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dangerous / difficult ground rules


Hear da Lamentation

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Hiya folks. Certainly getting there now thanks to all your help. But I and my friends are still a little confused by the terrain rules. Here is an example - and my current understanding of the rules.

 

Tyranids are on the edge of the board, keeping 2" behind cover (a row of bushes) in order to gain some cover against my long fangs.

Their turn.

They want to move forward (thru cover) to attempt to get into combat (the long fangs are 20" away)

As they all have move thru cover, they roll 3d6(?) and choose the highest. Lets say they get a 5 - and move 5" thru cover.

(The move does not get the entire unit past the cover (there is a lot of them) - so the unit moves 5", but has to make sure they stay within coherency)

So ... some of the unit is still in difficult ground.

 

Next, they want to assault. They are Hormogaunts, so they can actually move, run AND assault 12".

So .. run phase - not effected by difficult terrain - they move d6". Lets say they move 3"

 

Now ... IF they are ALL out of difficult terrain, they are free to assault their 12" (therefore having moved a total of 20" and get to assault the long fangs)

If they are NOT all out of difficult terrain, they have to make another check .. roll 3d6 - choose highest. (Lets say they move 6"). This is not enough to meet the LF - and so they cannot move their assault.

 

Is this correct?

 

(Also, if they HAD reached the LF after the final assault (due to LF being closer) - would they count as having assaulted thu cover (even though the LF weren't behind cover, the hormies had to move thru it to get to them)?

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only thing thats wrong with that is that beasts (and all those with 12" assault- evssor assassin for example) double their difficult terrain roll for assaulting. so if he rolls 3d6 and gets a 5, he can assault 10".

 

and yes, because at some point during his turn he had to take a difficult terrain test they would count as assaulting through cover and strike at I1

no more nasty than them being able to assault 12" normally. its the only way to enable them to move at their normal speed without excessivly penalising them merely for moving through terrain. the majority of beasts require cover saves to have a chance of engaging the enemy, the rule just ensures thats still a viable tactic. it becames nasty when its an evesor assassin whos just infiltrated forwards... but thats a whole other story
and yes, because at some point during his turn he had to take a difficult terrain test they would count as assaulting through cover and strike at I1

 

This is not correct, only way he has to make a difficult terrain test when he assaults is if he has models in difficult terrain when the assault phase starts.

OK - so thinking on Rune Priest powers and hitting them with Dangerous Ground - what are the differences? I know if you roll a 1 for your movement, you lose a wound (without saves?). But how does this work if you have "move thru cover" - and get to roll more than one dice?

 

Also - I think you can still "run" thru dangerous ground, but you have to take the test (and lose a wound on a roll of 1)

 

What about assaulting thru dangerous ground? Do those folks with 12" assault range still double their move?

 

Thanks folks,

 

H.D.L.

everytime a unit moves through dangerous terrain they must take a normal difficult terrain test (2 or 3D6, the highest being your movement in inches). any models moving through the terrain must then each roll 1D6. on a result of 1 that model has taken a wound with no saves allowed. (p. 14 BRB)

 

and any unit running through dangerous terrain will test as normal. (p.16 BRB)

 

the same process is applied if a unit wishes to assault either into, out of or through dangerous terrain. (p. 14 and 36 BRB)

 

and yes, beasts/cavalry will always double the highest result of their difficult terrain test for assaulting through cover, although they will still have to take a dangerous terrain check so their numbers could potentially be thinned before they reach you. (p.54 BRB)

They would have to take a test for the following as it is mentioned in the BBB

 

Moving Normal

Running instead of shooting,

Assaulting

Special assault movement such as Eldar bikes who can take an addtional movement in the assault phase.

 

Movements not mentioned

 

Break Test movement

Consolidation movement

Counter assault movment

Bowel movements

 

Vrox.

I have a similar question, in a game the other day, my opponent moved his blood claws out of difficult terrain (rolled a 6 no probs), but 3 of the suad were still in difficult terrain. In the shooting phase he then 'ran' another 6 inches, so running is not affected by difficult terrain? Or is it just goo sportsmanship to say '50%' of your squad is out, move as normal?

nurglepuss, run ignores the difficult terrain rules.

 

dangerous terrain is different though, some terrain pieces are said to be dangerous when setting them up (acid pits, dangerous city ruins, lava fields etc) unless specified as dangerous during setup normal infantry never need to panic.

 

sometimes safe terrain can become dangerous during games. cities of death for instance allows you to blow up or demolish buildings during the game, at which point they become dangerous. never having played planetstrike i don't know if there are similar rules.

 

the only models that ever need to take a dangerous terrain check in safe terrain are bikes/jetbikes moving through or jump infantry that fly into or out of terrain (although jump infantry can elect to walk at the normal 6" speed)

Cool, thanks!

 

So just to make sure I got it right, they can run no problem, but any model that was in the terrain, must roll a die to see if they fall over and, well, die?

 

As Stink was saying, they would only have to roll to see if they become a casualty if that Difficult Terrain had also been classified as Dangerous Terrain at the beginning of the game (which is actually pretty uncommon). Most area terrain, like Woods or Ruins, would normally just be considered to be Difficult, not also Dangerous.

 

Tempests Wrath, the psychic power, however is pretty cool in that it makes all of the area around the Rune Priest considered to be both Difficult and Dangerous for all enemy skimmers, jetbikes, jump infantry and units deploying by Deep Strike that finish their move within 24" of the Rune Priest. This means that all models of those unit types that move within that huge radius will start taking casualties with no Saves possible on every roll of a 1 for their Dangerous Terrain tests. This is incredibly fun when playing against a Jump Infantry heavy force of Blood Angels.

 

V

Or casting MH on an Assault Squad you know will charge you next turn.

 

They Move, roll Dangerous Terain.

They Fleet, Roll Dangerous Terrain.

They Charge, roll Dangerous Terrain.

You beat them in CC (potentialy due to Dangerous Terrain deaths...) and they fall back, they roll Dangerous Terrain.

 

:D

 

It can really hamper an Assault unit, and actually make them consider *not* charging you next turn. Which makes MH an awesome power.

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