Stay sharp
15Common mistakes
The things most often played wrong, with the correct rule and where it lives in the rulebook. If you come from other miniatures games, read this before your first game.
Supply and deployment
✗Supply is the number of models.
✓It is the value on the card’s Supply Profile: 9 Marines = Supply 2. §6.1 →
✗I set up my whole army at the start.
✓Everything starts in Reserves and enters with Deploy as Available Supply allows. §8.3 →
✗The Supply cap still applies in the final Round.
✓In the final Round the Supply Pool is unlimited. §8.3.1 →
✗Whatever stays in Reserves does not matter.
✓At the start of the final Scoring Phase, everything in Reserves counts as Destroyed and gives VP to the opponent. §8.10 →
✗I can deploy inside the enemy Zone of Influence if my move reaches.
✓You can never end an arrival there, by any means (edge, transport or summon). §8.3.3 →
✗Stimpack or Creep extends my Deploy move.
✓Abilities do not work in Reserves: use the standard Speed. FAQ →
Movement and Coherency
✗I measure each model separately.
✓Only the Leading Model is measured; the rest are set In Coherency (Wholly Within 3"). §4.3 →
✗Losing models puts me Out of Coherency.
✓Casualties never break Coherency; it is only checked at the end of a move. §4.4 →
✗I include height when measuring.
✓Always horizontally, from above. §4.1 →
✗A Siege Tank fits through any gap its base fits.
✓Size 3+ needs gaps of at least 3"; Size 2 or lower, 1". §4.6 →
✗GRASS blocks movement.
✓You can cross it, but it blocks sight; cross it or end on it and it is gone for good. §8.5.3 →
✗I move 0" to “activate” without doing anything.
✓A 0" Move or Run counts as a Hold. FAQ →
Line of Sight and cover
✗I look from the model’s head.
✓It is 2D from above: any part of one base to any part of the other. §7.1 →
✗If the trace touches any terrain, it is hidden.
✓It only blocks if a single piece meets Full Cover or Direct Cover. §7.1.1 →
✗Two low walls together add up.
✓Each piece is assessed alone; they never combine. §7.1.1 →
✗Windows and doorways let you see through.
✓Inside a terrain footprint they block, unless you agree otherwise. §7.1 →
✗Flying Units hide behind buildings.
✓Full Cover is ignored for Flying models and they never get Direct Cover. §7.1.4 →
✗HIDDEN can never be attacked.
✓It cannot be targeted from more than 4" (nor by LoS abilities), and it rolls Evade against every attack. It is immune to IMPACT. §11 →
Attacks
✗Surge always applies.
✓Only if the target has the Combat Tag of the weapon’s Surge Type. Otherwise it is discarded. §8.7.4 →
✗Surge also skips Evade.
✓Surge only skips Armour; Evade is rolled against the whole Damage Pool. FAQ →
✗I always roll Evade.
✓Only if something grants it: being Engaged and shot, HIDDEN, BURROWED, High Ground Cover, INDIRECT FIRE without LoS, or an ability. §8.7.4 →
✗Leftover damage spills to hidden models.
✓Never: once every Visible model is dead, the rest is lost. §8.7.4 →
✗I declare every weapon’s target before rolling.
✓One Batch at a time: resolve it, then declare the next. §8.7.3 →
✗I can shoot a Unit locked in melee with my allies.
✓An Unengaged Unit cannot target Engaged Units (except PINPOINT or Spillover). §8.7.3 →
✗A modifier can push a roll to 7+ or 1+.
✓Always between 2+ and 6+; a 6 always succeeds and a 1 always fails. §3.4 →
✗Shield is a separate saving throw.
✓The Shield is added to the first model’s HP. §5.1 →
Charge and combat
✗I need LoS to charge.
✓Charges do not need Line of Sight. §8.7.7 →
✗If the charge fails, I move what I rolled.
✓If it fails, the Unit does not move and its activation ends. §8.7.7 →
✗In a multi-charge reaching one is enough.
✓The Leading Model must end within 1" of EVERY declared target. §8.7.7 →
✗I can skip fighting in Phase 3.
✓Every Engaged Unit must activate and fight. §8.8 →
✗Only models touching the enemy strike.
✓Models within 1" (Fighting Rank) and those touching them (Supporting Rank) strike. §8.8.1 →
✗I remove whichever casualty I like.
✓Engaged Units follow a strict priority and you cannot break Engagement if another valid casualty exists. §8.7.5 →
✗Disengaging is free.
✓You cannot shoot or charge next Assault unless your Supply exceeds that of the enemies you were Engaged with. §8.5.4 →
Markers, abilities and cards
✗Most models controls the marker.
✓The Current Supply of eligible Units is summed. §8.9.1 →
✗If I leave the marker, I lose it.
✓Control is sticky: it stays yours until the opponent retakes it with more Supply. §8.9.1 →
✗My Flying Units capture objectives.
✓Flying and BURROWED Units never contest or control markers. §8.9.1 →
✗I use two Reactions in the same enemy activation.
✓Each player resolves only one Reaction per activation. §10.4 →
✗I keep leftover resources.
✓Any excess when paying is lost. §10.5.1 →
✗An Exhausted card can still use its Reaction.
✓Exhausted, it does nothing until Refreshed in Phase 4. §10.5.2 →
✗Two PRECISION (1) give PRECISION (2).
✓Keywords do not stack; use the highest value. §2.6.1 →
Missing one? Ask in the forum so we can add it.
