1.) How do people play the stank over pressure? Do you get re-roll to hit and to wound as well? Even for the engineer's weapons (not the repeater handgun since it specifically says not for that)?
2.) How are people handling pile-in? Straight in to the closest only? Once a model is in contact it cannot move (since you can't get closer once you are in contact)? Move any which way as long as the model ends closer to the closest model? You don't have to pile-in if you don't want to?
3.) Can you opt not to attack? I had a situation where some Duardin slayers were engaged with the Seraphon Lord Kroak. I had attacked first and done a few wounds and my opponents did not want to attack with Kroak (who can do quite a bit of damage in HtH) because he was afraid of the death blows potentially killing Lord Kroak. We played it that he did have to attack and yes, the death blows ended up killing Lord Kroak (who failed his death die roll due to all of the damage).
1). It says you re-roll any random values. So to me that doesn't include hit/wound/save rolls. I think it means the random number of wounds caused etc.
Steam Cannon D6 damage
Steam Gun 2D6 attacks
Crushing Wheels D6 attacks
Move 2d6"
Steel Behemoth d3 Mortal Wounds
It specifically excludes the repeater handgun, which would have D3 random value for attacks, because it's not part of the steam tank itself.
It's vague enough to argue the case for re-rolls to hit/wound/save, but I think if it was, it would have specified those as well. If it did include re-rolls for hits etc, I think it would also have excluded the HLR and Commander's Rod, since they're not steam weapons.
2). Pile-in. Bearing in mind the following
COMBAT PHASE
"Step 1: When you pile in, you may move
each model in the unit up to 3" towards
the closest enemy model. "
WARSCROLLS & UNITS
"A unit must be set up and finish
any sort of move as
a single group of models, with all models
within 1" of at least one other model from
their unit. If anything causes a unit to
become split up during a battle, it must
reform the next time that it moves."
The second part in the games I've played until recently had been overlooked, with people assuming any sort of move means in the Move phase, but I don't think that's the case, I think it includes runs, charges and pile-ins. And I would assume any other type of move, such as a teleport.
MOVEMENT PHASE
"Start your movement phase by picking one
of your units and moving each model in that
unit until you’ve moved all the models you
want to."
MOVING
"A model can be moved in any direction,
to a distance in inches equal to or less than
the Move characteristic on its warscroll."
RUNNING
"When you pick a unit to
move in the
movement phase, you can declare that it
will run. Roll a dice and add the result to
the Move characteristic of all models in the
unit for the movement phase."
CHARGE PHASE
"Pick an eligible unit and roll two
dice. Each model in the unit can
move this
number in inches."
COMBAT PHASE
"Step 1: When you pile in, you may
moveeach model in the unit up to 3" towards
the closest enemy model. "
With them being forced to pile-in and keep unit coherency, it means you can make use of re-director units.
As for the pile-in itself, we've been playing it so that if you're already in base-contact, you can move around a model, so long as you don't move more than 3", and are still in contact with the same model, to allow others in the unit to pile-in, or to maintain unit coherency. I do get that some people would interpret that you can't move once in base contact.
3). Not attacking.
COMBAT PHASE
"Any unit that has charged or has models
within 3" of an enemy unit
can attack with
its melee weapons in the combat phase.
The player whose turn it is picks a unit to
attack with, then the opposing player must
attack with a unit, and so on until
all eligibleunits on both sides have attacked once
each."
Units
can attack, until
all eligible have attacked. Those combined make it vague enough to go either way, though I'm inclined to go with all eligible. Unless your opponent makes chicken noises and struts like a chicken during the combat phase