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To hit modifiers

original thread ↗

Yesterday I played a game against Beastmen, but the question would apply to any army:
The enemy unit needed a 5+ to hit my Slaughtermaster (Fb, Gs) thanks to failing a fear check. Per Glistening sces and a heavens debuff, the unit would need a 7+ to hit.
We settled on needing 6s to keep the game moving. (And he was debuffed and had to reroll 6s anyway).

Is there a page/faq I can reference in the future regarding this? I know the BRB says 6s hit.
26/101 Ogre Achievements
A 6 always hits, regardless of hit modifiers and a 1 always misses, regardless of hit modifiers.
You could have +7 from all kinds of buffs and you would still fail on a 1, and you could require a 9 to hit because of debuffs and still hit on a 6.
Here there be ogres.
The game is unfortunately not very consistent and you need to look at the relevant part of the book carefully to figure it out.

1's always miss for shooting, but for shooting 6s don't always hit - you can end up hitting on 7s or more.
In combat a 1 always misses and a 6 always hits.
For "to wound" rolls, there is no such rule and in the rare cases where it happens, you can have an autowound or an impossible wound.
Armour saves always fail on a 1 but can be modified to impossible to pass.
That is the conclusion we reached yesterday. The (effective) -2 to hit was only an issue because of the failed fear check, so it wouldn't prevent me from attempting it again.

Combined with forcing the opponent to reroll 6's it isn't shabby at all.
26/101 Ogre Achievements
The game is unfortunately not very consistent and you need to look at the relevant part of the book carefully to figure it out.

1's always miss for shooting, but for shooting 6s don't always hit - you can end up hitting on 7s or more.
In combat a 1 always misses and a 6 always hits.
For "to wound" rolls, there is no such rule and in the rare cases where it happens, you can have an autowound or an impossible wound.
Armour saves always fail on a 1 but can be modified to impossible to pass.

I don't think this is true, I'm fairly certain you can never go below a 2 to wound or above a 6. This is different from 40k, where there is such a thing as "impossible to wound" based on the strength/toughness of the attack and the target, but such a thing does (to my knowledge) not exist in fantasy.
Here there be ogres.
Don't know if this is relevant, but I know when it comes to ranged attacks you can have times that you need more than a 6+ to hit.  In that case you roll the dice twice.  If you need a 7+ to hit for ranged, you need to roll a 6 followed by a 4+  (8+ to hit is 6 followed by 5+).
There is only news.  There is no good or bad.
The game is unfortunately not very consistent and you need to look at the relevant part of the book carefully to figure it out.

1's always miss for shooting, but for shooting 6s don't always hit - you can end up hitting on 7s or more.
In combat a 1 always misses and a 6 always hits.
For "to wound" rolls, there is no such rule and in the rare cases where it happens, you can have an autowound or an impossible wound.
Armour saves always fail on a 1 but can be modified to impossible to pass.

This is wrong I'm pretty sure. A role of 6 to wound always wounds a role of 1 always fails. Look on the first page of the BRB errata. Where it says "page 42".

Huh, okay so they changed that. That's a 180 on a previous FAQ answer that said that you could wound automatically e.g. with flaming sword of rhuin.

I don't see anything that says a 6 always wounds. Although the worst offender there (the K'daai destroyer) was itself errata'd.
Well there isn't a result on the wound chart that isn't at least a 6+ so its impossible to fail on a 6. And as far as I'm aware there are no modifiers that reduce "rolls to wound"; there are simply modifiers for strength and toughness and modifiers that increase "rolls to wound" with the stipulation in the BRB that rolls of one always fail.
Well there isn't a result on the wound chart that isn't at least a 6+ so its impossible to fail on a 6. And as far as I'm aware there are no modifiers that reduce "rolls to wound"; there are simply modifiers for strength and toughness and modifiers that increase "rolls to wound" with the stipulation in the BRB that rolls of one always fail.

Flaming Sword of Ruin adds a +1 to wound rolls and used to be FAQ'd to allow insta-wounding if you were high enough strength to need a 2+. However it has since then be reversed and now 1 is always a failure, no matter the +s.
Here there be ogres.
The game is unfortunately not very consistent and you need to look at the relevant part of the book carefully to figure it out.

1's always miss for shooting, but for shooting 6s don't always hit - you can end up hitting on 7s or more.
In combat a 1 always misses and a 6 always hits.
For "to wound" rolls, there is no such rule and in the rare cases where it happens, you can have an autowound or an impossible wound.
Armour saves always fail on a 1 but can be modified to impossible to pass.

This is wrong I'm pretty sure. A role of 6 to wound always wounds a role of 1 always fails. Look on the first page of the BRB errata. Where it says "page 42".

Okay guys...

In Close Combat... 1's always fail (no matter the bonuses) and 6's always succeed (no matter the penalties). They removed auto-hit/wounds in the most recent FAQ. This also includes 1+ armor/ward saves; technically, you still fail on a 1, but the 1+ armor is harder to crack via Strength than a 2+ armor, etc.

In Shooting... There is a chart in the back of the BRB that shows how to handle "7+ or more" shooting. If you have a lot of penalties in the shooting phase (ie long range, multi, cover, etc.), it is still possible to shoot beyond that, but the rolls are harder.
7+ = Roll a 6, then for every 6 you roll you have to roll another 4+ to successfully hit
8+ = Roll a 6, then for every 6 you roll you have to roll another 5+ to successfully hit
9+ = Roll a 6, then for every 6 you roll you have to roll another 6 to successfully hit
10 = IMPOSSIBLE. 'nuff said.

It's in the Shooting phase of the BRB, as well as the back references section.

Yes, the Flaming Sword's been FAQ'd so that 1's still fail, but that doesn't mean that our basic Bulls couldn't benefit from it :P
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Gibblet, Nibblet, Crunchybit, Snorti, Lullzee, Wakezee, Wardler, and Primo! (For sharing the Forum Primer to help out a new member! )

New book WLD: 21/11/3 - Got trounced by one of the "Khaine" elf armies... Stupid new rules...

Well there isn't a result on the wound chart that isn't at least a 6+ so its impossible to fail on a 6. And as far as I'm aware there are no modifiers that reduce "rolls to wound"; there are simply modifiers for strength and toughness and modifiers that increase "rolls to wound" with the stipulation in the BRB that rolls of one always fail.

Certain things can cause a -1 to wound, which would make a 6+ to wound into a 7+. There aren't many of these. The Chaos Dwarf K'daai and Bale Taurus had this rule in Tamurkhan. This was changed to a re-roll successful wounds because people freaked out at not being able to wound these things at all with non-magical attacks below a certain strength. However, the great taurus in storm of magic still has -1 to wound for example.
Well there isn't a result on the wound chart that isn't at least a 6+ so its impossible to fail on a 6. And as far as I'm aware there are no modifiers that reduce "rolls to wound"; there are simply modifiers for strength and toughness and modifiers that increase "rolls to wound" with the stipulation in the BRB that rolls of one always fail.

Certain things can cause a -1 to wound, which would make a 6+ to wound into a 7+. There aren't many of these. The Chaos Dwarf K'daai and Bale Taurus had this rule in Tamurkhan. This was changed to a re-roll successful wounds because people freaked out at not being able to wound these things at all with non-magical attacks below a certain strength. However, the great taurus in storm of magic still has -1 to wound for example.

Still the BRB states a 6 will always wound so even with 6's to wound and a -1 modifier the 6's will still get through. Would be nice but these rules often come from Supplementary/Expension books such as Storm of Magic or Tamurkhan : The Throne of Chaos and so can't really over-rule the main BRB surely?
Well there isn't a result on the wound chart that isn't at least a 6+ so its impossible to fail on a 6. And as far as I'm aware there are no modifiers that reduce "rolls to wound"; there are simply modifiers for strength and toughness and modifiers that increase "rolls to wound" with the stipulation in the BRB that rolls of one always fail.

Certain things can cause a -1 to wound, which would make a 6+ to wound into a 7+. There aren't many of these. The Chaos Dwarf K'daai and Bale Taurus had this rule in Tamurkhan. This was changed to a re-roll successful wounds because people freaked out at not being able to wound these things at all with non-magical attacks below a certain strength. However, the great taurus in storm of magic still has -1 to wound for example.

Still the BRB states a 6 will always wound so even with 6's to wound and a -1 modifier the 6's will still get through. Would be nice but these rules often come from Supplementary/Expension books such as Storm of Magic or Tamurkhan : The Throne of Chaos and so can't really over-rule the main BRB surely?

Agreed, 6's would still hit. However, As Gutlord was pointing out, there are (though few and far between) -1 modifiers to wounds out in the WHFB universe, to counter evansmull's comment about there being no such thing. So, having the -1 wouldn't affect a 6+ roll, but it still messes with 5+ or less (and is not a fun thing to have to deal with lol).
38 Gnobs! Almost on my 4th Pack of Trappers! Exciting
Gibblet, Nibblet, Crunchybit, Snorti, Lullzee, Wakezee, Wardler, and Primo! (For sharing the Forum Primer to help out a new member! )

New book WLD: 21/11/3 - Got trounced by one of the "Khaine" elf armies... Stupid new rules...

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