|Thank you, technorakel!|
It should be noted while this is looks complete it is not. No doubt there are things I've missed.
Here are a lot of rules regarding difficult and dangerous terrain in 6th ed. Figured it would be appropriate to cover these first before going into how they are applied with Orikan/Writhing Worldscape and Tremorstave/Writhing Worldscape.
To reduce redundancy and confusion 40k6 means 40k sixth edition corebook.
*40k6 pg 14
Run: Running movement is not slowed by difficult terrain but models running through dangerous terrain must test as normal (see page 90).
*40k6 pg 22
Charging Through Difficult Terrain: However, to represent the uneven pace of a charge, the unit rolls 3D6, rather than 2D6, and uses the two lowest results as its charge range.
*40k6 pg 27
Consolidate: Units making a Consolidate move are not slowed by difficult terrain but do trigger Dangerous Terrain test where appropriate.
*40k6 pg 30
Fall Back: Fall back moves are not slowed by dififcult terrain, but incur Dangerous Terrain tests as normal.
*40k6 pg 36 last bullet point under arriving by Deep Strike.
Deep Strike: Models deploying via Deep Strike treat all difficult terrain as dangerous terrain.
*40k6 pg 38
Hit & Run: A Hit & Run move is not slowed by difficult terrain, but treats dangerous terrain normally.
*40k6 pg 40
Move Through Cover: Furthermore, a model with the Move Through Cover special rule automatically passes Dangerous Terrain tests.
*40k6 pg 41
Skilled Rider: Model [sic] automatically passes Dangerous Terrain tests.
*40k6 pg 43
Swarms: However, Swarms are adept at crossing terrain that would slow others -- they are not slowed by Difficult Terrain, but must test for dangerous terrain as normal.
*40k6 pg 45
Bikes: However, they treat all difficult terrain as dangerous terrain. Each Bike model that charges an enemy model behind a barricade or Aegis defense line, must take a Dangerous test.
*40k6 pg 45
Jetbikes: However, if a moving Jetbike begins or ends its move in difficult terrain, it must take a Dangerous Terrain test. Each Jetbike model that charges an enemy model behind a barricade or Aegis defense line, must take a Dangerous test.
*40k6 pg 45
Eldar (and Dark Eldar) Jetbikes: Movement as Jetbikes. When Eldar Jetbikes move in the Assault phase and do not charge, they treat difficult terrain in same way as they do in Movement phase.
*40k6 pg 47
Jump Units Skyborne: However, if the model begins or ends its move in difficult terrain, it must take a Dangerous Terrain test.
*40k6 pg 48
Beasts: Beasts are never slowed by difficult terrain (even when charging).
*40k6 pg 48
Cavalry: Cavalry are never slowed by difficult terrain (even when charging). However treat all difficult terrain as dangerous terrain instead.
*40k6 pg 49
Flying Monstrous Creatures Gliding: If a Flying Monstrous Creature is Gliding, it moves, runs and charges exactly like a Jump Monstrous Creature. (haven't found this in the book yet, maybe same as Jump Unit)
Addendum 12.7.17 per pg 47 Jump modifies the unit type. A Flying Monstrous Creature that Glides is treated like Jump Unit.
*40k6 pg 49
Flying Monstrous Creatures Swooping: In addition, Flying Monstrous Creatures that is Swooping does not take Dangerous Terrain tests.
Addendum 12.7.18 *40k6 pg 64
Fighting a Challenge: In case you were wondering, models that aremoved to satisfy a challenge are not subject to Difficult or Dangerous Terrain tests.
*40k6 pg 71
Vehicles: Vehicles are not slowed down by difficult terrain. However, they treat all difficult terrain as dangerous instead. A vehicle that fails a Dangerous Terrain test is instantly Immobilised.
Addendum 12.10.20 *40k6 pg 79
Disembarking: The model can make a normal move - Difficult and Dangerous Terrain tests should be taken as normal.
*40k6 pg 80
Flyer Zooming: In addition, a Zooming Flyer does not take Dangerous Terrain tests even if it starts or stops over difficult, dangerous or impassible terrain.
*40k6 pg 81
Flyer Hover: If a Flyer is hovering, it is treated exactly as a Fast Skimmer [sic] see page 83.
*40k6 pg 82
Chariots: Chariots move normally for vehicle of their type.
*40k6 pg 83
Skimmers: However, if moving a Skimmer starts or ends its move in difficult or dangerous terrain, it must take a Dangerous Terrain test.
*40k6 pg 84
Walkers: Difficult terrain affects Walkers just as it does Infantry, and only counts as dangerous terrain if it would do so for Infantry. If Walker fails a Dangerous Terrain test, they are Immobilised.
*40k6 pg 90
Difficult Terrain: To make Difficult Terrain test, roll two D6 and select the highest result -- this is the maximum distance in inches that any of the models in the unit can move.
*40k6 pg 90
Dangerous Terrain: Dangerous terrain follows all the rules for diffcult terrain -- you've got to watch your step! In addition, each model must take a Dangerouns Terrain test as soon as it enters, leaves or moves within dangerous terrain.
To take a Dangerous Terrain test, roll a D6. On a result of a 1, that model suffers a Wound. The model may take an armour or invulnerable save, but not cover save, against the Wound.
Addendum 12.7.24 *40k6 pg 95
Reaching the Roof, From Outside, Jump and Jet Pack Units: If their move is sufficient, Jump and Jet Pack units can move directly to and from a building's battlements in their Movement phase, even in the absence of external ladders or Access Points. Battlements are not difficult terrain in this case.
*40k6 pg 95
Addendum 12.7.24; Leaping Down: That model must then take an Impact test. This is exactly like a Dangerous Terrain test....
*Necron Codex 5th ed pg 41
Writhing Worldscape: Whilst the C'tan Shard is on the battlefield, all difficult terrain is also dangerous for the enemy. If the terrain is already dangerous, the Dangerous Terrain test is failed on a 1 or 2.
*Necron Codex 5th ed pg 57. Updated per Necron FAQ 6th edition, version 1.1
Temporal Snares: During the first game turn, all enemy units that move count as moving through difficult terrain. If they are actually moving through difficult terrain, then a unit moves the lowest D6 result of their difficult terrain test, rather the highest.
*Per Games Workshop FAQ
Q: Does Writhing Worldscape cause every model moving through difficult terrain, moving as if in difficult terrain and counting as moving through difficult terrain to take a Dangerous Terrain test?
|Thank you, technorakel! You're awesome! Want to green stuff this some day. Thank you, Natfka, for pics of the week.|
Now onto tactics. Something Daemon armies can do is deep strike in and run during shooting phase to close the distance for that second round assault, into Cover if they scattered too far away or jump on an objective. One of Bryan's favourite tactics.
Time to stack Orikan's Temporal Snares with C'tan's Writhing Worldscape. Orikan makes all enemy moving difficult in the first turn. This isn't just during the movement phase. This is the first game turn. Something I've missed in every game against Chaos Daemons. I only had them test during movement phase. Not when they were running. /Homer's Doh!
Orikan makes Chaos Daemons deep striking into difficult terrain. Since deep strike treats difficult terrain as dangerous each model rolls to see if they take a wound. C'tan Shard turns dangerous 1 on D6 into dangerous 1 or 2 on D6. Every daemon that is coming down makes dangerous terrain check. 1 or 2 on D6 they take a wound. Great way to remove 5++ daemons. Daemons that Run to get into cover or close distance for that second round assault also have to make a dangerous terrain test. This occurs on a 1, not 1 or 2.
I've come up with a couple of ways for daemons to not be as affected by this. I also need to be a little careful about what I say on this blog because Captain Hammer is among our readers.
It should be noted there's been a change to dangerous terrain checks. Most of you caught it the first time. Models can now use armour saves. 5th ed said no armour saves allowed. What used to be great to eat up marines now isn't. Of course I don't blame them. They have a hard time hearing others over the sound of how awesome they are.
Now adding in my buddy Simon's suggestion. Royal Court, Crypteks, Tremorstaves, Oh My! Load up with some Harbingers of Transmogrification and start creating difficult terrain for units. So you are taking advantage of Writhing Worldscape the entire game. Those difficult terrain tests now become dangerous test. Affected units make difficult terrain tests use highest out of 2D6 and dangerous terrain D6. This is stated in both Necron FAQ and 40k6.
How Tremorstave/Writhing Worldscape affect units.
Tremorstave Quake is different than Temporal Snares. Enemy units hit by Quake treat open ground as difficult terrain during the movement phase. Temporal Snare is move during the first turn.
Infantry make difficult and dangerous test.
Correction 12.10.23. Thanks, Suijin. Quake affected Jump Units, including Jump Pack Units, Bikes, Jetbikes, Eldar Jetbikes, Cavalry, Gliding Monstrous Creature (added 12.7.17) & Leaping Down (added 12.7.24), have to test at the beginning of their move. They would take a wound on 1 or 2. Same applies for Flyers Hovering and Skimmers except they are immobilised at end of their move. If These units move from open terrain into difficult terrain, or vice versa, then they would test Dangerous at the beginning of their move in open terrain and test again ending their move in difficult terrain.
Skilled Rider no affect.
Swarms and Beasts aren't slowed by Tremorstaves but do take Dangerous Terrain test due to Writhing Worldscape.
Gliding Flying Monstrous Creatures, not exactly sure pretty sure they are treated like Jump Units.
Addendum 12.7.17 They are treated like Jump Units
Swooping Flying Monstrous Creatures aren't affected.
Addendum 12.7.18 Characters in Challenges aren't affected.
Vehicles only make one roll when going through dangerous terrain. They are immobilised on 1 or 2.
Flyers Zooming are not affected though they must look cool shimmering as gravity is attempting to affect them.
Chariots based on vehicle type.
Walkers same as Infantry.
Drop Pod assault. They deep strike onto the board. Which is Dangerous for them. Since it's already dangerous they would suffer an immobilisation hit on 1 or 2. Since Weapon Destroyed is no longer on the vehicle damage chart and Drop Pod is already Immobile they would lose a Hull Point 1/3rd of the time.