WMC 40K Challenge FAQ
Hi All
As I receive e-mails/posts in this thread regarding composition questions and how things work for the Doubles, I will consolidate them here. In mid September, I will roll all the questions together into a document that players can download.
Cheers,
Nate
Q&A
1.) How will Drop Pod Assault work in the Doubles?
In dual Codex Marines - total the pods for the combined army and drop the normal number - one half rounding up.
In mixed Codexes with pods - the Codex Marine half follows its rules, the others follow their codex.
2.) Can a Chaos Space Marine Icon be used by units from Codex: Chaos Daemons to avoid scattering?
Yes, Chaos Daemons may use such icons. They are not forced to use them, as Lesser Daemons are required to, but may use them to avoid scatter.
3.) Can doom be used by the other half of the army?
Yes, as Doom does not have a limiting factor restricting its effect to eldar units
4.) Can Fortune and Guide affect the other half of an Eldar Army?
Yes, both powers can benefit other Eldar, but only Eldar, as there is a limiting factor in their description.
Hi
Quoted from the players guide, page 3:
"Each Team is considered to be one 2000 point force for the duration of the Tournament.
This means that many abilities are shared, provided the wording of the specific rule allows it. For example, Necrons from one force are eligible for “We’ll be Back” rolls into Necrons from the other force. Tyranid Synapse from one force extends to the other friendly force, if they are also Tyranids. This also means that when designing your list, your army is considered to be worth 2000 points (i.e. yes to elite carnifexes, characters with a 1500/2000 point requirement.) Exception: Vehicles with transport capacity may NOT carry forces from the other player’s army."
Further Explanation:
Regarding abilities that cross over - use a very literal interpretation of the rule to determine if they cross over. Your armies are considered one force on the table top, so unless an ability has a limiting factor, there is no limit, unless we absolutely believe that game balance is being horribly broken.
Examples - Tau Marker lights can only be used by Tau (and Vespid units with Strainleaders)
Doom - is not limited to benefitting eldar, therefore yes to other races getting to re-roll to wound.
Guide and Fortune use the specifier "eldar" units, therefore as long as the unit being targeted is eldar, the effect takes place. Note that "Dark Eldar" is not at all the same as "Eldar" for determining these cross-over effects. Also a Black Templar is not a Space Marine is not a Dark Angel is not a Blood Angel is not a Space Wolf for things like "Deathwing Assault" and "Drop Pod Assault".
Cheers,
Nate
Hey, just a quick question regarding Space Marines again:
Pedro Kantor and his "Hold the Line" special rule. Will it allow the Sternguard to control objective markers in the 40K doubles challenge, as you have clearly stated that only "Troops" may do so?
Also, in Senario #3, can multiple units of troops that are all controlling the same objective each get a control point at the start of the turn? Or can each marker only give up 1 point per turn, regardless of how many units of troops are actually within 3" of it?
* Just finished playtesting this mission with my gaming group... A note of contention came up, which I'll post for some feedback.
A drop pod landed and contested a marker. At the end of the following turn, I used the pod(as it is a unit that was contesting a marker, with no other units in 3") to destroy the marker, gaining a sabatage point. Is this permitted? Can a dedicated transport destroy markers as they can clearly contest them? I said yes, while one player said no... just thought I'd post it to see.
Finally, if 2 players play the EXACT same codex(for example 2 blood angels lists) can Independent characters from 1 army join a unit from another(in our game can Dante join his partners Death Company) or is it only units within thier own army? Cheers.
Hi
Thanks for the questions.
Pedro's Hold the Line would allow sternguard to control objective markers. The best way to amend this will be with an edit of the documents to say "scoring units" rather than "troops."
In scenario #3, each marker can only reward one point per round. We will clarify that.
WMC will have to discuss the ability of transports to sabotage markers. My gut reaction is "No, they should not", but we will have to discuss it again. I think it came up in design, but I may have neglected to include our response... IIRC the answer was yes to tanks in general, but not dedicated transports. The other option discussed was models with hands only, but I don't think that was the position we settled on.
Generally, we have disallowed players from moving HQs from one army into another. We will discuss it and have a final answer for this year's event.
Cheers,
Nate
Thanks for the reply. What if you only disallowed "dedicated transports" to sabatage markers? Contesting things is fine, but that would keep Rhinos/pods from destroying it, but allow a non-dedicated Land Raider or Falcon to do so, as they are a little more substantial than a mere Rhino... and they use up a Heavy Slot. Just my thoughts on the matter.
But McBeath then there is the problem of armies like Black Templar who have Land Raiders as dedicated Transports.
It's still a land raider, but because they bought it as a dedicated transport it loses that ability.
Yeah, which is the point. Unless I'm wrong(and I haven't read the BT codex in a while so I may be)You don't have to take it as a dedicated transport, you choose to so that you can save your Heavy slot for something else. That crusader squad can start the game inbarked on a Non-dedicated Raider if they wish, as can any unit.
Codex Marines can take 5... Chaos, at 220 points can take 6 land raiders. I'm fine with a heavy support choice being able to destroy an objective... but if you want more than 3 of those AV14 bad boys then you need a downside.
Frankly, other than saving a force org slot there is no need to take a dedicated land raider... unless you find a way to give it outflank or something, which the Khan can do. But then, you're getting something extra already.
Regardless, this is just my opinion. I'm sure Nate and the WMC guys will find a solution that best reflects the balance of the missions.
I'm looking at the Sept 1 version of the missions and Scenario 2 - Rat Race still has some things I'd like to be clear on. In order to secure or sabotage a marker, the unit must be controlling the marker at the start of their turn (only unit within 3" and needs to be a scoring unit to secure it). Lets say I have a tac squad controlling a marker at the start of turn 3, and Death Company also within 3" of the marker. As I read the rule, I can take a secure point for the tac squad and then move them 6". I can jump Death company 12", however, reading the rule, since I was within 3" of the marker with Death Company at the start of the turn, I can choose to sabotage it at the end of my turn. It clearly says that the same unit cannot take a secure point and a sabotage point in the same turn, but nothing says that a marker can't give up both in one turn from different units. Just wondering if that was the intent of this scenario?
Shane
Shane,
Very good question. We'll discuss and let you know ASAP.
Regards,
Greg
Yeah, that was an issue that came up in a recent test game. The rule seems very restrictive. In one instance on turn 3 I moved my dreadnought within 3" of a marker... but had to wait until the end of turn 4 to destory it(as at the start of the turn I had to be within 3"). Shouldn't it be that at the "end of the turn" a unit within 3" may destroy the marker? I think that would make things easier, but perhaps that is the point of the current rule? It seems reasonable that a marker could both be secured at the start of the turn and destroyed at the end, as you'd be using 2 units for this.



A few of my questions off the top of my head anyway.
Dual Edlar lists, do both Eldar lists get to use re-rolling of wounds on a Doomed squad.?
Eldar/Non Eldar, do both the Eldar and Non Eldar Team mate get to use re-rolling to wound on a Doomed squad?
Dual Eldar lists, Can a Farseer from Eldar army A, use Fortune/Guide on a squad from Eldar army B?
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