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Corvus-Master-of-The-4th
07-08-2012, 05:05 AM
If a Monstrous creature charges/Jump infantry/Cavalry... Do they get one Hammer of Wrath attack for all in base contact, or does it just get one straight up attack :)?

Mesi
07-08-2012, 05:54 AM
It's one hammer of wrath attack. Only Chariots get multiple hammer of wrath attacks.

Corvus-Master-of-The-4th
07-08-2012, 06:27 AM
Ahhh thanks Mesi for clearing that up :)

EnglishInquisition
07-08-2012, 08:14 AM
One 'Hammer of Wrath' attack per model that charged that are in base contact.
So if a 5 man Assault Squad charge and all make base contact, them it's 5 HoW attacks resolved.
If a MC charges and makes base contact with one model, then only 1 HoW attack is made.

Wildcard
07-08-2012, 09:18 AM
Hmm i find it odd that only chariots get multiple HoW hits..

- Carnifex thundering through blob of guardsmen: only one gets trampled?
- Daemon prince / Greater daemon dropping from the sky amidst blob of guardsmen: only one gets underneath it?
- Nemesis DreadKnight materializing from the warp amidst blob of guardsmen causing backslash/warp crack: only one feels the entry impact?

Most likely many other monstrous creatures out there that could be detailed in similar fashion..

Archon Charybdis
07-08-2012, 09:57 AM
Silly as it is, that's the rule. It's also absurd their inhuman armor-ignoring strength also just switches off when bullrushing something and they're only AP -, but thems the breaks.

It's also worth pointing out because a lot of people seem to miss this, jump infantry only benefit from their charge re-roll and HoW if they didn't already use their jump packs in the movement phase.

DarkLink
07-08-2012, 11:55 AM
Well, heavens forbid any new rule might actually be useful. But one AP2 auto-hit and wound on a 2+ for every enemy model in base contact would be ridiculously good for MCs.

It's like ramming from 5th. Fun, but very weak. I don't know why they didn't buff it so it would actually do something.

Winston P Smallhouse
07-08-2012, 12:59 PM
I think the rule about the charge distance re-roll just says that if you use your jump pack when assaulting you get to re-roll. This means that you can use your 12" move in the movement phase as normal, but you count as using the jump pack when you make the assault move, and so need to take dangerous terrain tests if entering terrain. If you elect to assault on foot then you obviously don't benefit from HoW or the re-roll.

DarkLink
07-08-2012, 02:02 PM
If you're jump infantry, yes. MCs always get HoW, though. But you have to pick the reroll to charge if you want it.

Wildcard
07-08-2012, 03:12 PM
I think the rule about the charge distance re-roll just says that if you use your jump pack when assaulting you get to re-roll. This means that you can use your 12" move in the movement phase as normal, but you count as using the jump pack when you make the assault move, and so need to take dangerous terrain tests if entering terrain. If you elect to assault on foot then you obviously don't benefit from HoW or the re-roll.

You can use jump pack once per turn. Lets use basic Assault marine as an example:

You can move 12" in movement phase and assault 2d6, but in the assault you are not using your jump packs. This means no re-rolls to distance, and no HoW attacks.

If you choose not to use the jump pack in the movement phase, you can move 6" and then use it in the assault phase. In this case you count as moving as jump infantry in all regards:

- You can cross (jump over) all intervening models
- You get to re-roll charge distance (forgot if it is one dice or both)
- You gain the HoW attacks
- You take dangerous terrain tests as normal while jumping to terrain
- Your assault move can be made anywhere where you are eligible for landing (like top of ruins), as opposed to normal assault move, where you will most likely spend most of your movement in climbing up


It's also worth pointing out because a lot of people seem to miss this, jump infantry only benefit from their charge re-roll and HoW if they didn't already use their jump packs in the movement phase.

Whats the case if i have MC that is jump infantry? Does that grant me two HoWs :) (kidding here).



Well, heavens forbid any new rule might actually be useful. But one AP2 auto-hit and wound on a 2+ for every enemy model in base contact would be ridiculously good for MCs.


Ofc that would be a little op :) However, as a NDK-heavy player, paying ~300pts for a unit that is hard to get anywhere in the cover, hits only a couple of times and is easily dragged down in CC by the hordes, i wouln't have minded seeing some sort of compromise here. One hit with base str and ap- to any model who you can get into b2b before enemy piles in / defenders react / does its own 3" consolidation. This would have even granted a possibility to make new wargear that would have improved the said ability.
- (If you wanted an army that by theme just crushes enemy by charging it?)
- Or for MCs, something similar to Smash, but that work against infantry. No normal attacks, just that for example..

BTW, are there any units in the game that have both jump packs and fleet?
This has to be the best assaultcombo there is: move 12" with your jump packs and re-roll assault range due to fleet..

DarkLink
07-08-2012, 03:23 PM
A separate MC version of Hammer of Wrath would be nice, yes. D3 AP2 hits at base strength, maybe? A fair bit more powerful, but not too crazy. Or one AP- hit per model hit using some sort of tank-shock style rule.

Tynskel
07-08-2012, 03:23 PM
Yes.

Vespid Sting Wings have both wings and Fleet. With their gun, it is conceivably good for them to shoot and charge because they have a likely chance of making it into CC.

Too bad they are S3 with only 1A, although the I5 is nice.

Tynskel
07-08-2012, 03:25 PM
By the way. Hammer of Wrath is Str as User AP-.

Winston P Smallhouse
07-09-2012, 11:26 AM
Sorry, my bad. Your absolutely right about the 12" move OR re-roll for assault and How. I've just re-read the jump unit section. It just goes to show that with this edition it's vital to read every bit of every section rather than just checking out the highlighted bits.
I'm not sure what this does for Jump troops, I was thinking that Triach Pretorians might now made sense but perhaps I was wrong.

DarkLink
07-09-2012, 03:28 PM
It's not a significant change for Jump infantry, just a nice little bonus they get. It will rarely make a significant difference in the outcome of combat. It's mostly just fun and cool.