This video provides a comprehensive review of the Warhammer 40k 11th Edition core rules, covering key changes including new movement mechanics (pivot movement, terrain interaction), cohesion rules (9-inch bubble system), engagement range (2-inch horizontal, 5-inch vertical), combat resolution (attack dice grouping, wound allocation), and strategic elements (command points, battle shock, level of control). The stream examines leaked French rulebook translations, highlighting both confirmed rules and potential translation errors, while discussing significant gameplay changes from the 10th edition.
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🔴Reviewing the FULL 11th Edition Core Rules (probably) | Warhammer 40k Live Stream ShowAdded:
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What's up folks? Welcome back to the third stream of Thursday. It's third stream Thursday. We are live with the alleged full rules of 11 edition warmer 40k in terms of its core rules. We talked about this a little bit earlier this morning. Um, basically this document dropped. Actually, I have the document here, uh, which was an alleged, uh, series of pictures taken from the French version of the rule book, which were then translated using a hack job AI translation software. Um, and looked [ __ ] atrocious. Uh, it looked to me like the documents were totally erroneous and wrong. But, uh, we'll see.
We'll see how things go. We do have a much better translation nowadays. So, we we're going to be go I basically looked at a couple of translations of these documents. Uh this is the version that made the most sense to me. So, we're going to be reviewing them. Obviously, the world's biggest [ __ ] grain of salt with all of this because there is obvious there is certainly the case the the the opportunity for these to have been machine generated. Uh definitely some of the original translations were certainly very very poorly done.
Although I have been told by a couple different people that uh it is likely that at the very least the core rule pictures are real. Uh they've just been scanned in uh and a scanner kind of hack sort of sort of a hack job. Um but uh the they are um most likely real. I don't know. We'll see. Uh, so we'll talk about them. Uh, obviously big giant big giant heaping portion of salts with all these rules for sure. Um, Ryan, thank you for the super chat. I don't know why that didn't play. Uh, I do have the alert on. Uh, it just didn't work. So, I don't know what's up. Yeah, it's uh, it is on. So, just YouTube being [ __ ] wucky, I guess.
Um, not sure. League of Legends. Yeah, level for sure. So what basically what we have here this is a a direct translation of the um just the text. I do have the document the raw document.
So if we need to see diagrams the diagrams are here and as you can see obviously the diagrams are the same as the ones that we saw in the um or that we have seen in the live streams which does sort of lend credence. they are sort of [ __ ] But that could very well uh you know it's it's cursed as hell. Uh but that could very well be explained by the fact that this has been scanned in um by uh software. So uh who knows? You know what? Who knows at this point? Um it does look to me like a lot of the the diagrams are sort of the same style which certainly uh does lend credence to its uh to its veracity. But um we don't know that for sure. So uh we'll go through and basically if we need to look at a at a uh a diagram, we'll look at a diagram, but otherwise we'll be just looking at the text. So I do apologize for the fact that the rules are going to be really boring looking because it's mostly just this this uh these um raw text on a white background here. Um so anyway, uh so starting at the moving moving section, it doesn't look like a lot of the rules have changed here. you can move through your friendly models.
Uh what it doesn't say is that you cannot move through monsters and vehicles. Um which is uh I think implied by the flying rules that we have already seen. And I do wonder if uh there it doesn't Yeah, it doesn't. It just says you can um go through Yeah. Figurine me, which I think is friendly figures, friendly models. Um, which is interesting. That would be a pretty impactful departure.
It would allow you like vehicles to go through other vehicles, which would be big. Um, unless there's a role in the vehicle section. So, I guess we'll keep an eye on that for for for uh well, so we'll see.
The age of high-res photo camera cameras. It looks to me like this is probably like a photocopier scanner, you know, one of those like like it like photo scanning a photocopy scanning a a book in a photocopier always like comes up with these weird [ __ ] um artifacts because you end up bending the page, right? Um but uh who who knows what's my level of French? Uh I high school high school level French uh it is not very good. I I I will not say that I am uh uh I am fluent or very conversant in French.
Um assuming they didn't scan the actual pages. Well, I imagine at at this stage this would probably be a distribution copy, right? Like they are probably setting up their fulfillment lines because they I expect that they're going to fulfill within 3 to four weeks. So, this is the time period in which you would have like warehouses and fulfillment centers getting the copies and somebody could easily just break one open at that point, which I imagine is where this comes from. Um, every time you move a model in a straight line, move it horizontally across the battlefield, measure from the same point on the base at the start uh to the end of the movement, then add that distance to any distance that has already moved since the end it began its movement. The total distance moved cannot exceed the maximum distance of the movement type. We love that. That's very clear. Each time you pivot a model and this is obviously uh based on this diagram which we have already seen on live streams here uh you rotate it um uh rotate it as desired around the center of its base while keeping it upright.
Note that a pivoting model does not count towards the distance it has moved.
You pivot for free which is a huge change and obviously some particular models and unit types benefit immensely from that. Um the important thing to keep in mind and what I think they're trying to showcase with this pivot rule is that it is important to note that you must while moving your model you must do you you do have to physically pivot it right um while you're moving it that it doesn't add to your movement but it does take up space on the board. So if there are areas or model or like things that you cannot move through then you do have to um ensure that you have space to pivot in relation to them. So, like in this case, the rhino has to move basically past the apex of the ruin here to then pivot to then keep continue its movement. Um, so that's an important thing to keep in mind. I think a lot of people are going to [ __ ] that up. And I do think that this rule may does have the potential to be abused in some cases where people will just be like, "Oh, I'm going to go over here." And then they measure like uh from the I wish I had my teleustrator. They measure from like like the corner to the corner to the corner and then rotate however they want. and you're like, "Well, actually, you need about three inches of clearance around the edge of that ruined wall in order to successfully pivot like that."
So, you do actually have to have to do the uh have to like perform the maneuver. But, it does open up the the potential for a ton of um uh a ton of, you know, sort of mobility. Um uh if you're ending a movement, you must end a movement on the battlefield in cohesion, which I'll talk about later on. There's a little bit of uh controversy with the cohesive rules.
We'll see. Uh you cannot uh uh move on top of or overlapping the surface of a terrain feature. So the terrain features as we've noted as we've learned in the past are definitionally different than the terrain features we have currently.
A terrain feature means this. It means the vertical element of terrain. The terrain area is the total um like two-dimensional footprint of the terrain. So when it talks about terrain features, it's always going to talk about threedimensional um the threedimensional elements, which is important to keep in mind. Um so and I imagine that there will just be special keywords that allow like infantry be swarm to go on top of terrain features, which then so basically no model by at a baseline can go on top of terrain features. However, some models will have a special effect that allows them to do so. So vehicles and monsters and things won't be able to unless most likely they have the flying keyword. Um uh if any condition is not met uh so after moving conditions are a special as we've seen in like the pile in and consolidate rules that we've been shown by the battle report recently. Um that's like a special category that's under each of your movements. So I like that.
That's very clean. Um if any condition is not met, the unit cannot perform the movement and its models are returned to where they were before they began.
Otherwise, after resolving the rules in the after moving section of the movement type, the movement is complete. What it doesn't say here, and what I'm sure it will say maybe in specific movement rules, is that it doesn't say you have to end outside engagement range of enemies, but I imagine that that is going to be covered in the rules for each movement type. We did have an open question that uh pile the current incarnation of the pile-in rules as we know them uh can theoretically allow a unit to pile into a new enemy unit with which they were not engaged at the start of that movement. And um uh I think uh I don't know if that will actually be the case in the in the current version of the the core rules. Um if you can't place a unit, the section explains on how you place units on the battlefield sidebar.
Oh, like over here.
Interesting. Uh if you are active, place a unit as part of boom type and is not possible to place all the models unit.
So that's like setting up with the battlefield, right? Uh return them to their previous position as the unit cannot be chosen to perform the movement. It may be chosen to attempt a movement later. You may try a different placement. Yeah, I think that's if you like try to ingress move and you can do so in coher in cohesion in coherency.
Uh before your units can move and fight, they must be placed onto the battlefield. This generally happens where you deploy your army, but also in some other circumstances. Each summer rule asks you to place a unit, place its models on the battlefield such that it's in cohesion, it's not engaged, all other restrictions are respected. So that's for like ingress moves and setting up out of a transport.
My phone's exploding right now. Um the coherency rules. Uh a co a unit containing more than one model must be placed and and any type of movement in cohesion. A unit is in cohesion if both of the following conditions apply to all of its models. And this is where things get a little controversial because they might have [ __ ] it up. Uh and this is so funny. This is like it just tickles me to no end because it's the it's immediately the first thing you think about anytime any coherency rule is a is uh is is written down. So you have two restrictions. Each model in the unit must be less than 2 in uh horizontally and 5 in vertical from one other model in the unit. Each model in the unit is 9 in or less horizontally and 5 in vertically from all other models in the unit. This allows you to by definition place two models so that you know they're within uh two inches of one other model in the unit. Uh two models on one side of the table and then 9 in away from them two other models. All four of those would be considered to be incoherency by these rules. um probably requires a a day one, which is [ __ ] hilarious because that's immediately the loophole that everyone goes to. Anytime you try to write these chain unit rules, like chain entity rules for literally any game, somebody goes, "What if I only have two guys by themselves? Are they incoherency?" And they they [ __ ] it up.
Uh this is also I believe is basically the same verbiage as is used in the uh the diagram that we have from the live stream uh earlier this week. So uh I don't think that these there's nothing that speaks to me that these this verbiage would be different in the uh in the AI hallucination.
Um the cover is 10th edition uh on this one.
Um, this is I don't know Corals version 11. I don't know. And this one specifically or this one? I did. This one does not have a cover.
Um, so I have no idea. The uh the documents that I'm looking at don't have any covers or anything.
Uh, so that I I there's I don't think there's like any way that this doesn't get played the way that's intended. The diagram obviously um uh Oh, the cover rules for this. Yeah.
Yeah. So, the cover rules in the the reason I didn't talk about this these leaks earlier is that a bunch of the rules uh either didn't make sense or uh were from 10th edition. This version that we're looking at right now doesn't seem to have those issues. I I did look through some of the some of the ones I had picked up on earlier from the one of the earlier documents that had been circulating. So, I believe if there was one to believe, I think it would be this one. Um, and I think I imagine too, like I haven't looked through the entire document in here, but I imagine that if you went through and and raw translated from the French uh for specific sections, you would probably find that uh I imagine it's correct. Uh once we get like towards the section, I'm sure we can we can look at the cover rules that are in the that that version. But there definitely were some documents that were floating around that were super duper [ __ ] uh whether or not they were int uh intentional hoaxes or they were uh you know people trying to use AI to to translate things and [ __ ] it up because AI is stupid. Uh I don't know. Uh but this one does use the ballistic skill modification cover rule which is obviously helpful. Um but as I as I said we can look at the coherency diagram that's in this document uh which is not here apparently.
Am I stupid? No. Oh, here it is. Um, the coherency document obviously describes that all models must be in a chain. I believe that basically every previous edition of 40k has has basic essentially said that you must be two inches of at least one other model in a unit such that every model in the unit forms an unbroken chain two at least two inches apart or up to two inches apart. Um, and uh they just didn't say that here. So I there's there's no way that this gets, you know, sort of like uh actually played in this in this way. Uh at the end of the player uh end of player turn step of each turn, uh if one or more units of the battlefield are not in cohesion, the player uh players controlling those units must remove models from them one at a time until those units are in cohesion. Models removed this way are destroyed, but do not trigger any rule of play models destroyed. Exactly as 10th edition. The interesting thing is that a lot of the stuff that you can do with that has not been removed from the game. So you can remove any model that you want until the unit's back in coherency, which could be up to one model remaining in the unit.
So you could destroy basically 90% of a unit in order to retain cohesion, which could in some cases unengage you from enemies and things.
What's the issue if you played cohesion is written? The only requirement is that at least two, but basically the only requirement is that all models have one other model within two inches and all models are within 9 in of each other.
So, you basically create this big 9in circle and then within that circle, everyone can be pairs of two. You don't need to like the two pairs of two don't need to have a a chain next to them. I guess maybe it's time for MS Paint chat.
Um, ready?
Here we go. It's MS Paint time. So, let's say we have our our models. Here is one of our models. And here is another one of our models. We have our gray line which is going to be our 9-in coherency bubble like this.
If I also have two more models that are here, these guys are within 9 in of each other. They're within 9 in of all other models in the unit because this is a 9 in thing, right? And these guys are within 2 in. And these guys are within 2 in, which means every model fulfills all the requirements for coherency. Each model is within two inches of at least one other model in the unit and all models in the unit are within nine inches of each other.
So this would rules as written be eligible coherency. We correct coherency. I I doubt that there's any chance in hell that that gets played that way. Time to paint with Yeah, I'll lose my 10 points for battle ready for sure.
Um Yeah. Yeah. So, uh, and and like, you know, you could you could you could, you know, uh, what's the word? Um, extrapolate this out to be like a unit is this [ __ ] weird cloud of like, you know, protons essentially. It's this electron cloud of miniatures that ends up being incoherency as long as they have one buddy, which I I is explicitly not the intention of the rule. Uh, you know, the the diagram showcasing that every model is within two inches of a chain. They just didn't write the part where you have to be in a chain. They just like left that out. Um, so I think that gets house ruled on day one and then likely gets a day one arada.
Um, engagement.
The engagement range of a model is the area of a battlefield within uh two inches or less horizontally and five inches vertically of it. As long as friendly model is with the engage range of one or more enemy models, those models and the units they belong to are engaged with each other. I I should mention as well that there are uh there is there are three sections missing here for this starts at section three for the document that I have. Um which means that I think that there's probably definitions for like friendly and enemy for example and I imagine friendly just means you know models in the army the the models belonging to one player's army are friendly to each other and to that player is is what I assume that the definition is going to be. Um, but those are not in the document that I currently have. So, there are potentially additional rules, contacts that we don't necessarily have. Um, um, as long as a friendly model is an engage range of one or more enemy models, those models and the units they belong to are engaged with one another.
As long as a unit contains no engaged models, that unit is not engaged. Fair enough. Let's go.
Uh, What's interest are are better off staying out of enemy reach, but what it doesn't say is like that there's any specific rules against it. Uh but I imagine that will be under like you can't set up an engage range of enemies, right? Because the placement rule is spec specified. You cannot set up engaged. Uh and I imagine that movement roles will require that you remain unengaged, but we'll see.
Um well the problem is that like if you do the proton cloud system then um the the electron cloud system of bottles bottle placement it's like even even more stupid because you have to make sure you have these like 2-in things like if this actually is the the intention of the rule which I [ __ ] so doubt so so heavily you still have to use this buddy system. It just feels like even dumber.
It is in fairness like having done some some sort of test positions with it, I do like this this coherency rule so much more than the 2 by 2 coherency from 10 uh from 10th edition. The 2x2 coherency from previous editions was a nightmare.
Um and now you don't have to dog bone out or do all this other [ __ ] Uh it it is much easier, but it does it it is it does seem implied to me that they you still have to form the big chain.
Um, we know what friendly and enemy mean without the need for definitions. Yeah, but that's not really how like rules work. Like we can intuit it what friendly versus enemy mean, but rules are effectively a piece of software. You have to tell the piece of software what they're doing with it. like us as a player can add additional rules context but that is a dangerous precedent to set because if we assume we know the definition for things we could get a lot of things wrong. Um so at any point there is a there is a game term used that game term should be uh defined and there are plenty of instances even in the current edition we even had one come up in our uh game that was streaming on Twitch earlier where uh having a term not defined creates lots of issues. In that case, it was uh the each time timing step, which does not exist in the rules and creates lots of ambiguity, which is awesome.
Uh performing attacks. Each time a unit choose shoots or fights, the active player follows the steps. Choose weapons, choose targets to resolve attacks. Uh you choose weapons. Uh for each model, the attacking units models make shooting attacks with range weapons and melee attacks with melee weapons.
When shooting, you choose one or more range weapons. When fighting, you choose one melee weapon. I love the terminology exactly one melee weapon. The the um the other one I love just like some it's just like rules writing like little rules writing like fun rules writing uh stuff is is one and only one. That's the other one. But exactly one fulfills the same purpose. Um um if a model has no range weapon, it cannot make shooting attacks. And if a model has no melee weapon, it can make melee attacks. that tracks uh when shooting or fighting. You may choose different targets for each weapon. If you cannot choose a target for a weapon or if you decide to not choose a target for a ranged weapon, model equip that weapon makes no attacks with it. So that's interesting. You can select you it is in the within the rules that you can simply choose not to fire your gun. Uh which is obviously important. Sometimes you don't want to attack with your entire unit and you only want to attack with very specific weapons so as not to trigger abilities.
Um, some models have the have pistol weapons. That feels wrong. Is that true? I don't think they do.
Have that have those not been rewarded to close quarters weapons chats?
H uh can we find where in the rules it says this? Sorry, I'm on my face cam right now just so I'm not if I'm like uh um if I'm scrolling through pages, I don't want to like flash people with just a bunch of stuff.
Uh what page of the actual document are we at?
It doesn't seem like these necessarily the pages don't like correspond perfectly. Like I think the pages are there, but they're in a different order, which is very annoying.
Um, here we go.
Okay.
So, it does say I'm going to have to use my Google translate fu here. I think um there is this section that talks about uh combat.
What is it? reproche which I think is close quarters.
Um that does sort of throw this translation document into into um into yeah that means close combat.
So I believe that this is just wrong. It's just using old verbiage which is not ideal man. [ __ ] generative AI is so stupid, dude.
Um I don't like what is even is the um uh yeah it does mean it does mean sort of close combat essentially uh is the direct translation which I I imagine is like very easily sort of uh localized into close quarters weapons which is the new definition of pistol weapons. This is incorrect. This does not exist anywhere in the new rules.
Oh boy. Okay.
Interesting. Interesting. Well, there you go. Um now I believe that we we know that the basically the coast quarters weapon systems have have not changed at all between 10th and 11th edition because we have seen those rules directly. We have been shown them uh by GW and we know that the close quarters attacks are essentially no different than they were previously.
Um which is interesting.
Maybe AI translated multiple times. I mean it could have been it could have been translated in the first place but we have been like noticing more and more errors in the in this translation. It is it is heartening I guess to note that this does look correct right. Um uh so I think uh I I guess you know this does look a little bit better than the the translation does but the translation is clearly wrong here. Hm. Interesting.
Interesting. Um well well that goes on alongside our heap of salt here. Chant uh choosing targets and shooting or fighting. You may choose different targets for each weapon if you cannot choose a target for a weapon. Uh or if you decide not to use a target choose a target for range weapon. The model equipped with a weapon makes no attacks with it. Uh what they don't choose is like range. Oh, here we go. In the choosing target section when shooting.
It's an interesting question. What section is this? 401 the section three goes oh this is like out of order. We just moved to section six of this in this document for no reason. So the the uh document with the diagrams is actually just like wildly out of order. This document seems like the order is correct. Um anyway uh let's see. Uh so you must not be engaged. You must uh or your target must not be engaged. You must be visible to the model that has the weapon and you must be in range within range of the weapon when fighting. Uh the your target must be engaged with the model with the weapon and you must you cannot choose more targets than the attack characteristic of the weapon. So because melee weapons uh uh uh choose exactly one model because melee weapons can choose one or more targets. You just can't choose more targets than you could possibly attack.
What it doesn't say is that you have to divide your targets.
I guess that's in the gather attack dice, right?
That's interesting. Um, choose one of the enemy units targeted by one or more weapons. Choose a weapon targeting the that unit, the target unit. Uh, and uh, not yet used to make attacks against it and gather a number of D6s equal to the attack characteristic of the weapon.
Those these are the attack dice. Each represents an attack made by tanking model with that weapon. If one or more weapons make uh, yeah, so we we we already have seen these diagrams.
Oh, here's the section for splitting melee attacks. Um, if you choose more than one unit as the target of melee weapon, you must split the attacks of the weapon among those target units. To do so, declare how many attacks from that weapon will be made against each unit at the gather attack dice step for each weapon splitting its attacks.
Gather as many attack dice to that weapon as the number of attacks you declared against the relevant target.
Neat. Cool. All right. Well, that so that uh answers my question. Uh, this this certainly implied that when you ch split your attacks into multiple targets, the first word would just eat all your attacks anyway. But obviously this little section just dictates exactly how you do that. Um, it does define what identical attacks are down here as well. Identical attacks are attacks that share the same ballistic skill, weapon skill, strength, AP, and damage characteristics and are affected by the same applicable role. I think it probably means special roles and abilities. Um, okay, fair enough. So, it's not it's no longer weapon identical weapon profiles because that was a problem in 10th edition where if you had weapons that either had different different stats elsewhere in the the sort of like sequence, right? You like your range characteristic was different would split you into a new profile or the name of the weapon was different would split you into a new profile. And so in some cases you could actually like split apart weapons that were identical profiles but different names so that you could sequence them in a way that was like better for you. It was very stupid, but just being like it just says if it does the same amount of damage, then it's going to be in the same attack pool. Um, what it does mean though, it's important to note is that regardless of um hit rolls, ballistic scale, weapon scale characteristic is the only check according to this, of course, is the only check for whether or not your weapons are grouped. So, for example, if I have a ballistic skill two bolter and a ballistic skill three bolter, but my ballistic skill three bolter is benefiting from a plus one to hit, which would cause all of them to hit on twos.
It wouldn't matter because their ballistic skill is different. I would split them into two separate uh separate attack sequences. And the attack sequences are very relevant. The uh in this case, which means I would still have to roll those separately according to this obviously. Um, they could they could further define this as like hitting on the same value instead of weapon skill identical weapon skill boost skill characteristics, but I think that's an important clarification to make because every once in a while that's going to come up. Um, so then you resolve attacks by choosing the enemy unit targeted. Uh, you get you choose one of the weapons uh uh attacking, gather the number of d6es equal to the attack characteristic.
These are the attack dice and each represents one attack made by the attacking model with that weapon.
Um, if you all have identical attacks, you group them all together, then you resolve the attack sequence, uh, which is, I guess, a whole separate chapter for all of the attack dice. Then, uh, once you go through the thing, you roll all the other ones. Yeah, we've already seen the diagram that governs exactly how these operate. And, uh, it's interesting. So, for those who haven't seen it before, you'll go through all of your um your hit wounds uh hit wound hit rolls and wound rolls for that one attack pool. So, you'll get all of the dice that are uh that are equal and you'll put them all together in one pool and then you roll it to hits and you roll to wounds and then you hand them to the other player. The other player then divides their unit by its by its defensive profiles, essentially save characteristics, and then you roll all the dice and you apply them starting with the lower ones to the whatever whatever save grouping that they put at the top of their sequence. Um, it looks like critical hits and wounds uh rules are not changing.
There are roles to succeed or whatever.
Uh none of the core roles is are changing it looks like.
Yeah. Uh then for saving throws, the defending player creates uh groups. They divide all models in the unit into the following groups as necessary. One group per character model. Oh, it's interesting. It's character model, not character unit. So in some cases if you have multi if you have like Adrian Thura and Agatha Dolon I think as example of a two model character unit um where if I remember correctly uh I will I will uh fact check myself here I don't believe that there is a cutout for the two individuals. So they are both each individually characters in a two model unit which means they will both separately enter um enter unique uh unique groups. They don't together form one group. They both go into two separate groups, which I guess makes sense because their save characteristics are different. So, I don't know why I'm surprised by that, but it's interesting to note that that's the case. I'm sure there are going to be I'm sure there are other instances of that, and I just don't can't think of them off the top of my head, but uh I'm sure there are instances where there are like two models with identical save characteristics that are in a character unit. Um, but I don't remember what it is.
Um, so here's the thing. Uh, you choose a group per other model sharing the same wound save and invulnerable save characteristic. This is section 503.
Uh, what I would love to do is just verify because that's a very important piece of knowledge.
Uh, this is section four.
This is section five.
I I imagine PV is the abbrevi is the French abbreviation for wounds.
What is wound in French?
Uh if we go from English to French bless lifespan points of like oh like point vite maybe or something vite interesting that's interesting okay well fair enough there chat Um, well, that's good. So, it's good to clarify that wound count actually separates you into a separate separate group because one big question we had was exactly how that works, especially with things like death watch terminators. So, deathwatch terminators like take shield guys for four wounds and also missile launcher guys for three wounds. And the fact that the wounds characteristic uh breaks them down into two separate defense groups means that you can apply your low save characteristics to your shield models first or your low saving throws to your shield models first. So you can lose the shield guys before you lose heavy weapons or vice versa, whichever one is more is more helpful for you. Um so you declare the order in which attacks will be allocated to the groups applying all of the following. If a group other than characters contain a model that has already lost one or more wounds, it must be first. Uh, no character group may precede a non- character group in the allocation order. Group characters always go to the end of the order and then you sort them however you want. Um, and then character groups that contain a model that has lost one or more wounds become before those that contain no charact no wounded models. I [ __ ] love this system, chat. I think it's really cool. I think it speeds up the gameplay and also gives the defending player a lot more interesting decision points. Uh, well, like over the course of an attack sequence. Um, I think it's [ __ ] super sick. And then the uh the saving throws are applied from the lowest result to the highest. So the earliest group in that you've set to your attack sequence, which is typically going to be your shitty idiots you don't care about, will be at the start of the sequence, and all your shitty results are going to be applied to them. Uh it's also important to note that any specialists inside a a single defensive group here uh are not picked out separately. Um, and I imagine that the defender assigns the damage to someone uh of their choice.
A nonmodified one inflicts damage. The models in the current allocation group um blah blah blah. They're modifying the save character uh save results with AP characteristic of the attack. It equals or succeed exceeds the save characteristic of models of the current allocation group. It fails. Oh, here's an interesting thing too.
Um, so if you roll a one, you automatically fail if you roll.
Okay, so the the failure means that the attack fails in this case. This is a little bit confusing actually the semi for semi for loop. So if if you have an invulnerable save characteristic and you pass the invulnerable save, the attack is automatically blocked. There is so in the current and in basically all previous editions of 40k, they've said that if you have an invulnerable save and you have an armor save, you can choose which save characteristic to use.
So in some cases, you can give yourself a worse saving characteristic if you want to take additional damage to like change your board position. It looks like in 11th edition, that will no longer be the case. If you succeed, if your if the saving throw succeeds in avulnerable save that that attack allocation group has, you automatically pass the save and you just end the attack sequence immediately. Um that's that's that's a big change actually for like Harley Quinn players who would be like I'll take six up armor saves and everyone will die so that you can't like make a charge roll or anything. Um that's no longer the case. If you just make a saving throw and you succeed on your involunt save, you just succeeded.
Uh then if you um if at that point you the the role has uh saved based on the normal save characteristic of your model after it's been uh modified with AP characteristic then uh you fail otherwise you take damage. That's interesting and cool.
In an Art of Warrior video, you decide the amount of dice each group gets. That is not correct.
Um, you basically uh you roll all of the dice together uh and you um you basically assign saves down the chain starting from the lowest. So, let's say uh can we can we clear this? Yeah. So, let's say I have I have uh like a bolter guy. Oh, hello. Can I go my pen? We'll do it. We'll do paint. We'll do paint hammer. So, I have bolter guy. I have shield guy. He'll be green. And I have character. He'll be red. And I uh I'm being attacked like three times. And I roll uh and I've decided to order bolter guy first, shield guy second, character guy third because the character always has to go in the back. and I roll. Uh let's say that this guy has a three plus save, this guy has a four plus save, and this guy has a four plus save. Um right.
So then I I'm attacked some number of times. Let's say five times. And I roll a one, a two, uh a four, five, six. I start at the low end. So um I start by assigning the one to the first group.
If that kills the whole first group, then the next one goes to the next group. But if the group is still alive, I assign the next one to them. So let's say this guy has two wounds and he saves on threes. Uh my lowest rolls start with a one and a two. He's going to take both of those and he's going to be dead. Then I look at my next number and that gets assigned to the next group that I assign to. Uh if it's a four, I automatically pass if I have a four plus invulnerable save regardless of what else is going on in the whole game. Which means this dude saves saves saves. And that's all you have to do. Um, so basically you have two choices. You can put your your invulnerable saves first, uh, in which case you'll eat more damage, but you have a better chance of saving the squishy guys because all of the high saving throws are going to go on them.
Um, however, they're going to take more of the ones and twos. Generally speaking, I think what you're going to do is you're going to put your your uh shitty idiot stupid guys in the front that you don't care about. You know, your your like bolter dudes or your non-invone save dudes. They're going to go in the front and they're going to eat all your low rolls until they're dead.
That leaves the high rolls for the the units with more with stronger defensive characteristics.
Um, I'll probably do I was kind of waiting on confirmation for a lot of the weird little minutia in here, but I'll probably do a video like showcasing like I did with the the combat movement rules uh that I video I made this morning. Uh, I'll probably do a video showcasing the uh wound allocation system. I think I have a suspicion that people are going to be like, "This is too complicated and I hate it." And then they're going to play one time with it and be like, "Oh, this actually rules." I think the the wound allocation system is actually sick. Um because there's going to be situations where you want to assign your like your like low your your invol save guys first or your involunt save guys last. If you have higher wound count models, you could put them in the front of the wound allocation step. Even if their save characteristics are are are better, which means they would take more damage from low rolls, but it means that they have they can absorb more of those hits before the saves go to like the rest of the the the unit. I think there's like a lot of interesting there's interesting decision points. A lot of times it's going to be like the same save characteristic on a unit than a character in which case it's just going to work exactly the same as as um the current edition does. However, uh I I think it's interesting. The other thing too is that it requires because wounds are relevant. It requires that if you have multiple wound characteristics inside a unit that you always predeclare the order in which they're taking saves.
That's like an open question. It's literally not answered in the rules of a love 10th edition whether or not something like an orc knob or an Elar exark take is has to be predeclared to take saves. Um the rule is you have to declare if the order in which saves are ruled would matter which is [ __ ] stupid. Um and does your wounds count matter?
If the answer is yes, then I think all wound allocation matters and you can never fast roll dice ever. It's a huge like rules black hole. However, in this case, it's very clear you have to tell your opponent whether or not you're taking your multi-wound models saves first or last before the woodwound models in your unit. It's just you just have to tell them immediately.
If you're taking two hits from a melt, put it on servtors. Otherwise, don't because you lose all three since they're a group.
Um, I'm confused by that, but I'm sure you're right.
Um, yeah. So, Grimaldis, I believe, let's take a quick a quick peek at Grimmaldis.
I believe that Grimaldis uh Grimaldis' servtors are non-carers.
Oh, they are characters. Interesting.
All right. So, here's how it works with Grimmaldis chats. Um you have your unit composition is uh yeah, there's nothing that says that the character the servtors are not characters. So assuming that the server servers are character models, which is what this implies, the way that it works is that you look at your unit and you go, "All right, I have I I'm in a crusader squad, so I'm going to have four groups." We can even do this on our paint thing. Um I have four groups.
I have uh I have neopights.
I have initiates or excuse me I have more than four groups. I have five uh six groups and then I have because the servtors are individual I have servtor one two and three and then I have Grimmaldis. Uh the servtors because they're characters have to basically have to go in some sequence with Grimmaldis. I don't think that there's any situation in which you wouldn't order the servtors first, but because they're individual character models, they each form their own group. Uh you then choose what order in which you're going to take saves, whether it's going to be on the four plus save neo fights or the three plus save initiates. Uh if you take the low saves first, you always take the low saves first. So, a lot of times what you might want to do is put the the saves on the initiates because any threes that you rolls will you roll will save versus the neopights which will just eat the damage. However, initiates if you save them for lower and you think your neopights are all going to die, you can just eat the ones and twos and threes on the neoights and then all the fives and sixes will go in the initiates which they will most likely save. It's up to you. Again, there's like a lot of interesting decision-m once the last initiate dies, the first servtor takes the next hit. So any additional dice that you have remaining in that attack pool, just start to go to your servtors until the servtors are dead. Then you hit Grimmaldis.
Um, do you still have to align to the same groups if one group is wounded?
Yes. Yeah. You if if in any of these categories, character versus non-character, you have a wounded model, that uh group immediately bumps to the top. So if I had a wounded neoight for examp or or a wounded initiate for example, initiates would automatically pop to the top. And if for whatever reason Grimmaldis was wounded, he would actually pop to the top of the of the character like subsection here. So if you had Grimaldis wounded, he could die and all the servtors would just be left without a guy, which in previous editions used to kill them. Uh but I don't think it does anymore.
I think you could just have servtors like in a unit just vibing, which is Very funny.
Uh that's that is a that is very funny.
I like that. Um yeah, the precision we we'll look at exactly how precision precision works for sure. Hey, our uh super chat thing's working.
>> Bellamont donated two Canadian dollars through super chat. How about Cadian command blobs? Save the medic.
So that's a very different situation because Kadian command squads if we look Oh actually uh I think you might be right. I was under the impression that Kadian command squads uh had a different breakout but if they don't then that's absolutely correct. You can just assign the assign the medic last and then keep regenerating models. However, the thing to consider is that uh the medic in that case always absorbs your high saving throws if they get through the platoon commander. Um uh so if if like your opponent's hitting you with AP2 weapons that would put him on a seven up save that he can't pass and the platoon commander dies to earlier saving throws, the medic will just immediately absorb it and die.
Whereas, if you put the platoon commander last, the unit would actually survive. Uh, and one one dynamic I think we're going to see quite a bit in this edition, we've already seen it in every game that's been played, is that the character a character with an invulnerable save at the end of a unit is very difficult to kill in a single activation because all of the low saves are automatically passed to the unit.
It's not like effectively random like it is now. Um, and so your character just absorbs like every single four plus save on his invulnerable save as soon as the rest of the unit is dead. So if like let's say for example I have three infantry and the character and my opponent hands me six wounds and I roll one two three four five six and the character has a four plus inbound. The one two three kill the three mukes and the character eats every single other hit and survives.
Um, but that that is to say chant that that's a good call out because uh assuming that the that the um command squads keep all their character keywords, you would be able to slot the um to slot the medic guardsman last if you wanted to do that.
All right, let's uh talk about inflicting damage, which is another thing that I didn't know how it worked and so I'm very excited about it. Um, first of all, you choose a model. Uh, so uh you follow the the sequence for your saving throw from the lowest results to the highest result until all attacks are resolved.
Oh, we talked about this already. Um, so you do this for each attack. If the attack inflicts damage, you go to the resolved damage step. The chosen model loses a number of wounds equal to the damage characteristic of the attack. If the attack reduces the remaining wounds of that model to zero or less, it is destroyed. So, I imagine that and for random damage weapons, what you do is assign the damage. You no longer have to slow roll saves anymore, which is [ __ ] awesome.
um you assign the the save groups and then you roll all your dice and then you say one and then you basically just go down the line and you slow roll the damage results on each individual if they have multioot. So if I'm attack being attacked with like an intercessor squad and I've rolled a one, two, and three, which would go through on my intercessors and then a bunch of saves, the the one like I would roll damage for the one and I roll damage for the two and then roll damage for the three and we'll see if those in order kill any models and then there's the potential that they kill through the remainder of that group and then we determine where the rest of the attacks are going onto which uh allocation group they're going to.
the commander is the only one with a character. Um, okay. Well, I'm being lied to by 39K then, chat.
Uh the downside of using 39K uh as our as our um as our reference guide here uh this doesn't have a breakout for individual I guess it in theory it tells what uh what uh keywords each individual model has but I guess it's not doing that. So um I don't know according if if you have a multimodel character unit where all of the models are characters each model would break out individually into into a different category. If you have a character unit where there's only one character model the remainder of those the the non- character models would be assigned to whatever normal allocation group they would be in. So if these guys, for example, are non- characters and they're all one wound, T3, five up save, you know, same invol, they would go into the allocation group with all the other guardsmen.
Um, yeah, Wipedia honestly just crashes at this point. I don't really use it anymore, unfortunately.
Um, yeah. So, I I apologize, chat.
obviously like I'm operating under the rules that I have in front of me and if they're wrong then it is what it is. I can only give you I can only give you information based on based on the information that I myself have.
Um so yeah it's it is uh I guess it would be the case if the servtors in Grimmalt's unit are non- characters and they would be assigned to an additional allocation group. So you could if you wanted to uh uh put them at the front of the unit for example. Um so you could take the hits on the servtors uh as a group by themselves at the front. Uh if they are treated as characters then they all go to individual groups though at the end of the sequence.
Um yeah I think that's a this is another wakeup call to not use 39k. I think that I I ideally just have to construct a new system for rules reference, unfortunately. Uh not the first time I've been burned by 39K giving me incorrect rules. Uh it is unfortunately a not perfect system. It was kind of the best we had, but I might be able to build some sort of emulator that can use other rules reference tools that I can add to my stream overlay. Um but I think it's going to take a lot of work on my end. So please bear with me for the time being.
I don't want to have to use the app chat. I What What's more full of errors, the actual GW app or 39K? Because I'm pretty sure the answer is not 39.
Um, all right. Let's look at some other stuff.
Uh, visibility.
I think this is they they use the same diagrams at least according to this as they have intent edition which means the visibility roles are likely not changing which would make me very sad.
Um when the dust has settled the correct I mean I guess so it just tends to release with like massive issues every time.
Um line of sight is used to determine visibility between models. For a model that is observing to have line of sight, it must be possible to draw a straight imaginary line from any part of the model to any part of the observed model.
Cool. This is line of sight. Uh yeah, we hate this rule, but it is what it is.
Um unfortunate that it remains in this way.
Mortal wounds. Each time unit suffers one or more mortal wounds, controlling player must resolve the sequence for each mortal wound uh until they have all been inflicted or until the unit has been destroyed.
Um, choose a model from the unit according to the first applicable instruction below. If a non- character model in the unit has lost one or more wins, you must choose that model. Otherwise, if it includes more and more non- character models, choose one of those models. Uh, otherwise, if one or more character models have lost one or more wins, you must choose one of those models.
Otherwise, you choose a character model.
So, it it essentially works like normal wind allocation that we have in the current edition. It just has to be spelled out because it doesn't we no longer use the same wound allocation rules as we do in 10th edition.
Um, hazard roles are the new thing. We've seen the the rules for these before. On a one or a two, every time you're called to make a hazard roll, which is now just a core mechanic and affects a lot of different interactions. Uh, you take one mortal wound unless you're a monster vehicle, in which you case you take three mortal wounds. Interestingly, if every model is a monster vehicle >> 6,931 donated $5 through super >> GW the app you opened it. We came >> hilariously.
>> GDub did give me codes for the uh for the codeexes and stuff. So, I don't really have an excuse not to use the app anymore except that I would have to find a way to set it up on my computer which uh I could do. it just like the last time I used an emulator on my machine it was a pain in the ass and so I've been I've been reticent to do it but uh I think that's probably going to be have to be the case moving forward.
Uh this a that's a a good wakeup call I guess Chance that uh my rules reference might not have been correct.
They did give me codes I'm part of the uh the official tournament organizer program which is very exciting.
Yeah, I'm the biggest shell for sure.
You can tell.
Um, all right. Hazard roles are good. Uh, I think they did. Did they talk about devastating wounds? Oh, they just mentioned it, but I'm sure the devastating wind rules will have specific uh ways to allocate devastating wounds for them. Um, we talk about the battle round. I don't think anything here is necessarily different.
Uh at the end of the battle round, first resolve roles triggered at this stage. Then each player checks their mission. If they have completed more one or more aspects of the mission, they're triggered at the end of the battle round. Resolve them. I wonder if any mission aspects trigger end of battle round. That's pretty weird.
Um player turn structure.
It's the normal stuff.
we can sort of go through a lot of this stuff.
So, in the battle shock step, I like that command points is like baked into the core of the command point. Uh well, there's a se there's a whole separate step for gaining command points, which is cool. Um, interestingly, this is a big difference. You battleshock first, then use command abilities.
So that's a a big change from the way that the roles work currently. Um I think largely to make it so that units that are battleshocked become ineligible for start of uh for during command phase strategys. So you take a battleshock if you are currently battleshocked or if you're below half strength. If the battleshock is passed, you're good to go. Uh otherwise you continue to be um uh you continue to be battleshocked. If you are then battleshocked, obviously you can't be targeted by strategys, which is a big deal.
Uh you then move to end of command phase, trigger uh rules resolved at this stage other than mission rules, then trigger mission rules, which I probably imagine uh includes level of control, but I guess we'll have to see if that gets defined anywhere.
Also, take that, Nekrons. Um that was already the case for Nekrons. Nekrons actually, if I remember correctly, they explicitly regenerated during com Oh, they regenerated at the end of the command phase. So it was sequenceable with level of control recalculation. So if you wanted to hold objectives with Nekron Nekron units reanimating, you could, but it explicitly occurred after battleshock step checks were taken. So it actually doesn't change the order at all. Um, I actually they basically just work exactly the same as they do now.
What this uh doesn't say is if whether there's a cap on command point generation, right?
Gain base CP step guarantees both players gain one command point a turn.
Uh, roles that mention base CP when referring to points apply to them every time. That abbreviation kills me. Um, interesting.
Yeah, but any other generation would not affect your capacity to battle shock.
Uh, and also could potentially mean that you become ineligible to regenerate. So if you have something like endless swarm for tyrannids where you regenerate guys for a command point during your command phase, it actually occurs after battleshock. So not only is there a greater chance that you do battleshock, but also there's a chance that you can't even be targeted by the strategm. Um that's a big change as well. They've done a lot here to like really depower the reanimation style of um of gameplay, like the very static reanimation kind of uh plan where you just sit behind ruins and then you regenerate guys onto objectives every turn, which I think is good because that game plan is to generate and stupid and I hate it. So, yay.
Big stunks.
Um all right, movement phase. Uh you go to move units first. You choose a unit.
Choose a friendly unit that has not been chosen to move this phase. You may choose a unit on the battlefield in strategic reserve or mark transports.
This unit is now chosen to move. Um oh fascinating. Okay. So units in strategic reserve that are chosen to move then just perform an ingress move, right? Is that what it means? Uh choose a movement uh the type this unit is eligible for and resolve it. It can be any of the ones listed below or another presented elsewhere. remain stationary, normal, advance, fall back, disembark, arrival move, which I imagine is ingress move, right?
That's supposed to be what that is.
Maybe that's a little bit of a of a thing. Um, so remain stationary just sits you down.
Move moves you the move characteristic of your unit and you cannot uh be engaged or end engaged. Advance move an extra d6. You're not eligible to charge or perform an action. your unit is eligible to shoot, but I think what they've done is reversed the requirements to make attacks where you're always eligible to shoot but never eligible to make attacks with non- assault weapons. Uh there was always this like funny interaction and I don't think it was ever fixed in eighth edition or maybe even 9th edition where if you technically if you advanced you couldn't fire assault weapons because you couldn't be chosen to fire to shoot which which would then trigger the assault weapon rule. Um, and I think they fixed that in 10th, but I for like four years that that like loophole was in the rules and it everyone just ignored it because like you know it was stupid.
But it was just funny that like they had never fixed it really. But this makes a lot more sense.
Um, arrival is just badly translated ingress. Yeah, that's what I figured.
Ingress is a kind of a weird rule. I guess uh I like a weird terminology for the rule. So I I understand that uh it it's probably more closely translated to arrival from the raw French.
Maximum distance uh advanced ro plus the moving characteristic of your unit. Uh it's eligible if your unit is on the battlefield and not engaged.
Yeah, we talked about advanced rolls.
Fall back move works if you are engaged.
You just move as described in the movement rule section. Normal stuff. Um, you can either choose to either orderly retreat or desperate escape. If you desperate escape, everyone takes a hazardous role. Um, what's interesting is that vehicles uh desperate escaping will um automatically take three mortal wounds on a failure and not die, which is very different. Uh, your human must not end engaged. So, what you can't do anymore is fall back and desperate escape. And if you end with models in engage range, they die. Okay, that's no longer the case. If you end if you would end engaged, then I guess you have to choose a different kind of movement. But I actually some rules ask you to choose a mode such as fallback modes. Most are mutually exclusive and you must evaluate each one in the order presented. When you perform a movement, your unit does not meet the conditions of any of these modes. It cannot perform that movement. Sometimes the mode is mandatory if applicable, like a consolidation move. But in the case of fallback moves, order retreat is not mandatory. You may choose to just escape instead.
Um, I kind of like these. Uh, many movement mode types specify conditions must be met while uh or after moving those name a mode. Those that name a mode apply only if you choose that mode.
Those that do not name a mode always apply.
Okay.
Um, interestingly, desperate escapes automatically force a battleshock check on you. However, you can move through enemy models. Here's a question that I have, which is that um if after move conditions are not met, the unit cannot perform its movement and the modeler returns to where they uh where they were before they began.
Otherwise, after resolving the roles in the after moving section movement type, the moon's complete.
So, if I get like ringed, right, I'm just clouded by a bunch of enemies and there's no physical way that I can end a and I choose to make a fallback move. This is a bit maybe a bit of a loophole and and it might need to get patched up. Um, if there's no physical way for me to end not in not in engagement range of an enemy, which I think is going to be very relevant because engagement range is two inches now. So the bubble from enemy models is enormous. Um, I then so I can't perform the movement.
So I return to the the starting position. However, I I it doesn't necessarily say that I can then remain stationary.
I think what we basically need is a clause that says if a movement can't be completed, the unit remains stationary instead because there's no case in which you can't remain stationary, right?
You're just always eligible to remain stationary. Um so if I choose to make a fallback move and then it determines I determined that I cannot legally fall back. Um, it kind of seems like the game just blue screens.
However, I think what it should say is that uh I I I reset to remain stationary, right? Because previously um uh previously it was the case that if I tried to make a fallback move and I couldn't get out of engagement range, the extra models would die. So, I would always end outside engagement. And sometimes that just meant the entire unit was killed. But it seems like that's not the case. I just can't end an engagement range. So it's very it's it's not only reasonable, but likely that I find a situation in which a fallback move is literally uncompletable.
And if that is the case, I I the game doesn't progress.
There was an earlier paragraph about this.
Um, I thought that was the section that we just looked at previously.
Uh, did I just skip over it like a goober? I'm sorry for the scrolling chat.
I guess it maybe this might be like a weird translation.
Um, I assume that this refers to setting up on the battlefield. So, this is like what happens when you like try to set up but are when you try to like disembark a transport or like deep strike but are fully screened out. Um, but I I wonder if this is actually a different term. If if the actual final this might be a translation error where if the actual final verbiage is different than placing a unit.
Yeah. Yeah, that's okay. So, I I think I misinterpreted what this section was supposed to be about. I assumed that it was like that this this covered setup, like setting up a unit on the battlefield. But if this if this describes what happens when a unit doesn't have space to fit after a movement, then it makes total sense. You return it to the previous position and the unit and you cannot be chosen to perform that movement. You can attempt a different movement. So you can try to like if if if that's the case, then you bounce back to the original position and then you just do a remain stationary, which makes total sense. That's how it should be. So okay. Uh, assuming that that's the case, this is great. No notes. We love that.
Oh, is it is is there a section about that I just missed that that talks about legal moves?
I just want to double check here, chat.
Make sure I'm talking about this correctly.
Engagement Yeah. Yeah. So, like the the difference between this and this these two sections here, chat, is that this tells you you go back to the original position, but it doesn't tell you to choose a different type of movement, right? So, like if I attempt a movement, but the movement ends out of coherency, then I would bounce back to the original position and reattempt, which is how it currently works in 10th edition. Um, however, there are few if any instances in 10th edition where I can attempt a movement and be physically unable to complete it.
Uh, I don't even I don't even I like I don't think that can happen.
Maybe maybe there is. I don't know. But but generally speaking, like if I return to my original position and then attempt to move it again, generally speaking, I will be able to complete it unless the result like in some cases the result is that I just don't move, right? If I if I can't move anywhere, then I would just make a normal move of zero, for example.
But it is very reasonable in this edition, according to the rules we're looking at, to attempt to perform a fallback move, but be physically unable to complete it now legally. Um, the assumption is that this section says that basically if that occurs, I bounce back to the original position and then I remain stationary.
Um, but this section doesn't say that I choose a different movement, right? So, I like attempt to make a fallback move and I can't complete the fallback move. So, I bounce back, but the area the pl the position I've ended that fallback move in is illegal because I can't end engaged. So, I attempt another fallback move. But, if I'm clouded and I can't end a fallback move unengaged, I just keep attempting fallback moves until the sun explodes.
um which I don't certainly don't think is the is the correct interpretation.
Right? So I assume that the section about placement says that if I can't complete that boobit, I go ahead and choose a different kind of boobit. In which case, if I find I cannot fall back, I will choose remain stationary.
Um which seems like the the simple way to do it, right? That would be the easy way to to do things. I would I would give the benefit of the doubt that that's how exactly how it works. Uh all right, speaking of which, let's talk about shooting. Uh we talk about shooting. We sort of talked about all different kinds of We've talked about how shooting works initially. Um, you choose a shorting type, either normal, assault, close combat, or indirect shooting. Uh, normal shooting is normal.
Assault shooting works if you advance moved and you only fire assault weapons.
We love this. Close combat shooting. Uh, you fire close-range weapons. I like that it correctly translates this. I guess an interesting thing, this is section 103, would be to compare the Oh, did we get got by the by the the gods above? No, we're still here. Would be to compare the um terminology used in these two sections.
The section that was like [ __ ] up pistols.
Uh it would be over here somewhere.
10 nine. No, this is just bouncing all over the place.
These are all the types of movement.
This is like charge phase stuff consolidation. Yeah, this is like super unordered.
Oh well, it is what it is. Um, so for we I think we know all of the all of the rules for this stuff. Close combat shooting, you get minus one to hit unless you have a close uh close quarters weapon.
Um, a blast weapon cannot be fired into close quarters. Monster vehicles, uh, non-moner vehicles can only shoot close quarter weapons and can only shoot the thing that they're engaged with and that you can't perform actions. Indirect fire shooting shoots as uh, described as performing attacks. You may target what units not visible to the attacking model.
Um, I mean, close quarters and close range is like when you're talking about like a translation might as well be the same, but the but the original the term used earlier in the document, like I I will give the benefit of the doubt to translating close quarters and clo to and close range like mistransating close quarters and close range, right? Cuz like the the difference is like so, you know, minute. The earlier in the document, they translated it as pistol, which is like where do you find that?
That's that's a that's a totally different noun that you know describes an object, not a not a relation of two objects to one another. Um that that's the funny like the funny part. It's not a perfect translation, but we understand what they're talking about versus like with like close quarters versus close range. Pistol is like that's just old rules. That's just a hallucination.
Um, so this was a a question that somebody had in the chat earlier uh today um at whether or not indirect fire shooting was considered snap fire. At least according to this, it's not.
However, it does look like you lose the ability to reroll hit rolls.
Um um and and I guess the so the the thing to consider here is that when you can see your target, you're going to choose normal shooting, right? Um however, oh, here's an interesting Okay.
shooting like you choose a shooting type for the entire unit, right? Yeah. Choose a shooting type the unit is eligible for.
You can target other visible targets with your weapons. However, the restriction of the hit roll on indirect fire weapons is not related to the use of indirect fire weapons to fire indirectly. So, here's a weird thing that happens, right? Let's say we have a according to these rules, of course, let's say that we have a let's say that we have a unit of desillators with with castle launchers and and a vendor launcher. We want to shoot the castle and launchers indirect fire at a unit that that another friendly can see, right? So, it's an indirect fire weapon that goes and hits on fours into a unit that the the attacking unit can't see, but is visible to another friendly unit, which means we get the hit on force thing. The Wenger launcher and all of the missile launchers fire into an enemy that the entire desillator unit has visibility to. The Wenger Launcher hits on fours because the Wenger launcher is both an indirect fire weapon and the unit is firing using the indirect fire uh shooting type. It doesn't say that when attacking with an indirect fire weapon, when you attack targets not visible with the attacking model, you hit on fours. It just says that indirect fire weapons hit on fours.
Um, which is wild.
Oh, interesting. But, uh, oh, also, so here's another thing. You have to remain stationary apparently in order to get hitting on fours and you're stationary and the target is visible to one or more friendly units.
Wow. Enter fire weapons are [ __ ] super tough to use. Holy [ __ ] So, you have to stay still to not hit on sixes.
Yikes, chat, that's wild.
Uh, indirect cannot reroll because this says you cannot roll your hit rolls.
Also, it gives all the target of the benefit of cover to all all targets of fire weapons.
This feels [ __ ] I hope this is mistransated chat because this feels actually [ __ ] So like let's say the other way around, right? I want to shoot my vinger launcher at at a unit that I have a spotter for so I can see them and I so I I hit on and I remain stationary so I hit on fours, but I want to shoot all my little castle launchers at somebody I can see. But the castle launchers will just hit on fours and they'll hit on fives because they get the the target gets cover and I uh oh, it's unmodified. Just kidding.
So, it hits on fours regardless. But either way, it just hits on fours and I can't reroll hits even though I'm not using the fire interact.
This could be translation. Yeah.
Um I don't know if I want to parse through the entire document here to find the exact page it's coming from. I would be will I I'd be interested to see the actual rule for this because this does feel a little [ __ ] Right. I think what it likely is supposed to say is that indirect fire weapons of your unit may target units are not visible to the attacking model if they do so.
colon. This applies, right? Um because as it stands, splitting fire with indirect fire weapons is actually like super duper bad for you, which is really weird. Um like desillators especially, which have multiple indirect fire profiles on their on their guns can like just get sort of like hand like just super hosed by that mechanic. And it doesn't really make sense, right? It doesn't make sense for that mechanic to work that way. I don't understand why it would.
Weird. Weird. Um, charge phase.
Uh, during the charge phase, you're eligible to perform charges. Blah blah blah blah. Um, without a mod modifier to the charge role, a result of a two never allows you to complete a charge move.
Shitty. The result of such a role is therefore a failed charge and the unit cannot move. Uh, we have talked about all of these mechanics before, but we haven't gotten the explicit text of them. Choose a friendly unit that has not yet declared a charge this phase and is eligible to declare a charge. See below.
Um that means that you are within 12 inches of an enemy. Uh you are not engaged and you have not made an advancer fallback move. Um you then make a charge roll by rolling 2d6. That's your maximum distance. You then perform a charge move. You choose a unit.
Um uh it should be in the charge move movement here. Uh you choose an enemy unit within 12 in and within the maximum distance of your unit which is the result that you rolled on your 2d6. Uh you then attempt a charge move which means that you move closer to the charge target within one inch if you can and engaged if uh otherwise you cannot move within an inch. You must be engaged with all of the targets that you selected and um you cannot engage any new enemy units which does get a little bit tough with the two-inch engagement range but it's not the end of the world. Uh then you gain fight first. If you cannot charge uh then then uh you make no charge move or if you choose not to target a unit.
Neat.
Yeah, plus one would allow you to to to succeed on a on a a snake eyes.
But if you have charge bonuses, charge bonus stons up because like charges are much less consistent now. Making the charge is a little bit better, but charges are much less consistent. I'm a little worried about a couple arc types of units and one of them is like relatively slow large base melee units.
I think they actually might just be dead. If you're like a move five 50 mil base melee unit like a mutilator or something, I think you actually are just an unplayable piece of [ __ ] because you don't have baseto base uh engagement.
Um I guess for a 50 mil base to base would allow you to engage. So I guess it's not the best example uh with like a two model unit, but if you have multiple models, if you're several models and 50 ms, you're going to get a couple of models into the fight, but then you're going to get like three models into the fight, but then no more. Um, I think it's going to be problematic if remaining stationary is one of the movement options that can trigger roles like overwatch or reactive move. No, I believe that um overwatch um I believe that overwatch or uh that remaining stationary explicitly does not trigger effects. That's like the benefit of remaining stationary is that you don't get you don't get hit by stuff. Uh it's in the movement section.
Uh uh units remain stationary. Do not trigger any rule triggered when a unit begins or ends in movement. It's the ben it's the the effect of remaining stationary which is nice.
All right. Uh, we talked about charges.
We talked about we're in fight phase.
Um, both players perform insertion moves.
Insertion moves. I think that means pilein moves most likely.
Uh, that sounds like a very interesting translation error. Um, uh, we have we have all the rules for these already. You either uh if you're engaged, then you target with a pilein move the enemies. I have a video about this, whatever. You can watch my video about how this works. I'm not going to go into it right now. Um I I did a whole video about how this facility is supposed to move. Uh fighting a unit is eligible to fight if it has already chosen to fight this phase and if one or more following it is engaged or is engaged the start of the step, it may charge this turn. Um, starting the player's turn it is, player experience for choosing a friendly unit that has the fight the combat first ability, the fight first ability, and it's eligible to fight is unchosen. If it's not possible, if there's no units remaining with the the combat first ability, eligible to fight, move on to remaining combats uh where they you'll you'll that player will then choose their next unit.
Oh, interesting.
Starting with the player whose turn it is, players take turns choosing a friendly unit that has the fight first ability and is eligible to fight. That unit is chosen to fight. If this is not possible, if there are no remaining uh units with the fight first ability eligible to fight, move on to the resolve remaining combat sub where this player will choose their next unit.
The first player, I imagine it means the first player actually. Uh the active player, sorry. Um, I thought for a second it said that if you pass back and forth for fights first and then when you have no more models left, if you are the player who whose turn within the fight phase it currently is, they then choose the thing. So you you never get double fought, but I don't think that's actually what it's saying. And that again could be a weird translation thing. Um, I thought for a second that it was kind of neat, but it actually wasn't. It was super lame. I I do think that the uh your the inability to choose both fight firsts and ongoing combats for the inactive player is going to make the fight phase very one-sided in either direction. Um like it's very easy to have a unit double fight into somebody and kill them, right? Um which is not ideal.
Uh uh starting with the player who moved to the sequence to this sequence at this step. Players take turns choosing a friendly unit to eligible to fight that unit chosen to fight. If this is not possible, um uh the fight phase ends otherwise the other player chooses their remaining unit. Yeah.
All charging units get fight first.
Fight begins fights begin with fight last.
Um you never fight twice unless you have fight first left and your opponent doesn't. All right. But if so, if you have both fight first, if it's your turn and you both have fight first and ongoing combats, you get first swing on both, right?
The active player does not always fight first and remaining combats.
Um, I am not sure if that is the case.
Uh, I I don't disbelieve you though because I think that would be neat.
However, uh that is um I don't think explicitly what this says, right?
They said that during the Q&A. Okay.
Well, then I I missed it if they said that.
I think I'm going to wait for the actual verbiage of this rule because this is a very confusing way to to word this. Um, so it's like the players take turns choosing a friendly unit in the comment and is eligible to fight. That unit has chosen to fight. If this is not possible, if it's not possible to take turns is what it's saying, then this player chooses their next unit, which I think the the pre the the previous like reference this is referencing to is the first the player whose turn it is, right? Which I it sounds like is not the intention. I think this is just [ __ ] This uh this verbage is just [ __ ] So, I'm going to wait to see the actual the actual rule. I I don't think that this is uh that this is the actual verbage of the rule. Um if that is the case, then I like this rule. Otherwise, I do think it's a little silly.
But, uh it's much cleaner if you just go back and forth and then whoever didn't go last goes first in the next activation because I think that like that makes a lot more sense, right?
That's a That's a lot more egalitarian in terms of the the uh the resolution.
If I fight first a million times, then you should get first ongoing.
Um let's see.
Yeah. So, I I'm going to take your word for it, chat. That doesn't seem to be the way.
Um I don't know. That's that this this rule is worded very confusingly, but I assume that that's because this isn't the actual the actual rules text.
Um, when a unit is chosen to fight, each time a unit chose to fight, choose a combat type it is eligible for and resolve it. It can be one of those listed below or another presented elsewhere.
Uh, it's a normal combat if your unit is engaged. It's an outflanking combat. If you're is not engaged or was not engaged at the start of the fight but became engaged during the fight, you make one additional pilot move. Oh, interesting.
Your note is not engaged or was not engaged at the start of the fight phase but became engaged during the combat phase.
This is almost certainly [ __ ] right?
You're eligible if your unit is not engaged. Oh, I guess but became engaged during the combat phase. So, if you touch someone and then leave engager with them, they still get to swing at you.
Huh. Well, that's interesting. What?
That's fascinating. Uh, okay. And then you make an additional pilot move. So, this was an open question that I had because the consolidation rules that said that you your opponent as soon as you consolidate to a new unit that hadn't fought yet, your opponent immediately fights did not specify whether or not you made a you made an insertion move, a violin move. Um, so it's good that I guess there's confirmation that you do do. So, neat.
We love that.
Um, What is interesting is that it's never specified and I think that this does indicate so my video this morning might have a little bit of an error. I think I had an open question in it but that hadn't been answered. Um there is no core rule that says that anytime you end a movement you don't end engaged.
movements definitionally can end engage with an enemy unless it explicitly says otherwise. Pilein moves can engage new enemies.
Uh because it doesn't say they can't. It just says you move towards the closest pile in target um engaged with it if possible. But it does not say that you can engage new enemies or you can't engage new enemies.
And that is uh that is also the case of the original thing. So what you could do is you could engage an enemy, pile in towards it, but like combat orbit essentially to tank new enemy units. Now I don't know if there is a restriction on like who you can target with the attacks.
Um, and it doesn't seem to have any specific requirements. So piling in just allows you to pile into new enemies, but you don't go towards them. I am going to um uh I'm going to uh I don't think I like this honestly.
Um I I really The rules say you don't pile into unit.
No, no, no, no, no, no, no. It doesn't say you It says you don't. These these rules are the same as the ones we have.
I even have them saved on my hard drive because I literally just made a video about this. Um it says that you don't move you move towards units that uh you are currently engaged with. Right?
What it doesn't say is that you cannot engage new enemies.
Right?
You are eligible to uh to pile in if you engaged or made a charge move or have made an overrun fight. You select pilin targets which if you are engaged is the uh units you're engaged with. Otherwise, it's enemies within five. You move uh um you can't move them within move models that are in base contact. You move closer to the closest pile in target and engage with that target if possible.
You're uh after moving unit must be engaged. Uh if you started the move engage with the enemy unit, you you must still be engaged with that enemy unit.
And I explained why that is the case in my video this morning. It means you can't have a model have two models equidistantly um uh or two units equidistant to you and pile out of engagement with one of them and into engagement with another one which was a thing in 9th edition. That was like a big that was a big uh piece of technology where you could engage someone and hit them and then pile out of melee into a second enemy unit.
They've they've specified you can't do that. What this in no way says is that you cannot engage a new enemy.
Yeah, the the charge move stops you from dragging new enemy new units in. And uh the consolidation I think allows you to but it's like more it's more confusing because you um yeah the consolidation is basically the same as the pylon move. Uh you just can't move out of people unless you are unengaged when you consolidate and then you do an engaging consolidation in which case you go to engage new enemies.
Um, that one explicitly like basically requires you to go to go touch other other units. So the so so I I actually hate this rule chat and the reason I hate this rule is that it how can you pile into a new enemy if it can't be legally clear as a piling target? Because it is possible, chat, bear with me here, to move towards an enemy unit or to move within 2 in of a unit while moving towards a different unit. So let's say we'll go back to our MS Paint. It's MS Paint time. Here is my piling in units. They will be red because they have charged.
I have a model who is piling in uh plus a couple of models who are engaged having successfully charged. Right? My my target is here.
So these guys charged.
I just do text. I can just do text. So these guys charged. Is that really small? It is, but we're going to bear with it. These guys are the pile in target. Oh god, what just happened? Pile in target. However, there is another dastardly model who I did not declare as a charge target and who's like over here somewhere, right? Uh distances, I don't know. Don't don't worry about the distances. My guy in the back, this guy can go like this.
He moves closer to these guys.
Uh he probably can't end an engagement range of them because he's really far away. However, in his new position, he will be engaging this guy and then can punch him with his attacks and kill him.
I think this rule is bad.
I think this rule is bad and dumb and I hate it.
So, it basically works like if I have charged and I've strung my unit, which I can really easily do by by moving the back of my unit like 2 in so that the front of the unit gets leashed by the 9-in coherency bubble, right? So, like the front of this unit has to stay within a certain radius of this model. If this model can't move to engage range or one inch of the of the charge target, I can move it like 01 inch and it leashes the entire unit back towards it and then that allows this unit to just slingshot into a unit I didn't declare as a charge target.
I guess rule's stupid.
So slingshot. Yeah, very may be still a thing. God, I [ __ ] hate this game.
Ah, I was so ready to like this edition, chat. I was so ready. I was like, the combat movement is so smooth. There's so much less stupid [ __ ] that incentivizes you to artificially block your own charge range. Now I could just do that. Go [ __ ] yourself game. God damn it.
That's stupid. I hate that.
I That makes me That makes me sad. That makes me sad and angry.
Uh in this scenario, you can charge both units if you're roll high enough on your charge. So you can put pull this maneuver off, but it's reliant on the charge. Uh so it um it still allows you to basically move like a that get the extra three inches from piling in essentially in some cases. Um essentially if I have models in my unit that I could move to that I don't have to move within an inch of the enemy, which is really easy to engineer, right? you just like body block off the the the the zone the zone where I could engage and then I like use those guys to leash back my my coherency by moving them in a different direction. I can then use the pile and move for extra movement into a new new direction. It's also a reason that they really need to resolve this issue with the coherency because if you don't need the 2x two coherency chain, these moves become infinitely stupider. Um, I will say I don't think it's as bad of a problem as it was in 10th edition, but I still don't like that it's possible because I do think that the 10th edition, like the 10th edition combat rules were were just the worst that the game's ever had. They were [ __ ] atrociously written. Um, these combat rules are slightly better, but I don't like that there is still like the echo of like, you know, coherency coherency engineering in order to allow pile in moves.
You must end within one inch if you can.
Um, but just like in 10th edition, that checks each time you move the model. So if I if I say like, you know, let's say I'm charging uh we'll do the we'll do the thing. So like my like red unit is charging um and red unit rolled enough for the front guy to get within an inch of the charge target, but not enough for the back guy to get within two inches.
Um, there is still a requirement that I have to end the move engaged. So, the loophole that we had in 10th edition where if you rolled enough to not engage with your movement, but still successfully make the charge, you actually could just move anywhere you wanted, which was really stupid. Um, if I don't have enough if I didn't roll a high enough charge for this guy to go into this bubble, then this guy just has to go towards the charge target and end in coherency. So, what I could do is basically do the same thing that I did in 10th edition where I move that guy like 01 in towards the charge target.
And now the guys in the front of my unit are artificially constrained by his coherency. So, either the 2x two or the 9-in bubble can potentially leash back the front of my unit and force them to end farther away from this model than they started, which could allow future models in this model's unit to go in new directions. Right. Um, I don't I don't like it. I don't like it very much. Like I said, it's not quite as abusive as the 10th edition rules, but it's like and you know, it's like 75% of the 10th edition rules.
With new charge rules, you could engineer really bad charges for your opponent by positioning two units right next to each other. So, if you engaged one, you'd have to engage the other. Um, yeah, but then they would just charge both, right? Like they could just declare both if they wanted to. I think that people are like a lot of people are opening up like these like weird like weird like defensive positions where like well if I if I if I intersperse my units in such a way I could engineer a situation where like your charge is weird. And I think in a lot of cases the answer is like no I don't think it really works that way. And then also they're just going to shoot one of the units if you're like ah yes I've perfectly created an interlock of multiple units. So like my gladiator reaper kills that unit and you're like all right well now I only have one and it's a normal charge anyway so like whatever. Um, I don't think that that that those like situations. Defensively, the defender has a lot less to say in this whole interaction than the attacker does.
They could add a line that says you have to move models that can make invasion range first. Um, yes. Um, I think that would probably make sense.
Um, I think that like we're you are at the stage where I think that's pretty reasonable.
Man, I I was I was sure, chat, I was so sure that pilot moves would not be allowed to engage novel enemies that were not declared as a as a target.
[ __ ] But it doesn't say that. What a [ __ ] dumpster fire. All right. Well, we're back to we're back to 15 minute fight phases where everything's stupid. I'm excited for that.
Oh boy.
O.
Um.
All right. Then we go to fighting.
Then we go to consolidation, which we already we I have a whole video about, which I think is neat. I like the consolidation rules and then terrain. Um, I think a lot of this stuff is like sort of weird weird [ __ ] >> at the first. Keeper of secrets donated $2 through super chat. How are my mono/demons looking with these? Um I don't uh I guess like I think a little bit better than I would than like you probably would be in in 10th edition. Uh the benefit of cover onto onto invol save protected stuff is a big deal. Uh like previously none of the like the whole demon faction didn't get cover essentially. Uh but now they do. So that's great. Um I also think that there is some interesting stuff where the um uh one thing that that is I think very important to note is that because the defender performs all of their pilot moves before the attacker gets to attack, you have more chances to like be effect I guess like to to like influence the board state with pilots than you did previously Because like previously your the attacker would like would like charge charge move pile in fight consolidate before your unit did anything. But because your unit now piles in before they do, you can pin their consolidation moves if you don't if you don't die. So like weird weird instances like heroic interventions and like like light infantry like interspersing inside of a unit. you know, a lot some of the stuff that that we're talking about with with combat movement can be like you can unlock heroic interventions that your your opponent can try to like pin you in place with charge moves. And I do think a lot of the like weird minutia of combat movement uh that that sometimes sen demons can do is is going to be helpful. That's true of a lot of different factions, but slash demons do tend to do a lot of that stuff.
Don't see how GD was thought giving everything towering was such a good idea. So it's so like it's just the ninth edition rules chat. The the funny part is that like 10th edition used the full the wholly within rule for line of sight for literally one edition and and and then it was like well we're going to revert back to the old version and now everyone's like what the [ __ ] This is crazy. How could you ever do this? Like 40k was was worse than this for a long time. having ruins block ladder side at all is better than it has been for multiple editions. Um, but it's it's a lot more it's a lot easier to play out on the table. Uh, the holy the the within versus holy within like version.
Um, all right. Terrain features. Let's talk about terrain categories. There are open terrain which can be traversed without hindrance.
Okay, so it's just like they basically just block final positioning on movement. There's light terrain which are barricades, low walls, and statues.
It provides cover against attacks.
Uh there's dense terrain which is an obstacle for war machines but can and can shelter units. Uh Oh, okay. These don't they they just these are just descriptors, which we shouldn't be paying attention much to these. I thought those were rules and I was like, "Okay, it doesn't say anything." Um, so terrain and movement, open and light terrain, you can move horizontally and vertically through light terrain features. Dense terrain.
Infantry swarm beasts mobile uh can move horizontally through dense terrain features. Infantry beast swarm may move vertically through dense terrain features. All other models may move horizontally through dense train features. Provided all sections of the train feature the rest of the model are moving. Oh, that's good. Hey, not the not the uh the total height of the train feature like it was previously. It's a total [ __ ] show. Um are two inches or less in height. Otherwise, the moving model must move vertically to ascend or descend such sections.
Uh it cannot move through ceilings and floors while doing so. And it cannot end this move on any surface of the train feature that is not at ground level.
You can only engage new units or if you are not engaged. It literally tell please please tell me where it says that. If you can tell me where it says that when you pile in you cannot engage a new enemy unit if you are unengaged. I will give you a pat on the back and I will cheer. Uh but as we were just talking about I cannot find where it says that at all.
That's the that's the problem.
Wonder how pilot consolidation overrun moves uh will work with things like a 6inch pilot consolidate. Uh I think that the timing of those are going to change.
Um they'll probably change to be going to working in like the pile in the pile and stuff. Yeah, send it to me on Discord. Send me on Discord. I would love to see if it's a rule that's like not included in this for sure.
And maybe I'm just being stupid, but uh I to to my reading, nowhere does it say that a pilot move cannot engage a new enemy unit.
I'll even open up my Discord.
Um let's see. Placing terrain. Okay, we don't need all this stuff. We already looked at this.
uh terrain and visibility.
Okay, so there's a thing on vertical movement.
Um models may move vertically to ascend decent terrain. When doing so, you must move remain within 1/2 inch or less horizontally of the Oh, okay. So, there's like a little buffer zone of the edge of the terrain to go up or down.
That's cool. You don't have to necessarily be right up against it.
um may be placed or end of train on the ground level of the battlefield. You may also be placed or end of movement on any surface during feature that is not at ground level if all the the following conditions are met. You are infantry, beast, swarm, fly or monster.
Huh. Uh the model is stable and no part of its basics ends beyond the outer edge of that surface. We love that monsters can climb buildings and stand at the top. Wait, that's sick.
Does that work very often?
Um, solid terrain. Uh if a train feature has a solid rule like dense train features, a model cannot end in a movement so that it any of its parts pass over um pass through any part of the train feature that is three inches or less from ground level, not even small openings, doors or windows. It prevents the provisions of models from being able to circumvent visibility restrictions from the solid rule. Yeah, the solid roll is uh they they showcased the the diagram for solid which um uh which is basically the first floor line of sight blocking role from like OG ITC basically and they just codified that as a terrain rule.
Uh which I think is awesome.
Um, the benefit of cover. Uh, if you are infantry, beast, or swarm, uh, let's see. For each shooting attack targeting unit, if each model in the unit meets one or more of the following conditions, that the unit has the benefit of cover against that attack. The model has the infantry, beast, or swarm keyword and is in a terrain area. the model is not entirely visible to the attacking model due to one or more interposing train features um and or one or more interposing obscuring area uh obscuring terrain zones. So that's if you are behind the terrain but not within it and like the the the three-dimensional um like the vertical area of the terrain is behind you're behind the the basically infinitely tall like line of sight blocking area of the terrain. or if you're inside the train and you are standing uh close to it. So, this also is interesting because what they didn't talk about previously and was um implied but not stated was that they they basically said multiple times vehicles and monsters will gain cover by being partially behind a train feature. What they never said was that infantry beasts or swarm um uh also do that which was the implication but never explicitly stated that is in fact the case. So you can have an infantry unit that is half touching the terrain area and half behind the terrain area and they will still gain cover which is good. Um, however, it is important to note that it's a requirement that every model in the unit uh meets one of the conditions, which means that if you have one model in your infantry unit that's fully visible to the attacker, you do not gain cover. So, it's basically the exact opposite of the previous um of the previous edition where a model each model would gain cover and would essentially gain cover unless you ignored it. Now it's that you only gain cover if everyone has it.
Magnus with one feather behind a ruin is minus one ballistic scale. Yes indeed.
Um you are hidden as long as the following are true.
uh your infantry, beast or swarm and your inside terrain containing one or more of the dense terrain features.
So it uh might not work on light terrain. Oh, I guess they did they have like clarified that sometimes terrain will have one dense object and the rest of the ter terrain will be light in which case it would be eligible for hidden. That's interesting. Uh, you haven't made any shooting attacks in the previous turn and your detection range becomes 15.
It is only visible to enemy models within its detection range. Uh, interesting. So, here's what they don't say is that you can't set up on the battlefield that turn. So, it it seems to me and we'll see how um uh we'll see how the um like ingress move rules work because we haven't gotten there yet. But it seems to me that there is the potential that you can rapid ingress into terrain and be out of out of visibility thanks to hidden mechanics, which uh would be pretty wild.
Terrain zones containing one or more light ter or dense terrain features are obscuring terrain if all lines drawn between two models cross one or more obscuring terrain zones either other than uh obscuring terrain zones in which one or more of those models are located in those two those two models are not visible to each other.
Huh.
Um, I wonder if I guess it's lines it's lines drawn between the models, which I guess implies that like it's not a line drawn over something else. I was like, what if what if I have line of sight, but there's an intervening model that blocks my true line of sight, but I have true line of sight except for obscuring otherwise. Does that count? I imagine the answer is yes, but I don't actually know.
Uh solid terrain is the stuff we talked about earlier. We've already seen the thing. Buildings, doors, windows, holes, or small gaps uh between adjacent terrain features uh are essentially considered lenoside blocking. Models are not visible as long as they're sheltering behind terrain at the ground level. Love it. We love it.
Piling stuff is in my general chat.
I'm uh I'm not sure where I'm looking here, chat.
sent me a DM. Right. So, you sent me these pile the pilein thing.
We'll just We're going to go back and make sure I have this correct. Right.
Uh so, you select pilein targets.
Right.
Uh so I select piling targets. If I'm engaged, I select the enemy unit that I'm engaged with. Right.
Then I move towards the pilein target. Please tell me where in this section it says that I cannot move into engagement range with another enemy unit that's not my pilein target. The only thing that it says about pilein targets is that I move towards them. And obviously if I can engage them I must. But if moving towards my pilein target brings me into brings me into engagement range with another enemy that's legal.
Right. Am I crazy? Am I an insane cra insane crazy person? I don't think I am.
I think that I I think that I have this correct.
Uh you know the same way that we talked about here, right? So, like if I have two enemy units, if I have like a red enemy unit and a a blue enemy unit and I'm piling in and I'm piling in towards red because I'm engaged with them. But in doing so, I go here and now I'm engaged with both.
That's legal, right? Am I an insane person?
Oh, the Warcom article even says that. I thought the Workcom article actually said a different thing, but I I actually I did like I wasn't questioning myself on this earlier and I just assumed that it it didn't work this way. But these rules are certainly uh are certainly indicating to me that uh that you can do this, which makes me sad.
Um, I'm not actually seeing the Oh, piling. I looked up pile. Ah, look at that. They even explicitly say you can do that. I missed this chat.
I totally missed this. I thought So, there's a a clause in here that says like cuz I read through this exhaustively last night. There's a closet here that says like generally the only way to get into melee is to charge.
Um, and so I was like, "Oh, okay, cool."
So, I basically don't have to worry about piling into new enemies because like I generally can only charge. I did not read the asterisk, which I should have because it does confirm my fears that you can pile into new enemies.
Yeah. Okay, cool. All right, chat. Well, I appreciate you sending me the sending me the article link because I think that does that does confirm what I'm talking about here.
Um, yeah. Yeah, but that's I I was I was operating under the hopeful assumption that that that there was a rule somewhere in the core rules that prevented that from happening. In fairness, I shouldn't have done that because I wasn't aware that they had said they had specified that you could engage new enemies with piling in. Uh, I am now significantly less excited about these fight phase rules because I'm so I'm so excited for someone to spend 15 minutes very carefully blocking off all of their coherency and making sure no one can go within an inch of me so that then they can go slightly farther to the left and then they can engage a new enemy unit. Oh, fun. What a fun time we're all gonna have while I sit there like twiddling my thumbs and jerking off and watching my opponent have a 10-minute fight combat interaction to like get another guy into an objective.
[ __ ] so dumb. This game makes me sad sometimes.
Um O. Anyway, uh level of control stuff. Let's go.
Imagine somebody playing with n by 52s and like they're spinning them. They're like, "I can move three." And they just like whirly gig around and they're like, "I engage everyone now." And you're like, "Fucking." Okay, man. Oh god, dude.
Yeah. Playing knights. I do think like single entity units actually like the p the the pilot move rules a lot better.
Um, I am very excited to play a lot of the single entity stuff because previously you would charge and then immediately base and unlike um unlike multimodel units where you would charge and then base a couple times and then the rest of your unit would string, you could never you you basically never ever got any movement in the pile in a consolidate step unless you killed your target. Now you could create construct a situation where you always get movement in the pile in and consolidate step. If you dual charge an enemy unit for example and you base them with one target and then you have a single entity charge to an inch then they get to pile in then you get to fight then they get to consolidate and you can swing them all the way around their base. [ __ ] awesome. I'm excited about that. I think that's cool. Um uh because I don't like big units and they make me sad.
Why just myself? Because my opponent doesn't deserve the attention, chat. If my opponent's trying to combat slingshot seven guardsmen onto my home objective, they don't they don't deserve the uh the extra effort. You know, that's all for me.
Um let's talk about level of control. To take control of an objective, a player needs to have one or more models with an OC characteristic of one or more within range of it. Model within range of objective uh uh is within range of a terrain objective as long as it is in that terrain zone. At the end of each phase and each turn to determine a player's level of control over an objective, add the OC characteristics.
So the players arin range, the player with the highest level of controls it.
If both players have the same level of control over that objective, unless the objective is secured, neither player controls it. Love it.
Some roles allow an objective to be secured by a player's army. When objective is secured by a player's army, that objective remains under their control even when there are no longer any units within range of it until the opposing players LLC is higher. Yeah, I do like that this is a core rule, by the way, and it's not uh it's not a um uh a weird data sheet rule.
Um, strategys.
Uh, strategys describe how many command points they cost, when they can be used, uh, which things they target, effects, and restrictions. Each player can use the same strategy multiple times during the battle, but the following restrictions apply. You cannot use the same strategm more than once per phase unless otherwise specified. You cannot target the same unit with more than one strategm in the same phase. I'm sure they're going to release characters or something that let you like target multiple strategys onto them. Um, each time you use a strategm, resolve the following sequence. Choose the targets.
Describe. Oh, I love this, dude. Oh, this is so good. They never had this in 10th edition and it created so many weird weird corner cases. There were like interactions that just had no answer.
This is awesome. Choose targets described by the strategm. Reduce your CP total by the cost listed by in the strategim.
If the strategm contains a section that implies an additional cost, for example, plus one command point or yield points, for example, um you can use that section only if you increase the comm the cost of the strategium by the indicated amount. If you do not have enough command points remaining, you cannot use the strategm. Then resolve the effects of the strategm. Um so I choose targets.
Then I that at that point if you have something that's like when you target somebody within a particular area of the battlefield increase or decrease the cost of the strategy by one I imagine that you go to start of section two recalculate cost and then deduct cost from your total. Oh gorgeous gorgeous we love that.
Uh, there are core strategims.
I think that we know most of the core strat stuff. I would be surprised if there are any particular things that we would learn from this. So, I'm just going to skip over it. I'm um actions.
Uh, actions that players can use are found in other publications. Yeah, I I don't super love that like there are no missions in the core roles, but I get that they do like to switch them up. Um, it's just sad to me that like I don't know, they they like they don't lock in an action system and the or a mission structure. And the annoying part is that that means the mission structures always have very minor differences between like seasons, which is very annoying to keep track of. But that's neither here nor there.
You cannot chat. You cannot perform an action if you are an aerodine.
Good stuff. Um I think we It doesn't seem to me like any of the uh actions are different, right? Uh Titanic units can perform actions while engaged. This doesn't imply that they require characters.
Um uh so like currently you could you could shoot and perform actions while you're engaged uh or you could shoot or perform action shoot and perform actions or engage be engaged per um and potentially uh while you were a character Titanic.
This just says Titanic. So I think that's an improvement for Titanic units assuming that that is not a misration of course. Um monsters and vehicles.
So, there was the question we had way at the beginning of the way at the beginning of the um of the of the video.
It doesn't say that you can't move through friendly monsters or vehicles.
However, this section describes how you use them. Each time you perform a normal move or an advance of the unit, uh the monster vehicle models of that unit may move through friendly or enemy models except other monsters or vehic monsters and vehicles.
Nice. Uh I like that there's a whole section that describes how the keyword works.
It' be funny if they translated it just to Harry Dan. All other all other aircraft perform actions, but Harry Dan deserves to perform actions. Not only is he Titanic, but he's also full of character. He should be able to perform actions and still shoot. Um, some models have no base. A number of these are monster vehicles. If models have the chassis keyword, this might be uh uh be uh moved to hull or re-ransated to hull.
We'll see. Uh these models have the the probably hall keyword. Uh each time a role refers to a model's position relative to anything else on the battlefield. I eg when measuring distances if the model has the probably hall. I I like chassis. Chassis is cool.
If you have the chassis keyword, measure to and from the nearest point of that model. So not necessarily from it base, but has one. When pivoting a chassis model, it's part of movement. If the model has no base, pivot it in any direction around its central axis, keeping it up, right? Um, nothing about line of sight or anything.
So, you can still just like spin your guys around the most advantageous way for cover or whatever, which is like not ideal.
Um, shooting at engaged monsters vehicles.
Units that are engaged will be chosen to start targeted shooting attacks. So you get minus of the hits except for attacks made with close range weapons, close quarters weapons.
Whole section on transports your chance.
Um you have a transport capacity. It determines the type and maximum number of friendly models that are eligible to embark in them. Multiple units can be embarked in the same transport at the same time. As long as the transport capacity is sufficient before the battle at the declared battle formation subs, you may units may begin embarked in friendly transports. Wonder if there's anything about dis about uh dedicated.
Uh when you embark in a transport, each model in the units uh when you end a normal advanced fallback move, each model of the unit is within 3 in of the transport. The unit was not placed on the battlefield this turn. Um oh, that's interesting. So they closed the funny loophole where you could like deep strike inceptors and then rapid embark them into land raiders.
Interesting chance.
Uh the unit is eligible to embark in the transport as described in the transports data sheets.
Uh and if there is sufficient space in the transport uh for each unit, you're then removed from the battlefield. You are not embarked on the transport and no longer on the battlefield.
Uh you can disembark by performing a disembark move. So this is a special type of movement. So because you are eligible to be selected to move while you're enga embarked in transports. Now you basically go here's my here's my um uh here's my like movement activation. I perform my disembark move. So you can make a quick disembark within 3 in.
Uh, as long as the transport has not made an advance or fallback move and you have not embarked at the same in the same turn and the and you are currently embarked, which makes sense. Be weird if I could choose disembark moves if I was outside of a transport.
Um, can as embark after he disembarks and shoots? Uh, yeah. So, you can re-embark.
Um, oh actually maybe not.
I would assume no actually. I think they uh this is a thing where the the the placement rules are me are translated like super badly and they have a there's like a bunch of verbiage that is kind of weird. Um, I would I I would say this implies that you can't, but um uh but uh I would wait to see the full rules. So, this says you can embark if you weren't placed on the battlefield this turn, which I think is like the translation of the like the the setup on the battlefield rule. Um, which means that if you disembark a transport, you then cannot embark because you have set up, right? Because disembarking places you on the battlefield. I'm not 100% sure if that's the case. This is like the grain of salt of these like weird hokey translations, but it does seem to imply to me that you cannot both disembark and then re-embark at the same time.
F Azererman. RIP.
So a strategm allows you to embark even though you disembarked. If it I mean uh specific overrides general. So if you have a thing that it specifically says you can embark even though you have disembarked I it would it would almost certainly override. But if you have a thing that says just says like you can embark uh that would not override the normal restrictions.
Um it would have to specify the restrictions that you get to ignore.
That's actually a massive change.
That's like super big.
Well, it's ability override the no re-embarking. Um I specific data shade stuff is almost certainly going to change.
Um, yeah. Uh, I wouldn't I wouldn't uh so like I mean a couple caveats, right? The first one being this this rule might be mistransated. The second one being this data sheet will almost certainly be rewritten. Um because so many of these of the abilities in a lot of factions are incompatible with the current with the with these new rules, I would not assume that these abilities remain exactly the same.
Um, so I I think rules as written. It seems like you can't, but maybe armored spirits at rapid embark. I it it feels explicit to me that this is like meant to stop the armor the uh the the disembark into re-embark.
Um, so like in Firestorm Assault, like it's explicitly says within the strategm that you can't re-embark at transport if you if you disembark to transport in the same turn. It feels to me like this is like the the the rule essentially makes this work exactly the same way. So because like um you have already disembarked, you're not a able to embark a transport. So using a strategm doesn't do anything on you. Um but again like that could just obviously be a hokey a hokey translation. So we'll see.
Um, so you choose a disembarkation mode, either the quick disembark. If you made a normal or a ri ingress move this phase, you choose the quick disembark mode. Uh, tactical disembark. If the transfer remains stationary or has not yet moved, you choose the tactical disembark mode. Uh, otherwise you choose a combat disembark mode, which in which case you choose a hazard thing. Um, interesting. So, I believe combat disembarkcation is the mechanic and we saw this breakdown earlier. Um, I believe the combat disembarkcation mechanic uh is the it basically is the version for when your transport's destroyed because at no point at which you um uh you are unlikely to have made one of these or like to fulfill the requirements for one of these if you're being killed on your opponent's shooting phase for example. It does seem to imply though that if you choose to make a normal um that if you choose to make a normal move with the transport and the transport is destroyed by Overwatch, you just get to make a tactical disembark.
Um or a quick disembark, excuse me, which is very funny. Um quick disembarkcation, uh you are not eligible to declare a charge. Tactical disembarkcation, you make a normal or advanced move. Combat disembarkation, you are battle shocked and not able eligible to charge.
Um, and the cool thing with combat disembarkation is that you can be placed engaging an enemy unit that the transport is currently engaged with.
Uh, the other thing is that emergency disembarks.
So, okay. So, emergency disembarks is a 6 in place distance that occurs when your unit is embarked on the transport has been destroyed. Okay. So combat disembark does not is not the case for emergency disembarks.
So what is what in what time at what point would you make a combat disembark?
You can't make any disembarkation moves if the transport advanced or fell back.
If the transport remained stationary or made a normal move, you make a normal thing.
If you plan on shooting, changing the 3-in roll and disembark is not a good choice. The 3-in rule is the same. What?
That's just how disembarkation works currently. I'm confused. Yeah. So, I'm sure that there is a reason to have this combat disembark. I just don't know what it is.
So, if I arrive from reserve or I made a normal move, I use a quick disembark. If I remain stationary or I haven't yet moved, I make a normal a tactical disembark. If I advance or fell back, I can't disembark.
So it's like if I am required to disembark at any other point maybe combat disembarks are when the transport is engaged.
I don't know if that's the case because it because I'm eligible it doesn't say anything about my transport being engaged.
uh if it it starts engaged and falls back, I just can't do it. And otherwise, if it's remained stationary or I haven't selected it to move, I will just use tactical disembark.
Oh, you know what it is?
It's for Yeah. Yeah, you got it, chat.
Yeah, you you got it. The chance already the chance ahead of me here. It's if I if I tried to use tactical or quick quick disembarkcation and I don't have enough space for my unit, then I use combat disembarkcation.
You guys are so right. You're so right.
Because of the the modal movement rule earlier where it says that if I attempt a mode of movement and that mode can't be completed, I just go I basically like reacquired the next one. I go down the line. Um so like if I attempt to tactical disembark but my opponent has a bunch of [ __ ] near me, I end up doing a combat disembark and taking hazardous tracks and becoming battle shocks and stuff.
Interesting. Okay. Okay. Well, that's very fascinating. I like that.
Um, oh, I could also be engaged. Yeah, but I think that uh yeah, I guess like in most cases I would end up doing like I I'm required to do quick disembarks normally. Um, tactical disembark is like a quick disembark that's slightly better because it gives you more more things to do and it has an more open like array of of situation I could use it in. But it doesn't seem like I can uh in most instances I I'm not able to choose to combat disembark intentionally, right? it. It basically explicitly requires that like I fulfill the the criteria because in most cases I'm going to be able to quick disembark and um quick disembark overrides the other ones. I guess it would be like if my transport is stuck in in is currently stuck in melee and I attempt to tactical disembark, then I would combat disembark instead.
Um cool.
Uh all right. Emergency disembarkcation moves are different. They occur when a transport is destroyed. I'll make a hazard role for each model in the unit before moving. Then uh place each model entirely within the placement distance of the transport as close to it as possible. This is what we were talking about earlier where we got really confused because they said in the live stream you must when disembarking you must place as close as possible to the transport and then they revealed the transport rules which said nothing about that and we were like what that doesn't make any sense. Um but it turns out it is only for emergency disembarations which they didn't make clear in fairness. Um, you are battlesharked ineligible to declare a charge. Uh, so you can't use any of these other disembarkations if you die to overwatch or something. I I was not aware of this when I said that. Um, so if you like get killed at the end of your if your transport get killed gets killed at the end of your movement phase, you just hop out uh using emergency disembarkcation and eat a bunch of damage probably.
Um, there's also a sidebar for rapid disembark. After you made an arrival move, models must follow the same rules.
Oh, this is the ability for so when you when you come out of Inkress, you can drop out of your transport. And you must follow all the same rules and restrictions you had to follow when resolving the movement. Um, what's interesting is that in situations where you can six-inch deep strike a transport, you could then six-inch reserve the all the guys inside of it, which is, I think, an issue in 10th edition because there are some instances in which you can you can close reserve a vehicle, then the unit inside goes has to set up farther away from the screening unit than the vehicle is, which is super [ __ ] Uh, attach units is probably going to be a cane of worms. I think I'm going to take a very quick break to go run to the bathroom chat because otherwise I'm going to get I'm going to get a little feisty. But then after that we will talk about characters and we will most likely talk about precision stuff which I think a lot of people had questions about. So give me about two minutes and I'll be back.
Hey.
Hey.
We are back, chat. Let's talk about some freaking characters.
Uh, all right. attached units.
Um, everything you heard anyone say is that we need to disark as a base contact with the hall. Yeah. Yeah. So, so that was because um they basically they misled us on the live stream. The live stream they said and I looked this up the other day. I even timestamped it in my Discord because I was like so I was like did I just Mandela affect a whole rule? In the live stream, a a rhino was destroyed and one of the commentators, it was Adam Caviller, he said in 10 in 11th edition, when you disembark, each bottle has to disembark as close as possible to the hall of the transport. And so they ranged the transport with all the plague marines that had disembarked. Um, and so I and I think everyone else who did coverage of the live stream went, "Ah, new disembarkcation rules.
When you disembark, you have to be in base contact with the transport." What he meant was that when you disembark from a destroyed transport, you must place as close as possible. And so that's what we have. When you emergency disembark from a transport that's blown up, you place as close as possible. When you disembark normally, the rules are basically the same. There's just like cool little thing you can do to prevent yourself from being locked inside a transport, but that's about that's about it.
Um, all right.
Let's talk about some stuff. Uh forming attached units. You can either have leader or support on your data sheets before the battle at the muster army step. For each leader and support unit in your army, you may choose one friendly bodyguard unit that they can lead. Uh that unit will then lead the bodyguard unit for the battle and forms an attached unit. Unless otherwise say that each bodyguard can only have one leader and one support.
Um oh interesting. So they they had discussed and I don't maybe this isn't the case. I don't don't think necessarily that it's not uh but they had talked about in one of the previous streams that support units were required to attach and it doesn't seem like that's the case.
But well maybe there's additional requirements in here. Um if the unit contains one or more bodyguard units when you're attacking it, use the highest I imagine that's toughness. That must be toughness right toughness characteristic of bodyguard models of the unit when resolving attacks. Even if the leader or support of this attached unit has a different toughness characteristic if the unit contains only leader support models use the highest toughest characteristic of those models when resolving attacks. Uh cool rules that are triggered when a unit is destroyed are triggered only when the last model in the unit uh that began the battle in an attached unit is destroyed. So it requires that you kill everyone um in the unit including all the characters to get benefits of killing it. So there your attach units are going to be extremely difficult to remove in one in one fell swoop especially because like don't forget the characters are always at the end of your wound allocation sequence and will typically have better saves. So the characters more often than not will survive incoming attacks if they have bodyguard models at all.
An attached unit has all the keywords of all the units that compose it. In fact, unattached unit uh unit is only affected by the slightest rule applying to units with any one of those keywords.
I don't know what that means, but okay.
Uh the models of an attached unit do not gain keywords of other models of that unit if they do not already have them.
Models of an attached unit do not gain the keywords of other models of that unit. Oh, the models don't. The units do, but the models don't. I understand what they're talking about. Uh, remember that attacks target units, not models.
Yes, indeed. They use psych anti-sker as a as a thing. We love that.
E is endurance or e-clair.
Incredible. Um, abilities or roles affecting a single specific model always apply to that model alone, even when part of an attached unit. Otherwise, this is important because this is an open question in 10th edition. Abilities or roles affecting a unit apply to all models of the detached unit until the source of the uh ability or role is destroyed as detailed below. If the source is a leader or support unit, it is until the last model of the leader or support unit is destroyed. If it is the bodyguard unit, such as a data sheet ability, it applies until the last model of the bodyguard unit is destroyed. Or if it is a specific model, such as a, you know, banner bear or something, it is until that model is destroyed. This is [ __ ] sick. Okay, so this doesn't we we haven't seen like a healing or whatever. Um, which I'm sure will uh will probably be covered later. However, what we do see is for example, this was like question came up earlier today.
What happens if I'm in a chosen unit and all the chosen are destroyed, but I still have masters of the mastrom left?
Well, all the models for whom data I mean that's actually probably not a good example because there's a weird thing about joining units which who knows if that'll get changed. But in any case, um let's say I have a unit that falls back and shoots and I have a character in it who doesn't. As soon as the last model in the unit whose data sheet has on it the fall back and shoot ability, I lose that entirely. We'll see if uh joining units and embedding as a attached thing continues to be a thing in the new edition. I kind of hope it doesn't. I hope they just become support characters that just join into a unit, but we'll see.
Uh, heals not in this document. Well, RIP, there is like there's a there's two sections missing. Um, which I think will cover a lot of like the key keywords we haven't talked about yet.
Um, strat reserves, placing units in strat reserves. We can't put fortifications in because Games Workshop hates fun. Um, the total points of all strat reserve units cannot exceed 50% of the points limit for your format. Interesting. So, strategic reserve units have a much much greater expanded cap. Now, it's 50% for the whole army instead of 25% for strat reserves and the remaining 25 of 50% for regular reserves. Very curious.
Uh repositioned units are removed from the battlefield and placed into strategic reserve during the battle.
Units that use such roles are called repositioned units besides other roles that apply to such units. Uh all of the following rules apply to them if these units were used in the movement phase.
They may be used on units that already moved. A repositioned unit that is placed in the same turn made for like move counts is making it when it's removed from the battlefield. Any role that was affecting them for a specific duration continues to affect them as long as that's the same as the current rules arriving from a strategic reserve. Uh you have a placement distance of six.
You place entirely within the placement distance of one or more battlefield and more than 8 in from enemy units.
Um at the third battle round, unless otherwise stated, all strategic reserve units that have not performed one or more arrival moves are Oh, I kind of like that verbiage. uh are destroyed with the following exceptions. Units embarked in transports that ar performed arrival moves and repositioned units.
Neat. Uh no cutout for large unit placement.
H that's problematic.
How do we reserve a bane blade?
Uh, units in transports I believe do count towards the reserve unit. Yep.
Including units embarked in transports that are themselves placed in strategic reserve. Another thing, chat, no restriction on the number of units that can start the game in reserve. Only a restriction on the points value. I love this. The much cleaner.
If you're bigger than 6 in, get absolutely [ __ ] is the answer. Here's another funny thing that used to I brought this up in eighth edition and everyone laughed at me, but I don't think it's ever been ruled on.
The edge of Is the edge of the battlefield is the is the edge of the battlefield the physical edge of the mat or is it an infinitely tall cube and edge is like within the plane the vertical plane of that edge. The reason for that is that 6 in off of a line means that your your battle your edge of battlefield 6 inches of the edge of battlefield would actually be a uh like a quarter circle, right? It would be like this cone this like funny cone shape. Um which means if you are particularly tall but not necessarily wide, it could prevent you from arriving. And I asked people that and they were like that's stupid. And I was like is it? because it actually determines whether or not a lot of units can strategically serve.
What is a battlefield edge? I I imagine battlefield edge is defined in the first two chapters of the of the book that we don't have.
Yeah, the guard do have the one detachment for sure. Um but this just removes entirely the rule where you can come in off your own table edge.
It's just gone.
Also, arrival moves only eligible on the second battle round. I believe that they have entirely removed turn one up down.
I don't really see any way um that you can I don't see any any like rule that allows you to to to come in earlier for now. Yeah.
Uh yeah. I mean I don't like nothing of value was lost. So, I think it was like crazy powerful for the the armies that had it and less, you know, kind of shitty for the armies that didn't. I think that that brings everything to a more level playing field on the first battle round, which is good.
Yeah. Interesting.
Yeah. Data. So, like stuff that like drop pods and stuff, right? This says like you can come in first battle round will override this restriction, but it doesn't seem that anything else will be able to. So, even if I go in top of the first turn or B, yeah, top of turn one, if I go into reserve, bottom of turn one, it's still first battle round. So, I'm still ineligible to make an arrival move, unlike the current edition where you just set yourself back up. Also, kudos to them for finally putting it in the [ __ ] core rules and not in every mission they've ever printed. Stupid. I can't believe it took them six years to finally codify no turn one deep strikes. Bro, that's longer than six years actually. It was like since the start of ETH like eighth edition had turn one deep strikes which was 2017 like nine years ago. It's been nine. It's almost a full decade before they put that rule in their core rule book. That's [ __ ] wild, dude. Oh my god.
Uh Logan I think will explicitly allow stuff to come in turn one. I imagine that all of the stuff that says like arrive from strategic reserve turn one.
Um or treat the treat the battle round number as being higher than it currently is will say uh like select one friendly space VA in reserve. Um oh they could just say the same thing actually.
They'll probably say for the purposes of arrival moves instead of for the purposes of being set up on the battlefield. treat the battle run number as being one higher than it currently is because it means that you could turn one you could turn one ingress or you could turn one deep strike you can turn one um I'm calling it a rifle moves but I know it's ingress moves in my in my heart uh you can turn one deep strike you can turn one strat reserve and you can turn two strat reserve into your opponent's deployment zone um and so all basically they just have to change this one sentence but like we all kind of know what it's supposed to do right I think we I think we get the idea um all right flying and momentum.
Momentum moves uh are performed as described below.
Uh uh you're eligible if all of the following apply.
Your role allowing this movement type was triggered. Your role your unit is not battleshocked. It's not engaged.
It's not yet moved. It moves as described as movement. Chooses the m the nearest enemy unit as the moment. Oh, this is surge. Is this surge? Somebody help me.
I think this is surge chat.
It's like momentum. Is this like an impact attack? What are we doing?
Surge moves.
Uh, this is going through like this weird cursed version of the rule book is actually kind of fun. We get little we get fun little Easter eggs where we get to piece together. It's like a puzzle.
We're piecing together what rule we're actually reading.
Uh, okay. So, you are not battleshocked.
You are not engaged. You have not already moved in the phase. So, you can't surge off off of Overwatch. No, generally speaking, um, you also can't surge into a reactive or you can't reactive into a surge because you cannot you you cannot have already moved. Um, which is good. So, you can't like you can't do the like in response to shooting I'll move and then you get shot and then you're like now I'll surge move because if you've already moved then you're done. Um you must move end its move engaged with the momentum target. The surge target each model that cannot end its move engaged with the surge target must move as close as possible to the surge target. [ __ ] We have done it.
We have we have finally stopped Serge Moose for being stupid a stupid can of worms. So you every model in the unit must go either to engagement range with the closest enemy or directly towards them.
You cannot now choose one model in your unit, move them into base contact, and then move everyone else the opposite direction. Everyone goes directly towards. Let's go.
I'm so in.
Play an online game with 50 French players. You can feel awesome. Love that.
Um, very good. Flying models. If you have the fly keyword, uh, we know how this rule works. You can choose to get minus two to move to go over things and through friendly models. We love that.
All right, abilities. Aura abilities.
Um, abilities affecting models of units within a given range are auras.
I think most of these I love that these are codified. This makes me so happy, but I don't know necessarily if if we need to um go through all of them.
Should we talk about aerodyines chat?
We're playing Cyberpunk 2077.
Um, what if their surge move will bring them into engagement range of another units? Uh, so the one, it doesn't matter which one shoots you for surge moves.
Surge moves always choose the closest unit.
It always goes to the closest. It doesn't matter who attacked you. It's always closest.
Um, and you can't and it it also specifies you cannot engage anything else that weren't weren't your search target.
So you go towards the closest and you can't engage anything else. Unlike pylin moves, it is explicit.
All right. Uh, at the start of the declared battle formation sele which is their name now, uh, must be placed in strategic reserve.
Aerodyine units are only eligible to perform an an ingress move. They are not eligible to perform any other movement types. At the end of the opponent's turn, all aerodine units in your army that are on the battlefield must be placed into strategic reserve. Each time any unit performs any movement, its models may move through aerodyine models. Each time a unit performs an in uh insertion move, a pylon, consolidation, or surge move, unless that unit can fly, it ignores aerodines.
Uh being engaged with only one or more aerodine units, does not stop preventing unit from being able to perform a normal move or an advance. Plunging fire rule has no effect on aerodines unlike titanic stuff. Aerodines are not eligible to declare a charge and they can only make me attacking flying bottles.
Okay, it doesn't say anything about hover chance. Let's take a peek.
All right.
Um, there is this stationary rule which I imagine is hover because it explicitly disguises aircraft. Some aerodines are fitted with vector stressors or antigraph technology aligned to hover in place. Oh no, is this on the land speeder? Hold up. This isn't the land speeder thing, is it?
[ __ ] Where's the land speeder data sheet? Did they talk about this?
No. Okay. I imagine this is the same thing.
Um I have no idea.
each time it takes off, which is the rule that means that says that you can you can go over things, it doesn't get minus two to its maximum distance.
Um, huh. Well, I don't know. Uh, I do like the, uh, the new aerodyine rule. I think it's neat.
Um, I hopefully we'll find maybe there's a mistransation of hover in here and it describes exactly how that works, but we'll see because I have no idea. We'll find out, I suppose.
Um, all right, we'll talk about abilities.
Um, we can sort of like cut through most of these because we can kind of uh because we know what most of them do, including the at risk keyword chat.
How many at risk what do we think an at risk weapon does?
Oh, that's so funny. Um, here's a weird thing about at risk weapons. When you suffer damage from them, nothing specifies who takes the hit. Uh, so you take a number of hazardous hazard roles, but it just assigns to the unit normally. So theoretically, you can assign to models that don't necessarily have hazardous weapons, which is actually crazy. So having like plasma pistols in your unit doesn't necessarily kill the plasma pistols.
We'll see necess well we'll see if that ends up making it all the way in. I don't because I don't believe that that was a cutout in the mortal wound uh section, but somebody can um somebody can uh um what's the word? Uh uh correct me if I'm wrong.
here. Catch you. Um I I actually kind of like that. It's like back blast clear and the guy's like, "What?" And it just gets blown away. It doesn't necessarily blow the gun up. It just kills a guy.
Uh slaughter is the new cleave. You get extra attacks for each five models. Bon extra attacks is extra attacks. You can attack in addition with extra attack weapons. Um, blast gets you extra stuff.
Close range, you know, containing one or more models with the close-range weapon may shoot using close combat shooting.
This is close combat or close quarters shooting stuff.
Uh, oh, interesting. Chat pistol does have a call out. I'm curious as if whether this is actually in the in the rules here. Okay.
Like this has a tough time loading through all the pages. So, I'm not going to worry about it. I guess they just included pistol because all of the previous editions pistol weapons have had pistol and they don't want to go fix them.
That's interesting. So, I do wonder if the weird hallucination that turned to close quarters into pistol earlier was because it had like pre-eread this section.
That's uh that's curious.
Uh fight first. We know about devastating wounds. Each attack of a devastating wound weapon suffers a critical wound. The attack sequence for the attack ends. The target suffers number of war wounds equals to the damage characteristic of the weapon.
These are inflicted after resolving any normal damage by inflicted by those attacks. Mortal wounds inflicted by devastating wounds uh can damage a maximum of one model per critical wound.
All remaining mortal wounds inflicted by that attack are lost.
One model per critical wound.
Interesting.
So, so this it seems like occurs at the end of each attack pool, right? So, you like gather your your dice and you roll them and then you inflict mortal wounds at the end of that. Um, but it inflicts on the like to the order in which um the mortal wound sequence occurs, not necessarily the attack sequence. So you could potentially inflict devastating wounds to a save category that or an allocation group that wasn't chosen as the allocation group to take the saves for the attack, which is pretty weird.
It turns out guns do kill people. People are at risk in the vicinity of guns indeed. Um that's bizarre. And I'm I'm curious to see the actual roles for hazardous and devastating because I think there's some weirdness there.
uh infiltrates during deployment if all models in the unit have the ability they can place anywhere on the battlefield more than eight inches horizontally from the opponent's tip deployment edge and units. We have seen that it seems like every exclusion zone for every ability in the game has moved to 8 in. And I made this comment when we were looking at the scout move. I didn't put it in my video because I wasn't sure, but I made the comment during the live stream that um it looked like they were they were scouting outside eight of people instead of outside nine. But it's like you're on a parallax on an overhead camera and a one inch difference like a you know 15% difference or whatever on a measurement is really tough to to eyeball. But I was like I was like zoom enhance. I'm pretty sure that rule is different and it certainly seems to be the case. Uh heavy if you are not engaged, you've not been placed on the battlefield this turn and no model in the unit uh has moved more than three inches, you gain plus one to hit, not plus one ballistic skill, plus one to hit. Super Heavy Walker. Oh, cool. That's the uh that's the knight ability and it's just codified in the rules.
If you do not have Oh, you can decide to have the mobile keyword in the chance of being battleshocked.
Twin linked real torrent automatically hit. Lethal hit.
Uh explicitly dis doesn't work with devastating wounds. Rapid fire. Get extra stuff. Precision. This is the big one. When resolving attacks made with one or more precision weapons at the start of the allocation order step, if the target unit contains one or more visible character models from one or more attacking models, the active player may choose one allocation group that contains one of those visible character models. If so, the attacks are resolved or until the attacks are resolved or until that character group is destroyed.
Whichever comes first, that character group is the current allocation group.
Oh.
H that is significantly different than what we were led to believe based on the live streams.
Uh, so the the implication, but in fairness not explicitly stated, was the the implication was that precision weapons allowed you to order allocation groups. This chooses a character and puts them at the top of the allocation sequence if you could see them, which basically means it is very marginally stronger than the current precision, but not significantly so.
Oh, you can choose not to trigger lethal. Oh, that's true. So you could roll damage if you wanted to trigger devastating. Yeah, that's interesting. I like that.
Uh, so you force saves.
Um, you force saves with precision weapons.
Uh uh the target unit contains one or more visible character models from one or more attacking models.
Um I actually wonder what page we're on right now. I can't tell.
Um I actually wonder When you are described to be an attacking model uh because I think it's relevant. So you resolve attacks according to the sequence. The attacks in the ga the the dice rolled in the gather attack dice step are considered attacks made by unattacking model. Nothing refers to attacking models before that, which means I assume precision um requires that a the currently active attack dice group or attack uh pool, it has the precision keyword cuz don't forget, you only gather like attack pools if all of those attacks are are uh affected by the same abilities. So, if I have the precision ability on some of my weapons but not my other weapons, I only resol I have to resolve the precision attack separately.
Uh in fact, um in fact, I think I have to resolve them separately even if you don't have a character, right? Uh although that might be like open to your interpretation. the the rule that determines whether or not you're being affected by an ability is like kind of weird, at least in this translation, but that's okay. Um, it doesn't matter here or there. But I need a precision weapon, and it seems to me that I need one of the models that has a precision weapon to see the character in the unit.
If I do so, I choose that one character.
I don't choose more than one. So, previous in the current uh in 10th edition, you could precision out all their characters in one go. If you had like hit somebody with a blood thirstster and you epic challenge, you could kill everyone. But you choose one character when you go to roll your attacks to to inflict the precision on and you shuffle that character from the bottom of the allocation group or order to the top of the allocation order, which means they probably die like immediately because you'll roll a bunch of saves and then you'll roll a bunch of ones and they'll go in the character.
Um, it doesn't let you shuffle the allocation order of non-car entities in the unit and it doesn't let you shuffle the character.
It doesn't let you shuffle more than one character.
If the the unit contains one or more visible character models from one or more of the attacking models, you can choose one allocation group that contains one of those character models.
And don't forget all character models are their own in uh individual allocation groups by definition. So they're you're only ever hitting one character model precision attacks.
It's actually they might have made precision less useful.
Uh it so it is like it is like very slightly different than current precision because current precision is like I force the character to take saves until they fail enough saves that they die. Now it's you roll all your dice and all the ones go on the character and they die immediately basically. So like it it's it has it's smaller in scope. I don't get to hit as many models with it.
I don't get to apply as many attacks to them. However, it does mean and I and I can't do anything to the non- characters and I only ever hit one character with it.
However, it does mean that if I have like a, you know, a high enough attack volume that character's almost instantaneously dead and I still get to assign a bunch of saves onto the bodyguard.
So, like, yeah, it's it's a side grade, but a side grade of like the worst keyword in the game is like not a particularly strong endorsement. I don't know. Um, this is very interesting. This is very interesting cuz I I think like many of you thought that this keyword was about to be broken. The way they made it sound on the live streams where it was just like, "Yeah, you pick allocation groups." You're like, "What the [ __ ] That's nuts. I can like shuffle your storm shields in front of the rest of your unit." That's not how it works.
Interesting.
Can you allocate damage to characters that you don't see? Kind of. The answer is kind of. So, if I have multiple precision attacks in a unit and one of those models, so if I have like uh a good example is like shroudunners, let's say. So, like shroud runners and I have one shroud runner that can see your character. I can take all my longrifle shots.
Um, I can take all my long rifle shots and um and I can I can uh assign them all to your character. So unlike the current thing where an attack from a precision weapon that targets a a visible character could choose to to bounce that attack onto the visible character, now as soon as one precision weapon can see your character, all the precision weapons that that guy, all the precision weapons in the same attack pool that that guy has can target the character.
Um, does that mean the character is in front uh for the subsequent that scatter lasers? It does not.
Um, because it only works until the attacks the precision attacks are resolved.
Uh, at least to my reading. I believe that's how that works.
So basically, if I was a shroud runner unit and I I would like one of my shroud runners like edges out in the corner so he can see your character. I go I'm going to resolve all my longrifle attacks. They're all precision and one of one long rifle one long rifle carrier can see your character. So I'm going to roll all my long rifle attacks and I'm going to choose to use precision which puts that character at the top of the allocation group. Once I resolve all the long rifle attacks, you take all your saves starting with the lowest rolls on the character. We then move on and I roll my scatter lasers and your character goes back down to the bottom of the allocation group is what it seems like.
Yeah. So, it does require the character to be at least a little bit visible. You can't what you can't do is um like shoot the rand like a random unit on the guy on the side of the unit and then apply all of the precision attacks to the character. If none of your snipers can see the character, it doesn't work. The other weird thing is that it seems to be is if you have multiple different kinds of precision attacks, they don't necessarily like all work together. So, if I have I don't know when this would be the case, but like if I have two different precision attack profiles, like if I had a sniper rifle and a character with a precision range weapon and the sniper rifle could see the enemy character, but my character couldn't because assumingly those two weapons would be in different alloc attack groups. They would not they would not uh they would not both choose draw the line of sight from the sniper rifle if that makes sense.
So interesting.
How does precision work with GM and um they're both character models, right? So you can allocate to whichever one you can see, which I think is the same way it works currently.
Um, so it's like if I can see Mari, I could dump all the prec all like precision attacks of Mari or if I can see Gaz, I can dump all like precision attacks on Gaz.
Uh, in a lot of cases, it will be an 100% a dead character for sure. That is, it is true.
Um, interesting. That's interesting to note. Psychic weapons, ignore weapon scale, ballistic scale, characteristic modifiers, modifiers to hit roll. You're also considered a psychic attack. We've seen that one before. Sustained hits, we've seen that one. One shot, we know what that one does. Solo agent I think means alone operative. We know what that one does. Um what's what's interesting is that in the GSC article earlier or not in the GSC article in the uh in the admin article they said that loan operative would always come with a number.
Oh here we go. If this ability takes the form of load operative X loan operative necessary or definitionally is 12 unless otherwise specified in which case it changes to a different number. I see.
Neat.
Uh, support seems to be that they maybe didn't give us the right information earlier and it seems like you can attach it alongside a character optionally if you want to. Support and leader. Deep strike. Each time you perform a rival move, uh, you can place anywhere on the battlefield more than 8 inches away from enemy units, including in the opponent's deployment zone. Fusion I imagine is also the melta weapon within half range or less of the weapon is target steps till the attacking unit has been resolved add x to the damage characteristic ignore cover scout this ability always takes the form of scout x and resolve pre abilities step if all models in a unit have this ability you may do one of the following if it is in strategic reserve you can place it anywhere within your deployment deployment zone oh okay so you choose to strat reserve scouts at the beginning of the game then can pre-eploy them if you wish to. That's really cool. Or it can perform a scout move if it is in your deployment zone, which is why it doesn't work with infiltrate.
Um, did we see infiltrate during deployment if all models have this ability? I do wonder, and this might require clarification, if that could allow you, no, no, it wouldn't allow you to scout onto into infiltration because this says you can set up into deployment zone. So, just kidding. I was like, could it be that if I both infiltrate and scout, I could choose to scout into an infiltration position? The answer is no. Um, if you are embarked in a dedicated transport that is entirely within your deployment zone and all models in that dedicated transport have the scout ability, the transport also performs a scout move with it, which is I imagine what this is. And it is 8 in just like we talked about earlier. We love it.
Uh yeah, I think Scout sounds very interesting. Um the sad part is the loss of scout plus infiltrate. That that sounds like it feels very hamfisted to be honest where they were like we just don't like this this interaction even though we [ __ ] wrote it on a million units. So like I don't know, they just don't work anymore. And it's like let let them do something different, right?
If you don't like that they work together, give them a different effect.
Um, but instead they just made it so that and you just lose infiltrate if you ever tra try to use the scout ability, which is kind of shitty, but it is what it is.
Uh, stationary, we talked about firing deck can shoot off the top psychic, we talked about psychic twice.
Weird. Okay. Um, hazardous destruction, deadly demise.
Each time a model of this unit is destroyed after any units were have imported emergency dismarkation moves, roll a d6 on a six, you undergo a hazardous destruction. I love this [ __ ] translation, chat. Each time each unit within 6 in or less of this model suffers mortal wins equal to x.
It's if x is a random number, make a separate rule for each model. Uh, yep.
Okay. Stealth. Uh, you always have cover. Starting strength and half strength. This is all stuff I don't think that we need to look over again.
Battle shock.
Oh, this is the starting stuff that we didn't get to see earlier. Oh, interesting. Okay. Uh, the number of models in a unit contains the start of the first battle round is its starting strength. Oh, cool. So, first battle round, which means that if you combat squad a unit inside a transport, it recalculates its starting strength automatically. Whereas in 10th edition, that required an FAQ because uh it actually didn't tell you what your starting strength was if you combat squatted early. It was actually kind of a nightmare. There was a chance that every time that there's a chance that basically like if you attached a character into a unit and then combat squaded the unit, the combat squads immediately started battleshocking, which is very stupid. Um, which like sisters players were like, "But don't I get a plus one to wound now?" And you're like, "No, no, no, calm down." Uh, that that eventually got fixed. Um, that's cool.
Sting strength of one. Your below strength strength if your number remaining wounds count is less than your winds characteristic. Remaining winds count or half your wounds characteristic. Your blow strength if the wounds of the model are less than half its wounds characteristic.
Cool sidebar. Units that cannot be at half strength. If the wins characteristic of a model or if the starting strength of a unit cannot be divided by two equally, that model cannot be at half strength.
Oh, but can't be below half strength.
Okay, so that's like if you have three wounds.
They're like, "How do you get to have strength?" And the answer is you don't.
Fair enough.
Um, I like these uh little clarifications here.
Oh, here's a question we I we had I think is probably easily answerable.
There's a terrain question that always comes up. I'd like to reinforce my own knowledge of which is that this qualifier for dense terrain uh still refers to model night unit, which I know is going to come up a million times.
Uh, okay. There's some diagrams which we don't really need to look at.
Um, so we're missing a couple things here.
Hover, right, is just gone.
So hover vehicles might just not exist anymore, but I doubt it. Somebody said arrow might might do it.
Would that be like up in here somewhere?
No.
So, I don't know how hover works.
Stationary is hover, but it doesn't tell you how to apply it, right?
Well, aerodine, I think, is just a mistransation of aircraft. And to be clear, I think that's just a mistransation. Um but so what it doesn't say is is um like how you activate hover, right?
So like the stationary keyword may very well be the hover keyword, but it doesn't say how you get it because an aircraft unit by definition never moves normally. So, the effect if it affects only aircraft doesn't do anything. Or did I just lose it? Uh, stationary here.
Yeah. Uh, I've lost it.
Uh, do monsters ignore your monsters and movement? They do not. Uh, the normal movement rules don't say anything about monsters and vehicles, but the monster and vehicle rules specifically say that monsters cannot move through friendly monsters unless otherwise specified. If you fly, you can like pay the two two points to go over.
Float is hovering French.
No, we got nothing.
Um, yeah. So, I don't know. Stationary I could see being I don't know, just some sort of like jump jet ability. Like we could see it go on on like B like crisis battles suits or something where they just like because they have jump jets they just like hover around.
Um but I don't know.
Uh like it also this also like specifically calls out aircraft in the flavor text.
The problem is that like I don't know how you use this, right? And it must be that we're missing a section. The other thing is heal, which was never covered. So, I think we're probably missing a section there because there's a lot of questions about like, what if my whole unit dies, but my characters are alive? Can I regenerate models that aren't on the battlefield?
Like, can I regenerate models to a data sheet that isn't on the battlefield anymore? I have no idea. Um, and as if we look at this, there's like basically an entire chapter missing from the beginning. I think we saw a little bit of chapter one, but chapter two is totally gone in my to my experience here.
Look at an example in the starting strength bit.
Uh, a captain of one model is attached to an intercessor squad of five models.
The attached unit has a strength strength of six. If three intercessors are destroyed, the unit will be at half strength.
If four intercessors are destroyed, the unit will be below half strength. If all the intercessors are destroyed, the remaining captain will be below half strength.
Uh pivots in there. Yeah, pivot pivot is free. There's a whole diagram about it.
Uh rotating your models is like crazy strong now. Look at this [ __ ] chat. You just spin around. You just do a little spin.
We um so what was the question about starting strength? If you lose the captain, you're going to be at five out of six models. So you're above you're above half.
Toss the section into chat GPT. We'll just like Yeah, we'll keep going even harder into the uh the AI hallucination.
Um there'll be a rule to measure vehicles from middle hall measurement.
So you always measure like you basically measure like you always rotate models from the middle but you measure models from the closest part of the hall.
There's a it explicitly calls out hole is going to be a keyword now that goes on your data sheet and describes how you measure and hall measurement always measures from the closest part just like it does currently. So that is uh what it is. If you lose the intercessors, is the captain blow have strength? He is. Um because he's permanently attached to the unit when you construct the the list. Um he basically considers the intercessors part of his unit. He he himself considers himself to be at a starting strength of six, which means if the intercessors are dead, then he's by himself, but he's below his starting strength of six.
Do leaders keep bodyguard abilities if all the bodyguards are dead? No. If your bodyguard units are destroyed, uh, any data sheet apply or any data sheet sourced from models in your unit, uh, is removed as soon as all of the models supplying that that ability are gone.
Um, so if you're inside a unit that's giving you an ability and you and the unit dies, you lose that effect.
Um, I will say chat, I'm running a little bit a little tad late, so I think I'm going to go ahead and ramp the stream up here. I think we covered everything, which honestly shocks me.
I'm really shout out to the Black Crusade Open uh finals for going really fast. So, we got to talk about these, which is cool. Leaders in support are not two different units if they lose their bodyguard. Correct. They're in the same unit. Um, and there are in fact rules governing which abilities they keep, which abilities they lose, and how damage is distributed between them. Um, but they are they are locked in permanently.
If a leader keeps his ability that says he gets it if he's leading a unit. Um, so that I think is an open question because I think that's going to be an Arada because uh like I um b most of the character abilities are are just like this model's unit gains X.
Um, I don't know if it is explicit when you are considered to or not to be leading a unit.
Uh, in fact, chat leading does not appear anywhere in this document.
So, I think the leading a unit nomenclature is probably gone. you just become part of an attached unit when you when you when you join in. Um, so I what I imagine is that there will be a blanket FAQ in a in the rules commentary on day one that says any ability that says this applies when you're leading a unit is changed to this unit gains.
I wonder if Lus will change. No, I don't think anything that gains um part of the their utility from their bodyguard unit will change. I would not expect to see that that change be made. I think uh anything that's like Phoenix Lords or uh you know like Lord of Contagious like I can't 60 strike without my friends or whatever. I think those are all going to be those are I don't I I would not expect to see those change. That would surprise me.
Um, reanimation protocols and Nekron characters I think remains to be seen.
Uh, like I said, the heal the heal rules aren't in here, so I don't know.
We'll find out, chats.
Yeah, healing is going to be really questionable. Yeah. Yes. Yes. Yes. Yes.
Yes. Indeed. Yeah. If you could if you could lose the unit, eternal revenant, regenerate the character, reanimate the unit, and then like resorb macarons are going to be silly. But also, they have to stay within nine inches to do that.
So, it's like honestly, it's like kind of a side grade. Like, real talk. Real talk chat.
You you get you get to reanimate your unit a lot, but Monkeykey's Paw Curls, you can only do so on one objective. The Warrior Squad's like, "No, no, my greed.
I wanted to be invincible and you made me slow." No.
Yeah. I don't know.
Um, has anyone done a what's different, chat? We got this like four hours ago.
Calm your tits, Chad. Jesus Christ.
We literally got this briefly before we started streaming. Oh my god. Um, I might do a video tonight. It depends on how much time I have, but it we'll see. I am I do have uh I do have some stuff to do.
Um, anyway folks, that is going to be it for me. I think today I do have to get going because I think I'm running late now.
Oh, I didn't mean to click off off the thing uh that quickly. But I do want to say thanks everyone for watching. Uh, thanks for coming hanging out with me for this impromptu stream of a cursed mistransation of the rule book. There's definitely lots of open questions that we still have, but this gives us a much better example, a much better idea of how the rules work. If I wasn't live streaming a tournament this weekend, I would be uh I would be rocking all of these on TTS all weekend. But unfortunately, I will be live streaming.
Fortunately for you, that means that we can keep talking about these for the next two consecutive days. So, I'm going to be um uh I'm going to be leaving tomorrow and traveling. I'll be live tomorrow morning with the uh for uh with the the next Faction Focus article and then I'll be leaving tomorrow afternoon uh to go over to that event. I'm going to stream the Spring Slam GT. So, please come and hang with me over there. I'm going to drop a uh redirect to the live stream event for that event momentarily as soon as I'm done with this live stream. And so, I will see you tomorrow morning and then I will see you on Saturday morning for tons of 40K. It's 40K 24/7 over here on Sagical Tortoise. Thanks everyone for hanging out with me and I will see you then. Cheers everybody. Keep it classy folks. Have happy wargaming.
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