Last update: 20.1.2015

WARHAMMER FANTASY TEAM CHAMPIONSHIP

WORST PLAY RULES v1.27

The 8th edition WFB makes it possible to create situations where a unit performs unbelievable feats, such as inexplicably freezing enemy units in their tracks or moving great distances across the battlefield without a large movement attribute or special rules. At the ETC we deem these as loopholes in the rules which should not be allowed. The most common situations are hereby described and are disallowed at the ETC. If the situation creates accidentally, try to agree with your opponent how to slightly shift and/or pivot units. If you can’t agree, call a judge. Towards the end of the document there is also some other, miscellaneous and complementary ETC rulings which don’t fit anywhere else.

Note however, that there might happen a situation similar to those described here, in which a player's unit is blocked or severely limited in its movements, but that blockage is due to, at least partially, by the same player's units. This is not considered Worst Play, but rather a placement mistake made by the player by not foreseeing that he was blocking his own units.

  1. THE SKIRMISHER CONTRACTION

Skirmishers are in a long line right ending in front of an enemy unit. The enemy can’t move normally, so declares a charge, but fails due to skirmishers contracting so far away that it can no longer catch them with the allowed wheel of max. 90 degrees.

Suggested solution: Contract the skirmishers in a different way. For example, around the rightmost model in the line.

  1. TWO SKIRMISHER UNITS CONTRACTING

Similar to 1, in this situation a unit can’t move normally, but can declare a charge against either skirmish A or B unit, but will fail its charge in both situations because after the contraction the other unit is now in the way.

Suggested solution: Have the unit charged contract against a different model, such as the rightmost model in Skirmish A or leftmost in Skirmish B.

  1. NO CHARGE TO THE CORRECT ARC

In this situation two great eagles or similar units have moved in front of a wide unit. The blocked unit can’t move normally. It can’t declare a charge, because it can’t reach the correct frontage of either of Eagle A or B.

Suggested solution: pivot the closer blocker so that the unit can charge it.

  1. COMPLETELY BLOCKED BY AN INVISIBLE MODEL

In this situation the unit can’t see the unit to its side and can’t move, because the 1” zone from one or more enemies gets in the way.

Suggested solution: push the blockers back slightly to allow the unit to move forward.

  1. COMPLETELY BLOCKED BY VISIBLE UNITS

In this situation a unit can’t move normally or charge, because a charge against either of the blocking enemy units is impossible due to the door closing failing. The blockers can’t close the door against the charger, because they’re both blocking each other too. There are many variations to this trick. The important thing to remember is that units should be allowed to stand in the way of enemy charges to a certain degree, as long as the would-be charger is not completely blocked from doing anything but reforming on spot.

Suggested solution: It’s hard to come up with a good solution, apart from fudging. A fudge should affect as little as possible the position of units, overrun/pursuit paths, line of sights, and so on. Call a judge if you can’t agree on the fudge.

  1. THE FANATIC SLINGSHOT: WHEELS AND DEEP UNITS

Regardless of whether units contain fanatics, they can move great distances over the battlefield in an unrealistic, unintended manner with simple wheels. If a unit is in a formation too thin for rank bonus and more than 3 times as deep as wide, the unit measures move spent on wheels from the model furthest from the wheeling corner. This is usually the far model in the rear rank and keeps the wheels with very deep formations very small. Keep in mind that wheeling is supposed  to be a way for the unit to change direction, not the primary method of closing distances to faraway targets! Of course, models in a unit can still move up to 3xM from their starting positions by doing a Swift Reform and a normal Move.

  1. CANNONS OVERGUESSING TO HIT HIDDEN MODELS

Cannons firing perfectly at unseen targets is deemed an unintended result of sloppy writing in the main rulebook and is therefore limited slightly. A cannon may, at most, guess so as to hit any visible part of any unit’s footprint with an initial artillery die roll of 10. The bounce may then hit hidden models. Models partially on hills are considered wholly visible for this purpose. If there is a close combat or a friendly unit blocking this shot, you’re allowed to overguess the minimum needed to clear the units in the way, possibly making it easier to hit hidden models. However, if there are multiple possible lines of fire that would result in the exact same amount of expected maximum damage to visible units, the player must always choose a line that cannot hit any hidden models. For more details check the video by Fred the Referee:

https://www.youtube.com/watch?v=IiRos5ZwcmQ

  1. HERDING: BLOCKING THE PIVOT OF A RANDOM MOVEMENT UNIT

Random Movement is another rule that makes no sense when attempting to follow the rules literally. Long models, such as Steam Tanks or Abominations, can find themselves unable to attack models right next to them, or sometimes move at all due to the 1″ rule! Therefore we give them a bit of leeway:

Random movers may not end their initial pivot within 1″ of other units, unless the direction they choose to pivot in would bring them into contact with an enemy unit either with the pivot or a 1″ move forward, in which case they charge it. Fudge them into contact.

  1. MISCELANEOUS: DROPPING OUT OF CLOSE COMBAT

The rules leave it unclear at what situations should units drop out of close combat after removing casualties and in what situations should the units be moved back to contact. Close combat ending due to units losing base to base contact is deemed unintended and should be avoided. Players should attempt to keep units in combat by following these points:

  1. Remove casualties so as to keep as many units as possible fighting as many units as possible. If you have to, ignore the requirement to remove equally from both ends of a single rank unit. But only when you have to!
  2. If a unit drops out of base contact, the unit not suffering the casualties is nudged back into contact. Nudged unit may move in several directions. See picture 1.
  3. If the unit still drops out of base contact, the unit which is taking casualties can be also nudged to retain base contact
  4. If units would still drop out of contact, the owner of the casualty taking unit removes casualties normally, possibly deciding which units drop out of contact. See picture 2.

Remember, a unit will never change frontage or contact new units as a result of a nudge, and that you should always only nudge the minimum distance needed to retain as many units in base contact as possible. Only units that take casualties or lose base contact may be nudged. Units can’t be nudged through other units or impassable terrain or buildings.

Picture 1:                                                 Picture 2:

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  1. BLOCKED PIVOTS IN PURSUIT MOVES

When pivoting in a pursuit move, you sometimes crash into various obstructions; your own units, enemies or impassable terrain. Many complicated situations can arise, and players have wildly varying interpretations on what exactly happens. Pursuit moves and whether a Pursuit Into Fresh Enemy (PIFE) happen are critical events that sometimes decide matches. Use the following guidelines when pivoting and attempting to clear obstructions:

Picture 3

Picture 4

  1. SPELLS, TARGETING, AND RELATED ITEMS

The myriad total of old Skaven and Beastman spells, GW rules and ETC and GW faqs make it difficult to understand how exactly do items that talk about targeting work with spells that target, and what spells actually target. We provide a summary:

Spell

Target?

Friend?

Enemies?

Combat?

Hotek?

Shielding?

Runemaw?

Notes

DD

 

 

 

Vortex

 

 

 

 

 

MM

 

 

 

Hex

 

 

Augment

 

 

Old

 

Unless exception

Burning Head

 

 

Pendulum

 

 

 

Crack's Call

 

 

 

Gaze of Mork

 

 

 

‘eadbutt

 

 

 

 

Vermintide

 

 

 

 

 

Non-vortex

Templates (Including Lines)

All affected (except scatter)

*

*

*

✔**

*May vary


** Except random lenght lines

Template's scatter

 

 

 

 

 

Pink Fire

All affected

 

 

*

*Only during initial placement

Recurring Foot of Gork

 *

*

 

✔               ✔

(except scatter)

*Only during scatter

Recurring Casket

 

 

 

 

Recurring Chain Lightning

 

✔ *

 

*Initial target can’t be in combat

Recurring Plague

 

 

 

Comet

All affected

 

 

 

Bray Scream

 

 

 

 

Enemies are affected but not targetted

Pestilent Breath

 

 

 

Shield of Thorns

 

 

 

Fire Cloak