The play may be over, but the walkthrough of WFB.8’s fiddly bits continues unabated! Short one for today as I’m working: combat is quite a long section and I’ll need to concentrate on that to do it justice. For today, let’s talk about pointing our fingers and shouting BANG in the Shooting Phase.
No shooting if you reformed, which means no reforming your line infantry with ranged weapons (Dark Elf Crossbowmen with shields, Dwarf anything with ranged weapons) into deeper ranks for combat and still getting some sneaky shots off, it’s one or the other.
Line of sight to the target is determined for each member of a unit, so those huge units of ninety Tomb King archers pointed at enemy Deathstars will very seldom get to unleash all that they’re capable of, even if they do win the UK Throne of Skulls. Diagram of ‘danger zones’ for such huge units shown here.
Page 39 explicitly states that you may not place a template so that some of your models will be hit. You can scatter into such a position, of course. Why am I so preoccupied with looking for ways to kill my own dudes? Too much Warmachine, and a bad habit of blocking my own moves in any system.
With BS-based shooting, you can stack enough modifiers to prevent a hit altogether from models with BS 1 or 2 (as there’s a total of -5 to hit available within the core rules). To nix BS3 or better will require further modifiers – keep an eye out for magic items that can do this. Even if you can’t deny the chance to hit, it’s not too hard to nudge an average shooting unit from sixes (-2 on BS3, say for long range and moving) to sixes-then-fours.
Intervening models from either side count as hard cover IF they obscure ‘the majority’ of the target, however much that is. The diagram suggests that infantry screen cavalry, so I’m going to speculate that anything roughly half the size of what’s behind counts.
Anything can wound anything else. This is obvious, but it doesn’t really sink in unless it’s stated in those terms. Those S3 bows can kill your dragon. May not be ‘realistic’ or ‘tactical’ but it’s how Warhammer works and you’d best just learn to live with it or play another game.
Different ward saves cannot be combined into Megaward; you just use the best one that’s available I believe this may be important later, but we’re not going to get ahead of ourselves, so I’ll just say “stick a finger on page 44” and leave it at that.
Models may roll one armour save, and then one one ward save, and must use the best available. However, they don’t get to save against things that don’t inflict wounds (p44 again).
There is no gameable system by which wound are allocated. You pick up those ‘to wound’ dice and you roll saves against them and you fail X many and the unit loses X wounds one model’s worth at a time, rather than a unit of X dudes losing one wound each.
If a weapon inflicts multiple wounds, the number of wounds inflicted is determined after the save. I’ve been wobbly on this for simply years and this is more a note for my benefit than any of yours.
When a unit that has multiple wounds is hit by a weapon that causes multiple wounds, or for that matter by something that inflicts wounds on every member of the unit, you roll saves for every member affected by the whateveritis, then randomise the number of wounds on each member whose save failed, then tot up the number of wounds and remove the appropriate number of models (page 45). So if something that does d6 wounds hits and wounds three Ogres, and two fail their saves, you roll d6 wounds on the first, d6 wounds on the second, get 10 and remove three Ogres, putting a wound on a fourth, even though only three were hit and only two were technically wounded. Again, that’s Warhammer, whether you like it or not.
And that’s the Pew Pew phase done. There are other complicated things but WFB gets there later, so I will too. Now I have to do some work. Combat… ergh. Maybe Wednesday.