Wayniac wrote: My worry right now is they're going to remove all subfaction flavor in the name of balance
Oh, I wouldn't worry too much about GW doing anything in the name of balance...
Wayniac wrote: and you won't even HAVE like "Iyanden" or "Biel-tan", you'll just have "Swordwind" (aspect warriors) and "Ghost Warriors" (Wraith units) that are completely generic, so it doesn't matter if you have Iyanden or Saim-Hann or your own craftworld, it behaves the same beyond colors.
Just like in 3rd edition, where that was exactly how Codex: Craftworld Eldar worked. And everybody hated that for being too generic. Right? ...right..?
I'm pretty sure 3rd edition Craftworlds had subfactions, like biel tan got aspects as troops. I'm worried more like 4th edition Chaos.
Nope.
Besides happening to have the name of a Craftworld, they were effectively generic and non-Craftworld specific.
There was never an ASPECT WARRIOR build it was the 4th ed codex that created the ability to make a CRAFTWORLD themed army. by making the base troops in line with the lore around the specific craftworld. I.E. alaitoc could take basic rangers as troops, saim hann could take guardian jet bikes as troops, iyanden could take wraithguard as troops etc...
Flavor came from options (and a little nudge in the shape of army building restrictions). Wildly broken nonsense then as now comes from overperforming units/options and the ability to spam them. Obliterator spam Iron Warriors weren't a problem of having veteran abilities or build your own Daemon Prince rules. It's the ability to lose restrictions and just take more of an overly good unit than other armies. In other words, getting free stuff.
That is not like formations in 7th, you didn't get anything for free. sure you could play IW ( play regularly against somebody who plays that specific 3.5 ed army) and take more than 3 oblits, but you still had to pay the points costs for them. A hard army to fight...but definately not unbeatable, even without using 3rd ed GKs.
Wayniac wrote: My worry right now is they're going to remove all subfaction flavor in the name of balance, and you won't even HAVE like "Iyanden" or "Biel-tan", you'll just have "Swordwind" (aspect warriors) and "Ghost Warriors" (Wraith units) that are completely generic, so it doesn't matter if you have Iyanden or Saim-Hann or your own craftworld, it behaves the same beyond colors.
I think what's going to happen is the walord is going to be restricted. I know Bonesigner is legends, but I would envision something like if you took one then Wraiths are Battleline.
Wayniac wrote: My worry right now is they're going to remove all subfaction flavor in the name of balance, and you won't even HAVE like "Iyanden" or "Biel-tan", you'll just have "Swordwind" (aspect warriors) and "Ghost Warriors" (Wraith units) that are completely generic, so it doesn't matter if you have Iyanden or Saim-Hann or your own craftworld, it behaves the same beyond colors.
I really don’t see the problem with that?
I mean, certain things being tied to certain colours benefits no-one. All I really need to know is “which army and detachment” when setting up the board. If I now choose to field startlingly neon pink and green Eldar, I don’t risk Sadact McNeckbeard mithering because “acccckkkkkshually, you can’t be Biel Tan because Biel Tan can only be coloured thusly”.
If I want to switch up my detachment game to game? So what?
My sentiments exactly. A million different subfactions with their own special rules are exactly the reason successive editions have a) been an utter gak show when it comes to balance and power creep b) seen certain full factions languish with a half assed set of sticking plaster rules for the current edition while GW prioritise another bloody colour variant of a faction that has dominated a year of releases.
Geifer wrote: This isn't a problem that the 10th ed rules counter. As has already been mentioned/dreaded, we get for example ten detachments and of those one or two will hand out bonuses that go well with units that overperform. We'll just see those detachments because they hand out something for free that's better than what the other things hand of for free.
That's a nice thing about these detachment setups. You can easily tell what unit and what interactions are causing the problem. There's no digging to try and see if they used a custom trait or if they had a pile of relics.
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Dysartes wrote: They seem determined to bring bad elements from AOS into 40k, so expect the double turn here come 11th.
I think people are missing something critical; the changing away from color scheme rules is a rules change attempting to address a problem of player behavior.
If I have Ultramarines but feel like playing White Scars today, so what? That’s not some big problem, or even a problem at all. The problem is people insisting you must a bunch of money and time just to try out a different set of rules.
Of course, like with any counts as, there is a rational limit. IE if I have painter up Ultramarines but say “this half is White Scars and this half is Raven Guard” that’s not going to work because neither of us is going to keep that straight, not unless I do something else that we agree upon to differentiate.
GW could solve this by saying more or less what I just wrote. With the added caveat that tournaments and events may add additional rules for whatever reason they want, as is normal.
Boosykes wrote: Looks like they still have too many buffs stacking, on top. Oaths of moment, combat doctarins ect..
Withought some scaffolding for list building sque lists will rule the day the more specific and esoteric the less likely it will be countered.
Looks like balance will suffer.
Hard to tell untill it's out though so wait and see it is I suppose.
I don't think we'll see much stacking. With only 6 strats it's incredibly unlikely that any of them will overlap with each other so that's gone. Oaths is just going to be something like killing a monster gives a CP, your units that fail morale can recover more easily, and OC is increased on the center objective. Doctrines could be the extra AP thing still, but is itself just a single rule.
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TreeStewges wrote: I think people are missing something critical; the changing away from color scheme rules is a rules change attempting to address a problem of player behavior.
If I have Ultramarines but feel like playing White Scars today, so what? That’s not some big problem, or even a problem at all. The problem is people insisting you must a bunch of money and time just to try out a different set of rules.
Of course, like with any counts as, there is a rational limit. IE if I have painter up Ultramarines but say “this half is White Scars and this half is Raven Guard” that’s not going to work because neither of us is going to keep that straight, not unless I do something else that we agree upon to differentiate.
GW could solve this by saying more or less what I just wrote. With the added caveat that tournaments and events may add additional rules for whatever reason they want, as is normal.
I think overall people are trying to figure 'how do I establish my identity' as Imperial Fists, Iron Hands, etc. Obviously named characters might be the avenue there, but what if you don't want to take them?
It's just a sort of strange shift from present where it's pretty clear that IF are 'good with bolters' and so on.
I think overall people are trying to figure 'how do I establish my identity' as Imperial Fists, Iron Hands, etc. Obviously named characters might be the avenue there, but what if you don't want to take them?
It's just a sort of strange shift from present where it's pretty clear that IF are 'good with bolters' and so on.
I always found that sort of thing dubious when it came to 'establishing identity.' It was just rules bonuses for choosing the right color for the units you wanted to use.
Faction identity isn't about what it can give you or what you get for free.
"Codexes will return in time to replace the free rules, but when they do the complexity of the game won’t increase, thanks to a one-in-one-out ethos for army and sub-faction rules. Effectively, you will only ever need your unit datasheets, the two pages of rules that govern your chosen army (available in your codex, on cards, or digitally), plus the core rules and whatever mission you’re playing."
I think overall people are trying to figure 'how do I establish my identity' as Imperial Fists, Iron Hands, etc. Obviously named characters might be the avenue there, but what if you don't want to take them?
Simple, bring an army composition that represents their skill at castling up / defending. Lots of heavily armored dudes, low amount of highly mobile units like jump packs or droppods.
(i always mix up wheter Iron warriors or Imperial fists are the defenders or the attackers so if i got it wrong, flip my example around)
I think overall people are trying to figure 'how do I establish my identity' as Imperial Fists, Iron Hands, etc. Obviously named characters might be the avenue there, but what if you don't want to take them?
Simple, bring an army composition that represents their skill at castling up / defending. Lots of heavily armored dudes, low amount of highly mobile units like jump packs or droppods.
(i always mix up wheter Iron warriors or Imperial fists are the defenders or the attackers so if i got it wrong, flip my example around)
I have to agree this seems really simple to me and simultaneously how it used to be and how it should be building "your dudes" without having to slap a thousand keywords/tags/labels on them. How many people were angry at GW when they had that stint of "you play the force your army is painted as", likewise in 8.5 with all the blue iron hands etc being criticised.
So 1,000 & 2,000 & 3,000 point lists!?! They even were discouraging 500 pt games. Want games bigger.
Calling it now - they already increased points list with that 3,000 mark & will LOWER individual model points costs. This in turn will have people buy even more (new version) minis to fill the lists.
Works out nice for my planned swarm Tyranid list for 10th edition.
So 1,000 & 2,000 & 3,000 point lists!?! They even were discouraging 500 pt games. Want games bigger.
Calling it now - they already increased points list with that 3,000 mark & will LOWER individual model points costs. This in turn will have people buy even more (new version) minis to fill the lists.
Works out nice for my planned swarm Tyranid list for 10th edition.
They're not discouraging anything. They even have a format for 500 points. Also all these point levels were previously supported. Standard games will be 2K.
TreeStewges wrote: Of course, like with any counts as, there is a rational limit. IE if I have painter up Ultramarines but say “this half is White Scars and this half is Raven Guard” that’s not going to work because neither of us is going to keep that straight, not unless I do something else that we agree upon to differentiate.
That's what company colors are for. Totally reasonable for the 6th company and the 9th to fight side-by-side using different tactics.
Kind of never been in the group of people who forced blue Marines to be Ultramarines - and thought everyone else had moved on 3-5 years ago.
In principle making detachments be your subfaction makes some sense. Personally I have some concerns how it might interact with "your dudes" - but trying to make certain faction archetypes viable rather than "play best faction goodstuff and like it" is no bad thing.
The concern I think is going to be indexification. How many detachments are the various factions going to get out the gate - and will they be stuck for around for two years with mediocre ones? Are say "Index Eldar" really going to get 5 options out the gate, 6 maybe if you include Ynnari?
So 1,000 & 2,000 & 3,000 point lists!?! They even were discouraging 500 pt games. Want games bigger.
Calling it now - they already increased points list with that 3,000 mark & will LOWER individual model points costs. This in turn will have people buy even more (new version) minis to fill the lists.
Works out nice for my planned swarm Tyranid list for 10th edition.
500 points? Play Kill Team. Because games can have a minimum practical points limit. Where whatever balance exists is thrown off because of minimum costs.
Consider 3rd Ed Necrons. For 500 points? I’d get 2 x 10 Necron Warriors, and a Necron Lord, and 20 points change for a bit of Wargear. You could absolutely use that in a 500 point game. But after two or three, you’re into strong boredom territory, and either given up or expanded your force. And as your collection grows, you want to field more of it at the same time.
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Tyel wrote: Kind of never been in the group of people who forced blue Marines to be Ultramarines - and thought everyone else had moved on 3-5 years ago.
In principle making detachments be your subfaction makes some sense. Personally I have some concerns how it might interact with "your dudes" - but trying to make certain faction archetypes viable rather than "play best faction goodstuff and like it" is no bad thing.
The concern I think is going to be indexification. How many detachments are the various factions going to get out the gate - and will they be stuck for around for two years with mediocre ones? Are say "Index Eldar" really going to get 5 options out the gate, 6 maybe if you include Ynnari?
All going to depend on what the Detachments look like, particularly as it seems the available Stratagems are entirely tied to said Detachment. If they allow strongly themed lists go be practical, without overly limiting? Might be about nice.
Definitely something we don’t have enough proper info on just yet.
So 1,000 & 2,000 & 3,000 point lists!?! They even were discouraging 500 pt games. Want games bigger.
Calling it now - they already increased points list with that 3,000 mark & will LOWER individual model points costs. This in turn will have people buy even more (new version) minis to fill the lists.
Works out nice for my planned swarm Tyranid list for 10th edition.
They're not discouraging anything. They even have a format for 500 points. Also all these point levels were previously supported. Standard games will be 2K.
Just going off what I read -
“There are now three main army sizes: Incursion (1,000 points), Strike Force (2,000 points), and Onslaught (3,000 points). 500-point games are still perfectly possible, of course, but the Warhammer 40,000 Core Rules are optimised for slightly larger forces than that.*”
So 1,000 & 2,000 & 3,000 point lists!?! They even were discouraging 500 pt games. Want games bigger.
Calling it now - they already increased points list with that 3,000 mark & will LOWER individual model points costs. This in turn will have people buy even more (new version) minis to fill the lists.
Works out nice for my planned swarm Tyranid list for 10th edition.
They're not discouraging anything. They even have a format for 500 points. Also all these point levels were previously supported. Standard games will be 2K.
Just going off what I read -
“There are now three main army sizes: Incursion (1,000 points), Strike Force (2,000 points), and Onslaught (3,000 points). 500-point games are still perfectly possible, of course, but the Warhammer 40,000 Core Rules are optimised for slightly larger forces than that.*”
Which is a good thing. 1000 points is the minimum 40k works at, as otherwise you have Kill Team or Necromunda.
The only downside to that is a brand new player is more likely to have 500 points then be told hey you have to spend a few hundred dollars to get a thousand. Although presumably that's what the combat Patrol format will take care of
H.B.M.C. wrote: Your faction gives you the Oath of Moment army rule (more on this next week!) while your Detachment gives you access to six unique Stratagems – on top of the core group in the main rules – as well as four exclusive Enhancements for your Space Marine characters. It also bags you the Combat Doctrines ability, which allows you to pick from three powerful doctrines during your Command phase.
Admittedly I'm only on my first coffee of the morning, but this sounds like an awful lot of additional guff to keep track of...
H.B.M.C. wrote: Your faction gives you the Oath of Moment army rule (more on this next week!) while your Detachment gives you access to six unique Stratagems – on top of the core group in the main rules – as well as four exclusive Enhancements for your Space Marine characters. It also bags you the Combat Doctrines ability, which allows you to pick from three powerful doctrines during your Command phase.
Admittedly I'm only on my first coffee of the morning, but this sounds like an awful lot of additional guff to keep track of...
If I’m reading it right, it’s all defined by the Detachment, so on the same data sheet thing. So it does bring various bits and bobs, but it sounds like the presentation will be simplified.
H.B.M.C. wrote: Your faction gives you the Oath of Moment army rule (more on this next week!) while your Detachment gives you access to six unique Stratagems – on top of the core group in the main rules – as well as four exclusive Enhancements for your Space Marine characters. It also bags you the Combat Doctrines ability, which allows you to pick from three powerful doctrines during your Command phase.
Admittedly I'm only on my first coffee of the morning, but this sounds like an awful lot of additional guff to keep track of...
Its six Strats when compared to... 60? more?
Combat doctrines that exist now (but no super doctrine)
Oath of the Moment we don't know, but given the rejection of color = rules, it likely replaces Chapter Tactics
4 Enhancements replace all of warlord traits, relics and etc.
H.B.M.C. wrote: Your faction gives you the Oath of Moment army rule (more on this next week!) while your Detachment gives you access to six unique Stratagems – on top of the core group in the main rules – as well as four exclusive Enhancements for your Space Marine characters. It also bags you the Combat Doctrines ability, which allows you to pick from three powerful doctrines during your Command phase.
Admittedly I'm only on my first coffee of the morning, but this sounds like an awful lot of additional guff to keep track of...
If I’m reading it right, it’s all defined by the Detachment, so on the same data sheet thing. So it does bring various bits and bobs, but it sounds like the presentation will be simplified.
Given that Synapse is the faction rule printed on the Termagant datasheet, it seems likely that it'll be common across all detachments and only one of the rules will change.
I guess marines will have Oath of Moment on all their datasheets.
Dysartes wrote: They seem determined to bring bad elements from AOS into 40k, so expect the double turn here come 11th.
What bad elements of AoS have we recieved?
My top 3 (or at least 2.5)?
- Fixed to-hit values instead of a reworked comparison table in melee. Gretchin should not be hitting The Lion (based on what we've seen so far) as easily as they hit a Guardsman or Guardian. At least they've not dragged fixed to-wound values across... yet.
- Mortal Wounds (especially coupled with GW's lack of discipline on handing them out).
- The whole Command Point mess (which I think was AOS before 40k, but it was 6 years ago so I might be mis-remembering that).
So 1,000 & 2,000 & 3,000 point lists!?! They even were discouraging 500 pt games. Want games bigger.
Calling it now - they already increased points list with that 3,000 mark & will LOWER individual model points costs. This in turn will have people buy even more (new version) minis to fill the lists.
Works out nice for my planned swarm Tyranid list for 10th edition.
They're not discouraging anything. They even have a format for 500 points. Also all these point levels were previously supported. Standard games will be 2K.
Just going off what I read -
“There are now three main army sizes: Incursion (1,000 points), Strike Force (2,000 points), and Onslaught (3,000 points). 500-point games are still perfectly possible, of course, but the Warhammer 40,000 Core Rules are optimised for slightly larger forces than that.*”
Which is a good thing. 1000 points is the minimum 40k works at, as otherwise you have Kill Team or Necromunda.
This is a good thing they aknowledge this lower limit. I'm a big fan of the 1000 points format (provided it is played on a decent table of 48" by 48", traditional for this format), and I'm happy GW will still provide support for it. If 500 points is all one's has, Kill team of the combat patrol missions will fit better until one's has a bigger force.
Dysartes wrote: They seem determined to bring bad elements from AOS into 40k, so expect the double turn here come 11th.
What bad elements of AoS have we recieved?
My top 3 (or at least 2.5)?
- Fixed to-hit values instead of a reworked comparison table in melee. Gretchin should not be hitting The Lion (based on what we've seen so far) as easily as they hit a Guardsman or Guardian. At least they've not dragged fixed to-wound values across... yet.
- Mortal Wounds (especially coupled with GW's lack of discipline on handing them out).
- The whole Command Point mess (which I think was AOS before 40k, but it was 6 years ago so I might be mis-remembering that).
Counter point, 40k kicked off mortal wounds with destroyer weapons. Command points came in 8th first in 2017, they then appeared in AoS 2.0 in 2018.
Dysartes wrote: They seem determined to bring bad elements from AOS into 40k, so expect the double turn here come 11th.
What bad elements of AoS have we recieved?
My top 3 (or at least 2.5)?
- Fixed to-hit values instead of a reworked comparison table in melee. Gretchin should not be hitting The Lion (based on what we've seen so far) as easily as they hit a Guardsman or Guardian. At least they've not dragged fixed to-wound values across... yet.
- Mortal Wounds (especially coupled with GW's lack of discipline on handing them out).
- The whole Command Point mess (which I think was AOS before 40k, but it was 6 years ago so I might be mis-remembering that).
Counter point, 40k kicked off mortal wounds with destroyer weapons. Command points came in 8th first in 2017, they then appeared in AoS 2.0 in 2018.
Well in my remembering of destroyer weapons in 7th, it was rather a case of "If I roll a 2+ on my destroyer, your unit is instantly destroyed, no saves, you are screwed !".
The current mortal wounds are more "granular"...
Voss wrote: Its six Strats when compared to... 60? more?
6 unique strategems on top of however many are in the rulebook.
But yeah, I think I was misreading it as your army having the Oath, six strategems, 4 enhancements and a doctrine... which sounds like a lot. I'm assuming it all makes a bit more sense to those who have actually been playing 9th edition.
Dysartes wrote: They seem determined to bring bad elements from AOS into 40k, so expect the double turn here come 11th.
What bad elements of AoS have we recieved?
My top 3 (or at least 2.5)?
- Fixed to-hit values instead of a reworked comparison table in melee. Gretchin should not be hitting The Lion (based on what we've seen so far) as easily as they hit a Guardsman or Guardian. At least they've not dragged fixed to-wound values across... yet.
- Mortal Wounds (especially coupled with GW's lack of discipline on handing them out).
- The whole Command Point mess (which I think was AOS before 40k, but it was 6 years ago so I might be mis-remembering that).
Counter point, 40k kicked off mortal wounds with destroyer weapons. Command points came in 8th first in 2017, they then appeared in AoS 2.0 in 2018.
Well in my remembering of destroyer weapons in 7th, it was rather a case of "If I roll a 2+ on my destroyer, your unit is instantly destroyed, no saves, you are screwed !".
The current mortal wounds are more "granular"...
Yeah pretty much, mortal wounds are just dialled back D weapons.
Dysartes wrote: They seem determined to bring bad elements from AOS into 40k, so expect the double turn here come 11th.
What bad elements of AoS have we recieved?
My top 3 (or at least 2.5)?
- Fixed to-hit values instead of a reworked comparison table in melee. Gretchin should not be hitting The Lion (based on what we've seen so far) as easily as they hit a Guardsman or Guardian. At least they've not dragged fixed to-wound values across... yet.
Why not? They're a pretty big target for a lowly grot, so it'd be pretty hard to miss.
Dysartes wrote: They seem determined to bring bad elements from AOS into 40k, so expect the double turn here come 11th.
What bad elements of AoS have we recieved?
My top 3 (or at least 2.5)?
- Fixed to-hit values instead of a reworked comparison table in melee. Gretchin should not be hitting The Lion (based on what we've seen so far) as easily as they hit a Guardsman or Guardian. At least they've not dragged fixed to-wound values across... yet.
Why not? They're a pretty big target for a lowly grot, so it'd be pretty hard to miss.
They're also moving targets who will be evading hits. That's what the comparative table was supposed to represent.
Dysartes wrote: They seem determined to bring bad elements from AOS into 40k, so expect the double turn here come 11th.
What bad elements of AoS have we recieved?
My top 3 (or at least 2.5)?
- Fixed to-hit values instead of a reworked comparison table in melee. Gretchin should not be hitting The Lion (based on what we've seen so far) as easily as they hit a Guardsman or Guardian. At least they've not dragged fixed to-wound values across... yet.
Why not? They're a pretty big target for a lowly grot, so it'd be pretty hard to miss.
The writers of Horus Heresy V2 have gone to a different path, and reworked the old 3-4-5-6-7th editions WS table. Now it works by comparing the WS of the attacker to those of the defender, in a manner similar to the simplified STR to T table of 8-9th editions. And my mates that play HH say the new table works well. It represents the ability of a good duelist to parry / escape / dodge the attacks. It lowers the need to grant artificial invulnerable saves (e.g. wyches, genestealers) and that's good.
H.B.M.C. wrote: Your faction gives you the Oath of Moment army rule (more on this next week!) while your Detachment gives you access to six unique Stratagems – on top of the core group in the main rules – as well as four exclusive Enhancements for your Space Marine characters. It also bags you the Combat Doctrines ability, which allows you to pick from three powerful doctrines during your Command phase.
Admittedly I'm only on my first coffee of the morning, but this sounds like an awful lot of additional guff to keep track of...
Its six Strats when compared to... 60? more?
Combat doctrines that exist now (but no super doctrine)
Oath of the Moment we don't know, but given the rejection of color = rules, it likely replaces Chapter Tactics
4 Enhancements replace all of warlord traits, relics and etc.
Its very definitely a lot less to keep track of.
Is it? I came here to post something jokingly about how much I must keep track of...
For instance, you might be playing as the Gladius Task Force of the Adeptus Astartes. Your faction gives you the Oath of Moment army rule (more on this next week!) while your Detachment gives you access to six unique Stratagems – on top of the core group in the main rules – as well as four exclusive Enhancements for your Space Marine characters. It also bags you the Combat Doctrines ability, which allows you to pick from three powerful doctrines during your Command phase.
Then there is presimably still relics and warlord traits. I think I'll stick to retroplay with 3rd, though I wish people lots of fun in enjoying the game in 10th, I just dont have energy or attention span for all its layers of rules when its wrapped around what is essentially a shallow game on par with Mordheim or another clunky 90s game.
H.B.M.C. wrote: Your faction gives you the Oath of Moment army rule (more on this next week!) while your Detachment gives you access to six unique Stratagems – on top of the core group in the main rules – as well as four exclusive Enhancements for your Space Marine characters. It also bags you the Combat Doctrines ability, which allows you to pick from three powerful doctrines during your Command phase.
Admittedly I'm only on my first coffee of the morning, but this sounds like an awful lot of additional guff to keep track of...
Its six Strats when compared to... 60? more?
Combat doctrines that exist now (but no super doctrine)
Oath of the Moment we don't know, but given the rejection of color = rules, it likely replaces Chapter Tactics
4 Enhancements replace all of warlord traits, relics and etc.
Its very definitely a lot less to keep track of.
Is it? I came here to post something jokingly about how much I must keep track of...
Absolutely yes. There can't be any debate on this.
Currently: there are four pages of stratagems alone in the Codex: Space Marines. More pages from the chapter supplements. Pages of relics, warlord traits in both.
4 pages of chapter traits. multiple psychic disciplines and litanies of battle (again, more in the chapter supplements).
Chapter Command. ATSKNF. Bolter discipline. Shock Assault. Combat discipline (seemingly the only survivor of those)
Compared to:
For instance, you might be playing as the Gladius Task Force of the Adeptus Astartes. Your faction gives you the Oath of Moment army rule (more on this next week!) while your Detachment gives you access to six unique Stratagems – on top of the core group in the main rules – as well as four exclusive Enhancements for your Space Marine characters. It also bags you the Combat Doctrines ability, which allows you to pick from three powerful doctrines during your Command phase.
That's a massive reduction, from 15+ pages to 2. Now, I can see why someone might not like the extent of the reduction, but that there is a significant reduction of 'stuff to keep track of' isn't debatable.
Say what Daed suggested is right, and that the 1KSons keep their cults. There are 9 of those. Let's also add an army for Magnus and one for Ahriman. So 11 different potential armies in the book, each with 2 pages. 22 pages of rules. Granted, they're not piling up on top of one another (layered rules was one of the biggest issue in 9th), but it's not like they've reduced the amount of rules.
And how much repetition is there? Surely there would be 1KSons strats that would be appropriate for any 1KSons army? So say there are 6 armies rather than 11, will they reprint the same Strat 6 times over?
We will have to wait and see how much of the current rules "bloat" disappears, moves to the datasheet, moves to the core game rules, or ends up in the detachment.
Given that GW has promised 2 pages of detachment rules plus your datasheets are all you need to play, I expect a lot of current rules will disappear. Others will be remain in name only.
We know that Adeptus Astartes have Oath of Moment. Could be the new name for a new rules appropriate version of ATSKNF, but we will learn soon.
We know the Gladius Task Force has Combat Doctrines, which is a total callback to the old 7th edition Formation. Hopefully these will be more like the 7th Ed version (Re-roll 1 in select phases, full rerolls for select units) than the 8th/9th version (Improved AP for select weapon types).
This leaves lots of current rules layers either moving to datasheets or disappearing since they had implied there are no other detachment rules here besides the Enchantments and Stratagems. Hopefully they will add rules and/or adjust stats to units that make them attractive for specific roles that fit their lore.
alextroy wrote: Given that GW has promised 2 pages of detachment rules plus your datasheets are all you need to play, I expect a lot of current rules will disappear. Others will be remain in name only.
Or all the army abilities just get reprinted on every single datacards for squads of that faction. Technically, the detachment rules are only two pages, and all the extra rules have spread to another place.
The total volume of rules might be the same as now, but each game is down to 2 pages of them. (Theoretically)
So if you want to know what potential nastiness is out there, you are going to have to study though a lot of stuff. Just like you would have to check each current codex, subfaction book, WD DLC, etc that we have now.
But when the plastic hits the table and the dice come out, you can review the ~2 pages that your opponent is bringing to that fight and know what you can expect for the next couple of hours.
Not what he’s going to pull out of the half foot stack of books and printouts he’s pulling from now.
Nevelon wrote: But when the plastic hits the table and the dice come out, you can review the ~2 pages that your opponent is bringing to that fight and know what you can expect for the next couple of hours.
Not what he’s going to pull out of the half foot stack of books and printouts he’s pulling from now.
Two pages of army rules. But given that even termagants have a reaction rule of their own, it's likely that many other datasheets will contain similar 'out of turn' abilities that an opponent must be aware of, let alone the presumably much more detailed text on Primarchs and other such special characters.
Nevelon wrote: But when the plastic hits the table and the dice come out, you can review the ~2 pages that your opponent is bringing to that fight and know what you can expect for the next couple of hours.
Not what he’s going to pull out of the half foot stack of books and printouts he’s pulling from now.
Two pages of army rules. But given that even termagants have a reaction rule of their own, it's likely that many other datasheets will contain similar 'out of turn' abilities that an opponent must be aware of, let alone the presumably much more detailed text on Primarchs and other such special characters.
Yea I think people might find that the slim down of rules is actually converting strats or putting strat-like abilities onto datasheets since they stated every sheet is getting some ability. So there's still tons of rules out there -- the nice thing is that your army with 5 to 10 unique units adds 5 to 10 rules rather than a wide selection that can be applied to different units throughout the game.
Nevelon wrote: But when the plastic hits the table and the dice come out, you can review the ~2 pages that your opponent is bringing to that fight and know what you can expect for the next couple of hours.
Not what he’s going to pull out of the half foot stack of books and printouts he’s pulling from now.
Two pages of army rules. But given that even termagants have a reaction rule of their own, it's likely that many other datasheets will contain similar 'out of turn' abilities that an opponent must be aware of, let alone the presumably much more detailed text on Primarchs and other such special characters.
You are not wrong.
At least with unit rules you get what it says on the tin. This is unit X, they have ability Y. Right there on the datasheet. You don’t need to worry about a normal looking units suddenly going crazy with gotcha rules out of who knows where. Barring the ~2 pages of layered rules you selected with your army.
The mental load of 40k is not going away. But the pre-game brief of “this is my army, this is what it does” should be a lot simpler.
Potentially. Right now we are in the golden age of GW promising what their plans and goals are. How they execute those, and keep the course, remains to be seen.
H.B.M.C. wrote: Your faction gives you the Oath of Moment army rule (more on this next week!) while your Detachment gives you access to six unique Stratagems – on top of the core group in the main rules – as well as four exclusive Enhancements for your Space Marine characters. It also bags you the Combat Doctrines ability, which allows you to pick from three powerful doctrines during your Command phase.
Admittedly I'm only on my first coffee of the morning, but this sounds like an awful lot of additional guff to keep track of...
Break it down like you're explaining the army at the table.
If we use Vashtorr as an example:
- All my Daemon Engines are always on for exploding hits for any weapon; Anything that is not a DE does not explode ever.
- In my command phase I can give one engine in 9" FNP from my warlord
My strats do the following :
- Max shots on one DE - Reroll hits w/i 6" of my Warlord for DE - Grant cover to CSM Astartes
- Thorn MW damage if you target a unit w/i 6" of my Warlord
- Increase cost of one of your strats by 1 once per game
- Advance, Charge and Shoot for a DE
And know you know everything about my army that isn't on a datasheet.
Dysartes wrote: They seem determined to bring bad elements from AOS into 40k, so expect the double turn here come 11th.
What bad elements of AoS have we recieved?
My top 3 (or at least 2.5)?
- Fixed to-hit values instead of a reworked comparison table in melee. Gretchin should not be hitting The Lion (based on what we've seen so far) as easily as they hit a Guardsman or Guardian. At least they've not dragged fixed to-wound values across... yet.
- Mortal Wounds (especially coupled with GW's lack of discipline on handing them out).
- The whole Command Point mess (which I think was AOS before 40k, but it was 6 years ago so I might be mis-remembering that).
Did you teleport back in time or something?
- We haven't had WS compare since 7th.
- The prevalence of MW is unknown.
- They already stated that CP are even less than what they are now.
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H.B.M.C. wrote: So say there are 6 armies rather than 11, will they reprint the same Strat 6 times over?
Yea lots of questions there. Like *if* we get Cults will -1D be a thing for each of them? ( or any of them? )
They're going to have to be really clever to make distinct strats and enhancements. I almost wonder is strats themselves become more strategic rather than tactical since picking "winners" for the haves and have-nots is certainly a thing.
I mean, there has to be general army rules (Synapse seems like it would be), meaning that:
1. There is another page that has general army rules (Synapse, ATSKNF, Disgustingly Resilient), meaning it's not really 2 pages, it's 2 pages plus the standard rules for your army. Or...
2. Every 2 page army reprints the same rules over and over again, wasting space that could've been used for more options/flavour/fun. Or...
3. Only certain 2 page armies will get the iconic rules (only one type of Death Guard army gets Disgustingly Resilient), and that results in the situation you're talking about. Or...
4. They reprint these rules, in full, on every single data sheet, somewhat defeating the purpose of universal special rules (and increasing the chances of mistakes).
I agree that there should be a central source for the rules that govern your army, but that could easily turn into repeated instances of the same rules and a lot of wasted space. Or it could lead to weird situations where basic army rules that we've had for years get split up between weird arbitrary formations (Gladius Strike Force armies get ATSKNF, and only Deathwing armies get Deathwing rules, even if you take Deathwing units in a non-Deathwing army...).
It also greatly depends on the amount formations there will be. I mean the concept of a 1st Company formation for all Marines sounds great, but will there be an Armoured Company formation for Guard? It's already been pointed out in the general 40k discussion thread that the 3 of anything/6 of battleline & transports things breaks certain armies (how do you do Mechanised Guard if you can't bring more than 6 Chimeras? I own 12 Chimeras, so... am I just gak outta luck, or will there be a Mechanised Infantry formation that lets me take one transport for every infantry/battleline unit?). What if most Codices end up like the current WE one: The basic list, and then one that's led by a Special Character, and that's it? What if the only way to play actual Chapters/Legions/etc. rather than a giant blanket of 'Counts As' is to bring a mandatory special character?
Dysartes wrote: They seem determined to bring bad elements from AOS into 40k, so expect the double turn here come 11th.
What bad elements of AoS have we recieved?
My top 3 (or at least 2.5)?
- Fixed to-hit values instead of a reworked comparison table in melee. Gretchin should not be hitting The Lion (based on what we've seen so far) as easily as they hit a Guardsman or Guardian. At least they've not dragged fixed to-wound values across... yet.
Why not? They're a pretty big target for a lowly grot, so it'd be pretty hard to miss.
The writers of Horus Heresy V2 have gone to a different path, and reworked the old 3-4-5-6-7th editions WS table. Now it works by comparing the WS of the attacker to those of the defender, in a manner similar to the simplified STR to T table of 8-9th editions. And my mates that play HH say the new table works well. It represents the ability of a good duelist to parry / escape / dodge the attacks. It lowers the need to grant artificial invulnerable saves (e.g. wyches, genestealers) and that's good.
It does make that WS difference feel more important. WS5 vs WS4 makes it feel like an up hill struggle for the WS4. Having something like WS8 against WS4 makes it feel like a mountain! Which is much like the scenario envisioned, how is a rank and file mook managing to get through the guard of someone like the lion? Well a little luck helps.
Is it, though? Or is it just shifted from the codex to the rulebook?
Yes, it is.
The rulebook? What, at all, anywhere, is giving you the impression the rulebook is getting bigger?
----
Look. Right now, in this moment I don't care if anyone thinks this is good, bad, the end of the Warhammer as we know it, or a new Renaissance of gaming. Not relevant.
But right now, in the current codex from the beginning of 9th edition. Codex Necrons has rules for the army from pages 51 to 69. It pauses for crusade rules (which we aren't counting), and then pages 80 & 81 explain abilities like living metal, reanimation protocols and command protocols. So 20 pages of rules. OK?
In 10th there will not be 20 pages of rules for any specific necron army. When someone brings a 'necron elimination force' (or whatever) to the table, there will be 2 pages. Can we grasp that 2 is less than 20? If that's seriously up for debate, then we can't have any sort of discussion about 10th edition until more information comes out. It simply isn't possible.
I mean, there has to be general army rules (Synapse seems like it would be), meaning that:
1. There is another page that has general army rules (Synapse, ATSKNF, Disgustingly Resilient), meaning it's not really 2 pages, it's 2 pages plus the standard rules for your army. Or...
2. Every 2 page army reprints the same rules over and over again, wasting space that could've been used for more options/flavour/fun. Or...
3. Only certain 2 page armies will get the iconic rules (only one type of Death Guard army gets Disgustingly Resilient), and that results in the situation you're talking about. Or...
4. They reprint these rules, in full, on every single data sheet, somewhat defeating the purpose of universal special rules (and increasing the chances of mistakes).
I agree that there should be a central source for the rules that govern your army, but that could easily turn into repeated instances of the same rules and a lot of wasted space. Or it could lead to weird situations where basic army rules that we've had for years get split up between weird arbitrary formations (Gladius Strike Force armies get ATSKNF, and only Deathwing armies get Deathwing rules, even if you take Deathwing units in a non-Deathwing army...).
It also greatly depends on the amount formations there will be. I mean the concept of a 1st Company formation for all Marines sounds great, but will there be an Armoured Company formation for Guard? It's already been pointed out in the general 40k discussion thread that the 3 of anything/6 of battleline & transports things breaks certain armies (how do you do Mechanised Guard if you can't bring more than 6 Chimeras? I own 12 Chimeras, so... am I just gak outta luck, or will there be a Mechanised Infantry formation that lets me take one transport for every infantry/battleline unit?). What if most Codices end up like the current WE one: The basic list, and then one that's led by a Special Character, and that's it? What if the only way to play actual Chapters/Legions/etc. rather than a giant blanket of 'Counts As' is to bring a mandatory special character?
And you think that this new system won't create lots of redundancies and repeated rules?
Oh, right. Synapse. How the frig are they going to fit that? I get the diagrams can probably go, but I almost feel like synapse won't stay like it is. That or it becomes a sort of USR, but would they locate it in core rules?
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cody.d. wrote: It does make that WS difference feel more important. WS5 vs WS4 makes it feel like an up hill struggle for the WS4. Having something like WS8 against WS4 makes it feel like a mountain! Which is much like the scenario envisioned, how is a rank and file mook managing to get through the guard of someone like the lion? Well a little luck helps.
That sort of dynamic is really hard to balance especially when your army might not possess any sort of melee specialist leaving you at a disadvantage.
Obviously there are lots of things that are fluffy and interesting that won't make the cut. I really liked the WS table ( mostly because I took a few WS8/9 models quite often ), but it can be problematic at times for the have-nots.
Oh, right. Synapse. How the frig are they going to fit that?
Not sure if serious. Current synapse rules are weird but its super easy to go back to "Synapse: unit gains fearless if within X" of synapse creature" Or in this particular edition, 'skip morale checks if in synapse range.'
it can very easily revert to being a 1 sentence rule.
cody.d. wrote: It does make that WS difference feel more important. WS5 vs WS4 makes it feel like an up hill struggle for the WS4. Having something like WS8 against WS4 makes it feel like a mountain! Which is much like the scenario envisioned, how is a rank and file mook managing to get through the guard of someone like the lion? Well a little luck helps.
That sort of dynamic is really hard to balance especially when your army might not possess any sort of melee specialist leaving you at a disadvantage.
Obviously there are lots of things that are fluffy and interesting that won't make the cut. I really liked the WS table ( mostly because I took a few WS8/9 models quite often ), but it can be problematic at times for the have-nots.
That is part of the charm of an asymmetrical wargame surely? Not having melee specialists or having to go up against someone who is better at something than you are and working around it by playing to your own strengths.
But, I do concede that yeah, it makes things harder to balance.
Bloody hell I don't know how to format posts here.
Oh, right. Synapse. How the frig are they going to fit that?
Not sure if serious. Current synapse rules are weird but its super easy to go back to "Synapse: unit gains fearless if within X" of synapse creature" Or in this particular edition, 'skip morale checks if in synapse range.'
it can very easily revert to being a 1 sentence rule.
Apologies - I was thinking of synaptic link ( but also how they handle repetition of rules ).
Gunna be interesting to see what they keep and what they chop.
There's still a butt-load we don't know, and the trickle of information is going to come in real slow from GW to keep us guessing until the entire rules are in our hands and we can cut past all the hype and advertisement and get to the real meat and potatoes of whether this game is going to be better or not.
And then we start the timer.
The timer being how long it takes for GW to put out a codex that throws all their promises in the trash.
I think you could simplify it pretty easily so that you didn't need 4 pages, 11 diagrams and a 3-day conference to understand how Synaptic Link rules work.
drbored wrote: Gunna be interesting to see what they keep and what they chop.
I don't know if 'interesting' is the word I'd choose. As I keep saying, I care far less about what they're adding compared to what we're losing.
The current 'Nid Codex introduced two concepts that are so good and fit the fluff so well - adaptive physiology and synaptic links - that the idea that they're just going to be thrown out the window or, worse, only available to one way of playing 'Nids is just awful.
Synapse does tend to hinge on leadership Gaunts have a LD of 8+ according to the card given. Which honestly is shockinghly high compared to what it normally is.
Will morale be brutal or just a wound tax? Will it take a unit out of the fight for a turn forcing you to account for it, or just mean a model or two vanishes when you fail?
cody.d. wrote: Synapse does tend to hinge on leadership Gaunts have a LD of 8+ according to the card given. Which honestly is shockinghly high compared to what it normally is.
Leadership works in reverse in 10th. High = bad, low = good.
cody.d. wrote: Will morale be brutal or just a wound tax? Will it take a unit out of the fight for a turn forcing you to account for it, or just mean a model or two vanishes when you fail?
Morale doesn't kill models anymore (thanks Christ!). We don't know quite what "Battleshock" does to units, but odds are it has something to do with their ability to hold objectives, and could have other effects that are detrimental to the unit - cannot benefit from command abilities/auras, modifiers to shooting or moving, etc. - rather than just "More stuff dies lolz!", which was always a stupid rule.
Ah that's going to mess with my head for a while. So it's actually worse now, essentially it's a ld4 in the new edition.
If failing a "Battleshock" test means your unit is less effective but still exists I'd be okay with that I suppose. I kind of like it causing a unit to move in a possibly undesirable direction to be more thematic and interesting but it also leads to more scenarios that are hard to write rules around. Or rely on a player not stretching measurements or directions such as angling your retreat to maybe give yourself more time to rally.
Also raises questions about the factions that specialize in fear will interact. Will we get pinning back? Perhaps the ability to go to ground again, a precursour to reactions of HH2. Get 1+ to cover but you are considered to have failed a battleshock test for your next player turn. Give me stuff to do in my opponents turn please.
cody.d. wrote: Ah that's going to mess with my head for a while. So it's actually worse now, essentially it's a ld4 in the new edition.
If failing a "Battleshock" test means your unit is less effective but still exists I'd be okay with that I suppose. I kind of like it causing a unit to move in a possibly undesirable direction to be more thematic and interesting but it also leads to more scenarios that are hard to write rules around. Or rely on a player not stretching measurements or directions such as angling your retreat to maybe give yourself more time to rally.
Also raises questions about the factions that specialize in fear will interact. Will we get pinning back? Perhaps the ability to go to ground again, a precursour to reactions of HH2. Get 1+ to cover but you are considered to have failed a battleshock test for your next player turn. Give me stuff to do in my opponents turn please.
Based on what we see on the termagant datasheet and GW's comment that all units will have some ability then it is likely you'll have lots more to do.
Morale rules don't really have good track record. So far they were always written as a complex and potentially interesting mechanic. And then they are instantly neutered, because SMs need to know no fear and the various horrors of the galaxy should be considered fearless. In 9th even worse, the entire idea of having to roll for morale is obsolete. If you suffered enough casualties for it to become relevant, your unit was likely already dead anyway.
So let's first see if they reduce the sheer deadliness of everything first. But I can't see Morale to become a decisive factor in 10th. That would mean that Night Lords would be relevant, and when have they not been getting the brown end of the stick?
As far as simplifying stuff goes, the real interesting ones are going to be AdMech (because Canticles, Doctrines, and such are fairly complicated right now), Sisters (How do you simplify Acts of Faith?), and Chaos Knights (all the Dread test effects and stuff). I should probably add Votann to that list, because their current Judgment Token system doesn't work the way it's supposed to because of the (necessary) nerf. It'll be interesting to see how that gets reworked.
I really, really hope Sisters keep the Acts of Faith as it is right now. Miracle dice are such a fun mechanism to play with and it fits thematically well as well. It's 'only' one page of rules currently and could be shortened a bit in the explanation. Sisters don't really need sacred rights and Shield of Faith could easily be a datasheet ability. Blessing may be integrated in the enhancements. I have hope they don't mess with the miracle dice, because to me they're pretty much perfect as is.
The community spends 2 years complaining there's too many rules to remember, nothing is easy to track or keep up with, too many hidden power bumps for units, bring back USRs.
They do literally all that by the intent of their words and suddenly people are upset/confused that they're getting what they asked for. How ele did people expect them to strip back faction purity rules, subfaction rules and "unforseen" interactions out the hoohaa other than reduce the amount of sheer stuff?
Us3Less wrote: I really, really hope Sisters keep the Acts of Faith as it is right now. Miracle dice are such a fun mechanism to play with and it fits thematically well as well. It's 'only' one page of rules currently and could be shortened a bit in the explanation. Sisters don't really need sacred rights and Shield of Faith could easily be a datasheet ability. Blessing may be integrated in the enhancements. I have hope they don't mess with the miracle dice, because to me they're pretty much perfect as is.
It's a good question: What happens to the rules that define a faction?
1. Do Acts of Faith and/or Miracle dice get removed wholesale. Or...
2. Are Acts of Faith and/or Miracle dice written as core faction mechanics, meaning there's a page of rules beyond the 2 pages GW keeps telling us about. Or...
3. Do Acts of Faith and/or Miracle dice get included in the 2 page spreads, meaning the rules get repeated over and over again depending on how many detachments there are? Or...
4. Do Acts of Faith and/or Miracle dice only appear on some of the detachments, leaving the others with something different? Or...
5. Do Acts of Faith and/or Miracle dice get split out into the various formations, so one formation gets "Rapturous Blows", whereas another gets "Word of the Emperor"?
It's interesting to think how these things would be applied (and easy to assume GW will pick the worst possible combination of all 5, because it's GW ).
GiToRaZor wrote: But I can't see Morale to become a decisive factor in 10th. That would mean that Night Lords would be relevant, and when have they not been getting the brown end of the stick?
Assuming Night Lords exist in the new rules, and aren't just a paint job you combine with the "Big Spookums Scaryforce" detachment they invented as if it's always been a thing.
Dudeface wrote: They do literally all that by the intent of their words and suddenly people are upset/confused that they're getting what they asked for.
Only if you don't understand or wilfully misrepresent or just pretend you don't understand the arguments being made. Which one of those three are you doing, Dudeface?
GiToRaZor wrote: Morale rules don't really have good track record. So far they were always written as a complex and potentially interesting mechanic. And then they are instantly neutered, because SMs need to know no fear and the various horrors of the galaxy should be considered fearless. In 9th even worse, the entire idea of having to roll for morale is obsolete. If you suffered enough casualties for it to become relevant, your unit was likely already dead anyway.
So let's first see if they reduce the sheer deadliness of everything first. But I can't see Morale to become a decisive factor in 10th. That would mean that Night Lords would be relevant, and when have they not been getting the brown end of the stick?
Since the release of the Liber Hereticus for HH last year. But I have absolutely no faith in the 10th edition rules doing the same, after the unfounded claims about the 9th edition morale rules and how they would let Night Lords do "lots of cool stuff". Assuming that the 8th Legion even exists beyond a specific Formation, as H.B.M.C points out.
Dudeface wrote: They do literally all that by the intent of their words and suddenly people are upset/confused that they're getting what they asked for.
Only if you don't understand or wilfully misrepresent or just pretend you don't understand the arguments being made. Which one of those three are you doing, Dudeface?
Clearly not understanding. Please illuminate me why this bothers you after spending so long complaining about stacking rules and bloat.
It felt like Gravis Armor was sort of a Primaris Terminator armor so what does it mean for Gravis Armor now that we actually have Primaris Terminators? I imagine Inceptors and Eradicators won't be to affected but Primaris Terminator seem like something between Heavy Intercessor and Aggressors so I wonder how this will play out.
I dunno I always saw Terminators as top of the line, basically a double marine (back in the day they'd get an extra D6 added to their save). I think they may have weakened them a bit in subsequent rulesets and I have no idea about Gravis fluff but I'd still assume Terminators would be the final word in armour.
Ahtman wrote: It felt like Gravis Armor was sort of a Primaris Terminator armor so what does it mean for Gravis Armor now that we actually have Primaris Terminators? I imagine Inceptors and Eradicators won't be to affected but Primaris Terminator seem like something between Heavy Intercessor and Aggressors so I wonder how this will play out.
We don't have "Primaris Terminators". We just have Terminators, with the fluff justification that anyone can be in the suit. There won't be separate profiles for "Primaris" and "First Born" Terminators. There will just be "Terminators".
(Ok, there may be "Terminators" and "Assault Terminators", but that all depends on whether they consolidate things or keep them separate, even if the full kit contains all options - we just don't know yet! ).
Dudeface wrote: Clearly not understanding. Please illuminate me why this bothers you after spending so long complaining about stacking rules and bloat.
Because the answer to "too much bloat" isn't "get rid of everything".
I am at a complete loss as to your lack of understanding here. You don't strike me as someone lacking in intelligence, so I cannot help but feel that you are being intentionally dishonest about your level of understanding here. I'd almost say you're approaching a level of "trolling". Almost.
To be fair we don't know that they're getting rid of everything. However it's likely that yes some good stuff will be lost in the cull. If that is for the good of the game as a whole though then I'm fine with that. Some of the synaptic link abilities may make it on to data sheets for example.
Ahtman wrote: It felt like Gravis Armor was sort of a Primaris Terminator armor so what does it mean for Gravis Armor now that we actually have Primaris Terminators? I imagine Inceptors and Eradicators won't be to affected but Primaris Terminator seem like something between Heavy Intercessor and Aggressors so I wonder how this will play out.
We don't have "Primaris Terminators". We just have Terminators, with the fluff justification that anyone can be in the suit. There won't be separate profiles for "Primaris" and "First Born" Terminators. There will just be "Terminators".
(Ok, there may be "Terminators" and "Assault Terminators", but that all depends on whether they consolidate things or keep them separate, even if the full kit contains all options - we just don't know yet! ).
Dudeface wrote: Clearly not understanding. Please illuminate me why this bothers you after spending so long complaining about stacking rules and bloat.
Because the answer to "too much bloat" isn't "get rid of everything".
I am at a complete loss as to your lack of understanding here. You don't strike me as someone lacking in intelligence, so I cannot help but feel that you are being intentionally dishonest about your level of understanding here. I'd almost say you're approaching a level of "trolling". Almost.
Back at you. You complain about to many relics, warlord traits, strats, layers of rules spread across multiple books. They've just said they'd fix that. There are fewer strats, fewer psychic powers, contained isolated army rules. Its literally what you ask for.
You can't complain about the free layered rules salad and over abundant options available to deathwing to use your other example, then once they remove them, complain that having the bespoke units with deathwing rules, in a detachment that is used to represent 1st company, I.e. all terminators, isn't enough.
Ahtman wrote: It felt like Gravis Armor was sort of a Primaris Terminator armor so what does it mean for Gravis Armor now that we actually have Primaris Terminators? I imagine Inceptors and Eradicators won't be to affected but Primaris Terminator seem like something between Heavy Intercessor and Aggressors so I wonder how this will play out.
We don't have "Primaris Terminators". We just have Terminators, with the fluff justification that anyone can be in the suit. There won't be separate profiles for "Primaris" and "First Born" Terminators. There will just be "Terminators".
(Ok, there may be "Terminators" and "Assault Terminators", but that all depends on whether they consolidate things or keep them separate, even if the full kit contains all options - we just don't know yet! ).
Oh haven't you heard? In the 3 years of the incoming edition you will have Primaris Terminators called Terminaris.
Ahtman wrote: It felt like Gravis Armor was sort of a Primaris Terminator armor so what does it mean for Gravis Armor now that we actually have Primaris Terminators? I imagine Inceptors and Eradicators won't be to affected but Primaris Terminator seem like something between Heavy Intercessor and Aggressors so I wonder how this will play out.
We don't have "Primaris Terminators". We just have Terminators, with the fluff justification that anyone can be in the suit. There won't be separate profiles for "Primaris" and "First Born" Terminators. There will just be "Terminators".
Ah so it is essentially just a bigger model than the older but that is basically it, just bigger?
2. Are Acts of Faith and/or Miracle dice written as core faction mechanics, meaning there's a page of rules beyond the 2 pages GW keeps telling us about. Or...
3. Do Acts of Faith and/or Miracle dice get included in the 2 page spreads, meaning the rules get repeated over and over again depending on how many detachments there are? Or...
Let's mix them together, what GW are calling 2 page of detachment's rules is in reality one page for the Army and one page for the Detachment/subfaction.
pretty sure there was a rumour the distinction between primaris and firstborn marines was going away in terms of strats and transports, anyone aware of this?
I would quite like it as the main reason I never really wanted any of the Primaris is because I simply do not like their vehicles, if I can put primaris in a rhino or a land raider I would be happy and actually get some.
Mad Doc Grotsnik wrote: On a complete aside, with 40K showing up in this weeks’ episode of South Park? I’m not sure if it’s good or bad timing!
The most surprising part was them putting together valid-looking armies from photos, rather than just cartoon imitations like they did for pokemon.
Between this and the recent Darktide references I'm starting to think Matt and/or Trey are fans too.
Formosa wrote: pretty sure there was a rumour the distinction between primaris and firstborn marines was going away in terms of strats and transports, anyone aware of this?
I would quite like it as the main reason I never really wanted any of the Primaris is because I simply do not like their vehicles, if I can put primaris in a rhino or a land raider I would be happy and actually get some.
Yeah that was mentioned in a Valrak video in January. Still not confirmation yet, but with terminators amour able to fielded by both it seems more likely.
Dudeface wrote: They do literally all that by the intent of their words and suddenly people are upset/confused that they're getting what they asked for.
Only if you don't understand or wilfully misrepresent or just pretend you don't understand the arguments being made. Which one of those three are you doing, Dudeface?
Clearly not understanding. Please illuminate me why this bothers you after spending so long complaining about stacking rules and bloat.
Votann lore explains how they harvest raw materials in bulk from stars and planets, shattering whole worlds to obtain vast quantities of metals and other elements. Despite this technological marvel no league has yet amassed even a fraction of the irony in a post from HMBC accusing someone else of "wilfully misrepresenting" an argument.
Just ignore his posts and move on. Trust me, it makes the forum much more pleasant for you and for everyone else.
Formosa wrote: pretty sure there was a rumour the distinction between primaris and firstborn marines was going away in terms of strats and transports, anyone aware of this?
I would quite like it as the main reason I never really wanted any of the Primaris is because I simply do not like their vehicles, if I can put primaris in a rhino or a land raider I would be happy and actually get some.
Sure, it's all there in the OP, quite easily searchable, i'm maintaining that just so you can check stuff like this out without much effort:
- 10th edition will be 'another game' that is rebuilt 'from the ground up', i.e. a complete redesign instead of an evolution of 9th edition concepts Ambiguous
- Space Marine chapter supplements that were planned for the end of 9th edition have been postponed due to the enormity of the changes, and will instead be released in 10th edition Pending
- Among the chapters mentioned are Iron Hands and White Scars Pending
- In 10th edition, the separation between Primaris and Firstborn will be removed, including the keywords Pending
- Thus, 'Space Marines' of all generations will be one faction, removing restrictions on using certain transports etc. on the tabletop, even if the separation remains in the background
So the move to these simplified detachments certainly seems simpler as far as rules go, but my reservations are in how many detachments each faction is going to get. I’m unlikely to know all of my opponents rules and detachments, so explanations are still going to be necessary. I also assume that these detachments will rapidly expand (dare I say bloat) as more and more codexes are released.
Just thinking about marines, how many ways will there be to run them?
Gladius, Phobos, first company, outriders, drop assault, armoured assault, (all speculation of course). You know that GW will want each chapter to have its flavor represented somehow. You’ve got Deathwing, Ravenwing, iron hands dreads, Blood angels death company, Ravenguard sneaky, etc.
There are going to be a metric shizzle ton of detachments to the game. Maybe not immediately (which will probably annoy some as your unique army style will have been removed until your codex drops) but within a year or so.
Will we get more unique detachments as the Codexes roll out? Yes, absolutely.
But right now, we don’t know what that really means - nor if it’s a fixed number per Codex, or what benefits or drawbacks we’ll see.
The intent seems to be clear - to allow us to theme or otherwise flavour armies. I for one don’t consider that in itself to be bloat. Just…options.
If they don’t introduce lots of Core Rule exceptions, which stack in odd ways, then it’s just variety which remains the spice of life.
Provided they remain clearly worded and fairly set across the different sheets, could be very good.
I broadly agree with this ^
I’m curious about balance updates and faction winrates. Rather than subfactions, specific detachments are likely to be targeted for buffs and nerfs for balance corrections. I’d like to see winrates start to get reported for detachments rather than just for factions as it would be a much better indicator of what’s really going on.
Us3Less wrote: I really, really hope Sisters keep the Acts of Faith as it is right now. Miracle dice are such a fun mechanism to play with and it fits thematically well as well. It's 'only' one page of rules currently and could be shortened a bit in the explanation. Sisters don't really need sacred rights and Shield of Faith could easily be a datasheet ability. Blessing may be integrated in the enhancements. I have hope they don't mess with the miracle dice, because to me they're pretty much perfect as is.
It's a good question: What happens to the rules that define a faction?
1. Do Acts of Faith and/or Miracle dice get removed wholesale. Or...
2. Are Acts of Faith and/or Miracle dice written as core faction mechanics, meaning there's a page of rules beyond the 2 pages GW keeps telling us about. Or...
3. Do Acts of Faith and/or Miracle dice get included in the 2 page spreads, meaning the rules get repeated over and over again depending on how many detachments there are? Or...
4. Do Acts of Faith and/or Miracle dice only appear on some of the detachments, leaving the others with something different? Or...
5. Do Acts of Faith and/or Miracle dice get split out into the various formations, so one formation gets "Rapturous Blows", whereas another gets "Word of the Emperor"?
It's interesting to think how these things would be applied (and easy to assume GW will pick the worst possible combination of all 5, because it's GW ).
I'm kind of afraid they'll go back to the 6th(?) ed WD style where the Acts of Faith are specific to the unit and included on the card.
Will we get more unique detachments as the Codexes roll out? Yes, absolutely.
I think cries of "bloat!" are inevitable because not everyone is going to have the same interpretation of what that means. Is it five detachments, or 10, or 20?
Still, even if some factions end up with 20 or 30 detachment options to pick from it's still a vast improvement over 9E because of the one-in-one-out approach. You don't need an encylopedic knowledge of all the rules available to an opponent like now, that's all summarised in 1-2 pages that be be easily digested pre-game. There's far less scope for 'gotchas' by combining rules from pages 50+55+67+99 all together into an unexpected wombo-combo.
What's more, playtesting becomes less of a hopeless cause as there's no longer a functionally infinite number of layered special rules that can be applied. It will also be easier to apply targeted balance changes to any problematic units as they crop up, without wondering if the cause is the unit itself, subfaction rules, shared strats, etc. Those factors are going to have a much bigger impact than most people are considering right now.
- Space Marines will get 'a lot of love' in 10th edition (duh)
- Starter Box is just step one
- 'End of Summer' second wave for SM, September/August
- 'Huge Refresh' for Dark Angels, Blood Angels, Space Wolves
- Dark Angel stuff is from a source he trusts 100% - Blood Angel and Space Wolf stuff is from a new source - BA and SW will receive boxed sets
- Dante probably in a boxed set, presented at Warhammer fest (speculation)
- He 'knows' Epic Horus Heresy will be shown of at Warhammer Fest
- Dark Angel box set with brand-new Sammael and Belial (unclear if old or new model)
- Second wave will also include separate kits for the stuff in the 10th box set
- Sanguinary guard: personally believes they'll come, but has no concrete information
- 'Everyone' will get a range refresh like Black Templars: a few units, upgrade frames and a few characters
- Says that will occupy the first half (!) of 10th edition
I think he meant that the release of these three supplements will be drawn out intermittently over the first half of 10th, not that that's all that will ever be released for it
GiToRaZor wrote: Morale rules don't really have good track record. So far they were always written as a complex and potentially interesting mechanic. And then they are instantly neutered, because SMs need to know no fear and the various horrors of the galaxy should be considered fearless. In 9th even worse, the entire idea of having to roll for morale is obsolete. If you suffered enough casualties for it to become relevant, your unit was likely already dead anyway.
So let's first see if they reduce the sheer deadliness of everything first. But I can't see Morale to become a decisive factor in 10th. That would mean that Night Lords would be relevant, and when have they not been getting the brown end of the stick?
Right for morale to make a difference the deaths need to slow down. It needs to be slightly momentous to tip a unit over the threshold to test.
If it turns off OC then it could get really interesting since you can tactically deal with different parts of the table without having to have a unit on objective.
Dudeface wrote: The community spends 2 years complaining there's too many rules to remember, nothing is easy to track or keep up with, too many hidden power bumps for units, bring back USRs.
They do literally all that by the intent of their words and suddenly people are upset/confused that they're getting what they asked for. How ele did people expect them to strip back faction purity rules, subfaction rules and "unforseen" interactions out the hoohaa other than reduce the amount of sheer stuff?
It is kind of funny. I feel the dichotomy in my own head.
I know the game needs a slim down, but I love so much of what they did in 9th. Ultimately it's just an extreme lack of information and our heads running wild a bit. And I imagine the indexes will be bland. It won't be until codexes that we see some of these things we enjoyed return.
MajorWesJanson wrote: Everyone who? The BA, DA, and Space Wolves? All the SM supplement codices? Grey Knighes? Custodes? CSM? All factions?
BA, DA and Space Wolves most certainly. Deathwatch would get new upgrade sprues, maybe an HQ miniature?
Custodes aren't Marines, so, not them. CSMs basically have had their refresh. I mean, the oldest things in the range outside of vehicles would be Terminator characters and Raptors, right?
xttz wrote: Just ignore his posts and move on. Trust me, it makes the forum much more pleasant for you and for everyone else.
Could say the same thing about you, but I actually give a damn about Dudeface's opinions.
'Everyone' will get a range refresh like Black Templars: a few units, upgrade frames and a few characters
Everyone who? The BA, DA, and Space Wolves? All the SM supplement codices? Grey Knighes? Custodes? CSM? All factions?
I have absolutely no idea From the context of the video it seems like he means the three mentioned Space Marine chapters, but i'm not entirely sure, so i opted for the direct citation.
MajorWesJanson wrote: Everyone who? The BA, DA, and Space Wolves? All the SM supplement codices? Grey Knighes? Custodes? CSM? All factions?
BA, DA and Space Wolves most certainly. Deathwatch would get new upgrade sprues, maybe an HQ miniature?
Custodes aren't Marines, so, not them. CSMs basically have had their refresh. I mean, the oldest things in the range outside of vehicles would be Terminator characters and Raptors, right?
xttz wrote: Just ignore his posts and move on. Trust me, it makes the forum much more pleasant for you and for everyone else.
Could say the same thing about you, but I actually give a damn about Dudeface's opinions.
And that's why you're a person to respect even if disagreed with.
H.B.M.C. wrote: CSMs basically have had their refresh. I mean, the oldest things in the range outside of vehicles would be Terminator characters and Raptors, right?
Spoiler:
Honestly, I'm okay with the Raptors and Warp Talon models. They actually have more details, if less detailed, than the modern CSM stuff. And their smaller stature is explained away by the Warp mutating them that way to allow them the capability of true flight.
bullyboy wrote: So the move to these simplified detachments certainly seems simpler as far as rules go, but my reservations are in how many detachments each faction is going to get. I’m unlikely to know all of my opponents rules and detachments, so explanations are still going to be necessary. I also assume that these detachments will rapidly expand (dare I say bloat) as more and more codexes are released.
If the idea is that people end up with two pages of rules that aren't on the datasheets - and there's a way to print them - then all you (and your opponent) should need to do is ensure you each bring two copies of those with you, and exchange a copy before the game begins. Job jobbed.
Saturmorn Carvilli wrote: Honestly, I'm okay with the Raptors and Warp Talon models. They actually have more details, if less detailed, than the modern CSM stuff. And their smaller stature is explained away by the Warp mutating them that way to allow them the capability of true flight.
The thing about the Raptors is that they fit the redesigned Chaos aesthetic... or... really, they originated what we currently have. They're a bit heavier on the trim and whatnot - and if I'm being honest I prefer the second version of the Ratpors to the current ones - but these are still fine.
I am cautiously optimistic about this.
Sure, it will eventually bloat, as it always does.
And looking at some reactions here that does seem to be demanded by some members of the community anyways.
And there is still the issue that at one point all but the most hardcore players will get to the " your special rules are what? Guess i lost" point.
But it sounds a lot more manageable to understand and remember two pages of enemy formation (thats what this is in my book, 7th formations) rules than what we have now.
If they can now pace the inevidable powercreep so new isnt ALWAYS better we might end up with a game i enjoy playing.
- Space Marines will get 'a lot of love' in 10th edition (duh)
- Starter Box is just step one
- 'End of Summer' second wave for SM, September/August
- 'Huge Refresh' for Dark Angels, Blood Angels, Space Wolves
- Dark Angel stuff is from a source he trusts 100% - Blood Angel and Space Wolf stuff is from a new source - BA and SW will receive boxed sets
- Dante probably in a boxed set, presented at Warhammer fest (speculation)
- He 'knows' Epic Horus Heresy will be shown of at Warhammer Fest
- Dark Angel box set with brand-new Sammael and Belial (unclear if old or new model)
- Second wave will also include separate kits for the stuff in the 10th box set
- Sanguinary guard: personally believes they'll come, but has no concrete information
- 'Everyone' will get a range refresh like Black Templars: a few units, upgrade frames and a few characters
- Says that will occupy the first half (!) of 10th edition
Very interesting warcom article. I honestly didn't expect them to go this direction with Detachments. I think it's a nice flexible system that allows you to paint your army however you like and pick the detachment that suits them best. I see it as a huge boon for players who like to make custom chapters, craftworlds, kultures, etc.
I'm also pleased to see they are limiting Epic Heroes to one per army, I never did like seeing "Super Friends" lists in 7th edition or early 8th. I am hopeful they are strict about what is an epic hero, that way Space Wolves players and Chaos Daemons can still field armies of names heroes and daemons if they so choose.
Will we get more unique detachments as the Codexes roll out? Yes, absolutely.
But right now, we don’t know what that really means - nor if it’s a fixed number per Codex, or what benefits or drawbacks we’ll see.
The intent seems to be clear - to allow us to theme or otherwise flavour armies. I for one don’t consider that in itself to be bloat. Just…options.
If they don’t introduce lots of Core Rule exceptions, which stack in odd ways, then it’s just variety which remains the spice of life.
Provided they remain clearly worded and fairly set across the different sheets, could be very good.
I broadly agree with this ^
I’m curious about balance updates and faction winrates. Rather than subfactions, specific detachments are likely to be targeted for buffs and nerds for balance corrections. I’m like to see winrates start to get reported for detachments rather than just for factions as it would be a much better indicator of what’s really going on.
Same here, I think this would be a far easier way to balance the game by looking at the results of which detachments are pulling in big win rates (and against which other detachments) when it comes to game balancing. Also, in full agreement with Mad Doc Grotsnik's post
- Space Marines will get 'a lot of love' in 10th edition (duh)
- Starter Box is just step one
- 'End of Summer' second wave for SM, September/August
- 'Huge Refresh' for Dark Angels, Blood Angels, Space Wolves
- Dark Angel stuff is from a source he trusts 100% - Blood Angel and Space Wolf stuff is from a new source - BA and SW will receive boxed sets
- Dante probably in a boxed set, presented at Warhammer fest (speculation)
- He 'knows' Epic Horus Heresy will be shown of at Warhammer Fest
- Dark Angel box set with brand-new Sammael and Belial (unclear if old or new model)
- Second wave will also include separate kits for the stuff in the 10th box set
- Sanguinary guard: personally believes they'll come, but has no concrete information
- 'Everyone' will get a range refresh like Black Templars: a few units, upgrade frames and a few characters
- Says that will occupy the first half (!) of 10th edition
Where are my GK 'bigtermies'?
Hiding with the power armor guys who are scaled better than the bread-boxes strapped to their arms.
A GK range refresh seems like it would be easy whenever they want to do it, but with the general upscale I'm glad they didn't try to do it during the transition period.
GW barely release new characters outside of boxsets anymore so that is hardly even speculation, it's kind of just a logical deduction. If I want Dante, I'm sure it will be a case of getting him with 5 intercessors, probably an Impulsor and some of the old blood angel terminators for £100. If we're lucky, available on his own within a year.
Billicus wrote: GW barely release new characters outside of boxsets anymore so that is hardly even speculation, it's kind of just a logical deduction. If I want Dante, I'm sure it will be a case of getting him with 5 intercessors, probably an Impulsor and some of the old blood angel terminators for £100. If we're lucky, available on his own within a year.
We've literally seen that he will be getting a solo boxed release. That's how we saw him get leaked.
Billicus wrote: GW barely release new characters outside of boxsets anymore so that is hardly even speculation, it's kind of just a logical deduction. If I want Dante, I'm sure it will be a case of getting him with 5 intercessors, probably an Impulsor and some of the old blood angel terminators for £100. If we're lucky, available on his own within a year.
We've literally seen that he will be getting a solo boxed release. That's how we saw him get leaked.
I mean, he'll get a solo release eventually, could be they pop him into the two months early boxset tax. I wouldn't be surprised if they did the manufacture and boxing of both at the same time rather than in separate runs. (In that I suspect there are boxes of the solo Vashtor and Azrael stashed in the warehouse currently.)
I couldn't be happier than to be proved wrong on it, but nearly all the characters get their launch in "battle boxes" or an equivalent at the moment, which is the point I was making - that "Dante probably in a box set" isn't much of a rumour, it's just an obvious deduction.
An entirely speculative thought about Chaos in 10th. Yes it is viewed through Rose Tinteds. No you cannot divest them me of them on this one, because I have used a Stapler and Eternogum, which not even Swarfega* can shift.
And it’s to do with Detachments. Detachments with perhaps just an extra page, displaying your unit options drawn from different Chaos Codexes. Like allying, without allying.
Because much as a Jumbo Chaos Codex would be my preference, I think we have to accept that’s probably not happening.
But to have a few** Detachments which draw different units from different Codexes might well be the Next Best Thing.
Whether that’s practical remains to be seen, as we’re yet to actually see a Detachment sheet. But, I’d say from what we know so far, it doesn’t sound inherently implausible.
Mad Doc Grotsnik wrote: An entirely speculative thought about Chaos in 10th. Yes it is viewed through Rose Tinteds. No you cannot divest them me of them on this one, because I have used a Stapler and Eternogum, which not even Swarfega* can shift.
And it’s to do with Detachments. Detachments with perhaps just an extra page, displaying your unit options drawn from different Chaos Codexes. Like allying, without allying.
Because much as a Jumbo Chaos Codex would be my preference, I think we have to accept that’s probably not happening.
But to have a few** Detachments which draw different units from different Codexes might well be the Next Best Thing.
Given that's essentially what Disciples of the Red Angel already does (with extra steps) I'd say this is a given. Those keywords were specifically picked to still allow daemon allies. In 10th that gets simpler to implement without the tangled restrictions of superfaction abilities and detachment rules.
We also definitely shouldn't rule out AoS-style chaos god codexes, with WE+daemons or DG+daemons in the same book. If that happens I could see Vashtorr & Belakor being rolled into the next CSM book with rules to take their respective lackeys.
- Space Marines will get 'a lot of love' in 10th edition (duh)
- Starter Box is just step one
- 'End of Summer' second wave for SM, September/August
- 'Huge Refresh' for Dark Angels, Blood Angels, Space Wolves
- Dark Angel stuff is from a source he trusts 100% - Blood Angel and Space Wolf stuff is from a new source - BA and SW will receive boxed sets
- Dante probably in a boxed set, presented at Warhammer fest (speculation)
- He 'knows' Epic Horus Heresy will be shown of at Warhammer Fest
- Dark Angel box set with brand-new Sammael and Belial (unclear if old or new model)
- Second wave will also include separate kits for the stuff in the 10th box set
- Sanguinary guard: personally believes they'll come, but has no concrete information
- 'Everyone' will get a range refresh like Black Templars: a few units, upgrade frames and a few characters
- Says that will occupy the first half (!) of 10th edition
...sigh. Honestly, I don't think there's anything that could have made me feel worse about 10th than this.
They could have announced they're switching to a D73 system (with proprietary dice) that doesn't reduce the overall size of dice pools, and I would have preferred that to '1.5 years of more SM crap'.
Mad Doc Grotsnik wrote: An entirely speculative thought about Chaos in 10th. Yes it is viewed through Rose Tinteds. No you cannot divest them me of them on this one, because I have used a Stapler and Eternogum, which not even Swarfega* can shift.
And it’s to do with Detachments. Detachments with perhaps just an extra page, displaying your unit options drawn from different Chaos Codexes. Like allying, without allying.
Because much as a Jumbo Chaos Codex would be my preference, I think we have to accept that’s probably not happening.
But to have a few** Detachments which draw different units from different Codexes might well be the Next Best Thing.
Given that's essentially what Disciples of the Red Angel already does (with extra steps) I'd say this is a given. Those keywords were specifically picked to still allow daemon allies. In 10th that gets simpler to implement without the tangled restrictions of superfaction abilities and detachment rules.
We also definitely shouldn't rule out AoS-style chaos god codexes, with WE+daemons or DG+daemons in the same book. If that happens I could see Vashtorr & Belakor being rolled into the next CSM book with rules to take their respective lackeys.
Daemon units should be the bare minimum, I want to be allowed to run plague marines in a CSM army again instead of DG having a monopoly in them
GiToRaZor wrote: Morale rules don't really have good track record. So far they were always written as a complex and potentially interesting mechanic. And then they are instantly neutered, because SMs need to know no fear and the various horrors of the galaxy should be considered fearless. In 9th even worse, the entire idea of having to roll for morale is obsolete. If you suffered enough casualties for it to become relevant, your unit was likely already dead anyway.
So let's first see if they reduce the sheer deadliness of everything first. But I can't see Morale to become a decisive factor in 10th. That would mean that Night Lords would be relevant, and when have they not been getting the brown end of the stick?
Right for morale to make a difference the deaths need to slow down. It needs to be slightly momentous to tip a unit over the threshold to test.
If it turns off OC then it could get really interesting since you can tactically deal with different parts of the table without having to have a unit on objective.
Morale as a mechanic has never been good or interesting in 40k, whether it be fall back, sweeping advance, pinning, etc.
The game is 5 turns long. That means non-cqc units get 3ish 'full' activations on average. Who knows how many of those will actually be relevant to the outcome of the game? Because of that, any morale mechanic that prevents actions, or especially movement, is close enough to just killing the unit so as not to make much of a difference.
The difference between pinning a unit so it can't move or shoot, vs just killing the unit outright, is negligible in a game like 40k.
Automatically Appended Next Post:
The Red Hobbit wrote: Very interesting warcom article. I honestly didn't expect them to go this direction with Detachments. I think it's a nice flexible system that allows you to paint your army however you like and pick the detachment that suits them best. I see it as a huge boon for players who like to make custom chapters, craftworlds, kultures, etc.
I'm also pleased to see they are limiting Epic Heroes to one per army, I never did like seeing "Super Friends" lists in 7th edition or early 8th. I am hopeful they are strict about what is an epic hero, that way Space Wolves players and Chaos Daemons can still field armies of names heroes and daemons if they so choose.
Will we get more unique detachments as the Codexes roll out? Yes, absolutely.
But right now, we don’t know what that really means - nor if it’s a fixed number per Codex, or what benefits or drawbacks we’ll see.
The intent seems to be clear - to allow us to theme or otherwise flavour armies. I for one don’t consider that in itself to be bloat. Just…options.
If they don’t introduce lots of Core Rule exceptions, which stack in odd ways, then it’s just variety which remains the spice of life.
Provided they remain clearly worded and fairly set across the different sheets, could be very good.
I broadly agree with this ^
I’m curious about balance updates and faction winrates. Rather than subfactions, specific detachments are likely to be targeted for buffs and nerds for balance corrections. I’m like to see winrates start to get reported for detachments rather than just for factions as it would be a much better indicator of what’s really going on.
Same here, I think this would be a far easier way to balance the game by looking at the results of which detachments are pulling in big win rates (and against which other detachments) when it comes to game balancing. Also, in full agreement with Mad Doc Grotsnik's post
Billicus wrote: GW barely release new characters outside of boxsets anymore so that is hardly even speculation, it's kind of just a logical deduction. If I want Dante, I'm sure it will be a case of getting him with 5 intercessors, probably an Impulsor and some of the old blood angel terminators for £100. If we're lucky, available on his own within a year.
Can we not clutter the forum with falsehoods that just serve to stir the pot?
Characters released alone :
Lord Invocatus
Angry Ron
Exalted Sorcerer
Ahriman
Celestine
Cannoness
Dialogus
Imagifier
Saint Katherine
Lord Discordant
Avatar
Ghaz
Abaddon
Lord Solar
Vahl
Cawl
Mozrog
Szeras
Helbrecht
Shadowsun
Creed
Mephiston
Shrike
Feirros
Bile
Billicus wrote: GW barely release new characters outside of boxsets anymore so that is hardly even speculation, it's kind of just a logical deduction. If I want Dante, I'm sure it will be a case of getting him with 5 intercessors, probably an Impulsor and some of the old blood angel terminators for £100. If we're lucky, available on his own within a year.
Can we not clutter the forum with falsehoods that just serve to stir the pot?
Characters released alone :
Lord Invocatus
Angry Ron
Exalted Sorcerer
Ahriman
Celestine
Cannoness
Dialogus
Imagifier
Saint Katherine
Lord Discordant
Avatar
Ghaz
Abaddon
Lord Solar
Vahl
Cawl
Mozrog
Szeras
Helbrecht
Shadowsun
Creed
Mephiston
Shrike
Feirros
Bile
Dysartes wrote: They seem determined to bring bad elements from AOS into 40k, so expect the double turn here come 11th.
What bad elements of AoS have we recieved?
My top 3 (or at least 2.5)?
- Fixed to-hit values instead of a reworked comparison table in melee. Gretchin should not be hitting The Lion (based on what we've seen so far) as easily as they hit a Guardsman or Guardian. At least they've not dragged fixed to-wound values across... yet.
- Mortal Wounds (especially coupled with GW's lack of discipline on handing them out).
- The whole Command Point mess (which I think was AOS before 40k, but it was 6 years ago so I might be mis-remembering that).
Did you teleport back in time or something?
- We haven't had WS compare since 7th.
- The prevalence of MW is unknown.
- They already stated that CP are even less than what they are now.
Not at all - the question that was asked was "What bad elements of AoS have we recieved?" (sic), with no time frame tied to the question. Certainly nothing about the question implied I was only restricted to things which may/will happen in 10th.
So please put the scoring equipment back where it started, rather than dragging it around the pitch - someone is going to have to fix all the turf you've damaged already.
ERJAK wrote: Morale as a mechanic has never been good or interesting in 40k, whether it be fall back, sweeping advance, pinning, etc.
The game is 5 turns long. That means non-cqc units get 3ish 'full' activations on average. Who knows how many of those will actually be relevant to the outcome of the game? Because of that, any morale mechanic that prevents actions, or especially movement, is close enough to just killing the unit so as not to make much of a difference.
The difference between pinning a unit so it can't move or shoot, vs just killing the unit outright, is negligible in a game like 40k.
Fall back and sweeping can stay away. Pinning is also a little dubious.
Morale can't be so disruptive as to make vehicles better objective holders.
Tanget...AP is going down and vehicle toughness is going up. It feels like vehicles will be king of the battlefield especially that have a quantifiable OC and no morale effects. Just conjecture though.
Not at all - the question that was asked was "What bad elements of AoS have we recieved?" (sic), with no time frame tied to the question. Certainly nothing about the question implied I was only restricted to things which may/will happen in 10th.
So please put the scoring equipment back where it started, rather than dragging it around the pitch - someone is going to have to fix all the turf you've damaged already.
You're better than that, Dys. We're literally talking about incoming changes to 10th and you decide to lament about changes that have already occurred, mention nothing about known changes, and use that to infer double turn in 3 years? Come on.
Morale as a mechanic has never been good or interesting in 40k, whether it be fall back, sweeping advance, pinning, etc.
The game is 5 turns long. That means non-cqc units get 3ish 'full' activations on average. Who knows how many of those will actually be relevant to the outcome of the game? Because of that, any morale mechanic that prevents actions, or especially movement, is close enough to just killing the unit so as not to make much of a difference.
The difference between pinning a unit so it can't move or shoot, vs just killing the unit outright, is negligible in a game like 40k.
The game used to have 6 rounds and could be extended to 8. You know back when after turn 2 more than 50% of your army were still alive. I'm not saying it was perfect back then, but morale was not a useless idea, just poorly executed. I agree though that we will likely not go back to that and rather stay in a fast paced tactically arcade setting. Hence I'd expect battleshaken to just be -1 to hit and -2" to movement. Just like Kill Team injured.
ERJAK wrote: They could have announced they're switching to a D73 system (with proprietary dice) that doesn't reduce the overall size of dice pools, and I would have preferred that to '1.5 years of more SM crap'.
My read on that is 'several small releases spread out over a long period'. I don't believe for a second GW would focus on only space marines for several consecutive releases. More likely they get small waves dropped in between other things, like how 1 month of Black Templar stuff was sandwiched between several months of new Ork & Eldar content.
Also, it's Valrak. The timeline is probably entirely speculation again.
ERJAK wrote: The game is 5 turns long. That means non-cqc units get 3ish 'full' activations on average. Who knows how many of those will actually be relevant to the outcome of the game? Because of that, any morale mechanic that prevents actions, or especially movement, is close enough to just killing the unit so as not to make much of a difference.
That could change quite a bit if the new datasheets & stratagems continue to allow more interaction in your opponent's turn as expected. We've already seen termagants & berzerkers getting free movement in an opponent's turn, who knows what other scope there will be for more than 5 activations per game?
Yeah, I had a feeling the first 3-6 months of 10th ed would be Space Marines followed by more Space Marines and then some Space Marines for flavor.
My major hope is that they slide in a few other codexes in there. Factions that aren't going to be getting a huge model update? Just give us the one hero model and the codex so those armies can get playing without us having to wait 4+ months through the space marine releases just to get to the actual meat and potatoes of the rest of the edition.
drbored wrote: Yeah, I had a feeling the first 3-6 months of 10th ed would be Space Marines followed by more Space Marines and then some Space Marines for flavor.
Red and Green are flavors in this case, aren't they?
drbored wrote: Yeah, I had a feeling the first 3-6 months of 10th ed would be Space Marines followed by more Space Marines and then some Space Marines for flavor.
Red and Green are flavors in this case, aren't they?
Eh, you get to a certain age and they all just start tasting the same. So, you turn to other flavors that are stronger, more pungent, or spicier.
I would imagine that the current Terminator pads don't fit the new Terminator sculpts, so we could see Deathwing/Wolf Guard/Blood Angel/Deathwatch/[insert chapter here] conversion sprues for the new Terminators.
H.B.M.C. wrote: I would imagine that the current Terminator pads don't fit the new Terminator sculpts, so we could see Deathwing/Wolf Guard/Blood Angel/Deathwatch/[insert chapter here] conversion sprues for the new Terminators.
H.B.M.C. wrote: I would imagine that the current Terminator pads don't fit the new Terminator sculpts, so we could see Deathwing/Wolf Guard/Blood Angel/Deathwatch/[insert chapter here] conversion sprues for the new Terminators.
As though a million etsy stores cried out at once
On the contrary, this is new opportunity for them. If all it takes is resizing some files to fit the new pads, that's easy money.
I do agree though, churning out the codexes isn't sustainable for a game with this quick of a turnaround, but hey, people keep giving GW money, so our definition of 'sustainable' as gamers and GW's definition of 'sustainable' as a business selling models and books are two very different things. Might be unsustainable for some people's wallets, but as soon as the new codexes drop, they'll sell just fine.
The main issue is that there's not an avenue that GW can take that gives people MORE product while also making MORE money off of that product.
For example, let's say they make all of the base army rules for each faction free. So, none of the extra detachments, but your points and datasheets are all free.
That means, a percentage of people aren't going to buy the codex. You might say 'well those people might put that money to buying more kits' or 'it makes it easier for new people to get into the hobby' but those are tough to quantify on a spreadsheet that'll be shown to shareholders. You're giving people more, you're receiving less, ergo, you're losing out on money that could have been made by simply charging for the rules.
GW did try, they gave us PDF codexes for a while, only to pull them because it made it that much easier for people to share the codexes around.
They used to do paperback, the codexes were cheaper. They moved up to hardback where the margins are even better.
Whatever argument you can concoct up in here, GW have already considered it. People have been screaming at GW for free rules and digital codexes for a while, and they're trying to meet us while also making money.
We're getting the indexes and core rules for free, and we have the 40k app where army building will be digital at least. If you're not satisfied with that, then definitely try voting with your dollars and don't buy the new 10th ed codexes when they come out.
If the faction rules are as simple as 2 pages, the codexes shouldn't be too difficult to churn out quickly. They reprint old background - maybe adding a new page or two, or doing their recent trick of running some sentences through a thesaurus once or twice - pop in photos of the new character model for the faction and they're done.
Shakalooloo wrote: If the faction rules are as simple as 2 pages, the codexes shouldn't be too difficult to churn out quickly. They reprint old background - maybe adding a new page or two, or doing their recent trick of running some sentences through a thesaurus once or twice - pop in photos of the new character model for the faction and they're done.
They have been chukking out more complex codexes just fine so far. No reason to think they couldn't even if it was more than 2 pages Not like GW aims to have particularly high quality with them. What matters is more books to sell. Thus they won't reduce # of books nor will they slow down the cycle.
Now if they start reducing edition cycle to say 2 years that might require them to reduce # of books as only so many saturday's to release and they don't want too many new releases to compete with each other specific week.
Wayniac wrote: Here's something that might be more legit though. Apparently leaked intercessor data sheet:
Spoiler:
Notice anything interesting?
Indeed. Morale works the wrong way around, and the 'Strategic Fire' skill is missing an 'unit' after 'enemy' - I'd say fake.
Also, wounds are not 'suffered', the usual parlance is 'that wound is not lost' or 'ignore the first wound lost by', and if you roll dice you ignore 'a die' and not 'a dice', although that is not conclusive.
I thought I heard that for Leadership smaller numbers were better. If so, this supposed datasheet indicates that a Sergeant... makes their Leadership worse?
Compared to the Termagant sheet it's also easy to see that the header is fake, the Termagant one has a textured background and does recede a bit to give room to the models, while the 'Primaris' one is just a straight bar with a color gradient:
The SM one also lacks the Faction Symbol as a divider between unit keywords and faction keywords. And the SM one has a space between Keywords and the following ':', the Tyranid one does not. The Tyranid one has symbols (Crosshair, crossed hammers) in front of the ranged and melee weapons, the SM one does not. The color of the profile headers is also wrong in the SM profile, and it uses the wrong font in the profile entries itself.
The datasheet seems fake to me. For example, there are a couple formatting imperfections, and the background design isn't consistent with the Termagant's and doesn't look SM-specific.
Also, 'Fight Phase' should be in capitals in the last ability, because it is a game concept like To Wound etc.
And like on the second datasheet for the Termagants, the Seargant should just have his own profile line instead of changing the unit LD via an unnecessary ability
Also, I suspect the purple banner on the termagant card is because purple is the tyranid faction colour. I doubt space marines will have purple banners.
Tsagualsa wrote: Compared to the Termagant sheet it's also easy to see that the header is fake, the Termagant one has a textured background and does recede a bit to give room to the models, while the 'Primaris' one is just a straight bar with a color gradient:
On another note, with regards to the 'real' datasheet. How do players know how many models in a unit?
Tsagualsa wrote: Compared to the Termagant sheet it's also easy to see that the header is fake, the Termagant one has a textured background and does recede a bit to give room to the models, while the 'Primaris' one is just a straight bar with a color gradient:
On another note, with regards to the 'real' datasheet. How do players know how many models in a unit?
May just be a mockup/half finished thing for internal purposes rather than "fake", but that's good work pointing out all the inconsistencies, it definitely should not be treated as gospel
Billicus wrote: May just be a mockup/half finished thing for internal purposes rather than "fake", but that's good work pointing out all the inconsistencies, it definitely should not be treated as gospel
I doubt that an internal mockup would leak when other stuff that is shown is obviously finished, but sure, we can't completely rule out that it might be legit, although with all the errors and today being April Fool's day i'm 99% sure it's fake
Manfred von Drakken wrote: I thought I heard that for Leadership smaller numbers were better. If so, this supposed datasheet indicates that a Sergeant... makes their Leadership worse?
Yeah that's correct. The Tyranid CP datasheet has rippers with a higher leadership than termagants.
I believe the battleshock test is to roll equal/above Ld on 2D6.
There’s no guarantee that lower leadership is better. In the past ripper swarms were fearless, so a higher leadership doesn’t seem unreasonable.
Besides, we have no frame of reference for leadership in 10th. For all we know Space Marines have leadership 20.
Also, the datacard listing ripper swarm Ld as 10+ while the Termagants are 9+, and the general consensus seems to think this is for the Combat Patrol game mode, while the other datacard only showing Termagants has Ld 8+. For all we know, morale could work differently in Combat Patrol versus the main game.
Not exactly conclusive evidence that lower leadership stats are necessarily better.
Garrac wrote: So, I dunno if you guys have talked about it, but, have you already posted the new nids leaks?
Spoiler:
Take it with THE BIGGEST GRAIN OF SALT POSSIBLE as it was posted on "English guys go full Mr Comedy Day", I think
Oh, I forgot to tell the source: a supposed leaker on B&C that deleted the post inmediately after. The image is from a redditor who made the screenshots on time.
Wayniac wrote: If they did, then even the Termagant sheet is wonky since it says "7+" for Leadership.
Lower is better, as in you must roll over the characteristic to pass the test (bringing leadership in line with all other characteristic tests, roll over the threshold to pass). Gaunt, 7+ to pass.
Wayniac wrote: If they did, then even the Termagant sheet is wonky since it says "7+" for Leadership.
Lower is better, as in you must roll over the characteristic to pass the test (bringing leadership in line with all other characteristic tests, roll over the threshold to pass). Gaunt, 7+ to pass.
That’s certainly the assumption everyone appears to be making (myself included), but AFAIK it is just an assumption and not officially confirmed.
So, Valrak talks about the nids rumours. He says it speaks about some nids units Valrak says he wanted to speak about on a future video, so it has some foundation, but as allways "If you want to believe it, believe it" and a last part that I havent been able to understand correctly outside the recap, if anyone gets it better:
Garrac wrote: So, Valrak talks about the nids rumours. He says it speaks about some nids units Valrak says he wanted to speak about on a future video, so it has some foundation, but as allways "If you want to believe it, believe it" and a last part that I havent been able to understand correctly outside the recap, if anyone gets it better:
Seems like a lot of nonsense to me - IMHO the alleged 'Bolter and Chainsword leak' is an Aprils Fools joke, the name 'Magistraunt' comes from the debunked/fake 4chan rumours, the name 'Ceravex' is a trademarked term from a tool company, and the word 'Viragon' has been used in the old Warhammer 40kCCG as a Trygon variant...
In my opinion, either Valrak himself fell for an April Fool's joke, or is behind the alleged 'leak'...
Also, in the last few sentences of the video, he alludes that he can see 'April, you know, that's my girlfriend, i can see her through the window now' so i guess that's another very heavyhanded hint at it being a joke.
Garrac wrote: So, Valrak talks about the nids rumours. He says it speaks about some nids units Valrak says he wanted to speak about on a future video, so it has some foundation, but as allways "If you want to believe it, believe it" and a last part that I havent been able to understand correctly outside the recap, if anyone gets it better:
Seems like a lot of nonsense to me - IMHO the alleged 'Bolter and Chainsword leak' is an Aprils Fools joke, the name 'Magistraunt' comes from the debunked/fake 4chan rumours, the name 'Ceravex' is a trademarked term from a tool company, and the word 'Viragon' has been used in the old Warhammer 40kCCG as a Trygon variant...
In my opinion, either Valrak himself fell for an April Fool's joke, or is behind the alleged 'leak'...
Also, in the last few sentences of the video, he alludes that he can see 'April, you know, that's my girlfriend, i can see her through the window now' so i guess that's another very heavyhanded hint at it being a joke.
No, his oft mentioned partner is just named April.
Without speaking to these rumours being true or not (it's absolutely the wrong day for me to take anything seriously there), a trademark being registered by a tool company would really have no impact on GW unless they also had a toyline in active production of the same name - trademarks are only valid in the categories they are trademarked in, or where there is a reasonable risk of confusion and passing off. It would not stop GW using that name at all. God knows "Cypher" is trademarked elsewhere a lot.
It would also not be the first time GW has recycled an Epic era Tyranid name for a new model that bore very little conceptual resemblence to the original.
Wayniac wrote: If they did, then even the Termagant sheet is wonky since it says "7+" for Leadership.
Lower is better, as in you must roll over the characteristic to pass the test (bringing leadership in line with all other characteristic tests, roll over the threshold to pass). Gaunt, 7+ to pass.
That’s certainly the assumption everyone appears to be making (myself included), but AFAIK it is just an assumption and not officially confirmed.
I'm pretty sure it was mentioned on stream. Otherwise there's no way termagants who were LD5 before are now LD8 without specific reasons for it.
Wayniac wrote: If they did, then even the Termagant sheet is wonky since it says "7+" for Leadership.
Lower is better, as in you must roll over the characteristic to pass the test (bringing leadership in line with all other characteristic tests, roll over the threshold to pass). Gaunt, 7+ to pass.
That’s certainly the assumption everyone appears to be making (myself included), but AFAIK it is just an assumption and not officially confirmed.
I'm pretty sure it was mentioned on stream. Otherwise there's no way termagants who were LD5 before are now LD8 without specific reasons for it.
I watched the twitch stream back today in response to this thread and found no mention of it. They mention that morale is now battle shock, it happens in the command phase, doesn’t remove models, can impact the way units operate for a number of turns as battle shock wears them down etc, but no mention of the actual mechanics of testing, or of the change to the Leadership stat.
Happy to be proven wrong if someone can point me at the Warcom article or time stamp in one of the videos uploaded that actually addresses the leadership stat and how it works.
Wayniac wrote: If they did, then even the Termagant sheet is wonky since it says "7+" for Leadership.
Lower is better, as in you must roll over the characteristic to pass the test (bringing leadership in line with all other characteristic tests, roll over the threshold to pass). Gaunt, 7+ to pass.
That’s certainly the assumption everyone appears to be making (myself included), but AFAIK it is just an assumption and not officially confirmed.
I'm pretty sure it was mentioned on stream. Otherwise there's no way termagants who were LD5 before are now LD8 without specific reasons for it.
They specifically stated that in the Adepticon reveal.
Wayniac wrote: If they did, then even the Termagant sheet is wonky since it says "7+" for Leadership.
Lower is better, as in you must roll over the characteristic to pass the test (bringing leadership in line with all other characteristic tests, roll over the threshold to pass). Gaunt, 7+ to pass.
That’s certainly the assumption everyone appears to be making (myself included), but AFAIK it is just an assumption and not officially confirmed.
I'm pretty sure it was mentioned on stream. Otherwise there's no way termagants who were LD5 before are now LD8 without specific reasons for it.
They specifically stated that in the Adepticon reveal.
So far as I can tell from the twitch video here, the only mention of morale and battle shock are at 1:21:57 - 1:24:10 (morale phase gone and now morale is in the Command Phase, called battle shock, doesn’t remove models etc.)
And 1:28:18 - 1:33:20 they discuss the new datasheets where we can see the termagant has Ld 8+, but they don’t mention the Leadership stat at all or how you test leadership/morale.
So where is it that we are supposedly told how to check morale in 10th and that a lower number is better?
I also don't remember any of the like - the only thing they said was a vague (paraphrasing) "units will become less reliable when they lose members", but no explanation beyond that.
So far as I can tell from the twitch video here, the only mention of morale and battle shock are at 1:21:57 - 1:24:10 (morale phase gone and now morale is in the Command Phase, called battle shock, doesn’t remove models etc.)
And 1:28:18 - 1:33:20 they discuss the new datasheets where we can see the termagant has Ld 8+, but they don’t mention the Leadership stat at all or how you test leadership/morale.
So where is it that we are supposedly told how to check morale in 10th and that a lower number is better?
I suspect that it was from one of the rumour roundups, rather than from the actual reveal.
I'm not sure that we actually need a specific, official confirmation here, though. The fact that leadership is [x]+, and Termagants have gone from LD 5 to LD 8+ pretty much guarantees that it's going to work that way.
So far as I can tell from the twitch video here, the only mention of morale and battle shock are at 1:21:57 - 1:24:10 (morale phase gone and now morale is in the Command Phase, called battle shock, doesn’t remove models etc.) And 1:28:18 - 1:33:20 they discuss the new datasheets where we can see the termagant has Ld 8+, but they don’t mention the Leadership stat at all or how you test leadership/morale.
So where is it that we are supposedly told how to check morale in 10th and that a lower number is better?
I suspect that it was from one of the rumour roundups, rather than from the actual reveal.
I'm not sure that we actually need a specific, official confirmation here, though. The fact that leadership is [x]+, and Termagants have gone from LD 5 to LD 8+ pretty much guarantees that it's going to work that way.
I completely agree that it is a reasonable assumption that lower leadership is likely to be better, but I take issue with people passing off assumptions (however reasonable or likely) as confirmed, and when it is repeatedly stated that it was confirmed in a specific article or video feed when it demonstrably wasn’t.
Especially in a thread specifically about rumours and teasing apart what has been confirmed and what is still pending.
insaniak wrote: My point was that the '+' on the stat effectively does confirm it. If you have to roll above a number, a lower number is always going to be better.
My point is that this is only inference, not confirmation. And I do agree that the leadership stat with the + strongly implies that a lower number will be better, but when the subject of if it was confirmed came up in this thread several people have claimed that it was confirmed and specifically pointed to the adepticon video as the source. They didn’t say, the 8+ stat suggests that lower Ld is better, they said it’s been confirmed to be the case. I’ve simply been correcting that error.
I appreciate that’s how you see it, but to everybody else you’re just bogging the conversation down in semantic pedantry, apparently with no higher goal than being-right-on-the-Internet TM. Can you roll a d6 for it, or better yet, both just agree to disagree like grown-ups and let the conversation move on?
I appreciate that’s how you see it, but to everybody else you’re just bogging the conversation down in semantic pedantry, apparently with no higher goal than being-right-on-the-Internet TM. Can you roll a d6 for it, or better yet, both just agree to disagree like grown-ups and let the conversation move on?
It all started as a side-discussion to the many, many things wrong with that obviously fake Primaris datasheet yesterday, so i'd say we give it a rest now
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Was expecting them to show the Termagant kit next but since it talking about a single miniature it could be one of the characters or a tyranid monster?
Personally I am going with the Lictor as its the only one we didn't get a real look at in the trailer
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Was expecting them to show the Termagant kit next but since it talking about a single miniature it could be one of the characters or a tyranid monster?
Personally I am going with the Lictor as its the only one we didn't get a real look at in the trailer
They should continue their streak and preview the Primaris Lieutenant from the starter box next
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Was expecting them to show the Termagant kit next but since it talking about a single miniature it could be one of the characters or a tyranid monster?
Personally I am going with the Lictor as its the only one we didn't get a real look at in the trailer
Given that Leadership in Necromunda is written as 'x+' and is rolled on 2d6, it seems like a safe assumption that this is the model 40k will follow as well.
- Terrain can be destroyed
- Almost all mechanics work on D6 rolls
- There are rules for rerolls and +/- 1 modifiers
- New mechanic called Advantage/Disadvantage
- Advantage means rolls of 6 are 'critical'
- Advantage stacks, so double Advantage means 5 and 6 are 'critical'
- Advantage/Disadvantage cancel each other out
- 'Criticals' count as additional successes, can trigger additional things
There is no evidence of any of this yet, outside of the trivial fact that most rolls work on a D6. Advantage/Disadvantage sounds like the core concept of the whole edition, yet we have not seen any mention of it for now.
ATTACK SEQUENCE
- Disadvantage means that 6 is a 'Glancing' hit
- 'Glancing' means not outright failure, you can combine Glances to still get some hits
- Attack sequence is hit - damage - saves - invulnerable saves
- Hit scores are fixed, modified by Advantage/Disadvantage
- To calculate Advantage/Disadvantage compare Hit traits with enemy Evade traits
- Pairings are Rapid Fire/Dodge, Tracker/Speed, True Grit/Jinx, Seeker/Obscured, Pulse/Flicker
- Unnegated Evade traits give Disadvantage
- Two Glances to Hit are one success
- Determine damage before saves
- Armour saves are fixed, modified by Advantage/Disadvantage
- Compare Armour traits with Penetrate traits to calculate Advantage/Disadvantage
- Pairings are Armored/Penetrating, Shielded/Fusion, Aegis/Infused, Artificer/Killshot
- Examples given: Power weapons are penetrating, Melta is Fusion, Infused is Force weapons, Snipers are Killshot
- There are two 'Wildcard' traits: Veteran Instincts for Hit, Hardened for Save
- Two Glances to Save are one Save
- Damage spills over but this is often limited by weapon rules
- Invulnerable saves after, and in addition to armour saves
- Mortal Wounds still exist and circumvent all this
- Traits can have tiers, and need a appropriate-tiered counter-trait to cancel them
- Weapon profiles are not uniform, a bolter on a Captain has different rules than a bolter on a Guardsman
- There are a number of rules that give Advantage/Disadvantage directly
- Blast weapons work by doing additional damage on critical successes
Again, we have seen some weapons now, but no mention of any sort of trait, either evasive or other. On the other hand, the old-style AP system seems to remain in existence, so we can probably discount most of this as fabricated.
UNIT PROFILES
- Profiles are completely redesigned
- General structure of the Profile now follows the Phases
- Profile layout:
- Stats and Picture
- Then boxes for every phase
- Boxes have Special Rules, Weapons, Enhancement slots and Keywords that are relevant in that phase
- Stats: Movement, Evade Traits, Save value + traits, Invulnerable Save value +traits, Wounds, Initiative, Morale
- Weapon profile: Range, Attacks, Hit value + traits, Penetration traitss, Damage, special rules
- Every unit has a 'Morale' special rule
- Morale threshold is when the rule is triggered
- Some recurring rules: Indomitable: no additional result, Shaken: can't get Advantage, Attrition, Broken: unit destroyed
- ATSKNF is a special Morale rule and better than Shaken
And again, most of this turned out not to be true: the only thing that is oriented by phase so far is the split between ranged and melee weapons, and again the traits are completely absent. Also, there is no Initiative stat contrary to the claims in this document, while there is a new OC stat that the document seems to fail to mention. Also absent from the datasheets we have seen so far are the 'unit morale special rules', enhancment slots and such.
ARMY SELECTION
- You select 'Battle Profiles' from your roster datasheet
- 'Battle Profile' contains all the information you need to play
- Stratagems are mainly unit upgrades now
- You pay for the availability of Stratagems with Requisition points before the game
- In-game you pay for using them with Command points
- Power levels are completely gone
- Everything uses points now, but most squad loadouts are free
- Powerful loadout options are free, but cost Requisition points instead, e.g. Lascannon, Plasma
- Many Stratagems cost 0 CP to use
- You usually get 2 CP a turn, +1 to go second, +1 if you fulfill a Secondary Mission
- Every army has a Signature Stratagem that is free
- Stratagems take up Enhancement Slots on the Battle Profile
- Relics, Warlord traits and Secondary Missions also take up Enhancement Slots
- Troops have many slots, elite units and tanks only have a few
- Scoring secondary missions gives you Victory points and an additional Command point
- You can only score each Secondary mission once, and only one per turn
- Relics and Warlord traits cost real points too
- All that stuff is supported by a new App
- All armies get new rules in a book called 'Warhosts'
- Subfactions basically gone / merged with factions
- You now build an army by selecting a Detachment
- Detachment rules will tell you which keywords you can include
- Stuff like Relics, Psychic powers etc. now also has keywords
- In practice this means that with the right Detachment, army building is much more flexible
- Instead of playing 'Eldar' you now play a Detachment that mainly contains Eldar, but could have Harlequins, Drukhari etc. as well
- Faction/Subfaction rules are now bound to the Detachment
- Supplements add a lot of keyworded things to represent a specific Chapter etc.
- Due to the keyword structure, stuff for e.g. Orks can also be in the e.g. Space Marine codex
We have not seen enough to comment on this yet.
GRAND TOURNAMENT
- GT allows only one specific faction
- GT is its own thing in organization and troop selection
- GT only allows pre-made Battle Profiles you select from
- The only thing you can change is weapons loadout and some stratagems etc.
- These function like some sort of 'sideboard'
- These GT profiles will rotate each season
- GT Terrain is drawn from a list of Terrain in the GT packs
- GT terrain is symmetrical
- Each player is supposed to bring two GT Terrain sets
- GT Battle Profiles are not in the Codex, but in the GT pack for each season
Can't comment on that either yet.
TERRAIN, COVER AND MOVEMENT
- Terrain rules much clearer
- Three classes: light, hard, fortified
- Three types: area, landmark, obstacle
- You need to discuss what happens with destroyed Terrain
- Line of Sight stays mostly the same
- If you can see any model in a unit, unit is not obscured
- If you can't, unit is hidden
- Cover is much better, offers bonuses both to Evade and Save
- Units within 6'' ignore Cover
- No Cover in Melee
- You only get Cover if fully in Area Terrain, or within 3'' of Terrain and obscured
- All distances are measured horizontally, no diagonal measurement
- Units may move upwards up to their movement allowance in addition to their horizontal movement
- Downwards movement is not limited at all
- Non-Infantry Models need to physically fit everywhere they move unless they have the 'Fleet' special rule
- Heavy Infantry like Terminators also can't ignore Obstacles
- This means that e.g. dragons teeth actually work as intended to stop tanks
- Every player can bring one obstacle and one large terrain piece in addition to mission-specific terrain
- These can be free or paid with points
- Size is a keyword in every Profile
- Not very granular: Light - Solid - Heavy - Superheavy - Titanic
- Terrain can be destroyed by units of different sizes moving through its
- Light can be destroyed by infantry size 'solid' and up
- Hard can be destroyed by terminators, tanks
- Fortified can be destroyed by superheavies
- Area terrain is one level harder to destroy, fortified area terrain is indestructable
- You can move through Light and Solid-size models of your own army
- Tanks can also move through Light enemies
- Blast weapons and weapons with 'Demolish' can also destroy terrain by scoring a number of wounds in a single turn
- There are plastic tokens to mark destroyed terrain etc.
The part about cover etc. could be what is described as the 'Benefits of Cover' on the Termagaunt profile, but it's too early to definitely call that yet. So far, the datasheets have shown no indication about there being defined unit sizes or types like 'solid' and so on, so unless Termagaunts and rippers don't have that it seems like this is also not a thing in 10th edition.
TURN STRUCTURE
- Turn structure is different now
- Battle rounds and turns stay as they are
- Within a turn, you activate units one at a time and go through all phases, in an order you determine
- You can activate several units at once, e.g. characters and units
- Units can skip phases for bonuses or to use them later in e.g. overwatch
- Fight phase cannot be skipped if enemy is in CC range
- Interventions can be used to interrupt an enemy activation
- Overwatch is an intervention that allows you to shoot during an enemy activation
- Units that are within 6'' of an unit that has fought can intervene
- Initiative is used for this
- Melee weapons have lots of attacks, but you usually just fight on your turn
- Melee weapons have a 'reach' stat that determines how many models can fight
- Reach 0: direct contact, Reach 1: contact with a friendly model in direct contact, and so on
- Weapon types have gone, but some, e.g. Pistol, remain as special rules
- Charging is done in the movement phase
- Due to the players chosing phase order each activation, you can shoot before charging, or even after fighting
We have not definitely heard about turn structure and phases, but at this point there is no indication that any of it has changed dramatically. Initiative as a Stat does not exist. Melee weapons that we have seen so far have no 'Reach' stat. Melee weapons also show totally normal amounts of attacks, generalized from two examples we have seen so far. Weapon types also still exist, we have seen Assault, Pistol, and Twin-Linked.
INITIATIVE, ACTIVATION AND INTERVENTION
- Everytime a unit has fought, nearby enemies may intervene
- Both sides roll 6D6 against their Initiative - if the intervening player has more successes, he can intervene
- Interventor immediately gets a movement phase and can pile in, and a fight phase after that
- Units with high Initiative can use this to fight back, then immediately fight again on their turn
- No strike first/strike last effects anymore
- No consolidation anymore, you use your normal movement
- There are only five movement types
- Charge: in movement phase, normal move + 2D6'', must end in CC range of enemy
- Pile-in: if within 6'' of an enemy. 6'' move that needs to end in CC range of enemy
- Retreat: normal move that needs to end outside 6'' of the enemy, forgoes shooting and psychic phase
- Run and normal Move: stay the same
There is no initiative stat, most of this section can't work the way it is described.
PSYCHIC POWERS
- Psychic powers are selected by appropriate keywords, no unified 'lore' list anymore
- Psychic phase can be whenever you like, one per activation
- Units can use different numbers of powers
- Powers have no warp charge, but a casting score. Use Advantage/Disadvantage
- You still roll 2D6 with perils on snake eyes - if you have at least one succes, the power goes through
- Deny now works as a collective action of all your psykers, use the best psy stat
- You can deny any amount of powers, but if you go over the limit you get Disadvantages
- Denying needs more successes than using powers, so double-crit when casting makes powers undeniable
We can't comment on that yet.
AIRCRAFT
- Aircraft only exist in hover model
- If an enemy comes within 6'' of an aircraft, that aircraft is removed from play and replaced on any board edge by the controlling player
Neither on this.
RANDOM TIDBITS
- Primaris 'Rupture Squads' with warp shunt modules are a new unit
- There is a plastic sprue with tokes for all sorts of effects
- Starter Box is Blood Angels vs Tyranids
- 'There are 0 accurate rules leaks out there - the AoO stuff is correct, other stuff is laughable'
- The Lion is coming and will be out before 10th edition
'Rupture Squads' are pending, but we have seen absolutely no hint for them; the stuff about BA vs. Tyranids is false, the token sprue is a reasonable speculation, and the thing about the Lion is true, but could be taken from any other source.
So, from what we can check right now, almost everything specific in this set of rumours seems to be either outright fabricated or taken from a very early version and changed considerably since then. The stuff that is true is mostly common sense like D6 being used for most rolls.
There's still a lot that we can't check right now with what GW has shown so far, but to me it seems like most of these leaks are made up!
I think, at the least, that scenery/terrain being destructible is on the cards. It might not remove the piece from play, but it may negate the effects.
We actually know that psychic powers being "whenever you like" is false. They've been reorganized into whatever phase you do the thing that the psychic power is doing, like Smite in the shooting phase or Warp Time in movement.
- Space Marines will get 'a lot of love' in 10th edition (duh)
- Starter Box is just step one
- 'End of Summer' second wave for SM, September/August
- 'Huge Refresh' for Dark Angels, Blood Angels, Space Wolves
- Dark Angel stuff is from a source he trusts 100% - Blood Angel and Space Wolf stuff is from a new source - BA and SW will receive boxed sets
- Dante probably in a boxed set, presented at Warhammer fest (speculation)
- He 'knows' Epic Horus Heresy will be shown of at Warhammer Fest
- Dark Angel box set with brand-new Sammael and Belial (unclear if old or new model)
- Second wave will also include separate kits for the stuff in the 10th box set
- Sanguinary guard: personally believes they'll come, but has no concrete information
- 'Everyone' will get a range refresh like Black Templars: a few units, upgrade frames and a few characters
- Says that will occupy the first half (!) of 10th edition
...sigh. Honestly, I don't think there's anything that could have made me feel worse about 10th than this.
They could have announced they're switching to a D73 system (with proprietary dice) that doesn't reduce the overall size of dice pools, and I would have preferred that to '1.5 years of more SM crap'.
This section has a lot right and the rest that isn't confirmed makes a lot of sense, which is weird, because there's no evasion on datasheets so how is there so much correct here and not elsewhere?
Spoiler:
ARMY SELECTION
- You select 'Battle Profiles' from your roster datasheet
- 'Battle Profile' contains all the information you need to play
- Stratagems are mainly unit upgrades now
- You pay for the availability of Stratagems with Requisition points before the game
- In-game you pay for using them with Command points
- Power levels are completely gone
- Everything uses points now, but most squad loadouts are free
- Powerful loadout options are free, but cost Requisition points instead, e.g. Lascannon, Plasma
- Many Stratagems cost 0 CP to use
- You usually get 2 CP a turn, +1 to go second, +1 if you fulfill a Secondary Mission
- Every army has a Signature Stratagem that is free
- Stratagems take up Enhancement Slots on the Battle Profile
- Relics, Warlord traits and Secondary Missions also take up Enhancement Slots
- Troops have many slots, elite units and tanks only have a few
- Scoring secondary missions gives you Victory points and an additional Command point
- You can only score each Secondary mission once, and only one per turn
- Relics and Warlord traits cost real points too
- All that stuff is supported by a new App
- All armies get new rules in a book called 'Warhosts'
- Subfactions basically gone / merged with factions
- You now build an army by selecting a Detachment
- Detachment rules will tell you which keywords you can include
- Stuff like Relics, Psychic powers etc. now also has keywords
- In practice this means that with the right Detachment, army building is much more flexible
- Instead of playing 'Eldar' you now play a Detachment that mainly contains Eldar, but could have Harlequins, Drukhari etc. as well
- Faction/Subfaction rules are now bound to the Detachment
- Supplements add a lot of keyworded things to represent a specific Chapter etc.
- Due to the keyword structure, stuff for e.g. Orks can also be in the e.g. Space Marine codex
Which of that is confirmed right? To me, it all seems like stuff we have no concept of so far from official information or is outright wrong from what we know from official information (detachments telling you which keywords you can include).
It would be very strange if they described detachments as "ah, take whatever you want! here are three simple limits!"
and then came out and said "just kidding there are actually more limits, what we just said is basically entirely untrue"
Rihgu wrote: Which of that is confirmed right? To me, it all seems like stuff we have no concept of so far from official information or is outright wrong from what we know from official information (detachments telling you which keywords you can include).
It would be very strange if they described detachments as "ah, take whatever you want! here are three simple limits!"
and then came out and said "just kidding there are actually more limits, what we just said is basically entirely untrue"
Sorry, I'm probably mentally reading between the lines a bit on some of them. There aren't definitive statements that you could tie to the things I'm thinking of, but a good handful are damn close.
Tsagualsa wrote: For this sunday update, we'll return to the Pastebin of the summary of the 'leaked' 50-page-document for a bit and compare its contents to stuff about 10th we already know...
...
There's still a lot that we can't check right now with what GW has shown so far, but to me it seems like most of these leaks are made up!
Thanks for putting that together and going through it. I really enjoy when battlefield terrain can be destroyed so it would be fun to see that come up in 40k. I'm also hoping that 10th does something different with initiative, since 8th and 9th game of figuring out who fights first isn't very fun and is often completely befuddling to the new player where rules like "Fight First" don't necessarily mean Fight First.
10th Edition will be fully playable at Warhammer Fest.
Since the launch box contents will be there in person they kind of have to reveal all of them in the next weeks and only show what will come after at the actual reveal show
10th Edition will be fully playable at Warhammer Fest.
Since the launch box contents will be there in person they kind of have to reveal all of them in the next weeks and only show what will come after at the actual reveal show
Haha! So for once my unfounded optimism has been vindicated indeed
10th Edition will be fully playable at Warhammer Fest.
Since the launch box contents will be there in person they kind of have to reveal all of them in the next weeks and only show what will come after at the actual reveal show
Haha! So for once my unfounded optimism has been vindicated indeed
They could still trickle us a unit a week until then and use the event to go "here's the rest of the box", so not quite!
10th Edition will be fully playable at Warhammer Fest.
Since the launch box contents will be there in person they kind of have to reveal all of them in the next weeks and only show what will come after at the actual reveal show
Haha! So for once my unfounded optimism has been vindicated indeed
They could still trickle us a unit a week until then and use the event to go "here's the rest of the box", so not quite!
Well, i seem to be on a streak, they actually do preview the... Primaris Lieutenant
The Phazer wrote: https://www.warhammer-community.com/2023/04/03/go-way-behind-enemy-lines-with-a-new-space-marine-lieutenant/?utm_source=twitter&utm_medium=social&utm_campaign=warhammer-40,000&utm_content=phobosltreveal03042023
Phobos Lieutenant reveal. Looks fine, but an odd one off Phobos model is still a weird pick for this box.
Not if you consider it as a way to bring back Tyrannic War Veterans.
The Phazer wrote: https://www.warhammer-community.com/2023/04/03/go-way-behind-enemy-lines-with-a-new-space-marine-lieutenant/?utm_source=twitter&utm_medium=social&utm_campaign=warhammer-40,000&utm_content=phobosltreveal03042023
Phobos Lieutenant reveal. Looks fine, but an odd one off Phobos model is still a weird pick for this box.
Not if you consider it as a way to bring back Tyrannic War Veterans.
But the veteran unit in the trailer are wearing stock Mark X, not Phobos, so it seems like this guy will be on his own.
It's so funny how rather than end a stupid meme, they doubled down on the whole Primaris Lt crap. I'm sure there is more Lt datasheets than the entirety of some factions.
Also, yeah what a nothing article. Their dragging stuff out is so stupid.
other than that, it's once again a primaris leutnant. At this stage we got more of em than GSC has units. And GSC has already an absurd ammount of 1 char units..
Warhammer Community wrote:These new Lieutenants are expert assassins and skilled intelligence gatherers – they blend into the jungle (or desert, tundra, or wherever else they’re fighting) in their blue power armour!
Warhammer Community wrote:These new Lieutenants are expert assassins and skilled intelligence gatherers – they blend into the jungle (or desert, tundra, or wherever else they’re fighting) in their blue power armour!
in the grim darkness of the future, glasses are an ultra-rare commoditiy.
The Phazer wrote: https://www.warhammer-community.com/2023/04/03/go-way-behind-enemy-lines-with-a-new-space-marine-lieutenant/?utm_source=twitter&utm_medium=social&utm_campaign=warhammer-40,000&utm_content=phobosltreveal03042023
Phobos Lieutenant reveal. Looks fine, but an odd one off Phobos model is still a weird pick for this box.
Tactical bug!
Automatically Appended Next Post:
Wayniac wrote: It's so funny how rather than end a stupid meme, they doubled down on the whole Primaris Lt crap. I'm sure there is more Lt datasheets than the entirety of some factions.
Also, yeah what a nothing article. Their dragging stuff out is so stupid.
Yea it doesn't bode well for datasheet consolidation.
Oddly enough I like him. He's got so much going on that it's hard to focus on the things I don't like about Phobos armor. The picture angle is a dud, though. The video has far better angles that make him look better.
Still, not sure why we need another Phobos Lieutenant when they could have had one in Gravis or Terminator armor instead.
Tsagualsa wrote: Some astute creature on B&C has remarked that the whole article does not mention the word 'Primaris'... so there may be more than meets the eye to it.
Surprise, firstborn are now gone. So no need to differentiate marines by adding primaris
Cool model. Looks like something GW would release as a store birthday exclusive, though they probably have some iteration of this that will exclusively debut in the future
Is that icon on his belt going to be the new version of the “Indominus crusade icon all marines are obligated to wear?” It doesn’t look familiar
Tsagualsa wrote: Some astute creature on B&C has remarked that the whole article does not mention the word 'Primaris'... so there may be more than meets the eye to it.
Also it doesn't call him a Phobos or Reiver Lieutenant, it only says the new design takes several cues from them.
So maybe different armour is only a wargear choice now instead of different datasheets?
Tsagualsa wrote: Some astute creature on B&C has remarked that the whole article does not mention the word 'Primaris'... so there may be more than meets the eye to it.
Also it doesn't call him a Phobos or Reiver Lieutenant, it only says the new design takes several cues from them.
So maybe different armour is only a wargear choice now instead of different datasheets?
Tsagualsa wrote: Some astute creature on B&C has remarked that the whole article does not mention the word 'Primaris'... so there may be more than meets the eye to it.
Also it doesn't call him a Phobos or Reiver Lieutenant, it only says the new design takes several cues from them.
So maybe different armour is only a wargear choice now instead of different datasheets?
Snord wrote: An unexciting miniature. And I’d hoped they’d learnt by now that flaming/dripping blades just don’t work.
It's really sad they have to keep doing this stuff. The number of times I've read "The Avatar is so good, except for the flames / blood stuck to him" or something similar about another model. I feel sure there's someone in management that's mandating this stuff. The artists they have seem good, at least too good to think these overwrought and tacky designs are aesthetically pleasing. The PR team memes on the tactical rocks. But they still won't stop.
Tsagualsa wrote: Some astute creature on B&C has remarked that the whole article does not mention the word 'Primaris'... so there may be more than meets the eye to it.
Also it doesn't call him a Phobos or Reiver Lieutenant, it only says the new design takes several cues from them.
So maybe different armour is only a wargear choice now instead of different datasheets?
What's going to be the feature of this new guy? Festooned with charms? Overburdened with gear? Or a decorative base? Or a shoulder slung rifle with many doodads? Field repairs to the armour? Or a blade dripping with venom?
Snord wrote: An unexciting miniature. And I’d hoped they’d learnt by now that flaming/dripping blades just don’t work.
It's really sad they have to keep doing this stuff. The number of times I've read "The Avatar is so good, except for the flames / blood stuck to him" or something similar about another model. I feel sure there's someone in management that's mandating this stuff. The artists they have seem good, at least too good to think these overwrought and tacky designs are aesthetically pleasing. The PR team memes on the tactical rocks. But they still won't stop.
I hate the nurgle slime additions as much as the next man, but the blood knife here doesn’t bother me. Unlike the dark apostles flaming book of blood, having a bloody knife while standing on a tyranid corpse kind of works. Plus, this seems to be the easiest fix, since all you need is to swap out the hand or the knife blade. It’s not like the blade has blood that’s dripping onto the arm or covers up detail that makes removing it a nightmare
Each model has an OC characteristic, and to determine who controls an objective, you simply count up the total OC of all models within range
Warriors that were previously categorised as Troops will generally have a higher OC than elite units
Vehicles and Monsters also earn a more substantial OC, so Knights and the like can muscle smaller units off objectives
Leadership is much more impactful in the new edition. Your units’ morale is now gauged with a Battle-shock test.
Many factors can force a unit to test for Battle-shock, including being below Half-strength during the Command Phase. Fail and they struggle to capture objectives, use Stratagems, or Fall Back from combat.
Not a whole lot new - Intercessors confirmed to continue (so Primaris units not being consolidated, even if the keyword itself is dead).
Leadership is roll higher, as expected.
The thing about weapon types now being presented by 'Core abilities' does give passing confirmation to a part of that section from the 50pager, but there will be a whole article on that in the future, so we'll see in more detail.
Interesting that they show an Assault Intercessor for the regular bolt pistol statline, when previously they had "heavy bolt pistols" with 18" range and so on.
GW's need to give every Primaris unit their own new and unique weapon was one of my least favorite things about how they have been handled, so if this is an indication that at least some of that will be pared down and just given classic space marine weapons instead then I am all for it.
EDIT: I've been told it's a regular Intercessor Sergeant who don't have heavy bolt pistols. Oh well.
At this rate, they should just released Codex Space Marine supplement: Lieutenants. It's wacky to me that they have enough sub-commander variants that combined they have more rules entries than some of the smaller factions.
Knife in each hand, one more for the bug at his feet.
Stab stab stab….
Hopefully we can get some consolidation. Need more data before we get the whole picture. Fingers crossed. Not expecting everything at once, but heading in the right direction would be nice.
We can comment on the Psychic part as GW has explicitly said "there is no Psychic Phase" and that powers have specific times in each phase that they'reused, so having the phase whenever want once per turn is completely wrong.
Matrindur wrote: https://www.warhammer-community.com/2023/04/03/warhammer-40000-the-anatomy-of-a-new-datasheet/
New article about datasheets
Each model has an OC characteristic, and to determine who controls an objective, you simply count up the total OC of all models within range
Warriors that were previously categorised as Troops will generally have a higher OC than elite units
Vehicles and Monsters also earn a more substantial OC, so Knights and the like can muscle smaller units off objectives
Leadership is much more impactful in the new edition. Your units’ morale is now gauged with a Battle-shock test.
Many factors can force a unit to test for Battle-shock, including being below Half-strength during the Command Phase. Fail and they struggle to capture objectives, use Stratagems, or Fall Back from combat.
Spoiler:
Yea I think we've mostly divined this info. The leadership stuff is helpful - though perhaps it is a little backwards that you fail to run away when you're taking losses. Logically it doesn't make sense, but I like how it promotes softening them up for the charge and then punishing them in melee.
Also, affecting OC will keep hordes from overwhelming objectives too easily. I like that it doesn't turn your unit into a dumpster fire.
And then the 50 pager leak said strats are 'mostly unit upgrades', which this article seems to imply otherwise.
Daedalus81 wrote: The leadership stuff is helpful - though perhaps it is a little backwards that you fail to run away when you're taking losses. Logically it doesn't make sense, but I like how it promotes softening them up for the charge and then punishing them in melee.
Sounds like they're going for morale as a representation of friction- where taking casualties disrupts the unit and makes it harder to command- rather than the turn-tail-and-run of prior editions. Marines, Orks, or Cultists might have no fear of death and stay stuck in melee regardless of casualties, but break up their cohesion enough and then the commander can't get through to tell them 'no seriously, fall back'.
I also like the idea of softening up a unit to render it vulnerable to charging, but it remains to be seen how common it is for units to fail leadership. If you have to take out half the unit for them to then have a 28% chance of failing (6+ on 2D6), it's not going to happen all that often. It might only end up being really relevant to low-Ld armies as was historically the case- though it would be real interesting if they brought back the idea of losing a melee forcing you to test.
Moreover, weapon profiles are tied to individual units – so a chainsword in the hands of a Space Marine is deadlier and easier to hit with than one held by a snivelling cultist.
They always were (at least since 3rd edition to 6th edition when I stopped). Did they stop being more deadly in the hands of a marine vs in the hands of a cultist in 8th edition and on? Or is this their marketing team moving chairs around the room and boasting they can seat the same number of people?
Moreover, weapon profiles are tied to individual units – so a chainsword in the hands of a Space Marine is deadlier and easier to hit with than one held by a snivelling cultist.
They always were (at least since 3rd edition to 6th edition when I stopped). Did they stop being more deadly in the hands of a marine vs in the hands of a cultist in 8th edition and on? Or is this their marketing team moving chairs around the room and boasting they can seat the same number of people?
Least noteworthy:
Not-explicitly-Primaris LT (though obviously the armor style is phobos). Hate the model a bit. Don't like all the specific-foe styled stuff. Combi flamer is interesting, as its more an old style boltgun.
Real article-
OC is per model in range. This has a number of effects, including multiple units holding objectives. Also just slipping one guy barely into range of the objective isn't going to do much.
Leadership works as expected for tests. Really like that it screws up command rather than blinking other models out of existence.
That's frankly amazing for GW.
Weapon profiles- big take away here is the assault primaris guy just has a bolt pistol. The heady smell of trivial differences between bolters being set on fire is giving me hope.
Just having Attacks for ranged weapons is also great. A lot of dumb design space (like that stupid ork weapon type) just got solved.
Voss wrote: Weapon profiles- big take away here is the assault primaris guy just has a bolt pistol. The heady smell of trivial differences between bolters being set of fire is giving me hope.
Moreover, weapon profiles are tied to individual units – so a chainsword in the hands of a Space Marine is deadlier and easier to hit with than one held by a snivelling cultist.
They always were (at least since 3rd edition to 6th edition when I stopped). Did they stop being more deadly in the hands of a marine vs in the hands of a cultist in 8th edition and on? Or is this their marketing team moving chairs around the room and boasting they can seat the same number of people?
Well in this system there is no S:User so people will see a chainsword with S3 making it 'look' weaker. It could also be that the extra attack goes away for weaker models or that marines get AP while others don't ( as per now, but it is no longer an 'Astartes' chainsword ).
I’m glad LD rolls are being changed to rolling high, so I don’t have to explain to people why setting aside your bad dice that believe roll low for LD tests is actually cheating.
Weapon profiles- big take away here is the assault primaris guy just has a bolt pistol. The heady smell of trivial differences between bolters being set of fire is giving me hope.
The preview appears to be for just Intercessors, not Assault Intercessors. The Intercessor Sergeant pictured next to the picture with the weapon profile has a regular Bolt Pistol, the same as he does using the 9th edition Intercessor datasheet. The Bolt Pistol he's holding is notable smaller than a Heavy Bolt Pistol, which always has a grip for a second hand.
AduroT wrote: I’m glad LD rolls are being changed to rolling high, so I don’t have to explain to people why setting aside your bad dice that believe roll low for LD tests is actually cheating.
Superstition isn't cheating...so setting aside dice you believe roll isn't any more cheating as reserving dices you believe roll good for saving for clutch moments.
Now having loaded dice is but roll low, roll good doesn't matter as such. All same actually makes cheating easier.
Oh no, the best thing about primaris was the clean armour. The tendency to fill miniatures with loads of pointless details just makes them look worse. It's a poor design route and kind of the same mentality of filling everything with skulls for the sake of it.
Weapon profiles- big take away here is the assault primaris guy just has a bolt pistol. The heady smell of trivial differences between bolters being set of fire is giving me hope.
The preview appears to be for just Intercessors, not Assault Intercessors. The Intercessor Sergeant pictured next to the picture with the weapon profile has a regular Bolt Pistol, the same as he does using the 9th edition Intercessor datasheet. The Bolt Pistol he's holding is notable smaller than a Heavy Bolt Pistol, which always has a grip for a second hand.
Weapon profiles- big take away here is the assault primaris guy just has a bolt pistol. The heady smell of trivial differences between bolters being set of fire is giving me hope.
The preview appears to be for just Intercessors, not Assault Intercessors. The Intercessor Sergeant pictured next to the picture with the weapon profile has a regular Bolt Pistol, the same as he does using the 9th edition Intercessor datasheet. The Bolt Pistol he's holding is notable smaller than a Heavy Bolt Pistol, which always has a grip for a second hand.
Well, puckernuts.
I suppose its apt that the proliferation of 'bolt' type weapons was so severe I can't actually tell if consolidation is happening or not.
Leadership is much more impactful in the new edition. Your units’ morale is now gauged with a Battle-shock test. Many factors can force a unit to test for Battle-shock, including being below Half-strength during the Command Phase. Fail and they struggle to capture objectives, use Stratagems, or Fall Back from combat.
You’ll also notice that Leadership now counts upwards. Our Intercessor has LD 6+ – which is equivalent to his old value of 8.
Let’s all take a moment to celebrate GW giving us Morale rules that encourage larger squads.
Also look forward to repeatedly rolling for a unit for the rest of the game once it starts rolling due to causalities.
Leadership is much more impactful in the new edition. Your units’ morale is now gauged with a Battle-shock test. Many factors can force a unit to test for Battle-shock, including being below Half-strength during the Command Phase. Fail and they struggle to capture objectives, use Stratagems, or Fall Back from combat.
You’ll also notice that Leadership now counts upwards. Our Intercessor has LD 6+ – which is equivalent to his old value of 8.
Let’s all take a moment to celebrate GW giving us Morale rules that encourage larger squads.
Also look forward to repeatedly rolling for a unit for the rest of the game once it starts rolling due to causalities.
I'd take bets that this is one of the things that Marines either ignore outright or are greatly resistant against...
Least noteworthy: Not-explicitly-Primaris LT (though obviously the armor style is phobos). Hate the model a bit. Don't like all the specific-foe styled stuff. Combi flamer is interesting, as its more an old style boltgun.
Neither current Phobos Lt has "Primaris" in their name on their datasheets either, just the Primaris Keyword. Just like the Bolt Pistol, that's neither a change nor noteworthy. Also, the combi-flamer matches the one on the Black Templar Marshal.
NAVARRO wrote: Oh no, the best thing about primaris was the clean armour. The tendency to fill miniatures with loads of pointless details just makes them look worse. It's a poor design route and kind of the same mentality of filling everything with skulls for the sake of it.
Pass on this.
Termis though look nice and clean.
I actually thought the biggest failure point on Phobos was how clean it looked. The Vanguard Company are supposed to be operating independent of the Chapter's forces for weeks if not months or years at a time. They should be dirty. They should have repairs and ad hoc stuff.
Not all Phobos are Vanguard, Kan. Battle and Reserve Companies maintain their own Phobos armor for when the need arises on campaign. It's easier to convert Phobos to look ad hoc than it is to "unconvert" them, so to speak.
I'm loving the new Lt, since I already added Xenos trophies and skulls to most of my special Characters, and I play 3rd Company Ultramarines, Scourge of the Xenos.
Leadership is much more impactful in the new edition. Your units’ morale is now gauged with a Battle-shock test. Many factors can force a unit to test for Battle-shock, including being below Half-strength during the Command Phase. Fail and they struggle to capture objectives, use Stratagems, or Fall Back from combat.
You’ll also notice that Leadership now counts upwards. Our Intercessor has LD 6+ – which is equivalent to his old value of 8.
Let’s all take a moment to celebrate GW giving us Morale rules that encourage larger squads.
Also look forward to repeatedly rolling for a unit for the rest of the game once it starts rolling due to causalities.
I'd take bets that this is one of the things that Marines either ignore outright or are greatly resistant against...
We can hope, probably in vain, that GW decides that a good leadership score is enough morale mitigation for marines.
NAVARRO wrote: Oh no, the best thing about primaris was the clean armour. The tendency to fill miniatures with loads of pointless details just makes them look worse. It's a poor design route and kind of the same mentality of filling everything with skulls for the sake of it.
Pass on this.
Termis though look nice and clean.
I actually thought the biggest failure point on Phobos was how clean it looked. The Vanguard Company are supposed to be operating independent of the Chapter's forces for weeks if not months or years at a time. They should be dirty. They should have repairs and ad hoc stuff.
Most phobos guys have more pouches and such then the basic intercesors. Officers also tend to have more stuff on them as well. This guy might be one click higher on the “random crap stuck on” scale then he should, but he’s not outrageously off the mark from what I’d expect.
If I do end up with a copy (and probably will if he’s in the box) I think cleaning up his knife would help. Maybe a headswap. Otherwise, I like him.
Leadership is much more impactful in the new edition. Your units’ morale is now gauged with a Battle-shock test. Many factors can force a unit to test for Battle-shock, including being below Half-strength during the Command Phase. Fail and they struggle to capture objectives, use Stratagems, or Fall Back from combat.
You’ll also notice that Leadership now counts upwards. Our Intercessor has LD 6+ – which is equivalent to his old value of 8.
Let’s all take a moment to celebrate GW giving us Morale rules that encourage larger squads.
Also look forward to repeatedly rolling for a unit for the rest of the game once it starts rolling due to causalities.
I'd take bets that this is one of the things that Marines either ignore outright or are greatly resistant against...
We can hope, probably in vain, that GW decides that a good leadership score is enough morale mitigation for marines.
Sure, hope dies last, but i guess some variant of ATSKNF will eventually surface
Nightlord1987 wrote: I'm loving the new Lt, since I already added Xenos trophies and skulls to most of my special Characters, and I play 3rd Company Ultramarines, Scourge of the Xenos.
alextroy wrote: We can hope, probably in vain, that GW decides that a good leadership score is enough morale mitigation for marines.
Absent modifiers a 6+ succeeds 72% of the time. I think marines will have a reroll, which gives ~8% fail. LD mods will be able to threaten marines, but otherwise they will be relatively solid.
Platuan4th wrote: Not all Phobos are Vanguard, Kan. Battle and Reserve Companies maintain their own Phobos armor for when the need arises on campaign.
Not enough to field for the entire company. Raven Guard are unique in that regard, having the capability to field 1st, 2nd, and 10th in Phobos.
Or at least that's what the Raven Guard book said at the outset, but they'll probably retcon it to be Guilliman's idea like the Moritat or the Shrike pattern Bolt Sniper Rifle.
It's easier to convert Phobos to look ad hoc than it is to "unconvert" them, so to speak.
Disagree. A lot of things that can be done to create a more ad hoc or "lengthy campaigner" look could be added via weapon loadouts for units and characters, rules, or even stuff as simple as damaged alternate bits.
skeleton wrote: I like the new lt it gives him some character, but i would use him only for ultra's.So not for the rest of the chapters.
Not going to lie, if I wasn’t an ultra player I’d be a lot less impressed with him.
I liked that with indominus box you could leave the necron stuff off the bases, and just have foe-agnostic minis. This is more baked in.
While plenty of chapters have tangled with the nids, it’s not universal. Or if, for example, you already have ork parts splattered across your army, would be a bit of a disconnect.
Chapter specific starters were a thing for 6/7th, but not a good thing IMHO.
Kid_Kyoto wrote: Time to start panicky rumors that all 3rd-7th edition marines are being taken OOP?
Start? Did it ever stop once primaris were revealed back in 8th?
It ebbs and flows, but it’s been rumbling on for a while now. We should be due for a surge though, so feel free to add to the panic.
Obviously, the Primaris miniatures are going to increase in size further and further, until the Firstborn are small enough to be rebranded as HH-era marines for the new Epic: Horus Heresy system
NAVARRO wrote: Oh no, the best thing about primaris was the clean armour. The tendency to fill miniatures with loads of pointless details just makes them look worse. It's a poor design route and kind of the same mentality of filling everything with skulls for the sake of it.
Pass on this.
Termis though look nice and clean.
I actually thought the biggest failure point on Phobos was how clean it looked. The Vanguard Company are supposed to be operating independent of the Chapter's forces for weeks if not months or years at a time. They should be dirty. They should have repairs and ad hoc stuff.
The reason you have bags of leftovers Bitz from your sprues is for you to achieve that busy look... and the dirt/ battle damage you should aim to do it at painting stage. Shaving away those details is a million times harder than adding them in. So yes a clean mini with Bitz aside is the best for most modellers.
Not all armour should look like they endured years of abuse because some have not endured that or just had recent repair/clean and reserves etc.
Granted it's an LT so yeah full bananas design with even lil skull buttons decor on its lower legs XD. A bit much for me.
Platuan4th wrote: Not all Phobos are Vanguard, Kan. Battle and Reserve Companies maintain their own Phobos armor for when the need arises on campaign. It's easier to convert Phobos to look ad hoc than it is to "unconvert" them, so to speak.
By a lore perspective, I don’t understand why a marines should wears a Mark X armor instead of Phobos, same save but Phobos can infiltrate
Leadership is much more impactful in the new edition. Your units’ morale is now gauged with a Battle-shock test. Many factors can force a unit to test for Battle-shock, including being below Half-strength during the Command Phase. Fail and they struggle to capture objectives, use Stratagems, or Fall Back from combat.
You’ll also notice that Leadership now counts upwards. Our Intercessor has LD 6+ – which is equivalent to his old value of 8.
Let’s all take a moment to celebrate GW giving us Morale rules that encourage larger squads.
Also look forward to repeatedly rolling for a unit for the rest of the game once it starts rolling due to causalities.
I'd take bets that this is one of the things that Marines either ignore outright or are greatly resistant against...
We can hope, probably in vain, that GW decides that a good leadership score is enough morale mitigation for marines.
In my opinion the hope should be that because failed leadership seems to revolve around disruption of tactical ability rather than running away like little girls, anyone and everyone doesn't need their special morale rules this time around and mitigation or outright immunity should be exceptionally rare. It would make for a better game.
But GW is the company that hands out mortal wounds, invulnerable saves, AP and so on like candy in spite of the obvious detrimental effects to the game, so what are the odds that they won't go overboard on morale mitigation before long? Yeah...
It's easier to convert Phobos to look ad hoc than it is to "unconvert" them, so to speak.
Disagree. A lot of things that can be done to create a more ad hoc or "lengthy campaigner" look could be added via weapon loadouts for units and characters, rules, or even stuff as simple as damaged alternate bits.
It is always easier to add things afterwards than remove things sculpted on.
Platuan4th wrote: Not all Phobos are Vanguard, Kan. Battle and Reserve Companies maintain their own Phobos armor for when the need arises on campaign. It's easier to convert Phobos to look ad hoc than it is to "unconvert" them, so to speak.
By a lore perspective, I don’t understand why a marines should wears a Mark X armor instead of Phobos, same save but Phobos can infiltrate
Technically, basic MkX has better protection than Phobos, it's that the d6 system GW uses doesn't allow for that sort of granularity.
Obviously, the Primaris miniatures are going to increase in size further and further, until the Firstborn are small enough to be rebranded as HH-era marines for the new Epic: Horus Heresy system
Obviously, the Primaris miniatures are going to increase in size further and further, until the Firstborn are small enough to be rebranded as HH-era marines for the new Epic: Horus Heresy system
It's already happening!
I mean look at that guy in the back!
It’s just the guy in back is standing up taller. The ones in the front are all running/bent leg poses. They are actually the same size. Scale creep is a myth.
Obviously, the Primaris miniatures are going to increase in size further and further, until the Firstborn are small enough to be rebranded as HH-era marines for the new Epic: Horus Heresy system
It's already happening!
Spoiler:
I mean look at that guy in the back!
It’s just the guy in back is standing up taller. The ones in the front are all running/bent leg poses. They are actually the same size. Scale creep is a myth.
But Jes Goodwin said Marines ARE true scale and it's the rest of the studio that are wrong!
alextroy wrote: We can hope, probably in vain, that GW decides that a good leadership score is enough morale mitigation for marines.
Absent modifiers a 6+ succeeds 72% of the time. I think marines will have a reroll, which gives ~8% fail. LD mods will be able to threaten marines, but otherwise they will be relatively solid.
Then give them a 4+ LD and save us all the rerolling!
Hopefully, any mitigation will be less on/off. Allowing them to ignore one of the many aspects of morale is better than them never failing.
AduroT wrote: I’m glad LD rolls are being changed to rolling high, so I don’t have to explain to people why setting aside your bad dice that believe roll low for LD tests is actually cheating.
Superstition isn't cheating...so setting aside dice you believe roll isn't any more cheating as reserving dices you believe roll good for saving for clutch moments.
Now having loaded dice is but roll low, roll good doesn't matter as such. All same actually makes cheating easier.
Shame For that die that needs to be taught a lesson.
alextroy wrote: We can hope, probably in vain, that GW decides that a good leadership score is enough morale mitigation for marines.
Absent modifiers a 6+ succeeds 72% of the time. I think marines will have a reroll, which gives ~8% fail. LD mods will be able to threaten marines, but otherwise they will be relatively solid.
Then give them a 4+ LD and save us all the rerolling!
Hopefully, any mitigation will be less on/off. Allowing them to ignore one of the many aspects of morale is better than them never failing.
Giving them a 4+ gives less space for more LD durable units like GK/Custodes though who won't have a reroll and it makes abilities that force a roll on LD outside morale less reliable.
Snord wrote: An unexciting miniature. And I’d hoped they’d learnt by now that flaming/dripping blades just don’t work.
It's really sad they have to keep doing this stuff. The number of times I've read "The Avatar is so good, except for the flames / blood stuck to him" or something similar about another model. I feel sure there's someone in management that's mandating this stuff. The artists they have seem good, at least too good to think these overwrought and tacky designs are aesthetically pleasing. The PR team memes on the tactical rocks. But they still won't stop.
Counterpoint - variety is good rather than never doing a certain type of weapon/model. Flaming/dripping blades can look great even if you personally don't like them, and if you are that bothered then do a weapon swap!
Sounds like they're going for morale as a representation of friction- where taking casualties disrupts the unit and makes it harder to command- rather than the turn-tail-and-run of prior editions. Marines, Orks, or Cultists might have no fear of death and stay stuck in melee regardless of casualties, but break up their cohesion enough and then the commander can't get through to tell them 'no seriously, fall back'.
Yeah if that's the case then I rather like this version of morale, especially for elite units. Wouldn't be surprised if horde armies still lose a model or two due to a special rule.
though it would be real interesting if they brought back the idea of losing a melee forcing you to test.
I'd love for that to make a return, made for some really memorable battles when a last ditch melee went in your favor.
Least noteworthy:
Not-explicitly-Primaris LT (though obviously the armor style is phobos). Hate the model a bit. Don't like all the specific-foe styled stuff. Combi flamer is interesting, as its more an old style boltgun.
Neither current Phobos Lt has "Primaris" in their name on their datasheets either, just the Primaris Keyword. Just like the Bolt Pistol, that's neither a change nor noteworthy. Also, the combi-flamer matches the one on the Black Templar Marshal.
We haven't been shown their datasheet.
I'm just fascinated with new edition marketing material that's avoiding the word primaris (or shrugging it off in the case of terminators) and referencing classic stuff like Cassius rather than the recent BT kit.
I'm not suggesting they're going away, but there's a significant tilt on the marketing angle from 7th & 8th.
Least noteworthy: Not-explicitly-Primaris LT (though obviously the armor style is phobos). Hate the model a bit. Don't like all the specific-foe styled stuff. Combi flamer is interesting, as its more an old style boltgun.
Neither current Phobos Lt has "Primaris" in their name on their datasheets either, just the Primaris Keyword. Just like the Bolt Pistol, that's neither a change nor noteworthy. Also, the combi-flamer matches the one on the Black Templar Marshal.
We haven't been shown their datasheet.
I'm just fascinated with new edition marketing material that's avoiding the word primaris (or shrugging it off in the case of terminators) and referencing classic stuff like Cassius rather than the recent BT kit.
I'm not suggesting they're going away, but there's a significant tilt on the marketing angle from 7th & 8th.
You missed the point, which is that GW already don't refer to Phobos Lts as "Primaris X" and so not doing so here isn't odd or noteworthy.
Platuan4th wrote: Not all Phobos are Vanguard, Kan. Battle and Reserve Companies maintain their own Phobos armor for when the need arises on campaign. It's easier to convert Phobos to look ad hoc than it is to "unconvert" them, so to speak.
By a lore perspective, I don’t understand why a marines should wears a Mark X armor instead of Phobos, same save but Phobos can infiltrate
Technically, basic MkX has better protection than Phobos, it's that the d6 system GW uses doesn't allow for that sort of granularity.
Phobos is a configuration of Mark X space marine armor. Mark X armor was designed to be highly modular to allow the removal and addition of various armor and other components depending on the desired role of the marine. In the case of Phobos, much of the armor that would be found on the Tacticus configuration is removed and either left completely off or replaced with lighter/'sound-dampening' plates along with any more specialized armor mounted/installed equipment such as what is found on Infiltrators and Incursors.
Overall, Mark X space marine armor permits marines to become more of a special operations force even when not looking tacticool. It's just more apparent with Phobos because the armor is so stripped back. Whether GW decided to affect rules to reflect that depends on how much the designers at the time want them to apparently.
I really don’t want to like this boxset, but that Phobos Lt is one cool cucumber. Love Phobos already, and he looks like a grizzled vet. Like him better than the terminators (just a personal preference because they look a little plain to me, nothing wrong with them per se)
Least noteworthy:
Not-explicitly-Primaris LT (though obviously the armor style is phobos). Hate the model a bit. Don't like all the specific-foe styled stuff. Combi flamer is interesting, as its more an old style boltgun.
Neither current Phobos Lt has "Primaris" in their name on their datasheets either, just the Primaris Keyword. Just like the Bolt Pistol, that's neither a change nor noteworthy. Also, the combi-flamer matches the one on the Black Templar Marshal.
We haven't been shown their datasheet.
I'm just fascinated with new edition marketing material that's avoiding the word primaris (or shrugging it off in the case of terminators) and referencing classic stuff like Cassius rather than the recent BT kit.
I'm not suggesting they're going away, but there's a significant tilt on the marketing angle from 7th & 8th.
You missed the point, which is that GW already don't refer to Phobos Lts as "Primaris X" and so not doing so here isn't odd or noteworthy.
I think you missed the point that there is a difference between a datasheet title inside a book people already bought and the marketing push for the new edition.
So it looks like “shock assault” might be gone and baked in to melee stats as the close combat weapon “data sheet” on the article for the SM was listed as three attacks. This is similar to what they did in the CSM book last year isn’t it? They baked in the extra attack from “Hateful assault”?
AduroT wrote: I’m glad LD rolls are being changed to rolling high, so I don’t have to explain to people why setting aside your bad dice that believe roll low for LD tests is actually cheating.
Superstition isn't cheating...so setting aside dice you believe roll isn't any more cheating as reserving dices you believe roll good for saving for clutch moments.
Now having loaded dice is but roll low, roll good doesn't matter as such. All same actually makes cheating easier.
If you keep separate dice that roll low vs roll high depending on what results you need, that is absolutely cheating.