Generally

Some notes...

Fire Overwatch with Vehicle/Moster in melee with Big Guns Never Tier

Q: Can a Monster or Vehicle unit that is within Engagement Range of one or more enemy units be targeted with the Fire Overwatch Stratagem because of the Big Guns Never Tire rule?

A: No. Big Guns Never Tire allows a unit to shoot in its controlling player’s Shooting phase, but such rules do not take effect in other phases.

Prevent Fire Overwatch

  • Movement: Start and end of your move must be outside LoS
  • Charging: Start outside LoS and end in melee
  • (Maybe Sacrifice an unit and hope that you opponent uses Fire Overwatch because he can use it only once per turn.)

Charge-distance after Deepstrike

"... Deep Striking units have to come in more than 9" away from opposing units. So even if you come in 9.000001" away, an 8 leaves you at 1.000001", which is outside the 1" Engagement Range..." - User Tzelanit on Reddit.

So you need a 9+ after 9" Deepstrike for charging.

Fights First on both sides

Fights First and Fight are basically two different phases.

In the Fights First phase - when both units have Fights First - the player who is not on turn starts the melee.

Using buffs from embarked units

E.g. a Techmarine in a Landraider.

No. You can't use the ability from the embarked models because they're counted as not on the battlefield. You can use some ranged weapons if the Vehicle has Firing Deck X.

Incursion (1000 P.) Missions

Your army can contain up to two units with each datasheet name – or up to four units with each datasheet name if it is a Battleline or Dedicated Transport unit.

Your army can contain up to one Titanic Character.

Chapter Approved

  1. Muster armies
  2. Determine (primary) mission - best use predefined pack
  3. Read (primary) mission
  4. Place objective markers
  5. Create the battlefield
  6. Determine Attacker and Defender - roll-off: winner decides
  7. Select secondary missions - fixed or tactical
  8. Declare battle formations - at the end of the third round, units that have been in reserve since the start count as destroyed.
  9. Deploy armies - start with Defender
  10. Redeploy units - e.g. scouting - start with Attacker
  11. Determine first turn – winner starts
  12. Resolve pre-battle rules – start with player who has first turn