PSAs about rules people forget

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PSAs about rules people forget

Post by Hunam0001 on Sun Nov 15, 2015 9:50 am

Hi there Hogtowners,

Just a few notes about things that people sometimes forget in game:

Defensive Grenades can be thrown in the shooting phase! They are a 8" range, assault 1, str1 small blast with the blind special rule. This is really important for Tau players, as it's pretty worth it to give up a single pulse rifle/carbine shot to try and make that assault squad coming at you fight at WS1 next turn (also, hilarious to be hitting on 3s in assault with Fire Warriors).

Hate it when skimmers jink everything? Try ramming them. It's not a shooting attack, so they can't jink, and you automatically hit! Also, thanks to it's tank status, the lowly rhino does an auto str7 hit. It also works against walkers, who can't make a death or glory attack!

Speaking of Rams, and thus Tank Shock, you can totally fire after doing them, and are in no way restricted to shooting the unit(s) you tank shocked and/or rammed! However, you will always be counted as moving the amount you declared in the tank shock, which must be at least combat speed.

Finally, Calvary take dangerous terrain tests for moving through difficult terrain this edition (take that Thunderwolves!)
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Re: PSAs about rules people forget

Post by NTaW on Sun Nov 15, 2015 7:11 pm

Good reminders! I always forget about grenades in general unless I'm in combat with a Monstrous Creature or a Vehicle of some type. Something worth mentioning when Ramming a Walker is that if they don't get mangled by your attack they can attack you in the ensuing Assault Phase. I guess only go for that one if you know it's a sure thing, most walkers will crush tanks even with their base number of attacks.
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