First of all, there's some clear things not open to interpretation:
- hexwraiths cannot pass through engaged (in-combat) units
- hexwraiths can move though any unengaged units (even friendly) and through any terrain
- As fas cav, they can reform as many times as they choose, but no single model may travel farther than 8" (16" when marching)
- Per FAQ, VDM counts as a "remaining moves" movement, activating Spectral Hunters.
-There is no rule that says you cannot cast the same spell on the same unit multiple times in one phase (only that a wizard who rolls for spells cannot choose the same non-sig spell if someone else has it). Therefore, with the right kooky setups you can cast VDM 3 or more times on one unit of Hexwraiths.
But some of the Soulstriders rule is very vague:
Soulstriders: Hexwraiths and Hellwraiths can move through unengaged units (whether friendly or enemy) during the Remaining Moves sub-phase, but cannot end their movement within 1 " of another unit.
1. What does "through" mean? Does this mean I have to hit them perpendicular and come out the back? Or can I just nick the corner of a unit? With fast cav, I can reform as I like - can I move half way through, turn around, and come back out the way i came?
It just says "Move Through" which can be interpreted as "not inhibited by the 1" rule or assumed "physical barrier" that the units create. Therefore, you could hypothetically move as if the opposing unit wasn't there, as if moving over open ground (provided my movement doesn't end in a illegal way). If you "moved through" a unit in any way during that movement, they are susceptible to Spectral Hunters.
However, the official definition of the word through indicates moving "in one side and out another side", or sometimes "out the opposite side". Therefore you could have to enter one side and leave out another, or opposite side. While you can still play with this due to the crazy movement of fast cav rules, it puts a serious hindering on the possibilities of Spectral Hunters.
2. The idea that a unit cannot end their movement within 1" of another unit. is not a special but, simply a given rule with the game. The problem is whether or not its YOUR responsibility to end within 1" or the GAME RULES responsibility. For example, a magical vortex cannot end within 1" of a unit as well:
Pg 31: If a magical vortex ever ends its move over a unit, place it 1" beyond the unit in the direction it was moving
Wouldn't you assume that anything would work in the same manner? Anything that ends over a unit is pushed though the other side, 1" away. It just says they "cannot" end their movement, just as I cannot fly. Just as gravity would bring me to the ground If I jumped off a roof, wouldn't warhammer rules push the hexwraith through the unit to end 1" away?
Generally speaking, cannot means cannot - so if you do have a choice in the matter, you must choose what you can do rather than cannot. While there may be some argument there, arguing that you can end on top of a unit in order to push through might be not be the way a "gentleman" would try to interpret the rules. While, it makes more sense trying to manage multiple ranks of hexwraths (who would otherwsie have a harder time clearing their targets), it also allows someone to put a crapton of hexwraths in one unit and push them through to the back of the board on turn one causing absurd amount of hits.
Still, couldn't you legally make a conga-line of 40 and get them 30" to the back of the board on turn one, passing every enemy unit and choosing one to drop a ton of auto-hits on? Since their fast cav you could take 10, conga line them out, pass though several tragets and then use their center to reform them in ranks to end the movement. This is all legal.
Lastly, the 1" rule is for clarification only as defined in the rulebook, so ending .001" would be legal as nudging the full 1" is commonplace.
Overall, my interpretation would be that, when passing through a unit, you must touch two sides and fully end your movement outside of a unit for the movement to be legal (then nudge 1" away if necessary).
Is there a different consensus on this? Are there any techniques to maximize Spectral Hunters? I want to start bringing 1-2 units of 10 and I want to maximize their effectiveness.
- hexwraiths cannot pass through engaged (in-combat) units
- hexwraiths can move though any unengaged units (even friendly) and through any terrain
- As fas cav, they can reform as many times as they choose, but no single model may travel farther than 8" (16" when marching)
- Per FAQ, VDM counts as a "remaining moves" movement, activating Spectral Hunters.
-There is no rule that says you cannot cast the same spell on the same unit multiple times in one phase (only that a wizard who rolls for spells cannot choose the same non-sig spell if someone else has it). Therefore, with the right kooky setups you can cast VDM 3 or more times on one unit of Hexwraiths.
But some of the Soulstriders rule is very vague:
Soulstriders: Hexwraiths and Hellwraiths can move through unengaged units (whether friendly or enemy) during the Remaining Moves sub-phase, but cannot end their movement within 1 " of another unit.
1. What does "through" mean? Does this mean I have to hit them perpendicular and come out the back? Or can I just nick the corner of a unit? With fast cav, I can reform as I like - can I move half way through, turn around, and come back out the way i came?
It just says "Move Through" which can be interpreted as "not inhibited by the 1" rule or assumed "physical barrier" that the units create. Therefore, you could hypothetically move as if the opposing unit wasn't there, as if moving over open ground (provided my movement doesn't end in a illegal way). If you "moved through" a unit in any way during that movement, they are susceptible to Spectral Hunters.
However, the official definition of the word through indicates moving "in one side and out another side", or sometimes "out the opposite side". Therefore you could have to enter one side and leave out another, or opposite side. While you can still play with this due to the crazy movement of fast cav rules, it puts a serious hindering on the possibilities of Spectral Hunters.
2. The idea that a unit cannot end their movement within 1" of another unit. is not a special but, simply a given rule with the game. The problem is whether or not its YOUR responsibility to end within 1" or the GAME RULES responsibility. For example, a magical vortex cannot end within 1" of a unit as well:
Pg 31: If a magical vortex ever ends its move over a unit, place it 1" beyond the unit in the direction it was moving
Wouldn't you assume that anything would work in the same manner? Anything that ends over a unit is pushed though the other side, 1" away. It just says they "cannot" end their movement, just as I cannot fly. Just as gravity would bring me to the ground If I jumped off a roof, wouldn't warhammer rules push the hexwraith through the unit to end 1" away?
Generally speaking, cannot means cannot - so if you do have a choice in the matter, you must choose what you can do rather than cannot. While there may be some argument there, arguing that you can end on top of a unit in order to push through might be not be the way a "gentleman" would try to interpret the rules. While, it makes more sense trying to manage multiple ranks of hexwraths (who would otherwsie have a harder time clearing their targets), it also allows someone to put a crapton of hexwraths in one unit and push them through to the back of the board on turn one causing absurd amount of hits.
Still, couldn't you legally make a conga-line of 40 and get them 30" to the back of the board on turn one, passing every enemy unit and choosing one to drop a ton of auto-hits on? Since their fast cav you could take 10, conga line them out, pass though several tragets and then use their center to reform them in ranks to end the movement. This is all legal.
Lastly, the 1" rule is for clarification only as defined in the rulebook, so ending .001" would be legal as nudging the full 1" is commonplace.
Overall, my interpretation would be that, when passing through a unit, you must touch two sides and fully end your movement outside of a unit for the movement to be legal (then nudge 1" away if necessary).
Is there a different consensus on this? Are there any techniques to maximize Spectral Hunters? I want to start bringing 1-2 units of 10 and I want to maximize their effectiveness.