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Post by: Matt.Kingsley
Tyel wrote:Famous last words, but I'll be surprised if Guardians are BS4+ etc unless - like the other supposedly nerfed factions - they have easy access to +1 to hit bringing them back to a 3+ built in.
I would not be shocked if some/all Warlocks have Guide as a +1 To Hit buff
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Post by: Hellebore
Assuming the shuriken cannon we saw earlier was the reaper exarch, it was bs3+ so I doubt they'll have the guardians at the same bs.
I swear if the exarchs disappear into the squad as a generic squad leader like all the sergeants have, the Eldar will be dead to me.
We finally got 3w exarchs with powers again, so if they disappear I'm done
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Post by: PenitentJake
Hellebore wrote:Assuming the shuriken cannon we saw earlier was the reaper exarch, it was bs3+ so I doubt they'll have the guardians at the same bs.
I swear if the exarchs disappear into the squad as a generic squad leader like all the sergeants have, the Eldar will be dead to me.
We finally got 3w exarchs with powers again, so if they disappear I'm done
The new joining units mechanic is so perfect for exarchs that I think it's going to be okay. I think they'll be characters who CAN be assigned, but don't have to be.
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Post by: Tsagualsa
PenitentJake wrote: Hellebore wrote:Assuming the shuriken cannon we saw earlier was the reaper exarch, it was bs3+ so I doubt they'll have the guardians at the same bs.
I swear if the exarchs disappear into the squad as a generic squad leader like all the sergeants have, the Eldar will be dead to me.
We finally got 3w exarchs with powers again, so if they disappear I'm done
The new joining units mechanic is so perfect for exarchs that I think it's going to be okay. I think they'll be characters who CAN be assigned, but don't have to be.
Character that can only join their own aspect units (and possibly a Court of the Young King) are trivially easy to do with the new 'list' approach, i can see that happening.
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Post by: Daedalus81
Dysartes wrote:We're talking probably around a month until the pre-order window starts, and then another couple of weeks until release - do you really not have the patience to wait that long?
I was being silly, but nope!
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Post by: mokoshkana
So I just looked at the FW site because the impending Eldar preview got me curious about 40k again. It looks like Shadow Spectre Exarchs and Irillyth are completely gone. I’m guessing this is a sign of the end for them. Does anyone have any rumors or info confirming or denying this?
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Post by: Daedalus81
mokoshkana wrote:So I just looked at the FW site because the impending Eldar preview got me curious about 40k again. It looks like Shadow Spectre Exarchs and Irillyth are completely gone. I’m guessing this is a sign of the end for them. Does anyone have any rumors or info confirming or denying this?
Neither of those are, as of yet, in legends. That's all we know for now.
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Post by: Jidmah
mokoshkana wrote:So I just looked at the FW site because the impending Eldar preview got me curious about 40k again. It looks like Shadow Spectre Exarchs and Irillyth are completely gone. I’m guessing this is a sign of the end for them. Does anyone have any rumors or info confirming or denying this?
It's not uncommon for xenos options to just disappear for good from FW and then get axed without legends in the next FW book.
I know I might sound like a broken record by now, but I'd avoid buying FW models unless you are looking for a display piece and don't care whether it has rules.
40k FW will disappear completely eventually.
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Post by: Tsagualsa
Jidmah wrote: mokoshkana wrote:So I just looked at the FW site because the impending Eldar preview got me curious about 40k again. It looks like Shadow Spectre Exarchs and Irillyth are completely gone. I’m guessing this is a sign of the end for them. Does anyone have any rumors or info confirming or denying this?
It's not uncommon for xenos options to just disappear for good from FW and then get axed without legends in the next FW book.
I know I might sound like a broken record by now, but I'd avoid buying FW models unless you are looking for a display piece and don't care whether it has rules.
40k FW will disappear completely eventually.
A sad analysis, but probably correct in the medium term. Depending on whatever comes around for The Old World et al., Forgeworld is in the process of being rebranded as 'Specialist whatever' and has been for some years, and at the moment it's mostly Heresy Central anyway. We talked about the last non- HH-compatible 40k model a couple of months ago, and came to the realization that this was the Astreus tank for Primaris Marines, which got released half a decade ago. 40k Forgeworld is dead already, they're just selling stuff until the moulds break.
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Post by: mokoshkana
Jidmah wrote: mokoshkana wrote:So I just looked at the FW site because the impending Eldar preview got me curious about 40k again. It looks like Shadow Spectre Exarchs and Irillyth are completely gone. I’m guessing this is a sign of the end for them. Does anyone have any rumors or info confirming or denying this?
It's not uncommon for xenos options to just disappear for good from FW and then get axed without legends in the next FW book.
I know I might sound like a broken record by now, but I'd avoid buying FW models unless you are looking for a display piece and don't care whether it has rules.
40k FW will disappear completely eventually.
I actually have a nicely painted squad of 10 plus an exarch and Irillyth. I was hoping they’d be playable, but I’m guess that is looking less likely. Now I have to figure out when to the best time to sell them is going to be.
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Post by: Daedalus81
mokoshkana wrote:I actually have a nicely painted squad of 10 plus an exarch and Irillyth. I was hoping they’d be playable, but I’m guess that is looking less likely. Now I have to figure out when to the best time to sell them is going to be.
They'll be collectibles if they go out of print, so I wouldn't necessarily rush out to sell them. Take my advice with a grain of salt though since I wouldn't sell my stuff anyway.
Anyway - we'll know before the end of June most likely.
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Post by: Jidmah
mokoshkana wrote:I actually have a nicely painted squad of 10 plus an exarch and Irillyth. I was hoping they’d be playable, but I’m guess that is looking less likely. Now I have to figure out when to the best time to sell them is going to be.
You won't be getting more pretty warp spiders any time soon
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Post by: Karol
Why not buy them from the Russians? They have really nice new warp spiders. Same with scorpions and other aspects.
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Post by: Tsagualsa
Karol wrote:Why not buy them from the Russians? They have really nice new warp spiders. Same with scorpions and other aspects.
As my homeboy Basil put it:
Not everybody is fine with third-party products, or comfortable with ordering them from specific countries for many reasons, the war just being one of them - it has risks (like e.g. being scammed) that many people do not feel comfortable taking.
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Post by: Trickstick
Wow, these Eldar abilities seem really powerful at first glance. Very thematic for them too. I just hope they are balanced well.
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Post by: mokoshkana
Jidmah wrote: mokoshkana wrote:I actually have a nicely painted squad of 10 plus an exarch and Irillyth. I was hoping they’d be playable, but I’m guess that is looking less likely. Now I have to figure out when to the best time to sell them is going to be.
You won't be getting more pretty warp spiders any time soon
You’re probably right, but I’d guess Eldar will get some additional kits given their codex is not being released anytime soon. The warp spider autarch could be a positive sign of the future. Or we could continue to languish in our fine cast world…
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Post by: H.B.M.C.
Seems all the people fretting about BS4+ and Sv5+ Guardians were wrong.
Interesting that their heavy weapons aren't.
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Post by: alextroy
Put away your gloom and Doom. The Aeldari are doing just fine. You might even want to bring Guardians.
https://www.warhammer-community.com/2023/05/16/warhammer-40000-faction-focus-aeldari/
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Post by: Hellebore
H.B.M.C. wrote:Seems all the people fretting about BS4+ and Sv5+ Guardians were wrong.
Interesting that their heavy weapons aren't.
I'm quite surprised that they didn't lose their armour.
I imagine the idea of not having heavy is to encourage moving around, keep the unit mobile.
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Post by: Voss
H.B.M.C. wrote:Seems all the people fretting about BS4+ and Sv5+ Guardians were wrong.
Interesting that their heavy weapons aren't.
Its the grav platform and the design philosophy the eldar units are supposed to be on the move.
The advantage to 'heavy' as a keyword is you can just take it off without screwing things up (or writing rules as to why x,y,z unit types don't care)
The disadvantage is that there isn't always an explanation for why things are different.
On the other hand, [Assault] on the catapults still causes a mismatch. The platforms can't fire at all when the unit advances.
I'm more worried about the disparity between the 'rerolls' factions and 'no rerolls' factions. That's a pretty harsh 'haves & have nots' disconnect in a dice game.
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Post by: Slipspace
Hellebore wrote: H.B.M.C. wrote:Seems all the people fretting about BS4+ and Sv5+ Guardians were wrong.
Interesting that their heavy weapons aren't.
I'm quite surprised that they didn't lose their armour.
I imagine the idea of not having heavy is to encourage moving around, keep the unit mobile.
It also effectively gives them a fixed 3+ to hit. Ad Mech have a detachment ability that makes all their weapons Heavy, meaning under the right circumstances they are also 3+ to hit, just as they are now. Overall I think I like this approach better. Eldar being generally slightly better than humans (albeit heavily cybernetically modified ones) feels OK but allowing the modification of the roll in certain situations feeds into the advanced planning and slightly less flexible nature of the Ad Mech.
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Post by: The Red Hobbit
PenitentJake wrote: Hellebore wrote:Assuming the shuriken cannon we saw earlier was the reaper exarch, it was bs3+ so I doubt they'll have the guardians at the same bs.
I swear if the exarchs disappear into the squad as a generic squad leader like all the sergeants have, the Eldar will be dead to me.
We finally got 3w exarchs with powers again, so if they disappear I'm done
The new joining units mechanic is so perfect for exarchs that I think it's going to be okay. I think they'll be characters who CAN be assigned, but don't have to be.
Because it's perfect, I worry that GW won't do it
Nice faction focus today. I think the new Fate Dice at first glance seem a bit weaker than before but a vast improvement in versatility which is its own strength. I also like how they incorporated Guardians into fate dice, I typically run 2-3 squads so this will be quite nice.
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Post by: catbarf
Voss wrote:I'm more worried about the disparity between the 'rerolls' factions and 'no rerolls' factions. That's a pretty harsh 'haves & have nots' disconnect in a dice game.
I would prefer to see elite armies have more widespread access to re-rolls compared to just making them stronger and tougher, or letting them ignore core rules. It's a thematically appropriate buff that can still be balanced appropriately.
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Post by: Kanluwen
Slipspace wrote: It also effectively gives them a fixed 3+ to hit. Ad Mech have a detachment ability that makes all their weapons Heavy, meaning under the right circumstances they are also 3+ to hit, just as they are now.
But they aren't like that now? Skitarii are currently a 3+, with a +1 to BS and -1 WS when Protector Imperative was activated. Doctrina Imperatives(the Detachment Ability you're referring to) is likely still a Skitarii affecting ability, not an AdMech one. Given that it is not present on Cawl's datasheet while Canticles of the Omnissiah is(and in a far, far nicer setup I'll grant!), I think it safe to assume that it will not be present on Kastelan Robots and Servitors...meaning that the Skitarii now have to be babysat by a Techpriest with Invocation of Machine Spirits for a reroll 1 and locked in your DZ with Protector Imperatives active. Overall I think I like this approach better. Eldar being generally slightly better than humans (albeit heavily cybernetically modified ones) feels OK but allowing the modification of the roll in certain situations feeds into the advanced planning and slightly less flexible nature of the Ad Mech.
I don't. I won't say the army is dead, but I'm a bit disheartened from their decision to showcase just the Vanguard and how lackluster that unit is. It never has been an impressive unit to begin with, and seeing a notable difference between the Vanguard and Rangers would have alleviated my concerns. Because frankly? Seeing the Arquebus still on Vanguard and the Eradication Ray at a 4+ does not alleviate any of my concerns about the design team and their direction with the Skitarii portion of the army. They seem intent to make them just "robed guard".
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Post by: tneva82
H.B.M.C. wrote:Seems all the people fretting about BS4+ and Sv5+ Guardians were wrong.
Interesting that their heavy weapons aren't.
Superior technology. Don't need to stay stationary to shoot accurately.
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Post by: Voss
catbarf wrote:Voss wrote:I'm more worried about the disparity between the 'rerolls' factions and 'no rerolls' factions. That's a pretty harsh 'haves & have nots' disconnect in a dice game.
I would prefer to see elite armies have more widespread access to re-rolls compared to just making them stronger and tougher, or letting them ignore core rules. It's a thematically appropriate buff that can still be balanced appropriately.
I'm not sure it can, honestly. That's a pretty deep dive into statistics for GW, and that's before you get into manipulated pre-re-rolls.
If factions A, B and C (maybe D & E, its unclear where this will stop) can manipulate the dice game and the rest of the factions can't, that's a huge balancing act on top of just the base statistics of hit/wound/save. And the various +/- modifiers that are already cropping up as well. This isn't, traditionally, GW's strong suit.
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Post by: Trickstick
Do you think we can guess at the new Guard missile launcher stats, based on the Eldar one? Currently, the only difference is a point of frag ap. I was hoping the scatter laser would help with guessing the new multilaser stats, but looking at this I would guess the multilaser wouldn't change.
ps. I haven't been reading every focus, in case there are some better hints for Guard weapons.
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Post by: Daedalus81
Trickstick wrote:Do you think we can guess at the new Guard missile launcher stats, based on the Eldar one? Currently, the only difference is a point of frag ap. I was hoping the scatter laser would help with guessing the new multilaser stats, but looking at this I would guess the multilaser wouldn't change.
ps. I haven't been reading every focus, in case there are some better hints for Guard weapons.
Guard will be the same as the marine ML on the terminator cyclone ( but half shots ). So basically Eldar have extra AP on "frag" and extra S on "krak".
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Post by: Trickstick
Daedalus81 wrote:Guard will be the same as the marine ML on the terminator cyclone ( but half shots ). So basically Eldar have extra AP on "frag" and extra S on "krak".
If that is the case, the autocannon is looking good over the missile. 2 attacks, you lose 1 ap, and you have a fixed 3 damage over d6. I guess it'll come down to cost.
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Post by: Tyel
Anyway in the spirit of Meatloaf, 2 out of 3 ain't bad.
DG tomorrow. So Plague Marines, Mortarion and, uh, Plagueburst Mortar? Not really showing us any special rules given we've had the Exorcist but not sure what else to pick in terms of "big guns".
After the Farseer, I guess it could be a smaller character, but not really sure who leaps out. A biologus putrifier perhaps? With a section on how grenades work in the new edition?
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Post by: Trickstick
Blight grenades would be a nice thing to put in a plague marine focus.
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Post by: Breton
Not completely, but it will cut back. 40K FW is still the "test bed" to see if something is worth moving to 40K "Proper".
Automatically Appended Next Post:
The Strands of Fate isn't bad - Start with 18 - potentially 14-16 if you get bad luck or you're a gambler, pick up 2-3+ per command phase, turn the junky ones into 6's slowly. Its got some front loading ability and a steady but somewhat slow income - easy to see a path blowing through the 6's early on for big game hunting, regenerate them with your Guardians on objectives, and let the Farseer trickle the low results into 6's over time.
Edit To Add: One potential problem I see already though is the Guilliman Parkling Lot they hated could easily return with Eldrad this time and a handful of Fireprisms etc.
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Post by: Dudeface
Breton wrote:
Not completely, but it will cut back. 40K FW is still the "test bed" to see if something is worth moving to 40K "Proper".
Care to elaborate please? I'm not sure what metric you might use but I'm sure sales of the HH dread etc have been enough to warrant 40k rules, but I doubt they'll end up in "proper" 40k.
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Post by: Dysartes
Breton wrote:The Strands of Fate isn't bad - Start with 18 - potentially 14-16 if you get bad luck or you're a gambler, pick up 2-3+ per command phase, turn the junky ones into 6's slowly. Its got some front loading ability and a steady but somewhat slow income - easy to see a path blowing through the 6's early on for big game hunting, regenerate them with your Guardians on objectives, and let the Farseer trickle the low results into 6's over time.
I think I'm missing something here - where do you get "start with 18" from?
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Post by: Tsagualsa
Dysartes wrote:Breton wrote:The Strands of Fate isn't bad - Start with 18 - potentially 14-16 if you get bad luck or you're a gambler, pick up 2-3+ per command phase, turn the junky ones into 6's slowly. Its got some front loading ability and a steady but somewhat slow income - easy to see a path blowing through the 6's early on for big game hunting, regenerate them with your Guardians on objectives, and let the Farseer trickle the low results into 6's over time.
I think I'm missing something here - where do you get "start with 18" from?
You start with 12 as far as we know. Depending on how many Guardians you have and how objectives are set up in the mission, you might get additional dice at the end of your first Command phase, but that is not guaranteed.
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Post by: Daedalus81
I guess the Guardian sheet shows us why the invulnerable save is on the right.
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Post by: Gadzilla666
Dudeface wrote:Breton wrote:
Not completely, but it will cut back. 40K FW is still the "test bed" to see if something is worth moving to 40K "Proper".
Care to elaborate please? I'm not sure what metric you might use but I'm sure sales of the HH dread etc have been enough to warrant 40k rules, but I doubt they'll end up in "proper" 40k.
 The " HH dreads" (and most other HH vehicles) have been part of "proper 40k" since late 6th/early 7th. What exactly are you on about?
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Post by: Insectum7
H.B.M.C. wrote:Seems all the people fretting about BS4+ and Sv5+ Guardians were wrong.
Interesting that their heavy weapons aren't.
That's good. Eldar troops should be pretty high quality. Even the Guardians.
As for the "Heavy" weapons, the anti Grav weapons platforms have been move-and-fire for most if not all of their existence. It makes sense.
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Post by: tneva82
Gadzilla666 wrote:Dudeface wrote:Breton wrote:
Not completely, but it will cut back. 40K FW is still the "test bed" to see if something is worth moving to 40K "Proper".
Care to elaborate please? I'm not sure what metric you might use but I'm sure sales of the HH dread etc have been enough to warrant 40k rules, but I doubt they'll end up in "proper" 40k.
 The " HH dreads" (and most other HH vehicles) have been part of "proper 40k" since late 6th/early 7th. What exactly are you on about?
Only recently has plastic models been coming out.
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Post by: ccs
tneva82 wrote: Gadzilla666 wrote:Dudeface wrote:Breton wrote:
Not completely, but it will cut back. 40K FW is still the "test bed" to see if something is worth moving to 40K "Proper".
Care to elaborate please? I'm not sure what metric you might use but I'm sure sales of the HH dread etc have been enough to warrant 40k rules, but I doubt they'll end up in "proper" 40k.
 The " HH dreads" (and most other HH vehicles) have been part of "proper 40k" since late 6th/early 7th. What exactly are you on about?
Only recently has plastic models been coming out.
And???
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Post by: Dudeface
ccs wrote:tneva82 wrote: Gadzilla666 wrote:Dudeface wrote:Breton wrote:
Not completely, but it will cut back. 40K FW is still the "test bed" to see if something is worth moving to 40K "Proper".
Care to elaborate please? I'm not sure what metric you might use but I'm sure sales of the HH dread etc have been enough to warrant 40k rules, but I doubt they'll end up in "proper" 40k.
 The " HH dreads" (and most other HH vehicles) have been part of "proper 40k" since late 6th/early 7th. What exactly are you on about?
Only recently has plastic models been coming out.
And???
I took Brentons comment to mean that if a FW model sold well, it got the plastic treatment and added to a codex. Except that clearly doesn't seem to stand.
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Post by: Hellebore
Daring to hope, I would love to see exarchs become characters.
I'm unsure if they would be listed under their aspect unit or as a separate data card.
They could say that they are leaders that start in their aspect and only leave when the unit is dead.
I hope for something like this:
M7" t3 w3 sv3+ ld6+ os 0 (they are killers not holders)
Their rules would only aid their aspect.
So If we go with Scorpions I'd hope for something like:
Aspect M7" t3 w1 sv3+ ld6+ os1
Exarch m7' t3 w3 sv3+ ld6+ os0
Shuriken pistol
Scorpion chain blade 3+ A4 s5 ap-1 D1
Mandi blasters (extra attacks, devastating wounds) 3+ a1 s5 ap-1 D1
Scorpion claw 3+ A4 s8 ap-2 d2
Biting blade 3+ a5 s7 ap-1 d1
Chain sabres (twin linked) 3+ a6 s5 ap-1 d1
Rules
Strands of fate, deep strike
Exarch (leader) the exarch will only lead units with the same aspect keyword
Sustained assault, the exarch and their unit gain sustained hits (1)
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Post by: The Red Hobbit
Interesting choice having Mandiblasters as an extra weapon instead of an ability, looks good.
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Post by: JNAProductions
Hellebore wrote:Scorpion claw 3+ A4 s8 ap-2 d2
Biting blade 3+ a5 s7 ap-1 d1
Chain sabres (twin linked) 3+ a6 s5 ap-1 d1
Are these options meant to be balanced against one another?
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Post by: KingGarland
Trickstick wrote:Blight grenades would be a nice thing to put in a plague marine focus.
Grenades as a whole seem to be going into a universal stratagem. They may be a unique stratagem for their basic detachment around them though or a unique ability based around the Biologus Putrifier.
I am interested in the DG article as it is an army that I know how they work so I will be able to write some thoughts tomorrow.
My theory is that their army special rule is going to be based around their Contagions, perhaps they will have multiple that you can choose from at the start of the game, and the detachment rule will be similar to Inexorable advance, allowing units to count as stationary and Infantry to go at full speed at all times.
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Post by: Breton
Dudeface wrote:Breton wrote:
Not completely, but it will cut back. 40K FW is still the "test bed" to see if something is worth moving to 40K "Proper".
Care to elaborate please? I'm not sure what metric you might use but I'm sure sales of the HH dread etc have been enough to warrant 40k rules, but I doubt they'll end up in "proper" 40k.
I mean Drop Pods. I mean Contemptor Dreads. I mean Chapter Iconography Shoulderpads, I mean HH/30K itself. Forgeworld is somewhat a testbed for new ideas/models - and the take-off-successful ones have a habit of moving to GW itself. Automatically Appended Next Post: Tsagualsa wrote: Dysartes wrote:Breton wrote:The Strands of Fate isn't bad - Start with 18 - potentially 14-16 if you get bad luck or you're a gambler, pick up 2-3+ per command phase, turn the junky ones into 6's slowly. Its got some front loading ability and a steady but somewhat slow income - easy to see a path blowing through the 6's early on for big game hunting, regenerate them with your Guardians on objectives, and let the Farseer trickle the low results into 6's over time.
I think I'm missing something here - where do you get "start with 18" from?
You start with 12 as far as we know. Depending on how many Guardians you have and how objectives are set up in the mission, you might get additional dice at the end of your first Command phase, but that is not guaranteed.
That's correct, I just fumblefingered that one, thinking it through faster than I typed it. Automatically Appended Next Post: Dudeface wrote:
I took Brentons comment to mean that if a FW model sold well, it got the plastic treatment and added to a codex. Except that clearly doesn't seem to stand.
Not necessarily "sells well" alone. Drop Pods made the leap, but the Termite drill did not. Chapter shoulderpads made the leap, chapter LandRaider/Rhino doors did not. The Contemptor did, while the Leviathan did not. The Leviathan probably encroached too much on the Redemptor Chassis/plans, the Termite on the Pods.
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Post by: H.B.M.C.
They sell two different plastic Leviathan kits.
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Post by: Dudeface
I think the criteria for "proper 40k" here is making it into the mainstream codex, which I doubt leviathans will even with the plastic kits. If they continue to get imperial armour rules then they'll continue to be an afterthought.
Ending the great debate: as expected, a critical wound is just a term for "always wounds on a X" and does nothing else on its own:
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Post by: H.B.M.C.
Dudeface wrote:I think the criteria for "proper 40k" here is making it into the mainstream codex, which I doubt leviathans will even with the plastic kits. If they continue to get imperial armour rules then they'll continue to be an afterthought.
Ah, ok, I understand. Thanks.
And ooh! Leaks. Cool.
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Post by: Jidmah
Hellebore wrote:They could say that they are leaders that start in their aspect and only leave when the unit is dead.
That's just how the regular "leader" rule works as far as we know. No leaving or joining units over the course of a game.
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Post by: Wyldhunt
I'm reading too much into the eldar preview, but the preview makes my space elves feel very late 8th edition in a bad way. Looks like we're swapping out move-shoot-move for a pile of auto-successes and rerolls. Gives me the impression GW wants us to trade blows in a stand-up fight rather than moving around and being tricksy.
I wasn't happy with our move-shoot-move being limited to a stratagem in 8th. Here's hoping there's a detachment for regaining Battle Focus or something.
Other than that, no major complaints. Our various flying units zooming up on top of buildings to gain plunging fire on top of re-rolls to hit and wound with auto-successes for the more critical rolls seems like it will make us hit crazy hard.
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Post by: Lord Damocles
It's so nice that after ten editions, so many rules scale so well with game size...
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Post by: Dudeface
Lord Damocles wrote:It's so nice that after ten editions, so many rules scale so well with game size...
Conversely it's also nice to see them admit you can't balance at 500 and 2000 with the exact same rules.
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Post by: Breton
Dudeface wrote:
I think the criteria for "proper 40k" here is making it into the mainstream codex, which I doubt leviathans will even with the plastic kits. If they continue to get imperial armour rules then they'll continue to be an afterthought.
Ending the great debate: as expected, a critical wound is just a term for "always wounds on a X" and does nothing else on its own:
Actually the standard I had in mind when I made up the term is shifting from the Forgeworld webpage to the GW webpage (and branding on the packages etc) Far fewer make that jump I realize - but that was fairly intentional.
And no, your douchebaggery not allowing you to let it go OR be honest about the question raised aside, that doesn't end the debate, because it was never about what it does on its own, but also what else can interact with it which you've been told several times yet refuse to acknowledge.
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Post by: Dudeface
Breton wrote:Dudeface wrote:
I think the criteria for "proper 40k" here is making it into the mainstream codex, which I doubt leviathans will even with the plastic kits. If they continue to get imperial armour rules then they'll continue to be an afterthought.
Ending the great debate: as expected, a critical wound is just a term for "always wounds on a X" and does nothing else on its own:
Actually the standard I had in mind when I made up the term is shifting from the Forgeworld webpage to the GW webpage (and branding on the packages etc) Far fewer make that jump I realize - but that was fairly intentional.
And no, your douchebaggery not allowing you to let it go OR be honest about the question raised aside, that doesn't end the debate, because it was never about what it does on its own, but also what else can interact with it which you've been told several times yet refuse to acknowledge.
Of course
Breton wrote:
That still doesn't explain what a Critical Wound is. I mean a Wound, a Critical Wound, a Mortal Wound? A Wound can armor save, a Mortal Wound can't, what happens to a Critical Wound?
But at least now it's in the open, you can lay it to rest surely, or are you wanting a breakdown of every possible interaction?
Yes I am potentially being provocative raising it again, but after 10 pages of putting up with your dishonesty and poor wording, I felt drawing a conclusion to something that plagued this thread is worthwhile. A little humility to all those people you got angry at telling you what it was, as per your question, wouldn't hurt.
551
Post by: Hellebore
JNAProductions wrote: Hellebore wrote:Scorpion claw 3+ A4 s8 ap-2 d2
Biting blade 3+ a5 s7 ap-1 d1
Chain sabres (twin linked) 3+ a6 s5 ap-1 d1
Are these options meant to be balanced against one another?
I wasn't really trying to, but are we expecting them to all cost the same and balance in the stats?
The terminator captain had 5 weapon options but they didn't look equal to me.
The differences were
Sword s5 a6
Fist s8 a5
Claw s5 a7 D1 twinlinked
Chain fist a5 3+ anti vehicle
Hammer a5 3+ devestating wounds
I'm not sure if they all balance.
Certainly imo the lightning claws are weakest, losing (compared to sword) damage for 1 extra attack and the off chance you'll roll a 1.
1
101864
Post by: Dudeface
Hellebore wrote: JNAProductions wrote: Hellebore wrote:Scorpion claw 3+ A4 s8 ap-2 d2
Biting blade 3+ a5 s7 ap-1 d1
Chain sabres (twin linked) 3+ a6 s5 ap-1 d1
Are these options meant to be balanced against one another?
I wasn't really trying to, but are we expecting them to all cost the same and balance in the stats?
The terminator captain had 5 weapon options but they didn't look equal to me.
The differences were
Sword s5 a6
Fist s8 a5
Claw s5 a7 D1 twinlinked
Chain fist a5 3+ anti vehicle
Hammer a5 3+ devestating wounds
I'm not sure if they all balance.
Certainly imo the lightning claws are weakest, losing (compared to sword) damage for 1 extra attack and the off chance you'll roll a 1.
Rerolls on wounds for twin linked don't forget, so that's arguably of some value in a world of higher T.
551
Post by: Hellebore
Critical wounds are wounds that ignore the s vs t interaction, succeeding on a fixed roll.
In normal attacks, that's a 6. Some special rules change it.
Bit it's never been confusing to me. A crit is a successful wound on a fixed number that ignores s vs t.
132388
Post by: Tsagualsa
Hellebore wrote:Critical wounds are wounds that ignore the s vs t interaction, succeeding on a fixed roll.
In normal attacks, that's a 6. Some special rules change it.
Bit it's never been confusing to me. A crit is a successful wound on a fixed number that ignores s vs t.
Dear god, please not this again.
86045
Post by: leopard
Tsagualsa wrote: Hellebore wrote:Critical wounds are wounds that ignore the s vs t interaction, succeeding on a fixed roll.
In normal attacks, that's a 6. Some special rules change it.
Bit it's never been confusing to me. A crit is a successful wound on a fixed number that ignores s vs t.
Dear god, please not this again.
look on the upside, there is a whole editions worth of time with this debate, especially when GW start issuing books with "critical wounds must be re-rolled v this unit" or other such jibberish to needlessly muddy the water
132388
Post by: Tsagualsa
leopard wrote:Tsagualsa wrote: Hellebore wrote:Critical wounds are wounds that ignore the s vs t interaction, succeeding on a fixed roll.
In normal attacks, that's a 6. Some special rules change it.
Bit it's never been confusing to me. A crit is a successful wound on a fixed number that ignores s vs t.
Dear god, please not this again.
look on the upside, there is a whole editions worth of time with this debate, especially when GW start issuing books with "critical wounds must be re-rolled v this unit" or other such jibberish to needlessly muddy the water
It's easily in the top three, together with 'Who gets plunging fire if my gaming table is a Klein bottle' and 'Do you really know that the word just does not include two games ago'
30489
Post by: Trickstick
Flashbacks to "that model doesn't have eyes, so can't shoot"...
101864
Post by: Dudeface
Ok this one is new to me, would love to hear more.
109034
Post by: Slipspace
In one edition (6th or 7th IIRC) the rules required you to draw LoS from a model's eyes. Cue lots of people pointing out that many, many models don't have eyes and therefore couldn't shoot because they didn't have LoS.
132388
Post by: Tsagualsa
Slipspace wrote:
In one edition (6th or 7th IIRC) the rules required you to draw LoS from a model's eyes. Cue lots of people pointing out that many, many models don't have eyes and therefore couldn't shoot because they didn't have LoS.
Shame that it didn't lead to e.g. Tyranids with comically Lobster-like eyestalks
30489
Post by: Trickstick
5th edition true line of sight rules:
Line of sight must be traced from the eyes of the firing model...
So if the model doesn't have eyes, you could argue that it couldn't shoot.
101864
Post by: Dudeface
Trickstick wrote:
5th edition true line of sight rules:
Line of sight must be traced from the eyes of the firing model...
So if the model doesn't have eyes, you could argue that it couldn't shoot.
I don't think we ever noticed or paid attention to that in a literal sense, we just applied a little common sense and moved on.
30489
Post by: Trickstick
Dudeface wrote:I don't think we ever noticed or paid attention to that in a literal sense, we just applied a little common sense and moved on.
Oh 100%, but it was fun to laugh at this sort of thing. Or you could get that guy trying it, but then why would you play that person?
129634
Post by: Brickfix
A friend of mine added rocks to his bases so his Tyranid monsters could look over smaller fences in 5th edition. There were some hardcore rules lawyers in the tabletop club back then ...
30489
Post by: Trickstick
I have vague memories of someone modelling wings shielding their model, as you couldnt draw los to wings and they would block los to the body...
65298
Post by: Afrodactyl
Brickfix wrote:A friend of mine added rocks to his bases so his Tyranid monsters could look over smaller fences in 5th edition. There were some hardcore rules lawyers in the tabletop club back then ...
I remember seeing a wraithlord converted to be laying down sniper-style to avoid LOS once
13740
Post by: Valkyrie
Some interesting tidbits from the leak: - Strategic reseves now 25% of points of army - Strategic reserves can last until the last turn, destroyed at the end of the battle - Flying units can charge through terrain and models as if they were not there - Combat is base to base or within engagement range, and one friendly base behind. Anything behind 2 lines of base-to-base contact cannot fight - "Scouts" can move X" at the start of the battle. IF in a transport, the transport makes that move. - Heroic intervention now a 2CP stratagem, counts as a 6" charge - Shooting: Monsters and vehicles can be shot at even if they are within engagement range of friendly unit. The unit in engagement range can still only shoot with pistos. - Everyone has access to a "Deep Strike in your opponent's movement phase" strat. - Grenades are now a generic "Roll 6x D6, every 4+ is a MW" strat. - BGNT now has a -1 to hit on all weapons except Pistols. - Hazardous weapons just roll one D6 per model, regardless of number of shots fired. Kills a model or does 3MW to Monsters Vehicles and Characters.
30489
Post by: Trickstick
Valkyrie wrote:
- Heroic intervention now a 2CP stratagem, counts as a 6" charge
You have to be with 6", but still have to roll for charge as normal. So you have a chance to fail.
8824
Post by: Breton
Dudeface wrote:
Breton wrote:
That still doesn't explain what a Critical Wound is. I mean a Wound, a Critical Wound, a Mortal Wound? A Wound can armor save, a Mortal Wound can't, what happens to a Critical Wound?
But at least now it's in the open, you can lay it to rest surely, or are you wanting a breakdown of every possible interaction?
Yes I am potentially being provocative raising it again, but after 10 pages of putting up with your dishonesty and poor wording, I felt drawing a conclusion to something that plagued this thread is worthwhile. A little humility to all those people you got angry at telling you what it was, as per your question, wouldn't hurt.
No potentially about it you are - and you'd be the one with the dishonesty suggesting one snip covers all the interactions - or that one other cherry picked snip (that ignores the conversations relating to Devastating Wounds, or the fact that Critical Wounds don't become Mortal Wounds "on their own" etc?) is the sum total of what I was asking about and so on. Did you have a bad day today? Your mom yell at you for not cleaning your room or something? Is that why you decided to come out here and troll over something that went away? Automatically Appended Next Post: Hellebore wrote: JNAProductions wrote: Hellebore wrote:Scorpion claw 3+ A4 s8 ap-2 d2
Biting blade 3+ a5 s7 ap-1 d1
Chain sabres (twin linked) 3+ a6 s5 ap-1 d1
Are these options meant to be balanced against one another?
I wasn't really trying to, but are we expecting them to all cost the same and balance in the stats?
The terminator captain had 5 weapon options but they didn't look equal to me.
The differences were
Sword s5 a6
Fist s8 a5
Claw s5 a7 D1 twinlinked
Chain fist a5 3+ anti vehicle
Hammer a5 3+ devestating wounds
I'm not sure if they all balance.
Certainly imo the lightning claws are weakest, losing (compared to sword) damage for 1 extra attack and the off chance you'll roll a 1.
I suspect they are - that last points update sure felt like a trial balloon for that. And yeah, I also suspect that Twin Linking in general is going to be "over-costed" so to speak, and especially so on the Lightning Claws. Automatically Appended Next Post: Valkyrie wrote:Some interesting tidbits from the leak:
- Strategic reseves now 25% of points of army
- Strategic reserves can last until the last turn, destroyed at the end of the battle
You mean you can bring them in up to the last turn, and destroyed if you dont? At first I read that as Any Strategic Reserves count as destroyed after the end of the battle which was weird.
- Flying units can charge through terrain and models as if they were not there
This has been pretty normal?
- Combat is base to base or within engagement range, and one friendly base behind. Anything behind 2 lines of base-to-base contact cannot fight
Sounds like they're trying to bring back "ranking up" from Fantasy.
- "Scouts" can move X" at the start of the battle. IF in a transport, the transport makes that move.
- Heroic intervention now a 2CP stratagem, counts as a 6" charge
- Shooting: Monsters and vehicles can be shot at even if they are within engagement range of friendly unit. The unit in engagement range can still only shoot with pistos.
- Everyone has access to a "Deep Strike in your opponent's movement phase" strat.
Oh. Yeah that one is definitely interesting.
- Grenades are now a generic "Roll 6x D6, every 4+ is a MW" strat.
- BGNT now has a -1 to hit on all weapons except Pistols.
- Hazardous weapons just roll one D6 per model, regardless of number of shots fired. Kills a model or does 3MW to Monsters Vehicles and Characters.
Sounds like they're still trying to rework Gets Hot so you can't reroll the one's with a leader. I wonder if there will be strats etc to reroll (or Sub for the Sisters/etc) the single dice.
13740
Post by: Valkyrie
- Hazardous weapons just roll one D6 per model, regardless of number of shots fired. Kills a model or does 3MW to Monsters Vehicles and Characters.
Sounds like they're still trying to rework Gets Hot so you can't reroll the one's with a leader. I wonder if there will be strats etc to reroll (or Sub for the Sisters/etc) the single dice.
Command Re-roll specifically mentions Hazardous tests. Might already be implied but it's worth mentioning that the Hazardous test is separate from your Hit rolls, so 1's to hit don't automatically proc it.
100848
Post by: tneva82
ccs wrote:tneva82 wrote: Gadzilla666 wrote:Dudeface wrote:Breton wrote:
Not completely, but it will cut back. 40K FW is still the "test bed" to see if something is worth moving to 40K "Proper".
Care to elaborate please? I'm not sure what metric you might use but I'm sure sales of the HH dread etc have been enough to warrant 40k rules, but I doubt they'll end up in "proper" 40k.
 The " HH dreads" (and most other HH vehicles) have been part of "proper 40k" since late 6th/early 7th. What exactly are you on about?
Only recently has plastic models been coming out.
And???
Guess you missed his point of fw units moving to gw...
Fw resin. Then gw plastic. That's the point. Good job at missing such a trivial example.
Has there been plastic leviathan in 6/7 edition?
494
Post by: H.B.M.C.
There are oddities in the weapon rules that don't make a lot of sense to me, specifically Hazardous.
I don't know why they just didn't base it all on Mortal Wounds, rather than Mortal Wounds for some, and "just die" for others.
Means you could have a 4 wound trooper die instantly, but a 4 would character loses 3 wounds.
Yes, I know there aren't all that many multi-wound infantry types, but it's just weirdly inconsistent to create a single rule for this type of weapon that has two different types of outcome (ie. non-scaling insta-death and defined rules Mortal Wounds).
120478
Post by: ArcaneHorror
H.B.M.C. wrote:There are oddities in the weapon rules that don't make a lot of sense to me, specifically Hazardous.
I don't know why they just didn't base it all on Mortal Wounds, rather than Mortal Wounds for some, and "just die" for others.
Means you could have a 4 wound trooper die instantly, but a 4 would character loses 3 wounds.
Yes, I know there aren't all that many multi-wound infantry types, but it's just weirdly inconsistent to create a single rule for this type of weapon that has two different types of outcome (ie. non-scaling insta-death and defined rules Mortal Wounds).
I agree, I don't understand why characters, monsters, and vehicles have to have their plasma weapons be so dangerous to themselves. I wonder how this will affect Kharn.
494
Post by: H.B.M.C.
Could'a just made it D3 Mortal Wounds to the wielder of the weapon. Simple, but not simplistic!
103099
Post by: Sherrypie
H.B.M.C. wrote:There are oddities in the weapon rules that don't make a lot of sense to me, specifically Hazardous.
I don't know why they just didn't base it all on Mortal Wounds, rather than Mortal Wounds for some, and "just die" for others.
Means you could have a 4 wound trooper die instantly, but a 4 would character loses 3 wounds.
Yes, I know there aren't all that many multi-wound infantry types, but it's just weirdly inconsistent to create a single rule for this type of weapon that has two different types of outcome (ie. non-scaling insta-death and defined rules Mortal Wounds).
Because the rules don't want to force situations that could leave multiple injured models in one unit or spill over into other models. For example, if a failure always did three MW's, your guardsmen with plasmaguns would explode and kill half of their teammates with them. It's also been this way from 8th onwards, so nothing particularly new in it except for the separation from To Hit rolls.
109034
Post by: Slipspace
H.B.M.C. wrote:There are oddities in the weapon rules that don't make a lot of sense to me, specifically Hazardous.
I don't know why they just didn't base it all on Mortal Wounds, rather than Mortal Wounds for some, and "just die" for others.
Means you could have a 4 wound trooper die instantly, but a 4 would character loses 3 wounds.
Yes, I know there aren't all that many multi-wound infantry types, but it's just weirdly inconsistent to create a single rule for this type of weapon that has two different types of outcome (ie. non-scaling insta-death and defined rules Mortal Wounds).
The only 4-wound unit I can think of that has Hazardous weapons at the moment would be Crisis Suits. The problem with using Mortal Wounds on non-single model units is the wounds would carry over, which is not a desirable outcome. I don't really see a problem with treating characters monsters and vehicles differently, assuming the costs are appropriate for the Hazardous weapons. It also seems likely most Hazardous weapons will have a safer profile they can use if you're worried about the consequences.
101864
Post by: Dudeface
Slipspace wrote: H.B.M.C. wrote:There are oddities in the weapon rules that don't make a lot of sense to me, specifically Hazardous.
I don't know why they just didn't base it all on Mortal Wounds, rather than Mortal Wounds for some, and "just die" for others.
Means you could have a 4 wound trooper die instantly, but a 4 would character loses 3 wounds.
Yes, I know there aren't all that many multi-wound infantry types, but it's just weirdly inconsistent to create a single rule for this type of weapon that has two different types of outcome (ie. non-scaling insta-death and defined rules Mortal Wounds).
The only 4-wound unit I can think of that has Hazardous weapons at the moment would be Crisis Suits. The problem with using Mortal Wounds on non-single model units is the wounds would carry over, which is not a desirable outcome. I don't really see a problem with treating characters monsters and vehicles differently, assuming the costs are appropriate for the Hazardous weapons. It also seems likely most Hazardous weapons will have a safer profile they can use if you're worried about the consequences.
I don't disagree with their choice but it's not like H.B.M.C. doesn't have a point either here, someone's plasma pistol blowing up in their hands or a psychic backlash has good odds of hitting someone at their elbow/shoulder. The only instance it might cause problems to use MW is it you have something like a tac squad with multiple minis both armed with the plasma and those without, if the plasma gunner blows up and does 3 MW, the 3rd might be placed onto a rando bolter guy, then if the plasma cannon overheats and does 1 MW the rules force you to kill the bolter guy. Same would apply if the first weapon overheats and a guy already has 1 wound missing.
So having written it out, yes, they made the better choice. Automatically Appended Next Post: Breton wrote:
No potentially about it you are - and you'd be the one with the dishonesty suggesting one snip covers all the interactions - or that one other cherry picked snip (that ignores the conversations relating to Devastating Wounds, or the fact that Critical Wounds don't become Mortal Wounds "on their own" etc?) is the sum total of what I was asking about and so on. Did you have a bad day today? Your mom yell at you for not cleaning your room or something? Is that why you decided to come out here and troll over something that went away?
Not at all, I felt that given the debate lasted over 10 pages because we didn't have the full rules, providing the full rules was a worthy time to resurface it. Your original post was that the first thing you wanted to read is the section for critical wounds once you had the core rules to answer what they were/did - you're welcome.
132388
Post by: Tsagualsa
Slipspace wrote: H.B.M.C. wrote:There are oddities in the weapon rules that don't make a lot of sense to me, specifically Hazardous.
I don't know why they just didn't base it all on Mortal Wounds, rather than Mortal Wounds for some, and "just die" for others.
Means you could have a 4 wound trooper die instantly, but a 4 would character loses 3 wounds.
Yes, I know there aren't all that many multi-wound infantry types, but it's just weirdly inconsistent to create a single rule for this type of weapon that has two different types of outcome (ie. non-scaling insta-death and defined rules Mortal Wounds).
The only 4-wound unit I can think of that has Hazardous weapons at the moment would be Crisis Suits. The problem with using Mortal Wounds on non-single model units is the wounds would carry over, which is not a desirable outcome. I don't really see a problem with treating characters monsters and vehicles differently, assuming the costs are appropriate for the Hazardous weapons. It also seems likely most Hazardous weapons will have a safer profile they can use if you're worried about the consequences.
Many offensive psychic powers seem to have a focused mode that has Hazardous now, as a replacement for perils, so it's likely to be a bit more widespread this edition.
112841
Post by: Snugiraffe
Valkyrie wrote:Some interesting tidbits from the leak:
- Strategic reseves now 25% of points of army
The way this is set out in the rules seems to confirm that battle sizes are fixed – apparently 1500 points worth of models is wrongfun?
Valkyrie wrote:
- Heroic intervention now a 2CP stratagem, counts as a 6" charge
This is not limited to CHARACTERS, any unit in range is viable. Great for setting up protector units. Charging stuff next to Dreadnoughts or Daemon Engines is not advised
Also: Tank Shock!
If things like Dreadnoughts/the Defiler still have their juicy S14 fists, rolling 16 dice to fish for MWs on 5+ before you proceed to trample what's left of the enemy sounds like a fun way to burn a CP.
494
Post by: H.B.M.C.
Snugiraffe wrote:The way this is set out in the rules seems to confirm that battle sizes are fixed – apparently 1500 points worth of models is wrongfun?
I know I keep using this word, but I really do wish they'd scale these rules a bit more rather than these fixed amounts.
101864
Post by: Dudeface
H.B.M.C. wrote:Snugiraffe wrote:The way this is set out in the rules seems to confirm that battle sizes are fixed – apparently 1500 points worth of models is wrongfun?
I know I keep using this word, but I really do wish they'd scale these rules a bit more rather than these fixed amounts.
Might be my experience of working with humans and organisation coming through here, but I wouldn't trust people to just make their own way. You'd end up with people claiming they don't know what to do and doing nothing, the people who pick obscure values and publicly complain something doesn't work and events that all bicker over size etc.
I agree in principle, but I don't trust humans enough, especially not 40k players.
1321
Post by: Asmodai
Snugiraffe wrote:
Also: Tank Shock!
If things like Dreadnoughts/the Defiler still have their juicy S14 fists, rolling 16 dice to fish for MWs on 5+ before you proceed to trample what's left of the enemy sounds like a fun way to burn a CP.
I'm really looking forward to seeing what the Goliath Rockgrinder gets for it.
8824
Post by: Breton
H.B.M.C. wrote:There are oddities in the weapon rules that don't make a lot of sense to me, specifically Hazardous.
I don't know why they just didn't base it all on Mortal Wounds, rather than Mortal Wounds for some, and "just die" for others.
Means you could have a 4 wound trooper die instantly, but a 4 would character loses 3 wounds.
Yes, I know there aren't all that many multi-wound infantry types, but it's just weirdly inconsistent to create a single rule for this type of weapon that has two different types of outcome (ie. non-scaling insta-death and defined rules Mortal Wounds).
I'd guess it's a combination of left-overs and character vs rank and file.
Assuming this new Army Building system lasts for a while - and that's a big if - we'll probably have remnants of the previous system showing up for a few editions. Gets Hot/Hazardous being just one of them.
In addition there's a much bigger let-down when your leader-one-of-a-kind self immolates than if one of your Super Trooper does it when you have 3 units of 5. Call it plot armor.
113031
Post by: Voss
Re: hazardous
Its also worth noting that you can feel no pain your way out of mortal wounds, but not being removed.
So troopers always die, characters & etc can potentially escape unscathed.
---
Also it grinds my gears that weapon abilities are organized by how they fit on the page rather than alphabetical order.
Layout does not trump proper organization!
13740
Post by: Valkyrie
Voss wrote:
Also it grinds my gears that weapon abilities are organized by how they fit on the page rather than alphabetical order.
Layout does not trump proper organization!
Hardly the biggest thing to complain about.
35086
Post by: Daedalus81
Jidmah wrote: Hellebore wrote:They could say that they are leaders that start in their aspect and only leave when the unit is dead.
That's just how the regular "leader" rule works as far as we know. No leaving or joining units over the course of a game.
Side note : with no strat to reattach Leaders are super vulnerable to indirect or aircraft once the bodyguards are gone.
8042
Post by: catbarf
Valkyrie wrote:Voss wrote:
Also it grinds my gears that weapon abilities are organized by how they fit on the page rather than alphabetical order.
Layout does not trump proper organization!
Hardly the biggest thing to complain about.
I think rules layout is a valid thing to complain about. It might not be too hard to parse the weapon abilities section, but if the layout of the whole book is more concerned with text-fitting and presentation than actual usability, that could be an issue.
35086
Post by: Daedalus81
Hellebore wrote: JNAProductions wrote: Hellebore wrote:Scorpion claw 3+ A4 s8 ap-2 d2
Biting blade 3+ a5 s7 ap-1 d1
Chain sabres (twin linked) 3+ a6 s5 ap-1 d1
Are these options meant to be balanced against one another?
I wasn't really trying to, but are we expecting them to all cost the same and balance in the stats?
The terminator captain had 5 weapon options but they didn't look equal to me.
The differences were
Sword s5 a6
Fist s8 a5
Claw s5 a7 D1 twinlinked
Chain fist a5 3+ anti vehicle
Hammer a5 3+ devestating wounds
I'm not sure if they all balance.
Certainly imo the lightning claws are weakest, losing (compared to sword) damage for 1 extra attack and the off chance you'll roll a 1.
Here you go:
113031
Post by: Voss
The Leader rule is... interesting. We saw part of it already (attaching in the pre-battle steps).
But the leader is completely ignored by attacks (unless [Precision comes up]), so a different toughness doesn't matter- you always use the unit's toughness
However, the wording implies that once the last bodyguard dies, any remaining attacks are allocated to the leader regardless of any toughness difference.
Also interesting- the 'lieutenants as second leaders' ability is a property of the 'Lt's' datacard. By the leader rule, only one character can be assigned to a unit.
35086
Post by: Daedalus81
Voss wrote:Also interesting- the 'lieutenants as second leaders' ability is a property of the 'Lt's' datacard. By the leader rule, only one character can be assigned to a unit.
Yea they called out that Captains can break that dynamic. I imagine it will be fairly rare.
101864
Post by: Dudeface
Daedalus81 wrote: Hellebore wrote: JNAProductions wrote: Hellebore wrote:Scorpion claw 3+ A4 s8 ap-2 d2
Biting blade 3+ a5 s7 ap-1 d1
Chain sabres (twin linked) 3+ a6 s5 ap-1 d1
Are these options meant to be balanced against one another?
I wasn't really trying to, but are we expecting them to all cost the same and balance in the stats?
The terminator captain had 5 weapon options but they didn't look equal to me.
The differences were
Sword s5 a6
Fist s8 a5
Claw s5 a7 D1 twinlinked
Chain fist a5 3+ anti vehicle
Hammer a5 3+ devestating wounds
I'm not sure if they all balance.
Certainly imo the lightning claws are weakest, losing (compared to sword) damage for 1 extra attack and the off chance you'll roll a 1.
Here you go:
That'll depend on target as well though I assume? I.e. you will kill more 1w models.with the claws than the sword.
35086
Post by: Daedalus81
Dudeface wrote:That'll depend on target as well though I assume? I.e. you will kill more 1w models.with the claws than the sword.
It assumes W1/2/3 for the GEQ/ MEQ/ TEQ listings. Not perfectly handling overflow, but close enough.
LC - best against GEQ
PF - MEQ
Sword - meeeeh
TH - TEQ and Monster and flex into invulnerable / high armor
CF - Vehicle
48973
Post by: AtoMaki
This ties to the rule layout complaint: I can't find anything that specifies the Stratagem layout. This might put my issue with Reinforcements to rest (if 'When' is actually not used to specify the timing window then a timing requirement in 'Target' is acceptable) but raises questions like whether I can resolve the effect without a viable target (or resolve the effect with a different unit) and such. Retroactively, I'm fairly sure I seriously overestimated what these Strategem parts are all about. I expected them to be much better defined than... well... literally nothing.
Also, that 'Grenade' Stratagem looks naughty for my Cadian Shock Troops: ~3 Mortal Wounds for potentially 0 CP sounds like a good deal, tho it is also a lot of 4+-s I must pass...
59054
Post by: Nevelon
It’s good that everthing has a job, and nothing is purely overshadowed. If it’s worth speccing a captain to clear chaff is another story, but at least the tool for it does the job.
Relic weapon is weak though. Doesn’t seem to have a niche.
35086
Post by: Daedalus81
Nevelon wrote:It’s good that everthing has a job, and nothing is purely overshadowed. If it’s worth speccing a captain to clear chaff is another story, but at least the tool for it does the job.
Relic weapon is weak though. Doesn’t seem to have a niche.
Yea I think either it's a dud or they wrote the datasheet that the sword comes with gear the other options don't allow. But that would buck the old sheet gear options so who knows.
I'd love to see assault termies and storm shields.
113031
Post by: Voss
Nevelon wrote:It’s good that everthing has a job, and nothing is purely overshadowed. If it’s worth speccing a captain to clear chaff is another story, but at least the tool for it does the job.
Relic weapon is weak though. Doesn’t seem to have a niche.
Yeah... I'd almost always want a power fist. Clearing GEQ isn't a job for a captain and chasing vehicles around doesn't seem terribly practical (especially for the terminator captain). The powerfist is top of class against the most common things I want him to fight, or dipping to the good side of average against outliers.
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Post by: EightFoldPath
Nurgle's Gift - -1 toughness as the army wide rule then putting Lethal Hits on all your datasheets seems poorly thought out.
Spread the Sickness - the second part of this also seems to be slightly flawed, enemy units near the objective get the Gift. But either you have units protecting the objective so they would have had the Gift anyway. Or you don't have units protecting the objective so they capture it and turn off the Gift?
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Post by: H.B.M.C.
EightFoldPath wrote:Nurgle's Gift - -1 toughness as the army wide rule then putting Lethal Hits on all your datasheets seems poorly thought out.
Hmm... someone really didn't think that one through.
And why are Reaper ACs still S7?
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Post by: Daedalus81
I think they just want to make that one more analogous to the assault cannon. Thing is it's hard to know if S7 is very useful or not.
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Post by: H.B.M.C.
Given Autocannons went up to S9, it seems like an oversight.
And yes, I know the Reaper AC has 'Devastating Wounds', which might be interesting if it was ore than D1.
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Post by: KingGarland
Death Guard is up!
Here are my thoughts:
As I suspected the army rule is the contagion ability. I though we might get a choice in the matter as Nurgles Gift, while good, can be situational. Maybe there will be a way to change it in the codex.
It is officially an aura now so abilities that effect auras will effect it now and the range increases faster which is nice.
Spread the sickness is kind of trash. The sticky objective ability really feels like they should be a Plague Marines ability to me and that the detachment rule should have been something else. In addition the fact that the objective gets contagions may not a big factor in the early game as by the time a unit is within range in the first two turns they are likely able to move on to the objective and claim it, turning it off. It would be better if the infection could stay forcing enemy units to have a penalty if they try to take the objective.
Surprised they didn't preview Plague marines but terminators instead. Losing an inch of movement is bad, especially now that they are effected by movement penalties. Lethal hits seems to be the new plague weapons which feels worst to me. Everyone else gets rerolls why not our best one?
Still hate that Combi-weapons have be turned into this abomination. The bubonic blade got the strength of the sword and the AP of the axe so...
T6 and Inv4 is nice of course.
The Malignant Plaguecasters is kind of meh. They didn't get the psychic power I wanted, Miasma of Pestilence, and they can roll a backfire. Pestilent Fallout seems worst then before.
The mortar gets more attack and loses AP, not surprising. It is weird it doesn't have Heavy though.
The stratagem is ok but not great as they require critical hits which aren't reliable.
Not too impressed with it but I will have to wait to see the index and the codex to really judge.
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Post by: Dudeface
So tl;Dr, layers of rules peeled off, situation army bonus, reduced lethality, bit bland. Welcome to the club same as everyone else.
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Post by: whembly
10th is supposed to be an era of "less" lethality and having DG lean into army wide resiliency should help the army last on the table.
I open GW doesn't slap a massive point increase.
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Post by: Boosykes
Ya not impressed. Where is the FNP?
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Post by: H.B.M.C.
But they don't, really. They lean into making the enemy less resilient (and then using guns that don't need that rule in the first place).
It's all so poorly thought out.
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Post by: Dudeface
People who wanted a fnp profile extra in a world of reduced lethality, would you accept being utterly pillow fisted and/or horribly expensive to compensate?
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Post by: Tyel
Yeah. Sort of echoing points - but not quite sure why people were initially so positive on the DG release in the other thread.
Blightlords seem to have taken quite a step backwards. Terminators were T4 and 5++ while BL were T5 4++ and had Disgustingly Resilient. Well now Terminators are T5 4++, and Blightlords are T6 4++ but no DR. So its now functionally the same to hit both units with S4, S7-9 and S12 and up attacks. Points, synergies, wait and see etc - but that doesn't seem great.
The Plaguecaster may be okay - although I think you will end up with turns where he doesn't do very much due to 12" range on Plague Wind.
Armywide sticky objectives is useful - but when other armies are getting this ability on basic troops, and an impactful detachment ability, I'm not sure its going to be that great. Don't worry - those BL can tag an objective, and then waddle their 4" move up the table? Not really seeing it.
The Plagueburst Mortar has gone from an "anti-anything weapon" (S8 AP-2 2 damage) to a sort of confused S8 AP-1 2 damage profile. Too low S for vehicles, too low AP to MEQ.
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Post by: catbarf
Dudeface wrote:People who wanted a fnp profile extra in a world of reduced lethality, would you accept being utterly pillow fisted and/or horribly expensive to compensate?
A single extra point of T really isn't a lot for the Marine variant specifically known for resilience, though.
They could have done more than that without making them so skewed into toughness that they have to become offensively weak for their points to compensate.
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Post by: Daedalus81
I don't think they should get FNP, but the rules for DG are very meh.
The Plague replacement of Lethal Hits doesn't give a crap about -1T.
I hope that what we're going to see is that characters joining will grant FNP or other abilities that will make everything come together, but right now this is the worst preview.
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Post by: Dudeface
catbarf wrote:Dudeface wrote:People who wanted a fnp profile extra in a world of reduced lethality, would you accept being utterly pillow fisted and/or horribly expensive to compensate?
A single extra point of T really isn't a lot for the Marine variant specifically known for resilience, though.
They could have done more than that without making them so skewed into toughness that they have to become offensively weak for their points to compensate.
Your options are T, W, Sv, or FnP. If we want to streamline life a little, damage reduction is a conditional extra wounds, FnP is also a form of conditional extra wounds. So what would you have them do without giving them 3w plague marines via one method or another? Or is that the answer? If so what points does that attract?
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Post by: Daedalus81
Tyel wrote:Blightlords seem to have taken quite a step backwards. Terminators were T4 and 5++ while BL were T5 4++ and had Disgustingly Resilient. Well now Terminators are T5 4++, and Blightlords are T6 4++ but no DR. So its now functionally the same to hit both units with S4, S7-9 and S12 and up attacks. Points, synergies, wait and see etc - but that doesn't seem great.
They dodge S10 doubling them out which includes Battlecannon, Exorcist, Eldar ML, and heavy beamer. There's tons of S5/6 in the previews as well -- and lots of S5 melee.
I think BL Termies are fine. I just have no idea how they'll make Plague Marines worthwhile and bring it all together.
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Post by: Tyran
Dudeface wrote: Your options are T, W, Sv, or FnP. If we want to streamline life a little, damage reduction is a conditional extra wounds, FnP is also a form of conditional extra wounds. So what would you have them do without giving them 3w plague marines via one method or another? Or is that the answer? If so what points does that attract? IMHO that is kinda the answer. 3W Plague Marines are mathematically mostly the same as giving them a 5+ FNP, but without needing the extra roll. And IMHO Plague Marines should be expensive.
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Post by: Dysartes
Question - what OC do people think Poxwalkers will end up with?
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Post by: Voss
Dysartes wrote:Question - what OC do people think Poxwalkers will end up with?
Hopefully 1. But I could see a convincing case made for 0.
OC 2 seems unreasonable for how little they have left in the way of a mind, and promotes taking them rather than plague marines.
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Post by: The Red Hobbit
I could see them being OC 0 as a cheap chaff unit
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Post by: Karol
Who ever is at the studio that writes DG rules, must have a real hate boner for them. 9th ed for DG was like 8th was for GK. new FAQ, DG get new nerfs and buffs are side grades or stuff that should have been there from day one of codex.
Condolances to the DG players. Maybe their HQ will somehow turn this around.
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Post by: Boosykes
Tyran wrote:Dudeface wrote:
Your options are T, W, Sv, or FnP. If we want to streamline life a little, damage reduction is a conditional extra wounds, FnP is also a form of conditional extra wounds. So what would you have them do without giving them 3w plague marines via one method or another? Or is that the answer? If so what points does that attract?
IMHO that is kinda the answer. 3W Plague Marines are mathematically mostly the same as giving them a 5+ FNP, but without needing the extra roll.
And IMHO Plague Marines should be expensive.
Ya an extra wound across the board looks to be the simplest fix. Also they are already pillow fisted look at the Melle profile compared to loyalists. Automatically Appended Next Post: Dysartes wrote:Question - what OC do people think Poxwalkers will end up with?
Most likely 0 at most they will be 1
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Post by: Jidmah
Dysartes wrote:Question - what OC do people think Poxwalkers will end up with?
I’m also in the 1 or 0 camp.
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Post by: whembly
Maybe that's where the Plague Surgeon comes in?
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Post by: catbarf
Dudeface wrote: catbarf wrote:Dudeface wrote:People who wanted a fnp profile extra in a world of reduced lethality, would you accept being utterly pillow fisted and/or horribly expensive to compensate?
A single extra point of T really isn't a lot for the Marine variant specifically known for resilience, though.
They could have done more than that without making them so skewed into toughness that they have to become offensively weak for their points to compensate.
Your options are T, W, Sv, or FnP. If we want to streamline life a little, damage reduction is a conditional extra wounds, FnP is also a form of conditional extra wounds. So what would you have them do without giving them 3w plague marines via one method or another? Or is that the answer? If so what points does that attract?
I would just give them an extra wound. 3W Plague Marines sounds fine to me. Could even leave them at T4 (T5 for Termies) and have the extra wound be the sole durability buff.
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Post by: Kanluwen
Poxwalkers could be OC0 but with characters bumping them to 1.
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Post by: Voss
Kanluwen wrote:Poxwalkers could be OC0 but with characters bumping them to 1.
I wouldn't be terribly shocked if that ended up being a Typhus-only thing.
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Post by: Wyldhunt
Voss wrote: Kanluwen wrote:Poxwalkers could be OC0 but with characters bumping them to 1.
I wouldn't be terribly shocked if that ended up being a Typhus-only thing.
That would actually be a really cool mechanic for wraith guard/blades and spirit seers. Represent their wraith sight problems in a relatively mild but still fluffy sort of way.
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Post by: ccs
Karol wrote:Who ever is at the studio that writes DG rules, must have a real hate boner for them. 9th ed for DG was like 8th was for GK. new FAQ, DG get new nerfs and buffs are side grades or stuff that should have been there from day one of codex.
Condolances to the DG players. Maybe their HQ will somehow turn this around.
I'll reserve any real judgment - for DG or any other force - until their actual codex arrives.
This crap may persist. Or it might get modified. Or change radically....
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Post by: Karol
I think it is a good mind set to have about the first books we know we are going to get. So if custodes rules are meh, waiting 5-6 months isn't that bad. For other armies it could be a bumpy ride though. Waiting 2+ years for a new rule set, while till it drops you are playing index vs codex, can be harsh.
I wonder if Custodes end up being "down graded" by staying with the stats they have now, or will we see them running around with t6. It could be fun to watch.
The eldar and DG psykers make me really worried about my dudes.
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Post by: Jidmah
DG have been a real decent army for almost all of 9th and I see nothing wrong with the malignant plague caster. Sure, he can't cast Miasma anymore, but outside of that? His witchfire is powerful, the debuff makes anyone without a decent melee weapon wound terminators on 6s and slowing down units actually has a lot of value for an army full of slow units with powerful melee.
Outside of the weirdboy it's the best psyker we have seen so far.
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Post by: Breton
Daedalus81 wrote:
I don't think they should get FNP, but the rules for DG are very meh.
The Plague replacement of Lethal Hits doesn't give a crap about -1T.
I hope that what we're going to see is that characters joining will grant FNP or other abilities that will make everything come together, but right now this is the worst preview.
The -1T isn't bad. I would have preferred a different mechanic for altering the radius. 3 inches normally, 6 inches on an objective, 9 inches for (Troops) on the objective to continue the theme they're trying to get started) The real snooze is looking like Spreading The Sickness. Sticky Capping is nice, but if you're not on the objective, and the other player is close enough to get the aura they're usually going to be in range to cap it - this is usually going to be done on their turn when you can't benefit from their lowered Toughness - Unless there's something we haven't seen yet (More attacks on the other players turn, a bunch of or populular units without OC and Nurgle's Gift, etc). - Its just hard to see many scenarios where they'll be close enough to get sick, too far to cap an empty objective, and vulnerable to your attacks between the start of their turn and the end of their turn.
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Post by: Voss
ccs wrote:Karol wrote:Who ever is at the studio that writes DG rules, must have a real hate boner for them. 9th ed for DG was like 8th was for GK. new FAQ, DG get new nerfs and buffs are side grades or stuff that should have been there from day one of codex.
Condolances to the DG players. Maybe their HQ will somehow turn this around.
I'll reserve any real judgment - for DG or any other force - until their actual codex arrives.
This crap may persist. Or it might get modified. Or change radically....
Well, we've seen less than a smidgen of the whole picture, but I really don't expect any of the listed books on the roadmap to change radically. Certainly Marines, Tyranids, Necrons and Ad Mech are locked in tight.
The main divergence will be detachment abilities for the additional detachments we know nothing about (which imo is a positive thing for Necrons and AdMech, I really dislike the feel of a necron army with a lot of characters on babysitting duty). The faction abilities will barely change (if at all), and I don't expect a major departure from the initial datacards to the first 9 books.
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Post by: Hellebore
Voss wrote:ccs wrote:Karol wrote:Who ever is at the studio that writes DG rules, must have a real hate boner for them. 9th ed for DG was like 8th was for GK. new FAQ, DG get new nerfs and buffs are side grades or stuff that should have been there from day one of codex.
Condolances to the DG players. Maybe their HQ will somehow turn this around.
I'll reserve any real judgment - for DG or any other force - until their actual codex arrives.
This crap may persist. Or it might get modified. Or change radically....
Well, we've seen less than a smidgen of the whole picture, but I really don't expect any of the listed books on the roadmap to change radically. Certainly Marines, Tyranids, Necrons and Ad Mech are locked in tight.
The main divergence will be detachment abilities for the additional detachments we know nothing about (which imo is a positive thing for Necrons and AdMech, I really dislike the feel of a necron army with a lot of characters on babysitting duty). The faction abilities will barely change (if at all), and I don't expect a major departure from the initial datacards to the first 9 books.
For whatever it's worth they did say back at the reveal the stats on the cards wouldn't be changing when the codexes came out.
Iirc they said the codexes would just be lore, crusades and detachments with the strategems.
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Post by: Spoletta
Playing codex vs index won't be that harsh.
You have the same amount of rules for your army both with and without codex. You will just get different packages of stratagems + detachment rule + enchantments, which will replace the default one. Honestly if it wasn't for the fact that with more detachments there are higher chances of one being broken, I would even dare to say that dexes will not affect balance. Which would be a first.
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Post by: ccs
Hellebore wrote:Voss wrote:ccs wrote:Karol wrote:Who ever is at the studio that writes DG rules, must have a real hate boner for them. 9th ed for DG was like 8th was for GK. new FAQ, DG get new nerfs and buffs are side grades or stuff that should have been there from day one of codex.
Condolances to the DG players. Maybe their HQ will somehow turn this around.
I'll reserve any real judgment - for DG or any other force - until their actual codex arrives.
This crap may persist. Or it might get modified. Or change radically....
Well, we've seen less than a smidgen of the whole picture, but I really don't expect any of the listed books on the roadmap to change radically. Certainly Marines, Tyranids, Necrons and Ad Mech are locked in tight.
The main divergence will be detachment abilities for the additional detachments we know nothing about (which imo is a positive thing for Necrons and AdMech, I really dislike the feel of a necron army with a lot of characters on babysitting duty). The faction abilities will barely change (if at all), and I don't expect a major departure from the initial datacards to the first 9 books.
For whatever it's worth they did say back at the reveal the stats on the cards wouldn't be changing when the codexes came out.
Iirc they said the codexes would just be lore, crusades and detachments with the strategems.
Yes, and 2 - 3 of those things could considerably change one's experience with an army.
Thus I'll wait to pass judgment until I have all the rules for a faction.
And then of course there's whatever changes will occur as knee jerk reactions to player complaints & trying to manipulate the tourney win %s.... or do you think these things will magically disapear?
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Post by: Sgt. Cortez
Spoletta wrote:Playing codex vs index won't be that harsh.
You have the same amount of rules for your army both with and without codex. You will just get different packages of stratagems + detachment rule + enchantments, which will replace the default one. Honestly if it wasn't for the fact that with more detachments there are higher chances of one being broken, I would even dare to say that dexes will not affect balance. Which would be a first.
In 8th it worked for about 3 Codizes, SM, DG and IIRC GK weren't that far off. Then it went downhill and needed FAQs and CAs to help the Index factions.
But we'll see how it works out in the end, as you say it's very likely that some of the detachment boni will be very strong and others not. The usual: Nurgle detachment gets 4+ FNP for everyone, Nightlords gets -1 ld for opponents in CC on thursdays  .
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Post by: tneva82
ccs wrote:Karol wrote:Who ever is at the studio that writes DG rules, must have a real hate boner for them. 9th ed for DG was like 8th was for GK. new FAQ, DG get new nerfs and buffs are side grades or stuff that should have been there from day one of codex.
Condolances to the DG players. Maybe their HQ will somehow turn this around.
I'll reserve any real judgment - for DG or any other force - until their actual codex arrives.
This crap may persist. Or it might get modified. Or change radically....
I'll wait until we get full army rules and points.
Based on what we know now dg can be worst or best army or anything in between.
Automatically Appended Next Post:
Jidmah wrote:DG have been a real decent army for almost all of 9th and I see nothing wrong with the malignant plague caster. Sure, he can't cast Miasma anymore, but outside of that? His witchfire is powerful, the debuff makes anyone without a decent melee weapon wound terminators on 6s and slowing down units actually has a lot of value for an army full of slow units with powerful melee.
Outside of the weirdboy it's the best psyker we have seen so far.
Making units impossible to shoot outside 18" aura is pretty decent psychic power as well.
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Post by: Karol
Sgt. Cortez wrote:Spoletta wrote:Playing codex vs index won't be that harsh.
You have the same amount of rules for your army both with and without codex. You will just get different packages of stratagems + detachment rule + enchantments, which will replace the default one. Honestly if it wasn't for the fact that with more detachments there are higher chances of one being broken, I would even dare to say that dexes will not affect balance. Which would be a first.
In 8th it worked for about 3 Codizes, SM, DG and IIRC GK weren't that far off. Then it went downhill and needed FAQs and CAs to help the Index factions.
But we'll see how it works out in the end, as you say it's very likely that some of the detachment boni will be very strong and others not. The usual: Nurgle detachment gets 4+ FNP for everyone, Nightlords gets -1 ld for opponents in CC on thursdays  .
that is because the GK codex was the index copy pasted, with stuff added that was in the codex. The real GK codex, was the the PA book that came out at the end of 8th. That one had actual rules, that made GK something more then just overcosted marines with bad rules. It made terminators valid and paladins an actualy OP unit for a few seconds, before covid closed and killed a lot of stores. Later on playing stuff like Index anything vs the new mechanicus or DE required a certain mind set from the index player. One not many share.
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Post by: Breton
Spoletta wrote:Playing codex vs index won't be that harsh.
You have the same amount of rules for your army both with and without codex. You will just get different packages of stratagems + detachment rule + enchantments, which will replace the default one. Honestly if it wasn't for the fact that with more detachments there are higher chances of one being broken, I would even dare to say that dexes will not affect balance. Which would be a first.
I'd say that holds until they split out some detachments and potential faction abilities for Iron Hands, Word Bearers etc the subfactions of the CM/ CSM - especially ones that probably should get split off but haven't.
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Post by: Souleater
They need to keep playing testing against the first, say, four codexes in each edition. That would have a better chance at maintaining an even playing field.
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Post by: ArcaneHorror
One theory that I've heard is that any abilities similar to that of DR might be connected to the Nurgle keyword.
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Post by: leopard
Souleater wrote:They need to keep playing testing against the first, say, four codexes in each edition. That would have a better chance at maintaining an even playing field.
the fact that over how many editions now have they not done that and used "ohhh new shiny!!!" to sell models, to then nerf them slightly before they repeat the cycle tends to suggest they won't.
whats needed is for on a desk at GW right now there to be the outline rules for all factions already laid out and designed as a single set
won't happen, this is the 10th edition, most games are pretty good by the 2nd and more or less as good as they will get by the 3rd
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Post by: Daedalus81
At first glance that battlecannon seems like a huge glow-up. Certainly more punishing than the old one, which always felt limp. Is it too much though?
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Post by: Dudeface
Daedalus81 wrote:At first glance that battlecannon seems like a huge glow-up. Certainly more punishing than the old one, which always felt limp. Is it too much though?
against a 30 man unit with perfect rolls, 24 shots? I think it might be a bit much, the low AP does help keep it under control though.
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Post by: Jidmah
Dudeface wrote: Daedalus81 wrote:At first glance that battlecannon seems like a huge glow-up. Certainly more punishing than the old one, which always felt limp. Is it too much though?
against a 30 man unit with perfect rolls, 24 shots? I think it might be a bit much, the low AP does help keep it under control though.
New rapid fire battle cannon kills 3 new blightlords on average.
Old rapid fire battle cannon killed 0-1 old blightlords on average.
Make of that what you will.
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Post by: Dudeface
Jidmah wrote:Dudeface wrote: Daedalus81 wrote:At first glance that battlecannon seems like a huge glow-up. Certainly more punishing than the old one, which always felt limp. Is it too much though?
against a 30 man unit with perfect rolls, 24 shots? I think it might be a bit much, the low AP does help keep it under control though.
New rapid fire battle cannon kills 3 new blightlords on average.
Old rapid fire battle cannon killed 0-1 old blightlords on average.
Make of that what you will.
Napkin time:
It's more 2-3 but that feels better in honesty? The question there is the RFBC that much better now or is the blighlords that are that bit worse? I don't feel a kight battle cannon should struggle to kill 1 terminator though either way.
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Post by: Tyran
Jidmah wrote: New rapid fire battle cannon kills 3 new blightlords on average. Old rapid fire battle cannon killed 0-1 old blightlords on average. Make of that what you will.
My math gives me 2 dead blightlords. Roll (average): 2D6+6 (13 shots), 3+ hits (8.67 hits), 3+ wounds (5.78 wounds), 3+ save (1.93 failed saves).
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Post by: Daedalus81
Yea 2 on average ( when shooting at 10 ). 3 ( 20% ) or 4 ( 11% ) seems pretty likely, too. But there's also 33% for 0-1. Not crazy although at the moment these are roughly equal cost units. Perhaps it's irrelevant, but those BL termies have no good way to pull down a knight with the combi-weapon issue. Maybe that's their goal?
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Post by: Jidmah
Tyran wrote: Jidmah wrote:
New rapid fire battle cannon kills 3 new blightlords on average.
Old rapid fire battle cannon killed 0-1 old blightlords on average.
Make of that what you will.
My math gives me 2 dead blightlords.
Roll (average): 2D6+6 (13 shots), 3+ hits (8.67 hits), 3+ wounds (5.78 wounds), 3+ save (1.93 failed saves).
You are right. I calculated a 3+ save to be a 2/3 chance to deal damage which is obviously just me being stupid.
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Post by: tneva82
leopard wrote: Souleater wrote:They need to keep playing testing against the first, say, four codexes in each edition. That would have a better chance at maintaining an even playing field.
the fact that over how many editions now have they not done that and used "ohhh new shiny!!!" to sell models, to then nerf them slightly before they repeat the cycle tends to suggest they won't.
whats needed is for on a desk at GW right now there to be the outline rules for all factions already laid out and designed as a single set
won't happen, this is the 10th edition, most games are pretty good by the 2nd and more or less as good as they will get by the 3rd
You are asking gw to stop their successful marketing trick and take less profits. Yeah that's going to work.
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Post by: H.B.M.C.
You're assuming that being unable to maintain stock for even pre-orders is a "successful marketing trick", or even intentional.
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Post by: ERJAK
tneva82 wrote:leopard wrote: Souleater wrote:They need to keep playing testing against the first, say, four codexes in each edition. That would have a better chance at maintaining an even playing field.
the fact that over how many editions now have they not done that and used "ohhh new shiny!!!" to sell models, to then nerf them slightly before they repeat the cycle tends to suggest they won't.
whats needed is for on a desk at GW right now there to be the outline rules for all factions already laid out and designed as a single set
won't happen, this is the 10th edition, most games are pretty good by the 2nd and more or less as good as they will get by the 3rd
You are asking gw to stop their successful marketing trick and take less profits. Yeah that's going to work.
This is TOO THIS DAY, the single dumbest myth about GW's releases.
Tell me, how many Gladiator tanks do you think were purchased because of their rules? Storm Speeders? Repulsors on release?
What about The hurricane bunker thing? The pogo stick turret? Literally every primaris model in the first 2 years of Primaris releases? The Sisters of Battle Castigator? What about the many MANY instances of new codexes coming out worse than the old ones?
People remember the Custodes through Tyranids run and Drukhari/Admech dropping in the same month and think the end of ninth was just powercreep, powercreep, powercreep. Meanwhile Sisters, Genestealer Cults, GK, AND Tsons all came out in that period and were mediocre.
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Post by: BomBomHotdog
Jidmah wrote: Tyran wrote: Jidmah wrote:
New rapid fire battle cannon kills 3 new blightlords on average.
Old rapid fire battle cannon killed 0-1 old blightlords on average.
Make of that what you will.
My math gives me 2 dead blightlords.
Roll (average): 2D6+6 (13 shots), 3+ hits (8.67 hits), 3+ wounds (5.78 wounds), 3+ save (1.93 failed saves).
You are right. I calculated a 3+ save to be a 2/3 chance to deal damage which is obviously just me being stupid.
If it matters, you forgot to add in 1 extra attack for Blast. Every 5 models adds 1 Attack. Just for accuracy's sake.
So something I haven't seen mentioned anywhere is that Nurgle's Gift stacks. It says within range of this unit, not within range of an unit. Feel free to contest that objective and enjoy having -2T. Also, if you take any Plauge Marines in a CSM detachment they lose the ability.
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Post by: Karol
ERJAK 809431 11535682 wrote:
People remember the Custodes through Tyranids run and Drukhari/Admech dropping in the same month and think the end of ninth was just powercreep, powercreep, powercreep. Meanwhile Sisters, Genestealer Cults, GK, AND Tsons all came out in that period and were mediocre.
Hey GK were fun, but then they cut our second GM and released armies that kill NDKs too easy. Plus from a GK players perspective even if it wasn't DE tier of mind blowing good. Comparing to the 8th ed codex or the 8th codex being run in 9th, it was an improvment, especialy if someone doesn't like terminator models. The GK from 9th required practicaly no investment to be run as a better army with better rules, comparing to what people run in 8th. Maybe some people had to buy a librarian and a 5th NDK, and that is all.
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Post by: PenitentJake
@Karol
I know you don't have the option of playing anything but Matched in your meta, but everytime I see some one make a statement like this I have to remind them:
The rule that took away your second GM was a Matched-play-only rule.
Just like all the people upset about Ro3 always forget that it was only ever a Matched Play rule.
Just like the loss of Air Calvary was Matched play only.
Like I said, I know that doesn't help you, because no one will Crusade with you. But for accuracy sake, #NotAllWaysToPlay.
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Post by: Voss
BomBomHotdog wrote:
So something I haven't seen mentioned anywhere is that Nurgle's Gift stacks. It says within range of this unit, not within range of an unit. Feel free to contest that objective and enjoy having -2T.
That presumes Auras stack. We haven't seen those rules yet, but I doubt they do- its hugely problematic, and not just for death guard.
Additionally, the next sentence in the article implies its just -1 for being in contagion range:
Nurgle’s Gift blesses every Death Guard unit with an aura that increases over the course of the battle. Enemy units in Contagion Range have their Toughness reduced by 1 as unnatural plagues overwhelm them
If it does stack, a MSU death guard army can drop the entire enemy army to T0 once in range. So... obviously it does not. That's simply non-functional as a game mechanic.
----
Also, if you take any Plauge Marines in a CSM detachment they lose the ability.
Its a faction ability, so obviously yes. They'd have Dark Pacts instead (if PM can be taken in a CSM army)
But with the way datacards are designed, any 'plague marines' that CSM can take will be in their pack of cards/codex, with dark pact already in place as their faction ability, and 'heretic astartes' as their faction keyword. Sharing units across factions isn't really viable with this design.
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Post by: alextroy
Voss wrote:BomBomHotdog wrote:
So something I haven't seen mentioned anywhere is that Nurgle's Gift stacks. It says within range of this unit, not within range of an unit. Feel free to contest that objective and enjoy having -2T.
That presumes Auras stack. We haven't seen those rules yet, but I doubt they do- its hugely problematic, and not just for death guard.
Additionally, the next sentence in the article implies its just -1 for being in contagion range:
Nurgle’s Gift blesses every Death Guard unit with an aura that increases over the course of the battle. Enemy units in Contagion Range have their Toughness reduced by 1 as unnatural plagues overwhelm them
If it does stack, a MSU death guard army can drop the entire enemy army to T0 once in range. So... obviously it does not. That's simply non-functional as a game mechanic.
Assuming this isn't an elaborate troll job, you an only be affected by the same Aura once.
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Post by: Canadian 5th
PenitentJake wrote:@Karol
I know you don't have the option of playing anything but Matched in your meta, but everytime I see some one make a statement like this I have to remind them:
The rule that took away your second GM was a Matched-play-only rule.
Just like all the people upset about Ro3 always forget that it was only ever a Matched Play rule.
Just like the loss of Air Calvary was Matched play only.
Like I said, I know that doesn't help you, because no one will Crusade with you. But for accuracy sake, #NotAllWaysToPlay.
For most people matched play is still going to be the standard so Karol's post is accurate. Just because you don't play standard matched play doesn't mean you aren't a minority.
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Post by: PenitentJake
Canadian 5th wrote:
For most people matched play is still going to be the standard so Karol's post is accurate. Just because you don't play standard matched play doesn't mean you aren't a minority.
I'm fully aware that I'm a minority.
That doesn't mean that double GMs aren't still available in Crusade and Open play.
I'd just like people who complain about 9th to actually say "I am complaining about 9th edition Matched play" when that's what they are actually doing. People fail to do this so often that there are whole swaths of people who probably don't even know that their complaints don't universally apply.
Specificity is good when people are trying to communicate asynchronously in a medium that doesn't allow for paraverbal communication and proxemics.
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Post by: H.B.M.C.
Most 9th Ed play to most people was matched play though, so pointing out "Oh, that was a matched play rule only!" is a distinction without a difference. I mean you might as well be saying "Oh, but that rule was only relevant in 98% of games!".
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Post by: Canadian 5th
PenitentJake wrote:I'm fully aware that I'm a minority.
That doesn't mean that double GMs aren't still available in Crusade and Open play.
I'd just like people who complain about 9th to actually say "I am complaining about 9th edition Matched play" when that's what they are actually doing. People fail to do this so often that there are whole swaths of people who probably don't even know that their complaints don't universally apply.
Specificity is good when people are trying to communicate asynchronously in a medium that doesn't allow for paraverbal communication and proxemics.
You're just being a pedant. There is very little discussion of anything outside of matched play on this site so there's no reason to make a distinction.
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Post by: Voss
alextroy wrote:Voss wrote:BomBomHotdog wrote:
So something I haven't seen mentioned anywhere is that Nurgle's Gift stacks. It says within range of this unit, not within range of an unit. Feel free to contest that objective and enjoy having -2T.
That presumes Auras stack. We haven't seen those rules yet, but I doubt they do- its hugely problematic, and not just for death guard.
Additionally, the next sentence in the article implies its just -1 for being in contagion range:
Nurgle’s Gift blesses every Death Guard unit with an aura that increases over the course of the battle. Enemy units in Contagion Range have their Toughness reduced by 1 as unnatural plagues overwhelm them
If it does stack, a MSU death guard army can drop the entire enemy army to T0 once in range. So... obviously it does not. That's simply non-functional as a game mechanic.
Assuming this isn't an elaborate troll job, you an only be affected by the same Aura once.
Aha. I figured that had to be somewhere, but wasn't sure if it was on the leaked pages, and didn't have any luck scrolling through the mess.
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Post by: Nevelon
Canadian 5th wrote:PenitentJake wrote:I'm fully aware that I'm a minority.
That doesn't mean that double GMs aren't still available in Crusade and Open play.
I'd just like people who complain about 9th to actually say "I am complaining about 9th edition Matched play" when that's what they are actually doing. People fail to do this so often that there are whole swaths of people who probably don't even know that their complaints don't universally apply.
Specificity is good when people are trying to communicate asynchronously in a medium that doesn't allow for paraverbal communication and proxemics.
You're just being a pedant. There is very little discussion of anything outside of matched play on this site so there's no reason to make a distinction.
A large amount of discussions here are agnostic about matched/crusade. Most of the rules overlap between the two, and people are using the same codexes. It is worth pointing out that there are other options. “You can/can’t do that” sometimes needs to have a footnote.
Matched might be the majority here on Dakka, but it is not exclusively the only way we play.
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Post by: PenitentJake
H.B.M.C. wrote:Most 9th Ed play to most people was matched play though, so pointing out "Oh, that was a matched play rule only!" is a distinction without a difference.
I mean you might as well be saying "Oh, but that rule was only relevant in 98% of games!".
If Crusade was as unpopular as you seem to state that it is, do you think GW would have carried it over to 10th?
Now you might mean "Most 9th Ed play to most people ON DAKKA was Matched play" - that's 100% true; I've only seen I think three people on this forum stand up for Crusade.
And it is also 100% true to say that other sources seem to indicate that Matched is the most popular too- the big Goonhammer survey from a while back confirms this to be true, for example. But they said that 20-30% of their respondents preferred Crusade (if memory serves correctly). This figure seems more accurate, because it supports GW's decision to keep Crusade. Print runs for Crusade are obviously smaller for Crusade than for matched, but the product wouldn't have been carried forward into a new edition if it didn't make money for the company in the last edition, so somebody's playing it.
Honestly? Maybe a little.
Especially since my response was to Karol- I know English isn't his first language (but holy crow dude, your English got way, way better after that big break you took a while back- Way to go!).
I really like Karol's posts. I specifically prefaced my post to indicate that I understood the situation he's in- we've had these same discussions so many times that we can anticipate each other's posts- I mean you guys all know as soon as you say my name there's a 50/50 shot I'm going to be talking Crusade, right?
But it's obvious that both you and HBMC want me to shut up about this, so I will.
Nevelon wrote:
A large amount of discussions here are agnostic about matched/crusade. Most of the rules overlap between the two, and people are using the same codexes. It is worth pointing out that there are other options. “You can/can’t do that” sometimes needs to have a footnote.
Matched might be the majority here on Dakka, but it is not exclusively the only way we play.
Thanks for that bro. I feel like I didn't entirely waste my keystrokes.
But I've already agreed to let it go, because neither of us are going to make headway in this discussion. Cheers!
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Post by: H.B.M.C.
PenitentJake wrote:If Crusade was as unpopular as you seem to state that it is, do you think GW would have carried it over to 10th?
Please don't put words in my mouth, or pout dramatically like this when people point out that your caveat ain't much of one. I was trying to be nice, but what 5th said is right: You are being pedantic about this. I like Crusade. I champion Crusade. I think it's a great idea and I'm really happy that they're keeping it going in 10th. But I also realise that most games are matched play and that's the way it is, so saying "But it was a matched play rule only!" might as well just be "It was a rule only used by most of the people playing the game!".
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Post by: Breton
ArcaneHorror wrote:One theory that I've heard is that any abilities similar to that of DR might be connected to the Nurgle keyword.
DR? Diminishing Returns? Automatically Appended Next Post: Daedalus81 wrote:At first glance that battlecannon seems like a huge glow-up. Certainly more punishing than the old one, which always felt limp. Is it too much though?
Given the Range/Rapid Fire interaction? Probably. The chances that thing won't get Rapid Fire is pretty slim.
On the flipside, the OC numbers look like they might still be too low - it loses to 5 Cadian Shock Troops. Armiger OC should (probably) be floating around somewhere around 20 at that point they're tying against 10 of What-Used-To-Be-Troops-with-OC2 each - Tacticals, Berserkers, Sisters, Guardsmen and so on - and adjust that based on what skewing "Full Armiger" can and can't do against prototypical Guard/Ork/Nids or Marine/Khorne/etc armies.
I'm a little confused by the Chainbreaker Multi-laser - unless Super Heavy Walker or some other rule lets him shoot both, the edge cases where you'd pick that over the low intensity las-impulsor are pretty few and far between.
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Post by: KingGarland
Breton wrote: ArcaneHorror wrote:One theory that I've heard is that any abilities similar to that of DR might be connected to the Nurgle keyword. DR? Diminishing Returns? Automatically Appended Next Post: Daedalus81 wrote:At first glance that battlecannon seems like a huge glow-up. Certainly more punishing than the old one, which always felt limp. Is it too much though? Given the Range/Rapid Fire interaction? Probably. The chances that thing won't get Rapid Fire is pretty slim. On the flipside, the OC numbers look like they might still be too low - it loses to 5 Cadian Shock Troops. Armiger OC should (probably) be floating around somewhere around 20 at that point they're tying against 10 of What-Used-To-Be-Troops-with-OC2 each - Tacticals, Berserkers, Sisters, Guardsmen and so on - and adjust that based on what skewing "Full Armiger" can and can't do against prototypical Guard/Ork/Nids or Marine/Khorne/etc armies. I'm a little confused by the Chainbreaker Multi-laser - unless Super Heavy Walker or some other rule lets him shoot both, the edge cases where you'd pick that over the low intensity las-impulsor are pretty few and far between. Disgustingly Resilient. Correct me if I am wrong and this has changed in 10th but you can shoot with all of a models ranged weapons when you shoot so you shouldn't need to choose between shooting the Multi-laser and the las-impulsor.
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Post by: Jidmah
H.B.M.C. wrote:PenitentJake wrote:If Crusade was as unpopular as you seem to state that it is, do you think GW would have carried it over to 10th?
Please don't put words in my mouth, or pout dramatically like this when people point out that your caveat ain't much of one. I was trying to be nice, but what 5th said is right: You are being pedantic about this. I like Crusade. I champion Crusade. I think it's a great idea and I'm really happy that they're keeping it going in 10th. But I also realise that most games are matched play and that's the way it is, so saying "But it was a matched play rule only!" might as well just be "It was a rule only used by most of the people playing the game!". Polls in various communities have shown that crusade is the second most played mode, only slightly less popular than the most recent tournament pack and slightly more popular than Tempest of War and playing matched play directly from the book. The vast majority (80+%) play in one of those four ways, though boarding patrol might have taken a chunk out of that. That said, most people playing crusade adapt the balance dataslates and limitations from matched played (and use points) because - despite the opinion of a few individuals - those balance improvements tend to lead to better narrative games as well.
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Post by: Not Online!!!
Jidmah wrote: H.B.M.C. wrote:PenitentJake wrote:If Crusade was as unpopular as you seem to state that it is, do you think GW would have carried it over to 10th?
Please don't put words in my mouth, or pout dramatically like this when people point out that your caveat ain't much of one.
I was trying to be nice, but what 5th said is right: You are being pedantic about this.
I like Crusade. I champion Crusade. I think it's a great idea and I'm really happy that they're keeping it going in 10th. But I also realise that most games are matched play and that's the way it is, so saying "But it was a matched play rule only!" might as well just be "It was a rule only used by most of the people playing the game!".
Polls in various communities have shown that crusade is the second most played mode, only slightly less popular than the most recent tournament pack and slightly more popular than Tempest of War and playing matched play directly from the book. The vast majority (80+%) play in one of those four ways, though boarding patrol might have taken a chunk out of that.
That said, most people playing crusade adapt the balance dataslates and limitations from matched played (and use points) because - despite the opinion of a few individuals - those balance improvements tend to lead to better narrative games as well.
Hardly surprising, afterall it's difficult to have a narrative when the game collapses due to certain units or mechanics or rules.
Sadly though alot of these changes wouldn't have been necessary if gw did test more completly...before release and dropped the stretched out rules-release cycle in favour for a rules all at once approach.
The later will probably never happen though, since the rules are the recurring spending factor gw has.
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Post by: tneva82
alextroy wrote:Assuming this isn't an elaborate troll job, you an only be affected by the same Aura once.
Argh. Random characteristic still determined "when required". In aos that has resulted arquments in when it is required...
At least move got changed to when model picked to move. Pretty sure here clearly you get to roll before determining whether to run. In aos side move is also determine when required and arquments fly is m characteristic required to decide whether to run or not...
Still whatabout 1/phase bonus to shooting. Before or after knowing # of shots?
2 years aos players been debating and sent questions to gw and still no response.
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Post by: Breton
KingGarland wrote:Breton wrote: ArcaneHorror wrote:One theory that I've heard is that any abilities similar to that of DR might be connected to the Nurgle keyword.
DR? Diminishing Returns?
Automatically Appended Next Post:
Daedalus81 wrote:At first glance that battlecannon seems like a huge glow-up. Certainly more punishing than the old one, which always felt limp. Is it too much though?
Given the Range/Rapid Fire interaction? Probably. The chances that thing won't get Rapid Fire is pretty slim.
On the flipside, the OC numbers look like they might still be too low - it loses to 5 Cadian Shock Troops. Armiger OC should (probably) be floating around somewhere around 20 at that point they're tying against 10 of What-Used-To-Be-Troops-with-OC2 each - Tacticals, Berserkers, Sisters, Guardsmen and so on - and adjust that based on what skewing "Full Armiger" can and can't do against prototypical Guard/Ork/Nids or Marine/Khorne/etc armies.
I'm a little confused by the Chainbreaker Multi-laser - unless Super Heavy Walker or some other rule lets him shoot both, the edge cases where you'd pick that over the low intensity las-impulsor are pretty few and far between.
Disgustingly Resilient.
Correct me if I am wrong and this has changed in 10th but you can shoot with all of a models ranged weapons when you shoot so you shouldn't need to choose between shooting the Multi-laser and the las-impulsor.
You can't with melee - I haven't seen yet if that applies to the guns as well.
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Post by: Afrodactyl
From the leaked Rulebook images, ýou can shoot with all of your ranged weapons.
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Post by: Karol
tneva82 809431 11535874 wrote:
2 years aos players been debating and sent questions to gw and still no response.
Slow and steady, that is how GW operates most of the time. Took them 3 years to notice that Abhore the Witch lets you double dip on kill secondaries vs "magic" armies. lol
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Post by: Formosa
so I have been thinking about this a bit.
At first I saw the combining of rules and loss of weapon types as bad, I like the granular nature of having all sorts of options, gear ect. on a model, I do not like that GW over the last few editions has forced monopose models on us and due to that removed options.
And then I played battletech again and it hit me, why is it that I do not care as much that each model I have in battletech has the correct loadout on the model when compared to the mech sheet and why do I not just apply this mentality to my 40k army.
So I did, this has allowed me to start kitbashing together all sorts of things now, Volkite Agressors, Plasma incinerators for my Hellblasters, Lightning claw and thunder hammer on my Gravis captain, due to the
homogenization of the data sheets I can go nuts as the model is no longer a character, its a token, a representative of the data sheet, as long as the loadout is vaguely correct the rest does not matter anymore with 10th.
I know this comment is out of nowhere but I thought I would share a musing.
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Post by: AtoMaki
Formosa wrote:why is it that I do not care as much that each model I have in battletech has the correct loadout on the model when compared to the mech sheet and why do I not just apply this mentality to my 40k army
I tie the difference to the compared price tag and detail on my Battletech and 40k models. I do remember when Battletech tried to go 40k with Dark Age and have premium-priced but high(ish)-detail models that - surprise surprise - had the rules to match their loadout.
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Post by: Nevelon
Formosa wrote:so I have been thinking about this a bit.
At first I saw the combining of rules and loss of weapon types as bad, I like the granular nature of having all sorts of options, gear ect. on a model, I do not like that GW over the last few editions has forced monopose models on us and due to that removed options.
And then I played battletech again and it hit me, why is it that I do not care as much that each model I have in battletech has the correct loadout on the model when compared to the mech sheet and why do I not just apply this mentality to my 40k army.
So I did, this has allowed me to start kitbashing together all sorts of things now, Volkite Agressors, Plasma incinerators for my Hellblasters, Lightning claw and thunder hammer on my Gravis captain, due to the
homogenization of the data sheets I can go nuts as the model is no longer a character, its a token, a representative of the data sheet, as long as the loadout is vaguely correct the rest does not matter anymore with 10th.
I know this comment is out of nowhere but I thought I would share a musing.
You can follow the spirit of WYSWYG without literally being WYSWYG.
If you have a captain with a pair of CC weapons, what I see is a blender who’s going to atomize anything he touches. Which is what I get. Doe it mater that his datasheet lists a powerfirst and powersword and what you have on the table is TH/ LC? Not significantly. The mini delivers on its promise.
Now it he’s equipped with some sort of relic blaster and has a notable shooting attack? That’s not on the model, and could lead to gotcha moments where what was seen is not what was gotten.
And it’s less of an issue for non-marine armies. Does the average person know the difference between scything talons, rending claws, bone swords, or crushing claws? When going over my list at the start of the game I note units with general roles. “These guys have the talons that cash out infantry, this one has the anti tank gun. Big guy over here shoots plasma across the table” WYSWYG only goes so far. What they see is a horde of bugs with random unknown stabby and shooty things. But they have no idea what they are looking at. So in the spirit of fairness (and to save them half an hour of reading my codex) I just tell them what they are getting.
With marines people actually know what they are looking at, so when they get something else it can cause trouble.
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Post by: AtoMaki
Nevelon wrote:Does it matter that his datasheet lists a powerfist and powersword and what you have on the table is TH/ LC? Not significantly.
I would say this is pretty disappointing. I assume when my Special Snowflake Badass faces off with another Special Snowflake Badass then something special and badass happens, not just a generic exchange of generic blows that can be perfectly replicated with Cookie Cutters too. Extra points if my Special Snowflake Badass faces off with a Cookie Cutter and gets his butt handed to him because neither his specialness nor his badassitude matters in any shape or form.
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Post by: Formosa
Nevelon wrote: Formosa wrote:so I have been thinking about this a bit.
At first I saw the combining of rules and loss of weapon types as bad, I like the granular nature of having all sorts of options, gear ect. on a model, I do not like that GW over the last few editions has forced monopose models on us and due to that removed options.
And then I played battletech again and it hit me, why is it that I do not care as much that each model I have in battletech has the correct loadout on the model when compared to the mech sheet and why do I not just apply this mentality to my 40k army.
So I did, this has allowed me to start kitbashing together all sorts of things now, Volkite Agressors, Plasma incinerators for my Hellblasters, Lightning claw and thunder hammer on my Gravis captain, due to the
homogenization of the data sheets I can go nuts as the model is no longer a character, its a token, a representative of the data sheet, as long as the loadout is vaguely correct the rest does not matter anymore with 10th.
I know this comment is out of nowhere but I thought I would share a musing.
You can follow the spirit of WYSWYG without literally being WYSWYG.
If you have a captain with a pair of CC weapons, what I see is a blender who’s going to atomize anything he touches. Which is what I get. Doe it mater that his datasheet lists a powerfirst and powersword and what you have on the table is TH/ LC? Not significantly. The mini delivers on its promise.
Now it he’s equipped with some sort of relic blaster and has a notable shooting attack? That’s not on the model, and could lead to gotcha moments where what was seen is not what was gotten.
And it’s less of an issue for non-marine armies. Does the average person know the difference between scything talons, rending claws, bone swords, or crushing claws? When going over my list at the start of the game I note units with general roles. “These guys have the talons that cash out infantry, this one has the anti tank gun. Big guy over here shoots plasma across the table” WYSWYG only goes so far. What they see is a horde of bugs with random unknown stabby and shooty things. But they have no idea what they are looking at. So in the spirit of fairness (and to save them half an hour of reading my codex) I just tell them what they are getting.
With marines people actually know what they are looking at, so when they get something else it can cause trouble.
Yep all completely fair, its more weapon swaps to represent the thing than just having a totally made up loadout that does not exist in the rules, I want to customise not confuse or "Gotcha" people. Automatically Appended Next Post: AtoMaki wrote: Nevelon wrote:Does it matter that his datasheet lists a powerfist and powersword and what you have on the table is TH/ LC? Not significantly.
I would say this is pretty disappointing. I assume when my Special Snowflake Badass faces off with another Special Snowflake Badass then something special and badass happens, not just a generic exchange of generic blows that can be perfectly replicated with Cookie Cutters too. Extra points if my Special Snowflake Badass faces off with a Cookie Cutter and gets his butt handed to him because neither his specialness nor his badassitude matters in any shape or form.
Also a fair comment but I think that is where Crusade is going to come in, my assumption is that Crusade is going to be expanded with more relics and gear and that is the thing that will allow our models to get their character, not perfect I grant you but if I really want to go whole hoc on making my guy, I play Heresy.
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Post by: Nevelon
AtoMaki wrote: Nevelon wrote:Does it matter that his datasheet lists a powerfist and powersword and what you have on the table is TH/ LC? Not significantly.
I would say this is pretty disappointing. I assume when my Special Snowflake Badass faces off with another Special Snowflake Badass then something special and badass happens, not just a generic exchange of generic blows that can be perfectly replicated with Cookie Cutters too. Extra points if my Special Snowflake Badass faces off with a Cookie Cutter and gets his butt handed to him because neither his specialness nor his badassitude matters in any shape or form.
I’m an old school gamer from a grittier time, where we reveled in the tiny distractions between options. I get that.
GW has moved on.
But if someone wants to fudge the little things so his badass looks like he wants him to, and there is not a huge mental disconnect with WYSWYG, I’m OK with his models deviating from the cookie cutter NMNR options.
I’m not thrilled about the loss of options. I think it was not at an unreasonable level. Obviously GW wants it simpler.
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Post by: Daedalus81
Breton wrote:Given the Range/Rapid Fire interaction? Probably. The chances that thing won't get Rapid Fire is pretty slim.
On the flipside, the OC numbers look like they might still be too low - it loses to 5 Cadian Shock Troops. Armiger OC should (probably) be floating around somewhere around 20 at that point they're tying against 10 of What-Used-To-Be-Troops-with-OC2 each - Tacticals, Berserkers, Sisters, Guardsmen and so on - and adjust that based on what skewing "Full Armiger" can and can't do against prototypical Guard/Ork/Nids or Marine/Khorne/etc armies.
What's kind of scary is Chaos is allowed to double up on the RFBC. So either it will be a ton of points or totally brutal.
I think the low-ish OC makes sense. Knights appear to be reasonably killy. Points will be what matters now.
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Post by: Voss
AtoMaki wrote: Nevelon wrote:Does it matter that his datasheet lists a powerfist and powersword and what you have on the table is TH/ LC? Not significantly.
I would say this is pretty disappointing. I assume when my Special Snowflake Badass faces off with another Special Snowflake Badass then something special and badass happens, not just a generic exchange of generic blows that can be perfectly replicated with Cookie Cutters too. Extra points if my Special Snowflake Badass faces off with a Cookie Cutter and gets his butt handed to him because neither his specialness nor his badassitude matters in any shape or form.
Is this... ironic? I have to ask, because I've never seen 'special snowflake' used as anything as anything other than derogatory. Its been quite a while for 'badass' to be anything but tongue in cheek either.
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Post by: AtoMaki
Voss wrote: AtoMaki wrote: Nevelon wrote:Does it matter that his datasheet lists a powerfist and powersword and what you have on the table is TH/ LC? Not significantly.
I would say this is pretty disappointing. I assume when my Special Snowflake Badass faces off with another Special Snowflake Badass then something special and badass happens, not just a generic exchange of generic blows that can be perfectly replicated with Cookie Cutters too. Extra points if my Special Snowflake Badass faces off with a Cookie Cutter and gets his butt handed to him because neither his specialness nor his badassitude matters in any shape or form.
Is this... ironic?
Kind of. I'm not saying the expectations are justified (this is a completely different can of worms), only that they are not fulfilled.
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Post by: ccs
AtoMaki wrote: Formosa wrote:why is it that I do not care as much that each model I have in battletech has the correct loadout on the model when compared to the mech sheet and why do I not just apply this mentality to my 40k army
I tie the difference to the compared price tag and detail on my Battletech and 40k models. I do remember when Battletech tried to go 40k with Dark Age and have premium-priced but high(ish)-detail models that - surprise surprise - had the rules to match their loadout.
Dark Age was NOT an attempt to take Btech the 40k route.
It turned it into a collectible minis game in the MageKnight/HeroClix style. Each mech having multiple variations was simply ideal for the format...
But if you seriously want a model of some specific mech varient for regular Btech? Then Ironwind miniatures very likely has you covered. They produce an insane amount of variants - all in metal - these days.
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Post by: Dudeface
So with the lily brain things and the drone snow being tokens they're leaning into the visual game aids thing more.
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Post by: Tsagualsa
Dudeface wrote:So with the lily brain things and the drone snow being tokens they're leaning into the visual game aids thing more.
It makes a lot of sense, remembering all the stuff was a huge mental load, and in cases like Drones, or Ammo/Oiler grots, some Inquisition Henchmen etc. the body was not that important anyway and it was more or less just a carrier for an ability anyway. Everything that moves away from micro-managing single models is a positive development.
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Post by: VladimirHerzog
Tsagualsa wrote:Dudeface wrote:So with the lily brain things and the drone snow being tokens they're leaning into the visual game aids thing more.
It makes a lot of sense, remembering all the stuff was a huge mental load, and in cases like Drones, or Ammo/Oiler grots, some Inquisition Henchmen etc. the body was not that important anyway and it was more or less just a carrier for an ability anyway. Everything that moves away from micro-managing single models is a positive development.
yeah, those type of rules are much better when the scale of the game is smaller
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Post by: H.B.M.C.
But they haven't though, not in any consistent manner. Some weapons have been consolidated, some weapons have been consolidated within units that still have tons of different options, and others have no consolidation at all.
I've been saying for years that the only consistent thing about GW is their inconsistency, and it remains true with 10th.
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Post by: Spoletta
Breton wrote:
On the flipside, the OC numbers look like they might still be too low - it loses to 5 Cadian Shock Troops. Armiger OC should (probably) be floating around somewhere around 20 at that point they're tying against 10 of What-Used-To-Be-Troops-with-OC2 each
No, that would be horrible.
We are no longer in the land of objective secured, where if you put half millimiter of your troop on a point you make all those terminators controlling it very sad.
You now have to count the actual models of the unit on the point.
A troop has 20 OC only if all 10 models of it are on the point.
An armiger gets its full OC by simply putting a toe near the objective.
Given this very important difference, I believe that OC 8 (4 models of troop on the point) is actually fairly reasonable.
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Post by: Lord Clinto
Not that I play Tau (just against them); but does anybody else feel like Tau got shafted with this Guided/Unguided army rule?
If I'm reading it correct it's like it almost always penalizes them to split-fire.
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Post by: Daedalus81
Lord Clinto wrote:Not that I play Tau (just against them); but does anybody else feel like Tau got shafted with this Guided/Unguided army rule?
Not really in my opinion, but it does disincentivize big crisis units since split fire is a bad idea. But you no longer need to shoot with something else first or manage tokens.
Innately ignoring cover is useful and +1BS is capable of stacking with Heavy.
Also it frees up the need for markerlights if you want since any unit can 'buddy' - just without ignore cover.
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Post by: Voss
Lord Clinto wrote:Not that I play Tau (just against them); but does anybody else feel like Tau got shafted with this Guided/Unguided army rule?
Yes. They effectively have to horse trade which half of their army gets effective shooting from turn to turn.
If they're guided and stationary, they can be amazing. Otherwise they're just ok.
Its notable that MSU spam to bolster your shooting will really help initially, but as you lose units, your shooting effectiveness goes down. You can even get stuck in situations where your big guns have to move and be unguided to shoot at worthwhile targets.
If I'm reading it correct it's like it almost always penalizes them to split-fire.
For the guided units, yeah. Secondary targets degrades to ork level shooting. Its basically amounts to 'just don't.' (Except with flamers)
That turn's designated observers are equally mediocre against everything.
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Post by: Daedalus81
Kroot are way more useful in the system, though it will be kind of funny to have kroot hounds calling out targets.
It promotes a more even army structure over big globs of battlesuits.
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Post by: EightFoldPath
No. Re-read the simplified but not simple preview.
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Post by: Voss
Daedalus81 wrote:Kroot are way more useful in the system, though it will be kind of funny to have kroot hounds calling out targets.
Assuming they don't have special rules saying they can't do that. Going by the fluff, only the vespid should be able to, and only because their squad leaders get the fancy hat (which links them into the tau command channels).
Edit: yeah, I think EightFoldPath is correct. Kroothounds can't guide, because having no guns, they're never eligible to shoot.
It promotes a more even army structure over big globs of battlesuits.
In a vacuum where everything but the rules we've seen are the same as now, sure.
But I suspect there are unintended consequences that lead to very wonky army optimization.
Even if you are correct, I don't want to be the one telling people with big battlesuit armies that they're playing it wrong, and half their units need to be worse so the rest of the army can shine a little brighter.
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Post by: Daedalus81
Oh, right. They need to be able to shoot. Ah well. At least regular kroot ( unless they have a rule exception ).
Voss wrote:In a vacuum where everything but the rules we've seen are the same as now, sure.
But I suspect there are unintended consequences that lead to very wonky army optimization.
Even if you are correct, I don't want to be the one telling people with big battlesuit armies that they're playing it wrong, and half their units need to be worse so the rest of the army can shine a little brighter.
Oh definitely way too early to tell. Just a musing of a possibility. It'd be nice to see more 'combined arms' from Tau.
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Post by: Spoletta
Units without ranged weapons are eligible to shoot as long as they didn't fall back or advance.
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Post by: EightFoldPath
Lord Clinto wrote:Not that I play Tau (just against them); but does anybody else feel like Tau got shafted with this Guided/Unguided army rule?
If I'm reading it correct it's like it almost always penalizes them to split-fire.
I don't think it is as weak as I first thought when reading it. And after adjusting army lists to fit the rule, Tau players may find it is quite strong. The Hammerhead Railgun and the Stormsurge Pulse Blast Cannon can both hit targets on 2s under these new rules while ignoring cover, that sounds ok. Both The Greater Good and Kauyon have no range restrictions at all in their rules, that is significant once you start playing on a table.
A lot will depend on points, and what happens with:
- Are Commanders Leaders or Lone Operatives?
- If they are Leaders do they only attach to Crisis suits?
- Can everyone who can take a markerlight currently take one?
- Can everyone who can take a marker drone currently take one?
- I'm assuming Strike, Breacher and Pathfinder squads remain at min 10, but if they went down to min 5 again this would add more spice.
- I'm also assuming drone squads don't exist otherwise you'd have some drones as tokens and some as models on the same table.
And one way to think of it is a Tau army might want to have 4 x 350 point death star units and 8 x 75 point trash units (with guns of some kind). The job of the death stars will be to DELETE one target per turn. A big knight/super heavy tank/greater daemon. A land raider with death star 1 followed by the Terminators inside with death star 2.
You'll probably want your Guided (BS3) death stars to be a mix of anti-tank and anti-elite while your Observer/Nothing (BS4) trash bring all the anti-horde. So you would build accordingly. A Crisis squad wouldn't want Burst/ CIB/Fusion it would probably want CIB/Plasma/Fusion for killing a variety of elite targets or double Plasma or Fusion with the other mixed in for killing tanks. if Cyclic Ion Blasters get the Hazardous rule they probably get dropped anyway on Crisis squads.
If for some reason you desparately want to split fire a death star, then your choice is Guided (BS3/BS5) or Observer/Nothing (BS4). Depending on if you are 50/50 split firing or say 70/30 then the choice makes itself to me.
Automatically Appended Next Post:
Spoletta wrote:
Units without ranged weapons are eligible to shoot as long as they didn't fall back or advance.
Yes, a very good point, the definition of eligible to shoot seems to have changed from 9th to 10th. Observer Kroot Hounds back on the menu it seems.
Also, as far as I can tell being in engagement range doesn't have any impact on being eligible to shoot, being Guided or an Observer.
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Post by: Souleater
Pointer hunting hounds are a thing IRL..
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Post by: Spoletta
EightFoldPath wrote:
Yes, a very good point, the definition of eligible to shoot seems to have changed from 9th to 10th. Observer Kroot Hounds back on the menu it seems.
Also, as far as I can tell being in engagement range doesn't have any impact on being eligible to shoot, being Guided or an Observer.
Only vehicles, monsters and models with pistols are eligibile to shoot in ER.
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Post by: Valkyrie
Spoletta wrote:EightFoldPath wrote:
Yes, a very good point, the definition of eligible to shoot seems to have changed from 9th to 10th. Observer Kroot Hounds back on the menu it seems.
Also, as far as I can tell being in engagement range doesn't have any impact on being eligible to shoot, being Guided or an Observer.
Only vehicles, monsters and models with pistols are eligibile to shoot in ER.
Battlesuits were also eligible to do so in 9th, hoping they keep that in.
Also hoping they try to reduce the Tau archetype of "must be terrible at melee". Not asking for excellent CC units, but a bit of a boost so they could hold their own against Guard for example, would be helpful
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Post by: EightFoldPath
Spoletta wrote:EightFoldPath wrote:
Yes, a very good point, the definition of eligible to shoot seems to have changed from 9th to 10th. Observer Kroot Hounds back on the menu it seems.
Also, as far as I can tell being in engagement range doesn't have any impact on being eligible to shoot, being Guided or an Observer.
Only vehicles, monsters and models with pistols are eligibile to shoot in ER.
Right again! I accept some blame, but I am also blaming that on the formatting of their rules. Why start the Shooting Phase rules with an explanation of what an eligible to shoot unit is with two conditions that mustn't apply, then add a third condition to what isn't eligible on the next page in another section!
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Post by: Canadian 5th
EightFoldPath wrote:Right again! I accept some blame, but I am also blaming that on the formatting of their rules. Why start the Shooting Phase rules with an explanation of what an eligible to shoot unit is with two conditions that mustn't apply, then add a third condition to what isn't eligible on the next page in another section!
It makes sense to be there as it only comes up when a unit is engaged in melee. Hence the rule is in that section.
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Post by: alextroy
I can't believe all this whining about the new For the Greater Good Rule. Unless you routinely brought 3 markerlights per unit in your army, you were not able to get the BS bonus for all your units. Now half your units (even more if you bring Pathfinders) can get improved BS and Ignores Cover while the other half fire as normal. Nothing bad here and we avoid all the laborious Actions and Hit rolls of prior editions. Just declare Guided Unit, Observer Unit, and Spotted Unit then get on with the dakka.
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Post by: Aash
I quite like the FtGG rule, seems like a clever way to encourage list diversity now that there is no FOC.
I don't much care for the drones only counting as markers, but would need to see it in practice to really now if I like it or not.
I like the Strategem previewed though, seems very characterful for a unit of fire warriors to escape into their transport when charged.
I can imagine a devilsfish advancing on the enemy, the fire warriors disembark and open fire, and when counter-charged they fall back into the transport. Seems to be exactly how I imagine Tau would fight and something the rules have always struggled to represent.
I'll be curious to see how they do crisis suits, and if they get some form of JSJ back, especially since we've already seen reaction moves are a thing (Termagants).
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Post by: Daedalus81
Aash wrote:I can imagine a devilsfish advancing on the enemy, the fire warriors disembark and open fire, and when counter-charged they fall back into the transport. Seems to be exactly how I imagine Tau would fight and something the rules have always struggled to represent.
I'll be curious to see how they do crisis suits, and if they get some form of JSJ back, especially since we've already seen reaction moves are a thing (Termagants).
Works great with the transport update, too. Fly up, hop out and both those units are observers.
Given elves playing 2CP for their JSJ I can't imagine it will come standard.
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Post by: Aash
Daedalus81 wrote:Aash wrote:I can imagine a devilsfish advancing on the enemy, the fire warriors disembark and open fire, and when counter-charged they fall back into the transport. Seems to be exactly how I imagine Tau would fight and something the rules have always struggled to represent.
I'll be curious to see how they do crisis suits, and if they get some form of JSJ back, especially since we've already seen reaction moves are a thing (Termagants).
Works great with the transport update, too. Fly up, hop out and both those units are observers.
Given elves playing 2CP for their JSJ I can't imagine it will come standard.
This ^
Or the transport acts as the Observer to the unit that disembarked.
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Post by: Breton
Spoletta wrote:Breton wrote:
On the flipside, the OC numbers look like they might still be too low - it loses to 5 Cadian Shock Troops. Armiger OC should (probably) be floating around somewhere around 20 at that point they're tying against 10 of What-Used-To-Be-Troops-with-OC2 each
No, that would be horrible.
We are no longer in the land of objective secured, where if you put half millimiter of your troop on a point you make all those terminators controlling it very sad.
You now have to count the actual models of the unit on the point.
A troop has 20 OC only if all 10 models of it are on the point.
An armiger gets its full OC by simply putting a toe near the objective.
Given this very important difference, I believe that OC 8 (4 models of troop on the point) is actually fairly reasonable.
We still don't have BLAST templates back so (usually) no reason not to stack up. Plus the infantry player can move more models in, the Armiger doesn't get more OC for moving the other toe into range. OC should probably be balanced from at least two different directions - Ground Up (i.e. the OC specialist units previously known or thought of as "Troops" get X per model type stuff) and top-down (i.e. an entire 2K point army should end up with about YZ OC in total) Automatically Appended Next Post: Canadian 5th wrote:EightFoldPath wrote:Right again! I accept some blame, but I am also blaming that on the formatting of their rules. Why start the Shooting Phase rules with an explanation of what an eligible to shoot unit is with two conditions that mustn't apply, then add a third condition to what isn't eligible on the next page in another section!
It makes sense to be there as it only comes up when a unit is engaged in melee. Hence the rule is in that section.
This may be a case where that part of the rule should have been printed in both sections.
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Post by: Wyldhunt
alextroy wrote:I can't believe all this whining about the new For the Greater Good Rule. Unless you routinely brought 3 markerlights per unit in your army, you were not able to get the BS bonus for all your units. Now half your units (even more if you bring Pathfinders) can get improved BS and Ignores Cover while the other half fire as normal. Nothing bad here and we avoid all the laborious Actions and Hit rolls of prior editions. Just declare Guided Unit, Observer Unit, and Spotted Unit then get on with the dakka.
That was my take on it too. If nothing else, I feel like having a bunch of cheap spotters paired with more killy guided units is a more fluffy take than however massed markerlights were supposed to work. On paper, I like it. I also really like the fluffy strat.
I feel a little weird about the new drone rules. It's probably a better approach on the whole, but it does feel like shield drones kind of got shafted. The Kau'yon detachment rule is the part I'm the most iffy about, only because "kill things better" rules are kind of a red flag for me at this point. But in theory it only kicks in once you've lost a big chunk of your army and your opponent has had opportunities to close the gap with you, so I'm probably being overly critical.
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Post by: alextroy
I'm thinking Tau are going to want to use lots of Strategic Reserves and Deep Striking units. Put enough on the board to draw your opponent into the trap, then bring the Reserves in on Turn 3 for a Kauyon Strike. Bring lots of high volume attacks to maximize the impact of Sustained Fire 2 for Guided units.
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Post by: ERJAK
alextroy wrote:I'm thinking Tau are going to want to use lots of Strategic Reserves and Deep Striking units. Put enough on the board to draw your opponent into the trap, then bring the Reserves in on Turn 3 for a Kauyon Strike. Bring lots of high volume attacks to maximize the impact of Sustained Fire 2 for Guided units.
There's always the possibility that they just kill you the first two turns and then kill you SUPER HARD on turn 3.
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Post by: Afrodactyl
Two units of pathfinders or fire warriors in devilfish whizz up the board, disembark, and now you have 4 observer units (potentially on objectives, and they're screening) for your crisis suits, broadsides, hammerheads, etc.
Looks pretty solid to me on paper.
I can see Crisis suits still holding on to flamers to ignore the penalty for splitting fire.
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Post by: AtoMaki
alextroy wrote:I can't believe all this whining about the new For the Greater Good Rule. Unless you routinely brought 3 markerlights per unit in your army, you were not able to get the BS bonus for all your units. Now half your units (even more if you bring Pathfinders) can get improved BS and Ignores Cover while the other half fire as normal. Nothing bad here and we avoid all the laborious Actions and Hit rolls of prior editions. Just declare Guided Unit, Observer Unit, and Spotted Unit then get on with the dakka.
To be honest it is just the Militarium Orders with a sidegrade of improved accessibility (no need for Officers) for worsened flexibility (only +1 BS no other tricks) and the added caveat that you get a random penalty if you gak it up. All in a package of a needlessly complicated rule that is really airy despite how wordy it is, so a Pathfinder unit can spot for a Hammerhead (and another unit too) from the other side of the table while brawling Angron because they have a pistol in the squad (the comms exchange must be hilarious)... It just comes off as a huge WTF rather than something exciting like the Space Marines nuking a unit per turn with infinite re-rolls.
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Post by: EightFoldPath
Welcome comrade.
Afrodactyl wrote:Two units of pathfinders or fire warriors in devilfish whizz up the board, disembark, and now you have 4 observer units (potentially on objectives, and they're screening) for your crisis suits, broadsides, hammerheads, etc.
Looks pretty solid to me on paper.
I can see Crisis suits still holding on to flamers to ignore the penalty for splitting fire.
Agree with the sentiment and that works, but to optimise I would be looking for even cheaper units than that. Using 9th points, a Devilfish is 95 and Breachers 85. I'm looking at Kroot Hounds (24), Krootox Riders (25), Stealth suits (75), Pathfinders (90 but do double duty and I'll be looking for any other units that can double up), Piranhas (60), Vespid (60).
I think they'll feel quite elven in some ways with so many little trash units Observing and briefly holding objectives for points and standing awkwardly to block enemy movement.
I'm sure someone has already mentioned this, but if any Commanders are Lone Operatives and they stay BS2, then they make perfect Observers unless they need the Ignores Cover, as they don't need the BS boost part of being Guided.
The complete lack of range on the ability is really interesting to me as well. Against a towering foe like a Knight (perhaps one armed with an 18" range insta death gun) you could have your Observer units in the far corners of the board getting true LOS visibility to the Knight, where they wouldn't have been able to shoot anyway.
I'm also waiting to see if Riptide/Broadside main guns have the HEAVY keyword. I think that stands for the kind of breathing I will be doing if they do.
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Post by: Breton
EightFoldPath wrote:
The complete lack of range on the ability is really interesting to me as well. Against a towering foe like a Knight (perhaps one armed with an 18" range insta death gun) you could have your Observer units in the far corners of the board getting true LOS visibility to the Knight,
I'd half expect that to be an early FAQ if you are right - something to do with eligible targets.
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Post by: sanguine40k
EightFoldPath wrote:Pathfinders (90 but do double duty and I'll be looking for any other units that can double up),
I would expect Tetras to double up, and possibly Firesight Marksmen.
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Post by: novembermike
Yeah Tau look fine. You should be able to take 5-6 decent observers without trying (stealth suits with markerlight, infantry characters that buff up fire warriors, pathfinders as double observers, etc) which should be enough to support the 5-6 200-300 point heavy hitters (tanks, ghostkeels, riptides, big crisis squads, etc).
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Post by: Trickstick
Do people think that the vanquisher cannon will be pretty close to what we have seen for the railgun? It is basically the same thing with 1 less ap right now. Ap4 would still make it a very nice gun with those stats.
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Post by: Xyxel
Is it possible under 10th edition to field 3x Fortification? (3x datasheet)
I want to field 3x 3 Convergence of Dominion (Necron Terrain)
Dropping 9 Starsteles killin stuff  mwahaha (cackles in Necron)
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Post by: JNAProductions
Xyxel wrote:Is it possible under 10th edition to field 3x Fortification? (3x datasheet)
I want to field 3x 3 Convergence of Dominion (Necron Terrain)
Dropping 9 Starsteles killin stuff  mwahaha (cackles in Necron)
Presumably yes, but fortifications might also change.
No guarantee it'll work the same way it does now.
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Post by: H.B.M.C.
1 Warlord + nothing but Fortifications.
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Post by: Breton
JNAProductions wrote: Xyxel wrote:Is it possible under 10th edition to field 3x Fortification? (3x datasheet)
I want to field 3x 3 Convergence of Dominion (Necron Terrain)
Dropping 9 Starsteles killin stuff  mwahaha (cackles in Necron)
Presumably yes, but fortifications might also change.
No guarantee it'll work the same way it does now.
And even now, there's a difference between Can In Theory and Can In General Practice. There was an article from when Fortifications first came out talking about how likely/unlikely it would be to place a Fortification at all, let one where you want it (and they didn't even bother with three) using the board layouts of the upcoming big tournament.
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Post by: Tsagualsa
And what do you call that act? ' The Imperial Fists'
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Post by: Daedalus81
Trickstick wrote:Do people think that the vanquisher cannon will be pretty close to what we have seen for the railgun? It is basically the same thing with 1 less ap right now. Ap4 would still make it a very nice gun with those stats.
If there was an edition to finally distinguish all the guns on an LRBT this one should be it - the rescaling should give enough room to make them all interesting, hopefully.
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Post by: Voss
Daedalus81 wrote: Trickstick wrote:Do people think that the vanquisher cannon will be pretty close to what we have seen for the railgun? It is basically the same thing with 1 less ap right now. Ap4 would still make it a very nice gun with those stats.
If there was an edition to finally distinguish all the guns on an LRBT this one should be it - the rescaling should give enough room to make them all interesting, hopefully.
Or consolidate it down to a battlecannon turret. Either/or
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Post by: Trickstick
Battlecannon should really have two profiles, like a missile launcher. You could have an HE blast shell, and an AP shell. Then you have the eradicator and vanquisher as more specialised guns for vehicles or infantry, the exterminator could have a minor AA buff to fit the lore, and you have plasma and demolisher doing their thing too.
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Post by: ProfSrlojohn
Guilliman in a Castellum Stronghold:
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Post by: Lord Clinto
Hypothetical: Twin Battlecannon Chaos Knight shooting at a 30-model Ork Boyz unit, while in Rapid Fire range (within 36") = 4d6 (avg ~14)+12+12 (blast) S10 Ap-1 3Dmg shots...
Wtf...
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Post by: Afrodactyl
Lord Clinto wrote:Hypothetical: Twin Battlecannon Chaos Knight shooting at a 30-model Ork Boyz unit, while in Rapid Fire range (within 36") = 4d6 (avg ~14)+12+12 (blast) S10 Ap-1 3Dmg shots...
Wtf...
I noticed that. I'm seriously hoping it's a typo and it's supposed to be Rapid Fire 3.
Even ignoring Blast, an average of 25ish shots at S10 and D3 is pretty darn spooky.
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Post by: Lord Clinto
The Imperial Knight Battle Cannon is Rapid Fire d6+3 also; hard to imagine that they're both incorrect.
Just sucks that IK can't equip dual Battle/Thermal/Avengers. =(
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Post by: Tyel
Lord Clinto wrote:Hypothetical: Twin Battlecannon Chaos Knight shooting at a 30-model Ork Boyz unit, while in Rapid Fire range (within 36") = 4d6 (avg ~14)+12+12 (blast) S10 Ap-1 3Dmg shots...
Wtf...
"Stop stop he's already dead" - but from the leaked rules, do we know rapid fire and blast stack like that?
Wait no, 2 guns, sorry being stupid.
Yeah, just bonkers. My hatred of Knights continues even if they end up being bad due to some core rule problem.
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Post by: Dudeface
Tyel wrote: Lord Clinto wrote:Hypothetical: Twin Battlecannon Chaos Knight shooting at a 30-model Ork Boyz unit, while in Rapid Fire range (within 36") = 4d6 (avg ~14)+12+12 (blast) S10 Ap-1 3Dmg shots...
Wtf...
"Stop stop he's already dead" - but from the leaked rules, do we know rapid fire and blast stack like that?
Each weapon would get 6 due to unit size. Depending on timing and wording the second one may get fewer due to no longer firing at 30 boyz ofc
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Post by: Tyel
Yeah, forgot it was 2 guns.
I guess for sweeping judgements, hordes are dead (and they weren't exactly alive in 9th).
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Post by: Tsagualsa
Dudeface wrote:Tyel wrote: Lord Clinto wrote:Hypothetical: Twin Battlecannon Chaos Knight shooting at a 30-model Ork Boyz unit, while in Rapid Fire range (within 36") = 4d6 (avg ~14)+12+12 (blast) S10 Ap-1 3Dmg shots...
Wtf...
"Stop stop he's already dead" - but from the leaked rules, do we know rapid fire and blast stack like that?
Each weapon would get 6 due to unit size. Depending on timing and wording the second one may get fewer due to no longer firing at 30 boyz ofc
Also, it is the absolute most extreme thinkable edge case... if it really becomes that much of an issue, you'll probably not see 30 strong horde units on the field. A double-battlecannon knight is a significant part of your armies budget - deleting a gimmicky blob unit under ideal circumstances is not really impressive.
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Post by: Tyran
Even then it is not deleting the unit in average, killing around 18 termagants if firing at a full unit.
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Post by: Tyel
Tyran wrote:Even then it is not deleting the unit in average, killing around 18 termagants if firing at a full unit.
True. 2/3*5/6*5/6 does still mean 55% of your attacks fail to land.
Killing 5 Terminators is probably a bigger claim to fame than 18 Termagants.
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Post by: Daedalus81
Lord Clinto wrote:Hypothetical: Twin Battlecannon Chaos Knight shooting at a 30-model Ork Boyz unit, while in Rapid Fire range (within 36") = 4d6 (avg ~14)+12+12 (blast) S10 Ap-1 3Dmg shots...
Wtf...
Well, a few things, I guess.
1) I don't think 30 man blobs are going to be a thing so your max Blast bonus will be +4. Small consolation.
2D6+6+4 = 17 * .666 * .833 = 9.4 x 2
That's a 400+ point unit ( probably 500 ) killing what is presently ~160 points.
2) The Weirdboy has a 5+ and that's probably relevant. With models joining units there's little incentive to push him up if Boyz aren't also going up. This saves ~3 models.
3) The KFF is an unknown, but if it still provides a 5++ then you'll save 6 models meaning the knight kills under 100 points.
4) The odds that you'll be able to fully revive a squad of boyz is quite high.
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Post by: Trickstick
Dudeface wrote:Depending on timing and wording the second one may get fewer due to no longer firing at 30 boyz ofc
Blast bonus is determined using unit size when the target is selected, so you dont lose attacks.
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Post by: Daedalus81
Trickstick wrote:Dudeface wrote:Depending on timing and wording the second one may get fewer due to no longer firing at 30 boyz ofc
Blast bonus is determined using unit size when the target is selected, so you dont lose attacks.
Ah ok. I see it now.
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Post by: Trickstick
Which is probably a good thing, it really would be a headache to do it the other way. Also, there are probably some shennanigans you could pull with the order you resolve your weapons. Maybe it would be better to resolve multi damage weapons before the blasts, against multi wound units?
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Post by: Spoletta
It is still an AP-1 weapon.
It fails to kill 5 tac marines if they are in cover or use Go To Ground.
It doesn't put a Rhino at half wounds if it uses smoke.
People really underestimate how much of a difference rerolls and high AP did.
2 Knights with double battle cannon can shoot each other for 5 turns without one going down.
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Post by: catbarf
Tyel wrote:I guess for sweeping judgements, hordes are dead (and they weren't exactly alive in 9th).
I think that might be presumptive. There are a lot of changes 9th -> 10th that appear to benefit hordes.
-One extra shot per 5 models is a lot less impactful than automatic max shots on a 2D6 attack weapon, and you have to get beyond 15 models for it to be more effective with a D6 attack weapon. So having 11+ models isn't the death sentence it was in 9th.
-Battleshock tests triggering at half strength rather than just causing you to lose more models means larger units aren't unfairly penalized by morale.
-We've seen a number of stratagems for replenishing models; those will be a lot more useful on larger units than smaller ones which get nuked in one round of shooting.
- CP in general being more limited incentivizes allocating resources to larger units.
-The change to how LOS/cover is determined mean large units will still be able to claim cover on part of the unit, even from minor bits of scatter terrain.
-Characters join individual units and confer abilities to just that unit, so again, better to have a large unit.
Those all add up to paint a pretty different picture from 9th, where there was really no advantage to taking large units if you could avoid it. I expect we'll see some units that benefit from larger squad sizes, and others that are better staying as MSU, depending on what force-multipliers they have access to.
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Post by: Trickstick
I get the feeling that everything is a bit more specialised now. The battlecannons are great horde killers, but really don't bother vehicles that much. Plasma isn't the anti-everything that it used to be. So, hopefully, taking enough tools to deal with everything will be neccessary. Of course, skew lists could mess this up. That is just a meta thing though, will have to be considered carefully.
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Post by: Boosykes
Trickstick wrote:I get the feeling that everything is a bit more specialised now. The battlecannons are great horde killers, but really don't bother vehicles that much. Plasma isn't the anti-everything that it used to be. So, hopefully, taking enough tools to deal with everything will be neccessary. Of course, skew lists could mess this up. That is just a meta thing though, will have to be considered carefully.
Good more specialization should produce more variety in army compasition. Now they just. Need to make sure that all armys have option for each type of enemy.
494
Post by: H.B.M.C.
Making the changes to combi-weapons even more baffling...
30489
Post by: Trickstick
Was there anything other than the example datasheet in the core leak? I had discounted that as not-current, due to the inconsistencies on that sheet.
126787
Post by: Lord Zarkov
Trickstick wrote:
Was there anything other than the example datasheet in the core leak? I had discounted that as not-current, due to the inconsistencies on that sheet.
There have been multiple datasheets shown on WHC with the same profile across all the 10th articles.
Most recently Blightlords in the Death Guard FF
https://www.warhammer-community.com/2023/05/17/warhammer-40000-faction-focus-death-guard-2/
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Post by: Tyran
Aren't Blightlords one of those "for every 5 models in the unit, take [insert different combi-weapon]" a dozen times?
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Post by: alextroy
The one thing I have noted is that all the Combi-Weapons are on Terminator models: Librarian in Terminator Armour, Captain in Terminator Armour, Blightlord Terminators. Leaves me with fading hope that Combi-Weapon is a Terminator thing.
105713
Post by: Insectum7
alextroy wrote:The one thing I have noted is that all the Combi-Weapons are on Terminator models: Librarian in Terminator Armour, Captain in Terminator Armour, Blightlord Terminators. Leaves me with fading hope that Combi-Weapon is a Terminator thing.
It definitely feels like they just didn't want to put weapon options on the sprues for their various Terminator Characters.
Condensed combis is super lame.
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Post by: KingGarland
Tyran wrote:Aren't Blightlords one of those "for every 5 models in the unit, take [insert different combi-weapon]" a dozen times?
Twice, but yes.
Insectum7 wrote: alextroy wrote:The one thing I have noted is that all the Combi-Weapons are on Terminator models: Librarian in Terminator Armour, Captain in Terminator Armour, Blightlord Terminators. Leaves me with fading hope that Combi-Weapon is a Terminator thing.
It definitely feels like they just didn't want to put weapon options on the sprues for their various Terminator Characters.
Condensed combis is super lame.
They are really leaning hard into the no sprue, no rules thing and it is harming units that can out fit their models properly.
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Post by: Karol
Boosykes 809431 11537307 wrote:
Good more specialization should produce more variety in army compasition. Now they just. Need to make sure that all armys have option for each type of enemy.
But that requires your index/codex to be writen that way, and that is based on what is in the box sold for a specific faction and the number of unit it has access to.
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Post by: Lord Clinto
I'm happy with the Martial Ka'Tah and the Strat, but a little disappointed that I'm going to have to change all of my axes over to spears now.
And Sisters of Silence are even now, some how, more irrelevant than they were previously.
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Post by: Daedalus81
Lord Clinto wrote:I'm happy with the Martial Ka'Tah and the Strat, but a little disappointed that I'm going to have to change all of my axes over to spears now.
And Sisters of Silence are even now, some how, more irrelevant than they were previously.
Why would you drop your axes?
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Post by: Voss
Daedalus81 wrote: Lord Clinto wrote:I'm happy with the Martial Ka'Tah and the Strat, but a little disappointed that I'm going to have to change all of my axes over to spears now.
And Sisters of Silence are even now, some how, more irrelevant than they were previously.
Why would you drop your axes?
3+ to hit (vs 2+) and -1 AP (vs -2), I'd guess. And fewer attacks.
It doesn't help that against a lot of targets (more than before with the vehicle and terminator changes), S9 and S7 are functionally identical.
I'm not sure offhand its mathematically the right call, but the axe's statline is definitely not a shining star. Especially if you go for lethal hits stance and want extra chances for 6s which auto wound, and the strength difference doesn't matter at all (but the AP does).
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Post by: Daedalus81
Voss wrote: Daedalus81 wrote: Lord Clinto wrote:I'm happy with the Martial Ka'Tah and the Strat, but a little disappointed that I'm going to have to change all of my axes over to spears now.
And Sisters of Silence are even now, some how, more irrelevant than they were previously.
Why would you drop your axes?
3+ to hit (vs 2+) and -1 AP (vs -2), I'd guess. And fewer attacks.
It doesn't help that against a lot of targets (more than before with the vehicle and terminator changes), S9 and S7 are functionally identical.
I'm not sure offhand its mathematically the right call, but the axe's statline is definitely not a shining star. Especially if you go for lethal hits stance and want extra chances for 6s which auto wound, and the strength difference doesn't matter at all (but the AP does).
Yea looking at the math it is not favor of the axes unless there's some DW ability floating out there.
The axes will be useful into terminators, but that's mostly it. They're pretty close when put into vehicle / monster. Sustained definitely the better option for Axes.
Still, I'd just do counts-as if possible.
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Post by: Afrodactyl
Lord Clinto wrote:I'm happy with the Martial Ka'Tah and the Strat, but a little disappointed that I'm going to have to change all of my axes over to spears now.
And Sisters of Silence are even now, some how, more irrelevant than they were previously.
SOS don't look.... terrible. They will at least have a very small niche if embedded psyker characters start running the meta.
They don't look great. But they look at least passable for sniping squishy snipers out of units that rely on numbers of mooks to shield them. The weirdboy kind of jumps (pun intended) to mind.
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Post by: Voss
Afrodactyl wrote: Lord Clinto wrote:I'm happy with the Martial Ka'Tah and the Strat, but a little disappointed that I'm going to have to change all of my axes over to spears now.
And Sisters of Silence are even now, some how, more irrelevant than they were previously.
SOS don't look.... terrible. They will at least have a very small niche if embedded psyker characters start running the meta.
They don't look great. But they look at least passable for sniping squishy snipers out of units that rely on numbers of mooks to shield them. The weirdboy kind of jumps (pun intended) to mind.
The weirdboy that they wound on 5s? That they have to get within 12" of to get a reasonable number of shots? Within 12" of the ork army is not a good spot for them.
The oddest part is their psychic protection doesn't do anything for the more valuable units around them. And it only protects them from direct damage.
They just sort of water down an army that is going to be very conscious of how few useful models they have.
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Post by: Tiberias
Afrodactyl wrote: Lord Clinto wrote:I'm happy with the Martial Ka'Tah and the Strat, but a little disappointed that I'm going to have to change all of my axes over to spears now.
And Sisters of Silence are even now, some how, more irrelevant than they were previously.
SOS don't look.... terrible. They will at least have a very small niche if embedded psyker characters start running the meta.
They don't look great. But they look at least passable for sniping squishy snipers out of units that rely on numbers of mooks to shield them. The weirdboy kind of jumps (pun intended) to mind.
Maybe silent sisters get some other shenanigans to mess with psykers even more when all the rules drop. Sofar the bananaboys look really solid. T7 terminators was unexpected.
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Post by: Voss
Tiberias wrote: Afrodactyl wrote: Lord Clinto wrote:I'm happy with the Martial Ka'Tah and the Strat, but a little disappointed that I'm going to have to change all of my axes over to spears now.
And Sisters of Silence are even now, some how, more irrelevant than they were previously.
SOS don't look.... terrible. They will at least have a very small niche if embedded psyker characters start running the meta.
They don't look great. But they look at least passable for sniping squishy snipers out of units that rely on numbers of mooks to shield them. The weirdboy kind of jumps (pun intended) to mind.
Maybe silent sisters get some other shenanigans to mess with psykers even more when all the rules drop. Sofar the bananaboys look really solid. T7 terminators was unexpected.
If you aren't shooting at them with plasma, autocannons, assault cannons or multilasers (or alien equivalents) you basically won't notice toughness 7.
Big guns still wound on 3+, small arms still wound on 5+ (well not lasguns, but whatever. That's true for T6 too)
Like the strength 20+ weapons, it sounds like a bigger deal than it actually is.
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Post by: Tiberias
Voss wrote:Tiberias wrote: Afrodactyl wrote: Lord Clinto wrote:I'm happy with the Martial Ka'Tah and the Strat, but a little disappointed that I'm going to have to change all of my axes over to spears now.
And Sisters of Silence are even now, some how, more irrelevant than they were previously.
SOS don't look.... terrible. They will at least have a very small niche if embedded psyker characters start running the meta.
They don't look great. But they look at least passable for sniping squishy snipers out of units that rely on numbers of mooks to shield them. The weirdboy kind of jumps (pun intended) to mind.
Maybe silent sisters get some other shenanigans to mess with psykers even more when all the rules drop. Sofar the bananaboys look really solid. T7 terminators was unexpected.
If you aren't shooting at them with plasma, autocannons, assault cannons or multilasers (or alien equivalents) you basically won't notice toughness 7.
Big guns still wound on 3+, small arms still wound on 5+ (well not lasguns, but whatever. That's true for T6 too)
Like the strength 20+ weapons, it sounds like a bigger deal than it actually is.
Makes a difference in melee. There are still a lot of S5 and S6 weapons. In combination with the new Karate stances where you can give the enemy - 1 to hit, makes the terminators especially quite annoying to remove. Which is fine because they should be difficult to remove, especially considering that these new starts are in all probability coming with a points increase (which is absolutely necessary).
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Post by: tneva82
Lord Clinto wrote:I'm happy with the Martial Ka'Tah and the Strat, but a little disappointed that I'm going to have to change all of my axes over to spears now.
And Sisters of Silence are even now, some how, more irrelevant than they were previously.
If you feel need to have to change keep in mind you will "have" to change them back to axes in future. Quite possibly in few month
Not to mention maybe spears are overpriced.
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Post by: Brickfix
Wonder how it works out against different units 3 damage is very useful against some units, especially those with 3 wounds. Strength 9 might make a difference against light vehicles and monsters, too. But the spear is just better against regular Marines so that's pretty much the decision made for most people.
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Post by: Not Online!!!
Brickfix wrote:Wonder how it works out against different units 3 damage is very useful against some units, especially those with 3 wounds. Strength 9 might make a difference against light vehicles and monsters, too. But the spear is just better against regular Marines so that's pretty much the decision made for most people.
Edit Wrong thread.
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Post by: JNAProductions
Brickfix wrote:Wonder how it works out against different units 3 damage is very useful against some units, especially those with 3 wounds. Strength 9 might make a difference against light vehicles and monsters, too. But the spear is just better against regular Marines so that's pretty much the decision made for most people.
Quick math.
36 Spear Attacks
30 hits
25 wounds against T3-, 20 against T4-6, 15 against T7, 10 against T8-13, 5 against T14
40/3 failed MEQ saves, for 40/3 or 13.33 dead MEQ, 40/3 failed TEQ saves or 6-7 dead TEQ
36 Axe attacks
24 hits
20 wounds against T4-, 16 against T5-8, 12 against T9, 8 against T10-17, T18 doesn't exist as far as we know
10 failed MEQ saves or 10 dead MEQ, 16/3 failed TEQ saves or 5.33 dead TEQ
Hrm. That's... Not encouraging. Terminators, who have 3 wounds, take more damage from Spears than Axes.
T7 and especially T8 will see the Axes the better choice on wound total, at least.
But, let's check something we KNOW is T7. Allarus Custodes.
It takes 2 failed saves from either weapon to kill one.
That's 4 Spear wounds or 6 Axe wounds
8 Spear hits or 9 Axe hits
48/5 or 9.6 Spear attacks as opposed to 27/2 or 13.5 Axe hits.
Okay, how about a Rhino?
5 failed Spear saves, 4 failed Axe saves
15/2 Spear wounds, 8 Axe wounds
45/2 Spear hits, 16 Axe wounds
270/10 or 27 Spear attacks, 24 Axe attacks
Spears are SLIGHTLY worse.
Carnifex?
5 failed Spear saves, 4 failed Axe saves
10 Spear wounds, 12 Axe wounds
30 Spear hits, 24 Axe hits
36 Spear attacks, 36 Axe attacks
Equal.
I don't get why Axes are WS 3+. They better be the cheaper option.
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Post by: Voss
I don't get why Axes are WS 3+. They better be the cheaper option.
I'm going into the 10th edition launch with the expectation of XXX points for (standard unit size) ,+xx points per model (for units that can still have custom sizes, like CSM legionnaires), with weapons costing nothing, just limitations on what they can take. They went too hard on free weapons at the end of 9th to reverse course.
Given the box, 1 model can have a vexallia, any model can carry axe or spear, +0 points.
So XXX points for 3, +xx per extra model, up to 6. (or maybe no options past base 3).
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Post by: Daedalus81
JNAProductions wrote:Brickfix wrote:Wonder how it works out against different units 3 damage is very useful against some units, especially those with 3 wounds. Strength 9 might make a difference against light vehicles and monsters, too. But the spear is just better against regular Marines so that's pretty much the decision made for most people.
Quick math.
36 Spear Attacks
30 hits
25 wounds against T3-, 20 against T4-6, 15 against T7, 10 against T8-13, 5 against T14
40/3 failed MEQ saves, for 40/3 or 13.33 dead MEQ, 40/3 failed TEQ saves or 6-7 dead TEQ
I think your breakpoint on W3 models isn't well represented here --
36 * .833 * .666 * .5 = 10 unsaved each being 2 damage, but needing 2 per model to kill puts them at 5 TEQ.
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Post by: Tiberias
JNAProductions wrote:Brickfix wrote:Wonder how it works out against different units 3 damage is very useful against some units, especially those with 3 wounds. Strength 9 might make a difference against light vehicles and monsters, too. But the spear is just better against regular Marines so that's pretty much the decision made for most people.
Quick math.
36 Spear Attacks
30 hits
25 wounds against T3-, 20 against T4-6, 15 against T7, 10 against T8-13, 5 against T14
40/3 failed MEQ saves, for 40/3 or 13.33 dead MEQ, 40/3 failed TEQ saves or 6-7 dead TEQ
36 Axe attacks
24 hits
20 wounds against T4-, 16 against T5-8, 12 against T9, 8 against T10-17, T18 doesn't exist as far as we know
10 failed MEQ saves or 10 dead MEQ, 16/3 failed TEQ saves or 5.33 dead TEQ
Hrm. That's... Not encouraging. Terminators, who have 3 wounds, take more damage from Spears than Axes.
T7 and especially T8 will see the Axes the better choice on wound total, at least.
But, let's check something we KNOW is T7. Allarus Custodes.
It takes 2 failed saves from either weapon to kill one.
That's 4 Spear wounds or 6 Axe wounds
8 Spear hits or 9 Axe hits
48/5 or 9.6 Spear attacks as opposed to 27/2 or 13.5 Axe hits.
Okay, how about a Rhino?
5 failed Spear saves, 4 failed Axe saves
15/2 Spear wounds, 8 Axe wounds
45/2 Spear hits, 16 Axe wounds
270/10 or 27 Spear attacks, 24 Axe attacks
Spears are SLIGHTLY worse.
Carnifex?
5 failed Spear saves, 4 failed Axe saves
10 Spear wounds, 12 Axe wounds
30 Spear hits, 24 Axe hits
36 Spear attacks, 36 Axe attacks
Equal.
I don't get why Axes are WS 3+. They better be the cheaper option.
Axes are a bit of a strange design choice imo. Sure being consistent with reducing Ap even for custodes is fine, but if the other option always comes out ahead or is at least equal, why ever use them.
Then again we can only compare raw stats because we don't have the full faction rules so it might all change in a few weeks.
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Post by: tneva82
Daedalus81 wrote: JNAProductions wrote:Brickfix wrote:Wonder how it works out against different units 3 damage is very useful against some units, especially those with 3 wounds. Strength 9 might make a difference against light vehicles and monsters, too. But the spear is just better against regular Marines so that's pretty much the decision made for most people.
Quick math.
36 Spear Attacks
30 hits
25 wounds against T3-, 20 against T4-6, 15 against T7, 10 against T8-13, 5 against T14
40/3 failed MEQ saves, for 40/3 or 13.33 dead MEQ, 40/3 failed TEQ saves or 6-7 dead TEQ
I think your breakpoint on W3 models isn't well represented here --
36 * .833 * .666 * .5 = 10 unsaved each being 2 damage, but needing 2 per model to kill puts them at 5 TEQ.
Yeah for some reason he's calculating 40/3 or about 13 failed save.
5with spear, 6.66 with axe
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Post by: EviscerationPlague
It's GW overcorrection as usual. They could've went with one less attack or one less WS, but they decide both because Axes were used more while not understanding why.
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Post by: KurtAngle2
Voss wrote:Tiberias wrote: Afrodactyl wrote: Lord Clinto wrote:I'm happy with the Martial Ka'Tah and the Strat, but a little disappointed that I'm going to have to change all of my axes over to spears now.
And Sisters of Silence are even now, some how, more irrelevant than they were previously.
SOS don't look.... terrible. They will at least have a very small niche if embedded psyker characters start running the meta.
They don't look great. But they look at least passable for sniping squishy snipers out of units that rely on numbers of mooks to shield them. The weirdboy kind of jumps (pun intended) to mind.
Maybe silent sisters get some other shenanigans to mess with psykers even more when all the rules drop. Sofar the bananaboys look really solid. T7 terminators was unexpected.
If you aren't shooting at them with plasma, autocannons, assault cannons or multilasers (or alien equivalents) you basically won't notice toughness 7.
Big guns still wound on 3+, small arms still wound on 5+ (well not lasguns, but whatever. That's true for T6 too)
Like the strength 20+ weapons, it sounds like a bigger deal than it actually is.
Autocannons are S8 in 10th
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Post by: ccs
EviscerationPlague wrote:
It's GW overcorrection as usual. They could've went with one less attack or one less WS, but they decide both because Axes were used more while not understanding why.
Or.... it could be an evil plan to sell more kits as everyone'll soon need axes.
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Post by: JNAProductions
Ah, I was giving them a 3+ save base vs. spears.
That’s my math fail-so it’s 5 to 5.33. Barely in the Axe’s favor.
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Post by: H.B.M.C.
If the axes had the same amount of attacks or hit on 2+, would that make it a real choice, or just flip the balance to the other side?
106383
Post by: JNAProductions
H.B.M.C. wrote:If the axes had the same amount of attacks or hit on 2+, would that make it a real choice, or just flip the balance to the other side?
My math compared equal numbers of attacks.
They’re barely any better against anything previewed even with the same number of attacks, and frequently worse.
494
Post by: H.B.M.C.
So what changes would you make to make the axes worthwhile without flipping the balance so that spears suck?
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Post by: JNAProductions
H.B.M.C. wrote:So what changes would you make to make the axes worthwhile without flipping the balance so that spears suck?
WS2+ and AP-2 maybe?
Lose an attack, gain a damage a a bit of strength.
Maybe drop them to S8 if they do get those.
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Post by: KingGarland
JNAProductions wrote:I don't get why Axes are WS 3+. They better be the cheaper option.
The in lore reason, though this really doesn't make sense, could be that they are more unwieldy like other heavy weapons.
H.B.M.C. wrote:So what changes would you make to make the axes worthwhile without flipping the balance so that spears suck?
I think just putting them back to WS 2+ would be enough. The axes have strength and damage, the spears get AP and attacks.
One thing I noticed is that the Misericordia no longer get any kind of extra attacks rules meaning that if you have them with the spears there is literally zero reason to ever use them.
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Post by: The Red Hobbit
Lord Clinto wrote:I'm happy with the Martial Ka'Tah and the Strat, but a little disappointed that I'm going to have to change all of my axes over to spears now.
And Sisters of Silence are even now, some how, more irrelevant than they were previously.
Same here, I like that the Katah's are simplified but disappointed with Sisters of Silence. Their whole purpose is to nullify psychic and they've lost that. Yeah I get that they want to move away from Aura's 90% of the time, but all they left Sisters with was a FnP vs Psychic, not even immunity. Disappointing to say the least.
There will likely be anti-psyker stratagems but that is a crutch for what should be an inherent ability. While the Prosecutors and Vigilators look a bit more dangerous, I'd rather have an anti-psyker ability on the data sheet rather than a marginal increase in killyness.
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Post by: p5freak
Every lost ability will return with a codex.
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Post by: Trickstick
Catachan codex confirmed.
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Post by: Tyel
The issue is that we are sort of resetting to the indexes. In terms of gameplay this might not matter - but it matters in the world of theory.
We've had two expansions building up subfactions, armies of renown, countless stratagems, relics, warlord traits, psychic powers and so on. Much of that wasn't very powerful in game and indeed wasn't widely used - but it was a choice that existed. Now most of that's been chucked for a fixed army special rule - and a detachment rule. Which okay, will have alternatives in the codex (presumably) - but some factions may be without a codex for 2 years so are going to be stuck.
Its like going from an RPG with dozens of potential classes back to "you can play a warrior, a thief or a mage, have fun". The game might be fine - perhaps even better for it - but some will complain. Especially if they like warriors but not that kind of warrior. Which may be the case in about 75 minutes.
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Post by: Lord Clinto
EviscerationPlague wrote:
It's GW overcorrection as usual. They could've went with one less attack or one less WS, but they decide both because Axes were used more while not understanding why.
My point exactly. =(
Either one less attack OR one less WS; I would have grudgingly accepted either option, but both just hurts.
1321
Post by: Asmodai
Codexes will be a wait though. Many armies will be using their Index rules for the for half or two-thirds of the run of 10th edition - so the Index rules still matter for those armies, regardless of what's eventually fixed in the Codexes. With only 37 months left till 11th edition launches, the armies that get their Codexes two years from now will be using the Index rules far longer than the Codex ones.
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Post by: Trickstick
Without a complete picture, there is always room for something to come along that changes our conclusions. Like there could easily be an "ignore all psyker powers" strategem for the sisters of silence. We are a bit like a blind man trying to describe an elephant right now.
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Post by: Mr Morden
Trickstick wrote:Without a complete picture, there is always room for something to come along that changes our conclusions. Like there could easily be an "ignore all psyker powers" strategem for the sisters of silence. We are a bit like a blind man trying to describe an elephant right now.
Not good enough - its like Marines having to get Botguns via a Strategem - anyone happy with that?
There are plenty of stuff they could have done if they could be bothered.
* They could have had a defensive Aura but hey not Marines so no defensive aura for them
* They could have had it so you could not target them with any kind of psychic attack - you know - like the lore.
* They could have had a negative impact on any nearby Psyker - you know like the lore
Why the feth do non damaging psychic abilities work fine on them now?
18622
Post by: Lord Clinto
Boosykes wrote:Look do sisters diserve more? Maybe but even in a lot of the lore they don't totally cancel all psykers. The emperor dident give a hoot about them malcador dident seem overly bothered. I assume magnus had no trouble with them.
At the end of the day it's a game and compleatly invalidating parts of it is bad. Basically what they finally learned this edition with moral.
In one of the SoT books (Saturnine or Echoes of Eternity I think) Malcador is at a strategy session with Dorn, Valdor & one of the SoS Leaders. It describes him as physically in pain and in a weakened state just being in close proximity to her.
If anything, to be more in line with the fluff, SoS should provide a bubble (even if only a 3" aura) of anti-psychic / null zone and be immune to powers themselves.
30489
Post by: Trickstick
So with the new ork waaagh being "at the start of the battle round", does that mean that if you are going second that you have to do it in the opponents turn? A bit of an interesting 1st vs 2nd consideration for orks now.
113031
Post by: Voss
Trickstick wrote:So with the new ork waaagh being "at the start of the battle round", does that mean that if you are going second that you have to do it in the opponents turn? A bit of an interesting 1st vs 2nd consideration for orks now.
Explicitly, yes.
Its not a very interesting design decision, honestly. It tells your opponent what you're going to do (if you're going second), so they can try to focus down your leading/dangerous elements. But you're orks, so charging once you're close enough is pretty much what the army does, so... that was telegraphed anyway.
But it does give you an opportunity to forget about using it in your opponent's turn, and not being able to retcon that because it would have had lots of carry-on effects with all the invulnerable saves. So... huzzah. Once people get used to it, it'll be fine, but it provides brain fart moments, and each turn you don't use it is a turn that you have less of your army to use it on.
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Post by: Trickstick
Apt for such a slow-witted xenos.
494
Post by: H.B.M.C.
I think it's odd that Sisters of Silence don't do anything to psykers anymore. Sure, their guns get a bonus when they shoot at then, but the simple presence of a blank as powerful as your average Sister of Silence should terrify psykers. Seems extremely unusual that this was seemingly forgotten about. Dudeface wrote:Not a common complaint really, but a valid one even if understandable.
What, and the ones in your list aren't valid? The Tyranid rule is boring. The fact that "Our weapons now kill us randomly!" is the unifying faction-defining rule GW has chosen for Chaos this edition is pretty gak. The fact that Marines have gone from "And They Shall Know No Fear" to "And They Shall Oaths of Moment" is really strange.
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Post by: Tyel
GW seem to have turned their face against Jidmah's old signature of "stand up for science, Orks are not a melee army".
Fairly confident that 99% of the time Waaagh will be activated on turn 2. Turn 1 charges from deployment are probably hard to do (outside Deffkoptas etc). Going 2nd might not be too bad if the opponent moves up the board nearer to you - but if you've explicitly advertised you are looking for a big connection, they'll surely just hold back so you can't.
Which could produce some cat and mouse play - but I suspect Orks will be balanced such that if you activate Waaagh and then do nothing but sit under a 5++ for a turn its going to suck.
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Post by: Karol
H.B.M.C. wrote:I think it's odd that Sisters of Silence don't do anything to psykers anymore. Sure, their guns get a bonus when they shoot at then, but the simple presence of a blank as powerful as your average Sister of Silence should terrify psykers. Seems extremely unusual that this was seemingly forgotten about.
It is an index, so one can imagine units are going to be light on rules comparing to the bonuses given by detachmants or codex rules.
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Post by: Dudeface
H.B.M.C. wrote:Dudeface wrote:Not a common complaint really, but a valid one even if understandable.
What, and the ones in your list aren't valid?
The Tyranid rule is boring. The fact that "Our weapons now kill us randomly" is the unifying faction-defining rule GW has chosen for Chaos is pretty gak.
Boon for a sacrifice seems fairly apt for most but not all chaos marines, so that's not perfect admittedly, but not sure it's worth a complaint about beyond a passing "that's a bit weird". The tyranid one being boring is wholly subjective, the issue is that it's a bit of an all or nothing chance ability that fires off once. The latter I consider a valid complaint.
Generally any that are based in "why aren't I marine" or wholly rooted in direct comparison to 9th edition profiles etc. likewise people who are complaining about mechanics that actually introduce gameplay variables such as the rad bombardment. DG get a special shout out because whilst I sympathise at their identity being attacked as it has, it is neither the end of the world nor an excuse to, as per reddit, go gaking on every other faction preview whining at every defensive rule every other faction gets.
Re oaths of moment instead of ATSKNF, you're right it's strange, but strange isn't bad necessarily, it's a passing "that's a bit weird" again.
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Post by: Karol
Well DG got a bad index set of rules, after a kind of a meh edition of nerfs and side grades, and they aren't on the list for a fast update. So the players will be stuck with what ever they get right now. They really don't have much to be happy about. And they voice it out loud. GK and 1ksons were saying that AtW is a bad secondary, and it took GW almost 3 years to notice that.
And expecting for people to be happy for others, when they are bad, is a bit much. Especialy with a game that costs as much time and money as w40k.
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Post by: Voss
Karol wrote: H.B.M.C. wrote:I think it's odd that Sisters of Silence don't do anything to psykers anymore. Sure, their guns get a bonus when they shoot at then, but the simple presence of a blank as powerful as your average Sister of Silence should terrify psykers. Seems extremely unusual that this was seemingly forgotten about.
It is an index, so one can imagine units are going to be light on rules comparing to the bonuses given by detachmants or codex rules.
If you imagine that, you're going to be disappointed.
The books will bring new detachments allowing you to swap one set of [detachment abilities, strats and enhancements] for another.
If you're expecting another complete rewrite of faction abilities and datacards, you're in fantasy land.
(Halfway through the 10th edition books, that might change. But for now, units and faction rules will be as you see them.
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Post by: Dudeface
Karol wrote:Well DG got a bad index set of rules, after a kind of a meh edition of nerfs and side grades, and they aren't on the list for a fast update. So the players will be stuck with what ever they get right now. They really don't have much to be happy about. And they voice it out loud. GK and 1ksons were saying that AtW is a bad secondary, and it took GW almost 3 years to notice that.
And expecting for people to be happy for others, when they are bad, is a bit much. Especialy with a game that costs as much time and money as w40k.
It doesn't matter what DG have now or what happened to them in 8th or 9th though, that's exactly the point. It's also not, in isolation, a bad set of rules as far as we know.
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Post by: Trickstick
There is a lot of potential for changing an army with just detachments and enhancements. You can change a gunline focussed guard into an armoured company or light infantry. Plus, I'm guessing new units would be added in the codex? Sure, the base units may not change themselves, but how they are used could.
For example, an ork dakka detachment which changes sustained hits to ranged would be a big change for a small rule.
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