Man-o-War Shocktroopers

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Khador Logo.jpg

Man-o-War Shocktroopers
Khador Man-o-War Unit
Man-o-War Shocktrooper Officer
Command Attachment

The Man-o-War Shocktroopers thunder across the battlefield in steam-powered battle armour, shield cannon locked together in an unbreakable defensive wall and annilator blades held high ready to conquer any opponent. Encased in formidible steam-powered battle armour, the Man-o-War Captain leads his unit of Shocktroopers into battle against the greatest foes of Khador.

Man-o-War shocktrooper officers embody the strength and resilience of the frozen north and, like their homeland, bow to no opposition. The enemies of the Motherland rightfully fear these indomitable warriors and the inexorable tide of steam and steel that marches alongside them. As they wade into the bloody fray amid the thunderous roar of cannon fire, these decorated veterans inspire those they lead to acts of unparalleled bravery and unfettered violence.

Basic Info

Man-o-War Shocktroopers
Missing Info
Shocktroopers.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Medium
SPD 4
STR {{{str}}}
MAT 7
RAT 5
M.A. N/A
DEF 10
ARM 17
CMD 7
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 8
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA 3
UNIT SIZE 3 / 5 +1 CA
COST 10 / 16 +4 CA
3.2 each (no CA)
3.3 each (with CA)
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Abilities

Entire Unit

  • CMA symbol.jpg Combined Melee Attack
  • Repairable - This model can be targeted with Repair special actions as if it were a construct model.
  • Shield Wall (Order) - Until the start of their next activation, each affected model gains +4 ARM while B2B with another affected model in its unit. When receiving this order a model can forfeit its Combat Action to gain +3” movement as part of its Normal Movement this turn. This bonus does not apply to damage originating in the model's back arc. Models in this unit can begin the game affected by Shield Wall.

Officer

Weapons

Leader & Grunts

  • Shield Cannon - 6" range, POW 14 ranged attack
  • Annihilator Blade - 2" reach, P+S 14 melee attack

Officer

Theme Forces


Thoughts on Man-o-War Shocktroopers

Command Attachment

Man-o-War Shocktroopers in a Nutshell

Man-o-War heavy infantry are elite combatants that trade mobility for heavy steam-powered armor. They are highly trained and equipped to deal with a wide range of threats, benefiting from a highly disciplined combined arms approach to achieve victory. Each of the three Man-o-War infantry units fills a distinct niche:

  • Man-o-War Shocktroopers are the Man-o-War frontline infantry, capable of weathering tremendous punishment before they engage in close quarters combat with their heavy Shield Cannons and Annihilator Blades. They are an excellent screening unit that can do serious damage to almost anything they set their sights on.
  • Man-o-War Demolition Corps are heavy hitters, outfitted to crack the toughest of targets with their Ice Maul hammers. When they connect with the appropriate targets they can do spectacular damage.
  • Man-o-War Bombardiers are deadly combined arms combatants that excel at clearing out swathes of enemy combatants, opting for an overwhelming volume of attacks with the combination of Grenade Cannons and Chain Blades.

Shocktroopers are a fairly straightforward frontline unit that can take an impressive amount of punishment before going down. They are the most defensively built of all the Khador infantry but are elite combatants in their own right that do serious damage to most things in the game and can even perform Combined Melee Attacks for specific targets. Their primary function is to form a slow, impenetrable battle line that delivers your army to the battle safely and perform this duty admirably. They are slow, however, and especially more so because they can't run and maintain their Shield Wall; the source of their impressive resilience. Both their weapons are very powerful and the access to a strong ranged weapon makes them more flexible than a lot of slow models are. While very powerful on the charge with their Annihilator Blades you're often better off advancing them in Shield Wall and using the Shield Cannons opportunistically while you get your army into better position. The threat range on their Shield Cannon is 4" + 6" = 10" compared to the 4" + 3" + 2" = 9" on the charge so there are corner cases where you're not giving up any damage output anyway.

Thoughts on the Command Attachment

The Shocktroopers' Officer makes them better in every way that matters, making them significantly more reliable and giving them a serious offensive bonus on the charge. Steady and Sturdy are perfect additions to a Shocktrooper unit because they stop many opponents from breaking up your Shield Wall and makes them perfect candidates to receive Tough from models like Irusk or Kommandant Atanas Arconovich because they can't be knocked down from the Tough roll which lets them maintain their defensive stance. Granting Assault to the unit makes charging with them a far more interesting option because you double up on the amount of attacks they can push out and although you can't use it once already engaged it lets you actually finish off models that would otherwise barely survive a charge. Additionally, the charge movement pushes the Shield Cannons' base effective range to 13" so you can reach out and touch many 12" ranged combatants that would otherwise be able to park just slightly outside of your range (although giving up the Shield Wall for this maneuver is something that requires a lot of consideration). The Officer's Frost Axe is a nice weapon but doesn't synergize with the unit in particular. If you're fielding a full unit of Shocktroopers you're probably always going to field their Officer unless you're very sure that the opponent does not have a way of pushing or knocking your Shocktroopers down or you're running as many bodies as possible with Irusk 2.

Combos & Synergies

    Warcasters    

  • The Butcher: Orsus really likes self-sufficient infantry on medium bases that can screen him on his advance. Butcher1 has excellent buff spells for them in the form of Fury and Iron Flesh and Butcher3's Silence of Death lets you eliminate those pesky Tough models, or just stuff that's slightly too resilient otherwise.
  • Irusk1: Gurvaldt Irusk is a dedicated infantry support warcaster and works wonders with Shocktroopers. Between March giving Pathfinder, Special Orders to shuffle the Shield Wall into better position, his feat giving an accuracy boost and Tough+, Battle Lust on the charge and Inhospitable Ground and Iron Flesh on the defense, Irusk can do it all, and do it extremely well.
  • Irusk2: Somehow even more of an infantry support 'caster, Tactician, Total Obedience, his feat, Artifice of Deviation and Battle Lust let Irusk push Shocktroopers to the moon without even breaking a sweat. The ubiquitous shock trooper officers and Atanas become less necessary but still useful additions with Irusk2, allowing a choice to spend the points on more bodies to abuse Irusk's army-wide abilities with.
  • Lord Kozlov: Kozlov is surprisingly good with Shocktroopers. Between Fury, Tactical Supremacy and his feat he has a lot of tools to make them more dangerous in combat and get them there quickly.
  • The Old Witch: she does not boost their SPD per se, but pulling the enemy closer to them with Gallows is just as nice. Also, Pathfinder from Weald Secrets will often come handy.
  • Old Witch2: She doesn't do much for them other than protect them with Windstorm, but then again that's no small benefit. Curse of Shadows is support for them to crack hard targets as well.
  • Sorscha3: Sorscha loves Demolition Corps most of all but they're still great for enabling Flank and exploiting Iron Flesh, not to mention they're on of the few ways you can reliably screen Sorscha's Medium base against ranged assassinations.
  • Strakhov1: Strakhov only supports them via Occulation, but his feat allows a crazy charge range for such slow models.
  • Strakhov2: The Assault Kommando warcaster does great with Man-o-War, and Shocktroopers like having up to ARM 26(!) and Tough from Inviolable Resolve and his feat, and SPD and DEF from Quicken. A Strakhov2 Man-o-War brick is almost unbreakable on feat turn.
  • Vladimir2: The Champ works wonders with all elite infantry and between Arcane Might, Hand of Fate and his feat you can get a lot of value from Shocktrooopers. Under feat the Shocktroopers can perform a devastating charge and still have a survive the retaliation despite lacking shield wall.
  • Vladimir3: Dash was made for slow infantries, while Hand of Fate seriously boosts their offensive capability.
  • Zerkova1: Ghost Walk can give them surprising mobility through rough terrain, while her feat limits the striking capability of the enemy against them. Shock Troopers generally don't get to run much as they are juicy targets outside shield wall, but under Zerkova they can generally stay save from reprisal long enough to draw a battle line far further forward than they can manage under other casters.

    Other    

  • Man-O-War Kovnik: All Man-o-War units can benefit from the Kovnik's Desperate Pace but Shocktroopers appreciate it the most because it allows them to make decent distance on the advance while maintaining their Shield Wall.
  • Man-o-War Tankers: Tankers have Large bases but love being up front with Shocktroopers to either help clear a path, frustrate a charge or down a heavy. Tankers can't be screened by Shocktroopers but on the flipside they can see over them to fire their devastating weapons, even without a Tactician helping them out.
  • Battle Mechaniks: All Man-o-War models have the Repairable rule and Shocktroopers are often well placed to receive a repair or two. Savvy opponents will not attack them piecemeal though, limiting the use cases of repair.
  • Kommandant Arconovich: All Man-o-War models can benefit from his Tactician ability and Heroic Call Battle Plan. Shocktroopers do well with all three of them.
  • Man-o-War Infantry: Shocktroopers are perfect screening models for medium-based models and using them to get your Bombardiers or Demolition Corps to battle safely is a very common strategy. A combination of these units can deal with nearly any threat they can get in range of and present an indomitable advance wall of death.

Theme Thoughts

Armored Corps: A theme force created specifically for Man-o-War and, predictably, Shocktroopers go great there. They do great in infantry builds and are particularly suited to benefiting from the Advance Move benefit because it lessens the need for them to run around. Using the Advance Move it's often safe and possible to have a unit 7-10" (deployment) + 4" (Advance Move) + 10" (running under Desperate Pace from the Kovnik) = 21-24" upfield at the end of your first turn. A regular SPD 6 unit would be at 19-22", putting the Shocktroopers ahead of the masses. Even under a Shield Wall advance they still end up 17-20" up the board which is very respectable.

Drawbacks & Downsides

  • Like all Man-o-War infantry, their base SPD and DEF are very low.
  • Any speed de-buff will hurt them, and they usually struggle in scenarios. Haley1's Temporal Barrier with the Stormsmith Grenadiers' grenade can shut down their move completely, apart of 3" charges.
  • Without the Officer they are susceptible to pushes and knockdowns.
  • Without Pathfinder their advance will be slowed to a crawl on rough terrain.
  • They're often going to be the first of your models to die, meaning you won't enjoy seeing them do awesome things a lot of the time. Their job is very important, but not very glamorous.

Tricks & Tips

  • Beside the above mentioned cons, they have their perks too. A minimum unit with an Officer costs as much as an average heavy warjack, and has roughly the same number of HP. Unlike warjacks, they are perfectly operational even without focus, can cover bigger area, and can operate even independently from your main force.
  • It's best to use the Officer as the primary attacker for Combined Melee Attacks so you can benefit from its increased MAT.
  • Knocked down and stationary models are sweet targets for an Assault.
  • Steady prevents models from getting knocked down from Tough rolls so you can attempt them multiple times in a row. Shocktroopers love things that make them Tough, like Irusk and Arconovich.
  • Watch out for effects and attacks, which find their way through your ARM; Corrosion, Puncture, Snipers and Anatomical Precision attacks can usually clip off a single damage point at a time, but can still finish off your wounded troopers. Deadly Shots are dangerous even for undamaged models.
  • When your Officer does end up freezing something, Sorscha1, Sorscha2 & Man-o-War Demolition Corps can Shatter it with ease.

Other

Trivia

  • The unit, not including CA, was originally released in Warmachine: Prime (2003).
  • The CA was released at the start of Mk3 (2016).
  • The Unit Leader's insignia signify their rank as a Korporal. There is some confusion because the rest of the unit has the same emblem on their left shoulder plates as well, although the Unit Leader has an additional emblem on their chest.
  • The Officer's insignia signify their rank as a Kovnik. Curiosly, this excessively high rank is inconsistent with the rank of the Bombardier Officer CA and might simply be a design oversight.
  • The Man-o-War motto is "When I die, I die in steam!"

Other Khador models

Khador Logo.jpg       Khador Index       (Edit)
Battlegroup & Similar
Warcasters

Butcher1 - Butcher2 - Butcher3 - Harkevich - Irusk1 - Irusk2 - Karchev1 - Karchev2 - Kozlov - Malakov2 - Old Witch1 - Old Witch2 - Sorscha1 - Sorscha2 - Sorscha3 - Strakhov1 - Strakhov2 - Vlad1 - Vlad2 - Vlad3 - Zerkova1 - Zerkova2

Warcaster attachments

Khador: War Dog - Greylord Adjunct
Mercenary: Madelyn Corbeau - Reinholdt - Wyshnalyrr

Other Warjack Controllers

"Junior" Warcasters: Malakov1 - Sorscha0
'Jack Marshals: Man-o-War Kovnik - Greylord Forge Seer

Heavy Warjacks

Beast-09 - Behemoth - Berserker - Black Ivan - Decimator - Demolisher - Destroyer - Devastator - Drago - Grolar - Juggernaut - Kodiak - Mad Dog - Marauder - Rager - Ruin - Spriggan - Torch

Colossal Conquest - Victor
Units, Solos, & Battle Engines
Units

Assault Kommandos - Battle Mechaniks - Black Dragons - Doom Reaver Swordsmen - Great Bears of the Gallowswood - Greylord Outriders - Greylord Ternion - Iron Fang Pikemen - Iron Fang Uhlans - Kayazy Assassins - Kayazy Eliminators - Kossite Woodsmen - MOW Atanas & Standard - MOW Bombardiers - MOW Demolition Corps - MOW Shocktroopers - Widowmaker Scouts - WG Field Gun - WG Infantry - WG Mortar Crew - WG Rifle Corps
Ranking Officer CA : Koldun Kapitan Valachev

Solos

Bulkhead - Fenris - Greylord Adjunct - Greylord Forge Seer - Iron Fang Kovnik - Jozef - Koldun Lord - Malakov1 - Manhunter - MOW Drakhun - MOW Kovnik - MOW Strike Tanker - MOW Suppresion Tanker - Markov - Sofya - Sorscha0 - Ol' Grim - Underboss Vizkoya - War Dog - Widowmaker Marksman - WG Artillery Kapitan - Yuri1 - Yuri2

Battle Engines Gun Carriage - Man-o-War Siege Chariot - Man-o-War Assault Chariot
Theme Forces
Armored Korps - Flame in the Darkness - Jaws of the Wolf - Legions of Steel - Warriors of the Old Faith - Winter Guard Kommand - Wolves of Winter
Mercenaries
Refer to Who Works for Whom and/or Category: Khador Mercenary
This index was last updated: 2021.11

Rules Clarifications

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Rules Clarification : Freeze      (Edit)

  • Remember Stationary only prevents what it says it does. Refer the page on Stationary for a refresher.
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Rules Clarification : Combined Melee Attack      (Edit)

  • Each CMA only counts as a single attack, no matter how many participants are involved. This means, for example, that if Satyxis Raiders damage a warjack and trigger their Feedback ability, the enemy warcaster will only take 1 damage total, not 1 for every Raider.
  • Any bonuses (such as back strike) or penalties (such as intervening terrain) are determined according to the model leading the CMA (the attack leader).
    • If the participants have buffs/debuffs but the attack leader doesn't ... then the CMA doesn't because only the attack leader matters. Simple as that.
  • A single unit can perform multiple CMAs, utilising different groupings of models. eg a unit with 10 models could make one 10-man CMA, or two 5-man CMAs, or five 2-man CMAs, or etc.
  • CMA for units that have more than one melee weapon (the short version)
    • Once you have more than one melee weapon, charging becomes a bit complicated. There are two important rules:
      1. A model which charges must use its first attack to make a charge attack. It can't "skip ahead" to contributing its second non-charge attack before it's resolved its first attack.
      2. For a CMA to gain the charging bonus, then all contributors must be contributing a charge attack.
    • These two rules have a few, slightly confusing implications. Click the expand box below for a full breakdown.
CMA for units with more than one weapon (the long version) (Edit)
The following example is about Satyxis Raiders, but is equally applicable to other units with two CMA:
  • Each Raider gets two attacks. Both, one, or neither can be a CMA as you choose.
  • If you are doing two CMA in a row, then you should note that the second CMA doesn’t have to use the same “primary attacker” or the same “participants” as the first CMA.
    • For instance, you could have the first CMA with raider A being the "primary attacker" and raider B being the "participant",
    • then for the second CMA have raider B the "primary attacker" and raider A the "participant".
    • Or leave A alone for a moment and use B plus C. Whatever takes your fancy.
  • Primary attackers and participants don't have to use the same weapon. So, continuing with the above example, you could have primary A use lash and participant B use horns, then primary B use lash and participant A use horns. Effectively granting you two lash attacks with CMA bonuses!
  • Combined Melee Attack and charging
    • Remember the 2 rules above?
    • Rule 1 means you cannot contribute your second, non-charge attack before you have resolved/contributed your first attack.
    • Rule 1 means you cannot "skip ahead" to resolving your second, non-charge attack before you have resolved/contributed your first attack.
    • but wait, there's more!
    • However, thanks to the "Units with Combined Melee Attack ignore the rule that one trooper's combat action cannot begin until the previous model's combat action ends" rule, you can "pause" your second attack if you want to do a CMA with it later. For example:
      • Model A performs its charge attack.
      • Model B performs its charge attack. (Interrupting A)
      • Model C performs its charge attack. (Interrupting B)
      • CMA using A, B & C's remaining attack.

Rules Clarification : Repairable - None yet. (Edit)

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Rules Clarification : Shield Wall      (Edit)

  • You don't need to have the entire unit in B2B to get the bonus. Even just two models in B2B will give it to each other. Which way they're facing doesn't matter, either.
  • You can still get Shield Wall while knocked down.
  • Shield Wall works against all damage except damage originating in your back arc.
    • If a damage roll doesn't have an origin point (such as Scather, Old Witch1's feat, continuous fire, etc) then by definition it can't originate in your back arc, and you'll get your bonus vs it.
    • It won't work vs stuff that "leaps" off models in your back arc, such as Electro Leap. (Locked thread)
  • If you start the game in Shield Wall, it will expire when you activate the unit. It doesn't let you run and be in Shield Wall on turn 1.
  • Since models move in straight lines, it impossible to keep two models B2B while advancing. Thus you cannot benefit from Shield Wall while moving through acid clouds etc.
    • Unless you have something that lets you move through models, like Tactician.
  • Orders affect unit attachments, even if that attachment doesn't have the order on their card (such as a Soulless Escort benefiting from the Shield Wall order). (Infernal Ruling)
  • You get your Shield Wall bonus vs continuous fire in the Maintenance Phase. Shield Wall doesn't expire until the unit activates. (Locked thread)


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Rules Clarification : Officer      (Edit)

  • Even if they're not on the Officer's card, an Officer can give (and benefit from) any non-standard orders that are on the unit's card (such as Shield Wall). Refer main rulebook.
  • When the Officer dies, the Leader model becomes the new Unit Commander (you don't get to choose).
  • But if your unit doesn't include a Leader model, then you do get to choose any of the remaining models to be the new Unit Commander. You don't swap the model, but it may be worth putting a token down so you can tell that grunt apart.
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Rules Clarification : Tactics vs Granted     (Edit)

  • Granted = The unit loses the ability as soon as the model that grants it is taken off the table. (think "G for Goes away")
  • Tactics = The unit keeps the ability for the entire game, regardless of who dies. (think "Tac-Tick = K for Keeps")
 
  • 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)
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Rules Clarification : Tactics vs Granted     (Edit)

  • Granted = The unit loses the ability as soon as the model that grants it is taken off the table. (think "G for Goes away")
  • Tactics = The unit keeps the ability for the entire game, regardless of who dies. (think "Tac-Tick = K for Keeps")
 
  • 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)
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Rules Clarification:  : Assault      (Edit)
(Click Expand to read)

General

Step 1: Declare the charge

  1. Are you in already melee? With any enemy, not just your charge target?
    • If yes, you don't get an Assault attack at all (Refer to the latest Errata). Instead it's just a normal charge.
    • If no, continue to Step 2.
  2. Note: You cannot be "in melee" with a stationary/knocked down target. Feel free to declare charges (and Assault shots) in this case.
    • You can even charge a knocked down model you're in B2B with, advance 0", and get your ranged attack and your melee attack(s).

Step 2: Move the charging model

  1. As soon as the movement is finished, determine whether it was a successful charge or not.
    • Do this before resolving anything that triggers on "Ends Movement" (like Admonition, Countercharge).
    • Do this before resolving your Assault attack.
  2. Did you make a successful charge? You get the ranged attack even though you're "in melee" (not yet though).
  3. Did you fail the charge? You will get the Assault shot anyway (not yet though).
    • Did you fail the charge, but end your movement in melee with someone different to your charge target? You get the ranged attack even though you're "in melee" (not yet though). (Infernal Ruling)
  4. Now that you've figured out whether the charge successful, you resolve "Ends Movement" effects (such as Countercharge) before the Assault attack. (Infernal Ruling).
    • If something happens at this point that changes whether a model is in/out of melee range, it does not retroactively change a failed charge into a successful charge or vice versa.
  5. If your charge was successful you may use "any time" abilities between 'finishing movement' and 'starting Assault attack'. (Infernal Ruling)
  6. If you fail your charge, you may not use "any time" abilities before or after making the Assault attack. (Infernal Ruling)
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Tip !
Assault is not a "triggered ability" and it will never trigger simultaneously with another ability that triggers/resolves at "ends movement". Instead, the other ability is always resolved before the Assault shot.

You can make an Assault shot even if you charged less than 3".

Step 3: Make the ranged attack

  1. The ranged attack is optional.
  2. Since the Assault attack is outside your Combat Action, you can only do a basic ranged attack. CRA & Special ranged attacks are only allowed during your Combat Action, you can't do them. (Infernal Ruling CRA & Special Attack)
  3. Did you move at least 3" during the charge movement? Who cares, that is irrelevant to the Assault attack!
  4. Make your ranged attack vs your charge target
    • If the charge target is already dead (which can happen when units charge) then you don't get to redirect your Assault attack vs 'someone else'. You simply don't get an Assault attack. (Infernal Ruling)
    • A model which can do something "instead of making a ranged attack" (such as the Spriggan's Targeting Flare) then they can do that as an Assault attack. (Infernal Ruling)
    • If your ranged attacks triggers other attacks/damage that occur "after the attack" (such as Drag or Electro Leap) then those will resolve as per normal, regardless of whether you had a successful charge or not. (Infernal Ruling)
  5. Is the target in melee with the shooter?
    • If yes, then you ignore the +4 DEF bonus (as per the 3rd paragraph of "Targeting a Model in Melee" (TMM) rules)
    • If no, resolve the ranged attack exactly the same as if it were a normal ranged attack.

Step 4: After finishing the Assault attack

  1. If it was an unsuccessful charge, your activation now ends.
  2. If it was a successful charge, and your charge target is ...
    • still alive, then you get your charge attack (as per the charge rules)
    • dead, then you get your initial melee attack(s) vs anyone still in your melee range (as per the charge rules).
  3. Either way, you don't get to make more ranged attacks (other than the obvious exceptions like Gunfighter, of course).


Units

  • Move all models in the unit before making any Assault attacks. (Infernal Ruling)
  • Make all Assault attacks before making any Charge attacks. (Infernal Ruling)
  • Each model in the unit is effectively "stalled" while you move/shoot the other models. This "stall" does not create an opportunity to use "any time" abilities. (Infernal Ruling)
  • If a trooper's target dies before they make their Assault shot, they don't get to redirect it. You just skip their Assault shot. (Infernal Ruling)
  • You cannot make Assault attacks while out of formation, as per the regular formation rules about making attacks.
  • Assault & CRA (Edit)
    • You cannot mix Combined Range Attacks with Assault shots, as CRA works during your combat action and Assault shots occur before it. (Infernal Ruling)

Other

  • Warbeasts
    • Warbeasts cannot use Assault during a Frenzy. Refer to the latest errata.
  • Assault vs Countercharge ( Edit )
  • Assault & Drag ( Edit )
    • You determine whether a charge was successful or not before making the Assault attack.
    • If you make an unsuccessful charge but then use Drag to get your charge target into melee range, then:
      • It is still a failed charge and your activation is going to end after the Assault attack is resolved. (Infernal Ruling)
      • You will get the free melee attack from Drag as part of resolving the Assault ranged attack. (Infernal Ruling)
      • Whether or not your charge was successful, this free melee attack is not a charge attack. (Infernal Ruling)
      • You won't be able to purchase additionals (because your activation ended).
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Rules Clarification : Steady      (Edit)

  • If you are hit by a knockdown effect during your own turn then ... nothing happens. Unless it was a Slam or a Throw that knocked you down.
    In that situation, there is a core rule that says "models immune to knockdown that become knocked down from a slam or throw must forfeit either movement or action when they activate". But that core rule doesn't apply to other knockdowns (lots of players assume it does)
  • Steady models are still susceptible to other effects of knock-down attacks (if there are any). For instance, a Head Butt attack causes damage and knockdown - a Steady model would still take the damage.
  • A knocked down model that gains Steady will remain knocked down, because the "cannot be knocked down" is not retroactively applied.
  • Steady models who make a tough check during an advance can continue advancing. (Locked Thread)

Rules Clarification : Sturdy - None yet. (Edit)