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Friday, August 30, 2013

My Top 10 - Warmachine Rules Mistakes




Hi, I'm Ray, and I'm a rules lawyer.

In my group, I'm usually expected to know all the rules. If I don't, I get beaten with pool cues (we play in a friend's pool room, so for all you know I'm serious!) Out of self-preservation and a hatred for playing wrong, I like to frequent the Warmachine rules forums. There are a lot of questions that tend to come up, so I thought I'd compile a list of rules that many people  Page references will come from the Hordes Primal rulebook when I think they're needed. These are by no means the complete rulings, but are small things people get wrong with a specific rule.

I also apologize if I appear condescending. I use italics a lot to emphasize a point, so don't be offended by it because I'm trying to be as straightforward as possible.

1. Initial Attacks

  • During your combat action (p48), you can make a normal attack using either your ranged or melee weapons, but not both unless you have an ability like Virtuoso that allows you to use both.
  • If a warrior model has a *attack or *action, it can use that in place of its initial attacks. Note that this sacrifice all initial attacks of that model.
  • You can charge, use a *attack, and still gain the charge bonus if using a melee weapon. (p.47, just above the "charge direction" image)
  • "A model cannot make a power attack as its charge attack. Power attacks are melee attacks with a 0.5" melee range." (p.51) This is an oft-overlooked part of a very dense section of the rulebook, so I'm quoting it.


2. Colossals and Ranged Attacks

  • Colossals cannot make ranged and melee attacks in the same activation unless an ability lets it. Carefully read the colossal rules for clarification.
  • Colossals can use ranged attacks while engaged in melee combat. If shooting a model in melee with themselves, the "shooting in to melee" penalty does not apply. You can still shoot at models not engaged with you. (Note that this is different from Gunfighter, which only allows you to shooting models you're engaged with)


3. Line of Sight and Model Size
Hands down, my most explained rule. Before I start, let me explain that this is a rule that makes practical sense, but not common sense. It can't be rationalized, so it's important to just accept it as a way to balance the rules.

Following the Line of Sight rules on page 43, we see that in Diagram 1:

  • L1 can see S1 because it can draw a line between both bases without crossing an intervening model.
  • L1 cannot see S2 because S2 is hiding behind a model that is equal to/larger than its own base.
  • S2 can see L1 because nothing equal to/larger than L1's base is blocking Line of Sight. 
In diagram 2:
  • L1 cannot see S1 because S2-4 block line of sight. 
  • S1 can see L1 because L1 has no equal/larger bases blocking line of sight.
  • M1 can see L1 because L1 has no equal/larger bases blocking line of sight.
  • L1 can see M1 because M1 has no equal/larger bases blocking line of sight.





In short, just remember that LoS has nothing to do with the attacker's base size. Colossals still can't see over a line of small based units.


4. Cover vs Concealment vs Open Ground

  • Cover is granted by being within 1" of cover-granting terrain. Walls, large rocks, etc. Some things like chain fences should be discussed with an opponent before hand. (p. 57)
  • Concealment is granted by being within 1" of something that can be shot through. Bushes are the most common of these.
  • Forests and clouds provide concealment only to models with part of its base within the feature (p 89)
  • Note that models never provide cover or concealment to models behind them. If the model doesn't completely block line of sight, then the target model is treated as being on open ground.
  • Bonuses are not cumulative. If you're behind a wall that's behind a bush, you will only receive +4 DEF from the wall.
  • If a melee target has any portion of its volume obscured by an obstacle or obstruction, it gains +2 DEF against its attacker. (p89). This includes attack a model from around a corner

5. Obstacles and Linear Obstacles

  • Linear obstacles are features up to 1" tall, but less than 1" thick. Otherwise it's an obstacle (can be climbed) or obstruction (cannot be climbed).
  • Things like boxes or stepped hills that are 1" or higher require 2" of movement to get from the base of the obstacle to the top. When you reach the edge of the obstacle, you sacrifice 2" from your movement and are placed 1" forward on top of the obstacle. If you don't have enough movement to move forward and keep the model balanced, just prop it up or replace it with a blank base.
  • Charging models end their movement as soon as they contact an obstacle or linear obstacles unless they have the Pathfinder advantage.
  • You can walk or run (not charge) over a linear obstacle with no penalty as long as you can end your movement on the other side. If you can't move over it, you stop your movement on the other side. You cannot put part of your base on the wall.


6. Orders

  • Charging and running is a single order. If you give a charge/run order, some models may charge while others may run.
  • Models cannot charge/run and be given an additional order like Shield Wall or Bob & Weave.
  • A model must be in formation to receive an order. All affected models must follow the same order.
  • Models out of formation can only advance toward or run directly toward its unit commander. If it advances, it must forfeit its action (p71)
  • The unit leader cannot be incapacitated when giving an order (stationary, ordering a charge while knocked down)

7. Within vs Completely Within

  • This is an example of Warmachine having very specific wording that is easy to overlook. Within means only part of the model's base needs to be within the measured range. Completely within means the entire base must be within the measured range.
  • For example, Circle Orboros's Shifting Stones allow you to place models within 8" of its current position. That means that if you measure 8" from the model's base, you can place him just at the edge of that 8" with the rest of its base beyond 8".
  • Covering Fire allows you to place templates completely within 12". That means that no part of the template may be placed beyond 12"


8. Combined Attacks

  • Combined attacks are based on a single model. When declaring a CMA or CRA you must declare who is the primary attacker. All benefits and penalties are solely based on the attacking model. That means it's usually a good idea to use a model with higher MAT/RAT for your attacker. (p.62)
  • Combined Melee Attacks can be used on a charge. All models must successfully charge to be considered a successful charge and get the bonus damage die. That means if 4 models CMA charge, 1 moves less than 3" and the other ends outside of melee range or LoS, then only 3 will participate in a regular CMA.
  • Combined Attacks are not orders, they're just an advantage the model has.
  • CRA cannot target a model engaged in melee.
  • CRA aiming bonus only requires the attacking model to forfeit its movement.
  • Combined Attacks count the attacker for the bonus. I.e. a CMA with 5 total attackers (1 primary and 4 "helpers") gets a +5 bonus to attack and damage.


9. Multiple Upkeeps and Animi

  • Each model can have one friendly upkeep and enemy upkeep. A model can have any number of non-upkeep effects as long as they are not from the same spell/ability. Note that although animi are not upkeeps, only one friendly animi can be on a single target. (p79) Any number of enemy animi can be on one target. 
  • A model may only have 1 of each upkeep in play at a time. If the Butcher casts Iron Flesh on Kayazy Assassins on turn 1, and then on turn 2 he casts it on himself, the spell will immediately fall off the Assassins.
  • A single animus may be used multiple times. A warbeast can only cast it once, and its controlling warlock may cast it any number of times on his own turn without penalty.

10. Running

  • Pay attention to SPD vs MOV when running. Running is twice your SPD stat. So if a model has 6 base SPD and +2 SPD from a spell, it can run 16". In contrast, the same model with only +2 MOV would only run 14" (12" + 2").
  • Running requires you to sacrifice all actions for the turn, and your turn ends immediately after you run.
  • If you use a feat, cast a spell, or use an ability you cannot run.
  • You can use abilities that read "any time during this model's activation" before running, but cannot do it after running.
  • Running requires a model to sacrifice its movement and action. That means if a model sacrifices its movement to stand up from knockdown, it can't run.
  • If part of a unit is knocked down but the leader is not, a bunch of confusing stuff happens. You can read a discussion of it here, but basically to quote an Infernal (an official rules authority):

    A model must either charge or run when it gets a charge order. If it was knocked down:
  • 1. It chooses to charge, forfeits its action, then cannot do anything
  • 2. It chooses to charge, forfeits its movement, then cannot do anything 
  • 3. It chooses to run, forfeits its movement, then cannot do anything.
  • 4. It chooses to run, forfeits its action, then makes a full advance and ends its activation.
            Basically, if you give a unit a charge/run order while someone is knock down, the knocked                  down models gets to make a full advance due to some wonky rules interactions.


Whew, that was a lot of talking. I hope you guys found this helpful! Warmachine is a great, rules-intensive game. It's hard to get it all right, so always remember that the Privateer Press forum has an area dedicated to stuff like this. If you're not sure of a ruling during a friendly game, just do what you can and hit the forums later!

Let me know if you guys enjoyed this or want to see another installment. Or maybe I even got a rule wrong! I could talk rules for days, and even doing this showed me some rules interactions I wasn't aware of. If you have any rules you aren't sure about, or that you see other people get wrong often, let me know and I'll try to include them in the next one!


See you tomorrow!

5 comments:

  1. Thanks, this is a nice quick reference. The LOS is pretty common, but so is terrain. Obstruction vs. Obstacle, and which one can you see through? And what are scenario flags? Obstructions? What about objectives? Can you shoot through them or are they cover? Things like that get confusing quick.

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  2. On Number 2, another common one I have to explain with a Collosal shooting is that it can never gain the aiming bonus while engaged. it can shoot at whatever it wants, but engaging it still does something.

    On number 6, your unit commander can still give an order if it was knocked down at the beginning of the activation. looking at the activation timing chart in the back of the book (pg 236 primal), step 3 is forfeiting movement or action, step 4 is issuing orders.

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  3. Just a clarifying point about #5, 3rd bullet - Models with the Pathfinder advantage are able to charge, slam, and trample across obstacles (War Room reference entry for Pathfinder).

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  4. Really helpful thanks for posting.

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  5. This comment has been removed by the author.

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