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40K Fireside · May 1 · 11 min

Using GW's revealed rules to demonstrate the fight phase

Play Hey everyone, we're back! David and Vik are excited about 11th edition launch so we thought we'd do a segment on the fight phase. We've had the majority of the rules shown by WarCom already, and it's easily enough to demonstrate some of the new things you can do. The key takeaways are: - no mention of base-to-base requirements - engagement range is now 2" - you roll your charge before performing the charge move - models need to end within 1", or 2" of the charge target - the OVERRUN ability is game changing becuase it allows a second pile in, so your units can move REALLY far! Let us know your thoughts, if you're getting a bit of anxiety around keeping up with the 11th edition rules, stay in tune, because we're going to be covering all the parts in this short-form playlist :)

0:00-11:56

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Play

Hey everyone, we're back! David and Vik are excited about 11th edition launch so we thought we'd do a segment on the fight phase.

We've had the majority of the rules shown by WarCom already, and it's easily enough to demonstrate some of the new things you can do.

The key takeaways are:
- no mention of base-to-base requirements
- engagement range is now 2"
- you roll your charge before performing the charge move
- models need to end within 1", or 2" of the charge target
- the OVERRUN ability is game changing becuase it allows a second pile in, so your units can move REALLY far!

Let us know your thoughts, if you're getting a bit of anxiety around keeping up with the 11th edition rules, stay in tune, because we're going to be covering all the parts in this short-form playlist :)

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