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Timestamps:
00:00 Intro
00:45 Attack Basics
03:25 Lighter Creative
05:00 Attack Pools & Activations
09:32 Allocation Groups
11:33 Devastating Wounds
12:23 Attack Sequence Examples
19:53 Cover
25:11 Precision Attacks
31:37 Outro
Get 5% off with coupon code LCxTORTOISE5 at ➡️ https://lighter-creative.com/
Amazon Store ➡️ https://www.amazon.com/stores/LightCr...
Get Battlemats ➡️ https://lighter-creative.com/collecti...
Get Terrain ➡️ https://lighter-creative.com/collecti...
Instagram ➡️ Instagram: lightercreative_official
More TacticalTortoise: https://linktr.ee/tacticaltortoise
Download the rules: https://www.warhammer-community.com/e...
#Warhammer40k
Timestamps:
00:00 Intro
00:45 Attack Basics
03:25 Lighter Creative
05:00 Attack Pools & Activations
09:32 Allocation Groups
11:33 Devastating Wounds
12:23 Attack Sequence Examples
19:53 Cover
25:11 Precision Attacks
31:37 Outro
Here are a couple of addendums & FAQs to cover some of the questions ppl raised in this comment section:
Q: "I thought any model being out of cover prevented the entire unit from gaining cover?"
A: You're right; it does... *from the perspective of each attacking MODEL*, so one model in a unit that can target an enemy without cover is treated seperately from a different model in the same unit against whom the target would gain cover, hence the splits I showcase in this video.
Q: "Isn't a unit's T only counted as the highest between Bodyguard models?"
A: Yes kind of; you ignore any attached CHARACTER models in favor of Bodygaurds when calculating T. To note; at the time I created this video the addendum entry that you ALWAYS count the higher T in a non-attached unit hadn't been released yet (hence using the bodyguard rules for reference there), but I chose to include that point in the video anyway since there wasn't another reasonable way to calculate it. The writing was on the wall that it counted highest T even in non-bodyguard units.
Q: "Aren't destroyed models retained on the battlefield until the end of all the attacker's attacks, meaning that their allocation group cannot change?"
A: Only if they are affected by a rule that triggers an effect WHEN they are destroyed. If they DO have such a rule they may lock in their allocation group to be the first one for the rest of that attack activation (the rules are a little unclear regarding whether destroyed models on the battlefield are still 'in play' for this purpose, but I'd err on the side that they are just to be safe), however this isn't normally the case and such rules are fairly rare.
Note that shifting allocation groups is only a rule that checks "once all models" are destroyed, not "when each model" is destroyed, so it does not qualify as a trigger for this effect.
This means that once an allocation group contains no models on the battlefield that have lost any wounds, allocation groups can be recalculated during the next attack sequence.
Q: "How does Feel No Pain and random damage work with fast dice saves?"
A: Once the saves have determined how many attacks will deal damage, the defender then assigns that those attacks to models one at a time just like in previous editions. This means that random damage and FNPs should be resolved in sequence, one at a time, starting with the current allocaiton group.
This is very important if you have effects that modify or re-roll damage, since technically you won't have seen all the damage rolls yet all at once.