WARMACHINE App Update Change Log – April 5, 2023
Several weeks ago, the development team promised to clarify and rework the core movement rules to make them more intuitive and simpler to understand. We took this opportunity to clean up the interactions between Unit Movement, Disengaging, and returning trooper models to play. We even added an example to make our intent crystal clear. The change log below highlights these changes.
Additionally, we decided to add a new terrain type covering terrain features like Guard Towers called “Buildings.” Adding this new terrain type has enabled us to simplify the rules of terrain offerings like the Guard Tower and standardize them in a central location in the core rules. At the same time, we were examining the rules for these new terrain types, we also discussed how they intuitively are and are not like Structures. This conversation led us to apply some interactions to Structures so they would work more like Buildings on the tabletop.
The chief difference between Structures and Buildings is that Structures are models controlled by a player that cannot be occupied and Buildings are neutral terrain features that models can occupy. Because they are not models, Buildings had certain benefits and interactions that were not extended to Structures until now. Like Buildings, Structures can no longer be charged. Additionally, when an AOE directly hits a structure, additional models will not suffer the effects of the blast. These changes are also detailed in the changelog below.
CHANGE LOG — April 5, 2023
- Core Rules: There were a number of changes made to the core rules.
- p. 11. Activating Models section: Text changed to cover both models and units.
- p. 12. Forfeiting Normal Movement or Combat Actions section: Add the following text:
A model that forfeits its Normal Movement can still advance as the result of a special rule, such as Overtake, Reposition, Side Step, or Sprint. Additionally, a trooper model that forfeits its Normal Movement as the result of some effect can still be placed normally during its unit’s Normal Movement (see Unit Movement below).
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- p. 12 Movement section: Text changed to cover both models and units.
- p. 12. Unit Movement section: Unit movement is now simultaneous.
- p. 12. Unit Movement section: Second example added to cover the interaction of models returning to a unit and the effects on unit movement.
- p. 13. Aim section: Typo fixed.
- p. 23. Engaged and Engaging section: Replace the last sentence of this section with the following:
A model that is engaged at the start of its Normal Movement cannot use its Normal Movement to run, charge, or make a slam power attacks..
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- p. 23. Disengaging section: Replace the first sentence with the following:
A model that begins its Normal Movement engaged and advances out of one or more non-Incorporeal enemy models’ melee ranges during its Normal Movement must forfeit its Combat Action that activation.
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- 47. Structures, Fixed Position section: Add the following text:
Structures cannot be charged or power attack slammed.
When an AOE directly attack hits a structure, additional models are not hit by the attack and do not suffer blast damage from it.
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- p. 55. Terrain section: Add the following new terrain type:
- Buildings
- p. 55. Terrain section: Add the following new terrain type:
Buildings are obstruction terrain feature that can be targeted with attacks and destroyed, but is not considered to be a model and is not friendly to either player. Buildings are placed on the table like any other terrain feature.
Destroyable
Buildings can be targeted by attacks like huge-based models. Buildings have DEF 5 and are automatically hit by melee attacks. Buildings gain +4 ARM against ranged attack damage rolls.
Buildings cannot be charged or power attack slammed.
If a Building is destroyed, remove it from the table. Any models inside a Building when it is destroyed are removed from play.
Habitable
Some building can be entered and occupied. The rules for inhabiting a building are listed on its card.
When a unit enters a building, all models in the unit must be placed inside the building. If there is not room for all the models in a unit to be placed within the building, the unit cannot move into it.
Exiting a Building
Models/units can only exit a building by advancing during their Normal Movement. When a model/unit advances from a building during its Normal Movement, place the moving model in base contact with one of the building’s doors. The model can then make a full advance.
When a unit exits a building, place the remaining models in the unit after the moving model completes its advance as normal.
Barring the Door
If a player has models occupying a building, their opponent cannot enter it.
Defensive Position
While occupying a building models gain Resistance: Blast, cannot be targeted or hit by spray attacks, and cannot be knocked down or moved by a slam or push. Models inside a building always have cover.
Opponents cannot take control of models in buildings.
Combat From a Building
Models occupying a building cannot engage enemy models or be engaged. They cannot make melee attacks, special actions, or use feats. Models outside a building cannot target models inside it with melee attacks.
When measuring distance to or from a model occupying a building to a model outside of the building, measure the range from the foundation of the building closest to the model outside of the building. This includes resolving attacks by models occupying a building targeting models outside of the building or models outside a building targeting models in it.
Example 1: A Stormthrower Legionnaire targets an Orgoth Jackal warjack with an Electrical Discharge ranged attack. The range of the attack is measured from the foundation of the building closest to the Jackal.
Example 2: Vyros, Incissar of the Dawnguard has the Veteran Leader [Dawnguard] special rule, which says, “While within 10˝ of this model, other friendly Dawnguard models gain +1 to attack rolls.” When measuring distance from Vyros to a Dawnguard Sentinel model inside of a building to determine if the Sentinel is affected by Vyro’s Veteran Leader special rule, measure to the foundation of the building closest to Vyros. If the building is within 10˝, the Dawnguard Sentinel is affected by his Veteran Leader special rule.
If a model inside the Tower is directly hit by an AOE attack, instead of resolving the attack as normal, all other models on the same floor as the target are hit and suffer blast damage from the attack regardless of the size of the AOE.
A model inside the Guard Tower cannot target another model inside the Tower with an attack for any reason.
Confined Control Range
While inside of a building, a model suffers –6 to its Control Range.
TERRAIN COMING TO THE APP — GUARD TOWER RULES
Terrain will soon be selectable in the app. In the meantime, here are the final rules for the Guard Tower:
The Guard Tower has ARM 20 and 40 damage boxes.
The Guard Tower has the following special rules:
Building: This terrain feature is a building.
Habitable Guard Tower: Small and medium-based warrior models can enter this building through a door on the lower level. A model/unit ending its Normal Movement within 1” of the door can choose to enter this building.
Models entering this building can be placed on either the lower or upper levels. Models in a unit occupying this building can placed on either floor or both. There can be up to five small-based models or three medium-based models on each floor. There must be room for a model’s base for it to be placed on either floor.
Movement Inside the Guard Tower: Models/units can use their Normal Movement to be placed on the top floor if they were previously on the lower floor or to be placed on the lower floor if they were on the top floor. Units using their Normal Movement to be placed are considered to have moved. Models cannot otherwise move or be placed while inside the building.
Top Floor: The upper level of this building is considered to be elevated terrain. Additionally, arcane and ranged attacks made by models on the top floor.
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