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Revolting Stench Vats - what does it stop?


Thornoo1

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The Foul Blightspawn relic does an amazing amount to nerf melee focused armies by turning off charge abilities. Coupled with the Ferrymen's strat On Droning Wings this turns into a 12" bubble of charge denial.

 

"While an enemy unit is within 6" of the bearer, that unit cannot make use of any rule that allows it to fight first and never counts as having made a melee charge move this turn, irrespective of any abilities that unit may have."

 

I'd like to compile a list of things that Revolting Stench Vats effects.  If you have seen a unit's charge ability impacted can you list them here? I'll slowly compile your answers back into this original post.

  1. All armies, strike first on a charge
  2. Space Marines - Shock Assault models in the unit gain +1A when charging
  3. Blood Angels - Red Thirst +1 to wound on charges when Shock Assault is active
  4.  
Edited by Thornoo1
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For Space Marines, you need to pay attention to their super doctrines as well. E.G. for Blood Angels they also don't get their bonus attack from savage echoes or, if they have it, the black rage (meaning they're effectively losing 2A and +1 to wound, or losing 3A & +1 to wound if they're Death Company), and White Scars don't get their +1D.

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A lot of space marine warlord and custom chapter doctrines are also dependent on getting the charge, such as Imperiums Sword, Born Heroes and Whirlwind of rage.

 

Note that things like Shock Assault and Savage echoes still trigger when charged, or performing a HI, so SanGuard still get 5A each in Turn 3 when you charge them. 

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