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Daemonic Instability Test

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I can not express the amount of confusion this is causing me. 

Because this is such a complicated/confusing rule that has caused a lot of issues within my group of friends, I am going to ask kindly (for the sake of this post) that only people with a strong grasp of the rule reply with an answer.  We don't want this to get more confusing than it is nor do we want this post to get really long with "I think" and "my opinion is." 

Lets first make sure that everyone is aware of the proper wording of the rules that we are talking about in this post.  I have posted a Reference section to this post found at the bottom for anyone that needs to refresh themselves.

My question is directly correlated to an example.


LONG-STORY SHORT:

I don't understand the rule in the first place, so if someone could break down step-by-step in really stupid terms how Daemonic Instability Tests work, I would appreciate it.




Long-story:

A Block of Bloodletters is engaged in Close Combat and loses combat by 20 points (Daemons 11 vs Ogres 31).  However, he has the special banner in his block that makes his unit Stubborn for the first round of combat. 

What happens and Why does it happen?  I have no idea how this is supposed to work.

His argument, which is how we ruled it during the game, is that he has to make a leadership roll on 2d6 compared to his leadership of 9 and then he takes additional wounds for each point he loses his leadership roll on.  In this case, if he rolled a 10, 11, or 12 he would take 1, 2, or 3 wounds respectively.  A roll of 9 or less and he would take zero wounds.







::::Reference Section for Daemonic Instability Rules::::



Daemonic Instability as it reads from the Daemons of Chaos Army book on page 30:

When Daemons lose a combat they must take a special kind of Break Test called a Daemonic Instability test. ...  Use the Following procedure to take a Daemonic Instability Test:

  • Calculate combat resolution as normal and roll 2d6.
  • Compare the dice roll to the Daemons' Leadership value, taking into account any modifiers for combat resolution.  For each point the unit fails its Instability test by, the unit suffers one additional wound.  No saves of any kind are allowed against these wounds...

Note that an Instability test can be re-rolled if the Battle Standard is within 12'' and/or tested on unmodified Leadership if the unit is Stubborn.

Example.  A unit of Bloodletters (Leadership 7) loses a combat bt 4.  The Controlling player scores 8 on his 2d6 roll.  Because combat resolution modifiers count for Daemonic Instability, their Leadership is reduced to 3 for the trest.  This means that the Bloodletters have failed the test by 5, and so the unit suffers five wounds.








Official Games-Workshop FAQ as it regards Daemonic Instability // Page 2 Top left hand corner:

Q. Does Insane Courage apply to an Instability test? (p30)
A. Yes. So, if a daemonic unit rolls a double 1 for its Break
test, it will not suffer any additional wounds.

Q. Is the maximum number of wounds that can be inflicted by a
failed Instability test limited to 10 (a roll of ‘12’ compared to a
Leadership 2)? (p30)
A. No. Remember that combat resolution adds to the dice roll,
rather than being subtracted from Leadership.




I'm "That Guy"

I've also been told that I make "Inflammatory comments with no backing." -Mercules
That is the correct ruling.   Though, the banner of ecstasy(the effect that you've described) cannot be taken by bloodletters. 

As for step by step, here's a shot:
1) Calculate the break test modifier (difference in combat results, 0 if steadfast)
2) Add 2d6 to the break test modifier
3) Compare this quantity to the units LD.
4) If the quantity is smaller than the LD value(or double ones are rolled) no wounds are suffered
5) Otherwise, a number of wounds is suffered equal to the difference between that quantity and the LD value
6) If the BSB is nearby, the unit may reroll the instability test in the hope of a better result
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That is the correct ruling.   Though, the banner of ecstasy(the effect that you've described) cannot be taken by bloodletters. 

As for step by step, here's a shot:
1) Calculate the break test modifier (difference in combat results, 0 if steadfast)
2) Add 2d6 to the break test modifier
3) Compare this quantity to the units LD.
4) If the quantity is smaller than the LD value(or double ones are rolled) no wounds are suffered
5) Otherwise, a number of wounds is suffered equal to the difference between that quantity and the LD value
6) If the BSB is nearby, the unit may reroll the instability test in the hope of a better result

Cleavelander - as Usual your very talented at your words. 

Thank you for stepping in and clarifying this for me.  Your wordings make it a lot more clear for me to understand. 

It is, however, very frustrating that Stubborn throws all of that Combat Resolution out the window :(  Oh well - just gotta make sure I prepare properly against that banner.


Case Closed!
I'm "That Guy"

I've also been told that I make "Inflammatory comments with no backing." -Mercules
It is, however, very frustrating that Stubborn throws all of that Combat Resolution out the window :(
Just like it does for all living armies. While those can still flee with a bad roll, Daemons can still lose 3-5 extra wounds with box cars.
I think it is a pretty unfair rule and the "drawback" doesn't justify it.
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