominate one SteamRoller scenario element at a time.
  • Each warlock/warcaster can have different upkeeps on them if those upkeeps are "target SELF" or "target model". If you cast an upkeep that is "target model/unit", that is the only upkeep any of them can have.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
  • The Legion Twins
    • Rhyas cannot dominate a zone while out of formation.
    • Rhyas can use the feat while out of formation.
  • Haley3
    • Only Haley Prime is an 'actual' warcaster model, and as such she is the only one that can dominate a scenario element.
    • The echoes can Control/Contest scenarios like a normal unit.
    • Haley Prime can dominate an element even if the echoes are out of formation.

Rules Clarification : Gatorman Warlock and/or Bog Trog Warlock - None yet. (Edit)
Rules Clarification : Amphibious - None yet. (Edit)
Rules Clarification : Tough - None yet. (Edit)

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Rules Clarification:  : Countercharge      (Edit)
(Click Expand to read)

    Timing    
  • If the moving model has Assault, the Countercharge is resolved before the Assault attack. (Infernal Ruling).
  • If the moving model has a rule that resolves "at the end of Normal Movement" (such as Slipstream), the Countercharge is resolved before the other rule. (Infernal Ruling)
  • The moving model cannot use an "Any Time" after finishing their advance but before your Countercharge. They can use it only after the Countercharge is resolved.
  • If the non-countercharging player has a similar "ends an advance" trigger (such as Admonition) then they can trigger and resolve that from your countercharge movement.
    • Example: Model [A] charges, and triggers Countercharge on [B]. Model [B] countercharges, and triggers Admonition on [C].
      Resolve Admonition on [C]. Then finish resolving Countercharge on [B]. Then finish model [A]'s activation.

    Triggering Countercharge    

  • You can trigger Countercharge if you're engaging, but not engaged.
  • You can trigger Countercharge during your own turn, if your opponent has an ability to move during your turn (such as Admonition).
  • Some abilities let you "ignore intervening models when declaring a charge" (such as Flight). Unfortunately, you still need LOS to trigger Countercharge, and it's only after CC is triggered that you actually get to declare a charge. In other words, Flight and Countercharge don't work together for LOS purposes.
  • What does trigger Countercharge
    • Countercharge triggers off any advance, not just in-activation stuff.
    • Standing still but changing facing is an advance.
  • What doesn't trigger Countercharge
    • Aiming, or forfeiting your movement, is not advancing.
    • If a model doesn't move, doesn't change facing, doesn't aim ... does nothing but skips straight ahead to its Combat Action, this is not an advance. (Infernal Ruling)
    • Being placed (such as Teleport) is not an advance.
    • Involuntary movement (being slammed, thrown, or pushed) is not an advance.
  • When a unit is moving, countercharge is triggered on a model-by-model basis. So you can countercharge after any model in the unit has finished its move within range, but you can only countercharge that model who just finished its movement. You can't "save it" until the entire unit finishes moving and then say "I'm going to Countercharge the first guy you moved."

    Attacks, Boosting, & Other Triggers    

  • You only get one attack when making a countercharge, regardless of how many initials you normally have.
  • The charge attack damage is only boosted if the Countercharger moved 3" or more, as with a regular charge.
  • Countercharge occurs outside of activation so you can't spend fury/focus to boost a countercharge attack, nor buy additional attacks afterwards, not trigger stuff that only happens during your Combat Action (like Berserk).
  • Even if you trigger Countercharge during your own activation, for the duration of you resolving the CC it "no longer counts" as being in your activation. (Infernal Ruling)

    After the Countercharge    

  • The countercharging model cannot use any abilities that trigger on "during activation" or "during combat action" (such as Sprint), as Counter Charge is not an activation. (Locked thread)

    Other interactions    

  • Countercharge during your own activation (Countercharge vs Admonition etc) ( Edit )
    • You can trigger Countercharge during your own activation, but only if an enemy model moves during your activation. For instance, you move towards a model who has Admonition and they trigger that to try to move away. (You do a normal move, they trigger admonition and move, you trigger countercharge from their admonition-move.)
    • However countercharge always counts as being out-of-activation, no matter when you trigger it. (Infernal Ruling)
    As a result, you can't trigger only-during-activation effects (such as Critical Shred & Sustained Attack).
    • On the other hand, you can potentially get two charge attacks (one for your normal charge, one for the counter charge). (Infernal Ruling)
      This ruling still applies even after the 2018.07 update (Infernal Re-ruling)
  • Countercharge plus Admonition
    • If a model has both CC and Admonition, it can trigger both at the same time. A model moves nearby, it admonitions away, then countercharges back in.
  • Countercharge Inception
    • If a model [A] has Countercharge, and it charges an enemy model [B] that has Countercharge and Admonition, then ...
      • Model [A] charges and triggers CC and Admo on [B]
      • Model [B] Admo moves but before it can resolve its own CC, it triggers CC on [A]
      • You now have two models that have triggered CC simultaneously. So the Active player gets to resolve their one first.
  • Assault vs Countercharge ( Edit )
  • Countercharge & Cavalry ( Edit )
    • A model with Countercharge and Cavalry can make Impact Attacks during the countercharge. (Refer "Charges Outside of Activation" in the rulebook).

Rules Clarification : Unyielding - None yet. (Edit)


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Rules Clarification : Death March      (Edit)

  • This spell cannot be cast on independent models, only on units.
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Rules Clarification : Vengeance and/or Righteous Vengeance and/or Retaliation and/or Swift Vengeance and/or Tantrum     (Edit)

  • Vengeance moves do not have to be towards an enemy model.
  • You can choose to not move, but still get the attack. One is not conditional on the other.
  • Vengeance is not an activation. It does not prevent the model/unit from activating and acting normally later in the turn.
  • Stationary and knocked down models may not perform Vengeance moves nor attacks.
  • Units only
    • Out of formation models cannot make Vengeance moves nor Vengeance attacks.
    However if the unit commander uses their movement to bring the Grunts back into formation, then they can move and attack.
    • When resolving Vengeance, move all models in the unit before making any attacks. (Infernal Ruling)
    • If you have more than one unit with Vengeance, move all of unit A then complete all of unit A's attacks, before starting to move unit B.
    • If you manage to spawn new models during the Maintenance Phase (such as with Reconstruction or Blood-Bound) then those new models can also make Vengeance attacks. (Infernal Ruling)
    • Due to the way it is worded Vengeance can be "inherited" by unit attachments that do not actually have the Vengeance ability themselves. For instance, a Soulless Escort attached to the Spears of Scyrah.
      • If anyone is damaged, including the attachment, everyone in the unit gets to trigger Vengeance.
      • But if everyone is killed except the attachment, then he doesn't get to trigger Vengeance because the rule is "no longer on the table".
    • Granted [ Vengeance ]
      • If the model granting Vengeance dies, the unit will not get any Vengeance attacks.
      It is "If you have Vengeance, and you were damaged last turn, you get a move+attack."
      It is not "If you get damaged, you get Vengeance next turn."
      • If you lose Vengeance halfway through resolving Vengeance, then you stop resolving Vengeance immediately. (Infernal Ruling)
  • Triggers
    • Only enemy attacks trigger Vengeance. There are plenty of ways enemies can damage you without attacking you (such as Electro Leap) and these will not trigger Vengeance.
    • If a CA has Granted: Vengeance then only models in formation have it. However, models that are damaged while out of formation can trigger Vengeance, they just will not benefit from it. (Locked thread)

Rules Clarification : Flesh Eater - None yet. (Edit)

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Rules Clarification : Swamp Pit      (Edit)

  • For models that get a bonus from being near water (ie the Earthborn Dire Troll), then:
    • If they're outside the CTRL area they don't get any bonus, because the terrain still is Open despite the spell. There is no water terrain for them to be nearby.
    • If they're inside the CTRL area they do get the bonus, because they're treating the terrain they're within as water.
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Rules Clarification : Road to War and/or Warpath and/or Rites of Torment     (Edit)

  • Note that this spell triggers when a model is destroyed. RFP attacks might interfere with it.


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Rules Clarification : Knockdown      (Edit)

  • Knockdown (Edit) - Remember, knockdown only prevents what it says it does. Refer to the Knockdown page for a recap of what a model can/can't do.