20774
Post by: pretre
cuda1179 wrote:And yet, it it wren't for the FAQ, a line/are of effect weapon is NOT banned from hitting a flier as long as it has the skyfire rule.
What part of skyfire allows you to fire a non-ballistic skill weapon at a flyer?
7261
Post by: Dendarien
matphat wrote:I love that people are so damn excited to see Nob Bikers, which were not really that big of a deal anyway, get nerfed in to the "Not worth the points" category AGAIN, while standard army builds from competitive armies still can do more killing and survive longer at less points and no one seems to give a damn. I understand that the LOS rules were stupid and a huge PITA as they were pre FAQ 1.1, but I am totally lost as to why it's such a big reason to celebrate when a mediocre army gets one of it's few hard hitters nerfed into the ground. QFT. Orks just went from having 1 very competitive build to...none?
47547
Post by: CthuluIsSpy
Nox wrote:
The really sad thing is, according to the fluff, the Skyray is the Tau's anti-air tank.
Really? Ouch. Its not as though giving it skyfire would have tipped the balance either.
I mean, supposedly CSM and DA will get skyfire soon, why not tau?
Hell, why not everyone?
5386
Post by: sennacherib
Lots of good stuff here.
LOVING that Chaos marine demon prince are flying MC. LOVE. Luv.
54671
Post by: Crazyterran
Whip Coils / Lash Whips got nerfed, and the effect only applies at the start of the fight sub phase instead of whenever someone touches base contact.
Yay.
20774
Post by: pretre
And at the same time they made them much less complicated/confusing.
196
Post by: cuda1179
pretre wrote: cuda1179 wrote:And yet, it it wren't for the FAQ, a line/are of effect weapon is NOT banned from hitting a flier as long as it has the skyfire rule.
What part of skyfire allows you to fire a non-ballistic skill weapon at a flyer?
To hit a flier you must use a Snapshot, unless the model has Skyfire
Models that don't roll to hit can not snapshot. Okay, so that leaves skyfire.
Page 81 states: Shots resolved at a Zooming flier can only be resolved as Snap Shots (unless the model has the Skyfire Special rule)
Termpates, Blasts, and Large Blasts can not hit fliers (a line weapon like a Death ray is none of these)
So, a Dathray meets all the criteria for hitting a flier if it uses skyfire, excpet the FAQ changed it.
54671
Post by: Crazyterran
Overall, these FAQs are of very good quality. Mephiston got fixed to Mastery 3, things got clarified, Look Out, Sir! Got less silly.
Unfortunate for Orks, now they can't even look out, sir! the squad leaders.
47462
Post by: rigeld2
Crazyterran wrote:Overall, these FAQs are of very good quality. Mephiston got fixed to Mastery 3, things got clarified, Look Out, Sir! Got less silly.
Unfortunate for Orks, now they can't even look out, sir! the squad leaders.
Squad leaders still can - it's only the unit of Nobs that can't LOS!.
Read the Designer's Note.
20774
Post by: pretre
cuda1179 wrote:Termpates, Blasts, and Large Blasts can not hit fliers (a line weapon like a Death ray is none of these)
Except that it is effectively a template weapon, just a long thin template. It is clear from the faq answers that they have intended all of the things that I (not necessarily the rules) consider to be 'weird templates' to not hit flying targets.
I'm not going to go back and forth on pre- faq, since neither of us is going to budge. At least they faq'd it clearly now.
25580
Post by: Maelstrom808
cuda1179 wrote: pretre wrote: cuda1179 wrote:And yet, it it wren't for the FAQ, a line/are of effect weapon is NOT banned from hitting a flier as long as it has the skyfire rule.
What part of skyfire allows you to fire a non-ballistic skill weapon at a flyer?
To hit a flier you must use a Snapshot, unless the model has Skyfire
Models that don't roll to hit can not snapshot. Okay, so that leaves skyfire.
Page 81 states: Shots resolved at a Zooming flier can only be resolved as Snap Shots (unless the model has the Skyfire Special rule)
Termpates, Blasts, and Large Blasts can not hit fliers (a line weapon like a Death ray is none of these)
So, a Dathray meets all the criteria for hitting a flier if it uses skyfire, excpet the FAQ changed it.
GW uses FAQs as erratas to changes rules as they see fit and have done so for years. It's nothing new, an d people just need accept it and move on.
54671
Post by: Crazyterran
rigeld2 wrote:Crazyterran wrote:Overall, these FAQs are of very good quality. Mephiston got fixed to Mastery 3, things got clarified, Look Out, Sir! Got less silly.
Unfortunate for Orks, now they can't even look out, sir! the squad leaders.
Squad leaders still can - it's only the unit of Nobs that can't LOS!.
Read the Designer's Note.
Woops, good catch.
Just skimmed it, my bad.
752
Post by: Polonius
Haven't "draw a line" weapons always been considered template weapons? And haven't templates been unable to hit fliers, since, like forever?
I dont' doubt that they used to be able to hit fliers, it's just not as inconsistent as people seem to think.
Basically, you need to roll to hit any flier. OTOH, anything that rolls to hit a flier has consequences (see marker lights and FMCs)
It's rare sign of restraint in the sixth edition, which seems to value rules for rules sake.
47462
Post by: rigeld2
Polonius wrote:Haven't "draw a line" weapons always been considered template weapons?
Not rules-wise.
99
Post by: insaniak
DMajiko wrote:Am I the only one that noticed that Bikes got Very Bulky (Count as 3 units) and therefore can now mount up into transports?
Bulky and Very Bulky don't grant the ability to ride in transports.
Transports by default can only carry Infantry. You need a special rule to allow any other type of unit to embark. All that Bulky and Very Bulky do is define how many spots the unit takes up if it is allowed in a transport.
1406
Post by: Janthkin
Okay, we're done with the "Death Ray could [not] hit flyers pre-FAQ" question. It's moot, and distracting. Take it to YMDC if you really want to continue arguing about it.
17682
Post by: Tjolle79
I'm still not seeing a change for Njals storm and its damage effects on flyers. Anyone?
44539
Post by: Kilink
GW Employee1: "Let's give necrons Flyers"
GW Exployee2: "GREAT! So they can defend themselves from other flyers?"
Gw Exployee1: "Hmmmm...you're right give them weapons that only penetrate on 6 and a death ray for anything that's in the floor"
GW Employee 2: "Brilliant"
33334
Post by: UncleMeat
Only Snap Shots can hit Zooming Flyers and Gliding Flying Monstrous Creatures
This is certainly a typo. As written, Flying Monstrous Creatures can only be hit by snap shots when both Swooping and Gliding.
53292
Post by: Kevlar
Polonius wrote:Haven't "draw a line" weapons always been considered template weapons? And haven't templates been unable to hit fliers, since, like forever?
I dont' doubt that they used to be able to hit fliers, it's just not as inconsistent as people seem to think.
Basically, you need to roll to hit any flier. OTOH, anything that rolls to hit a flier has consequences (see marker lights and FMCs)
It's rare sign of restraint in the sixth edition, which seems to value rules for rules sake.
Draw a line weapons have been considered "template" weapons in previous editions. Not sure how long its been for 40k. Fantasy didn't define them as such for an edition or two, but went back to the definition for 8th. This FAQ puts it back in for 40k. Again it was a common sense thing. Skyfire only allows you to hit with normal ballistic skill, it does not allow you to hit with weapons that don't use ballistic skill.
47620
Post by: SeptimusPryme
Has anyone mentioned all the AP2 added to CSM with daemon weapons? That strike at initiative?
Range S AP Type
- +1 2 Melee, Daemon
Weapon,Two-handed
19636
Post by: Alkasyn
Q: When a model makes a Vector Strike or Hammer of Wrath , do
these attacks benefit from any special rules (such as Furious Charge,
Poisoned or Rending), or any weapons or other wargear it is
equipped with? (p37/43)
A: No.
Q: Do Dark Eldar allies count as Eldar for the Farseer psychic
powers Fortune and Guide? (p28)
A: No.
Q: Can you use a Warlock's Destructor power when resolving
Overwatch? (p28)
A: No.
Q: Can a unit with both the and special rules deploy
as Infiltrators and then make a Scout redeployment before the game
begins? (p38)
A: Yes.
Q: The rulebook states "A unit that makes a Scout redeployment
cannot charge in the first turn." Does this mean that if your
opponent has the first turn and you go second, your Scouting unit
can charge? (p41)
A: Yes.
Q: Do models classified as unique count as ? (p63)
A: Yes, but not in the case of vehicles (with the exception of
Bjorn the Fell-handed).
SO Chronus and Pask are not Characters.
Just some tidbits I found interesting.
53623
Post by: Ronin_eX
Well these were certainly an improvement over the first ones. There will still be some bitching but I think this was a good showing overall that fixed a lot of outright WTF things. And even if you think it makes the units useless, I think that from an outright playability standpoint the removal of large all-character units whole cloth was a good one. It slowed the game down and circumvented the wound allocation system too much and was obviously (now that they have FAQ'd it and delivered designer's notes on it) not the intended way the rule worked. Now it is just IC's and squad leaders and I think this will stop a lot of the bitching about the otherwise good wound allocation system. Too bad barrage sniping is still possible, but at least it isn't as slowing as all-character units were.
And I'm personally glad they shored up the overflow wounds loophole for challenges. It just felt wrong to me.
Also glad to see the Necron flyer nerf.
Now just to wait for the first 6E codex to see if things continue to show promise.
53292
Post by: Kevlar
SeptimusPryme wrote:Has anyone mentioned all the AP2 added to CSM with daemon weapons? That strike at initiative?
Range S AP Type
- +1 2 Melee, Daemon
Weapon,Two-handed
Those are pretty sweet, but probably overshadowed with princes getting FMC and skyfire. Even less reason to take a lord even with a better daemon weapon. The princes are AP2 as well and can shoot the crap out of fliers now with their psychic powers.
20650
Post by: Pyriel-
They didn't. An archon joining a Codex: Eldar Harlequin unit with Eldrad is still a Codex: Eldar unit and can be fortuned.
My bad, I was to optimistic after reading things like nobz not being characters etc to think common sense would remove the ridicule of immortal 2++/++ archon bombs.
57815
Post by: Ferrum_Sanguinis
Still bummed about Paladins no longer being characters, though I love the boost sanguinary guard got.
48805
Post by: Stoffer
Therion wrote:It's just incredible that it took GW a couple months to make a few minor adjustments to the FAQs and they still managed to get some of them completely wrong while also failing to answer many crucial questions that needed clarification. They really seem to have a bunch of nutless monkeys running games design. They do only a little work and even that they do poorly.
Nope.
You're just quoting the FAQ which is a source of new rules with new strange exceptions. The person you were responding to was asking his question based on the rules of Warhammer 40K as they exist in the rulebook.
What? They've done two updates in like two months? GW are on the ball these days.
196
Post by: cuda1179
pretre wrote: cuda1179 wrote:Termpates, Blasts, and Large Blasts can not hit fliers (a line weapon like a Death ray is none of these)
Except that it is effectively a template weapon, just a long thin template. It is clear from the faq answers that they have intended all of the things that I (not necessarily the rules) consider to be 'weird templates' to not hit flying targets.
I'm not going to go back and forth on pre- faq, since neither of us is going to budge. At least they faq'd it clearly now.
If you consider it a Template weapon, does that mean you would allow it to ignore cover?
14152
Post by: CT GAMER
Happygrunt wrote: pretre wrote:Q: Can you deploy the Aegis Defence Line sections in two or more
groups of two or more sections apiece (this way, they will still be in
base contact with at least one other section)? (p114)
A: No – the Aegis defence line sections must be deployed in
an unbroken chain, though they can be connected end-toend
such as in the example shown on page 114.
Wow, didn't see that coming...
It is called "Aegis defense line" not Aegis defense lines".
Automatically Appended Next Post:
Boo hoo...
196
Post by: cuda1179
Kevlar wrote: Polonius wrote:Haven't "draw a line" weapons always been considered template weapons? And haven't templates been unable to hit fliers, since, like forever?
I dont' doubt that they used to be able to hit fliers, it's just not as inconsistent as people seem to think.
Basically, you need to roll to hit any flier. OTOH, anything that rolls to hit a flier has consequences (see marker lights and FMCs)
It's rare sign of restraint in the sixth edition, which seems to value rules for rules sake.
Draw a line weapons have been considered "template" weapons in previous editions. Not sure how long its been for 40k. Fantasy didn't define them as such for an edition or two, but went back to the definition for 8th. This FAQ puts it back in for 40k. Again it was a common sense thing. Skyfire only allows you to hit with normal ballistic skill, it does not allow you to hit with weapons that don't use ballistic skill.
As I have all ready quoted in the rules, Skyfire will help with any non template, non blast, non large-blast weapon. Check Page 81. If there were a weapon (hypothetically) that always hit on a 2+, they skyfire would allow it to hit a flier on a 2+ with no regard for balistic skill.
53292
Post by: Kevlar
cuda1179 wrote:
If you consider it a Template weapon, does that mean you would allow it to ignore cover?
It is a type of template weapon, not a flame template. Not all blast or ordnance templates ignore cover, and I'm sure there are some things that use the flamer template which also do not.
10347
Post by: Fafnir
It's a valid complaint. Paladins may have had their way with unskilled players, but they were never the top dog of 40k, or even their own codex. The nerf they got was way too hard, and now they're absolute garbage.
26767
Post by: Kevin949
Shep wrote:
I belive in 6th edition, the penalty to firing ordnance weapons applies only to non-vehicle units.
Don't know if you were replied to or not but - Very last paragraph on P.71 "Vehicles & Ordnance Weapons".
99
Post by: insaniak
Kevlar wrote:It is a type of template weapon, not a flame template. Not all blast or ordnance templates ignore cover, and I'm sure there are some things that use the flamer template which also do not.
You're confusing several rules there.
Blasts and Ordnance don't use Templates, they use Blast and Large Blast markers.
Template weapons use the teardrop-shaped Template. There is no 'flame template'... just the one template that is used by all Template weapons. All Template weapons ignore cover.
34456
Post by: ColdSadHungry
Swooping hawks with intercept count vehicles as being WS0 in assault. Really considering these guys now
21272
Post by: Hazardx987
Q: If a unit disembarks from a destroyed vehicle during the enemy
turn, can it Charge in the Assault phase of its own turn? (p80)
A: No, unless the vehicle in question was an Assault Vehicle.
CRAP!!!
For some reason I don't think a squad of CSM or Marines would just sit there and not charge the Monstrous Creature/Walker/Wych Squad/Boyz Mob/... that blew up their transport, do you?
53292
Post by: Kevlar
insaniak wrote:Kevlar wrote:It is a type of template weapon, not a flame template. Not all blast or ordnance templates ignore cover, and I'm sure there are some things that use the flamer template which also do not.
You're confusing several rules there.
Blasts and Ordnance don't use Templates, they use Blast and Large Blast markers.
Template weapons use the teardrop-shaped Template. There is no 'flame template'... just the one template that is used by all Template weapons. All Template weapons ignore cover.
I'm not confusing anything. I know 40k "dumbs down" its lingo, but all three of those, even line weapons are "templates" by definition (stencil, pattern, overlay).
What zooming flyers ignore are weapons that do not hit with ballistic skill. For the most part these are all the "template" type weapons, even line weapons which are a special kind of template.
43805
Post by: dauntless
So, with "heavy" replacing "lumbering behemoth" on the Leman Russ, it sure reads to me that with the main cannon being ordinance, hull mounted weapons and sponsons can now only snap shot when the cannon is fired.
Am I wrong in this? Heavy just says that it always counts as being stationary, stationary says you can fire all weapons (nothing about BS), but there is now no rule that overrides the ordinance restriction that requires all other weapons be fired as snap shots when the ordinance fires.
25580
Post by: Maelstrom808
Guys...seriously?
It's been settled by the FAQ, until they change their minds on the next FAQ. A mod has already said to drop it. Either let it go or take it to YMDC.
11203
Post by: Nox
dauntless wrote:So, with "heavy" replacing "lumbering behemoth" on the Leman Russ, it sure reads to me that with the main cannon being ordinance, hull mounted weapons and sponsons can now only snap shot when the cannon is fired.
Am I wrong in this? Heavy just says that it always counts as being stationary, stationary says you can fire all weapons (nothing about BS), but there is now no rule that overrides the ordinance restriction that requires all other weapons be fired as snap shots when the ordinance fires.
You have it right.
26767
Post by: Kevin949
dauntless wrote:So, with "heavy" replacing "lumbering behemoth" on the Leman Russ, it sure reads to me that with the main cannon being ordinance, hull mounted weapons and sponsons can now only snap shot when the cannon is fired.
Am I wrong in this? Heavy just says that it always counts as being stationary, stationary says you can fire all weapons (nothing about BS), but there is now no rule that overrides the ordinance restriction that requires all other weapons be fired as snap shots when the ordinance fires.
The only good thing is that when it moves 6" it can fire everything ELSE at full bs as opposed to just 1 weapon. So, at least there's that I guess. But, being a cron player, I feel your pain.
31150
Post by: overkongen
Crazyterran wrote:Overall, these FAQs are of very good quality. Mephiston got fixed to Mastery 3
That's not new. Mephiston was clarified as Mastery Level 3 in the original V1 FAQ. He can unfortunately still only take two BRB powers.
54671
Post by: Crazyterran
overkongen wrote:Crazyterran wrote:Overall, these FAQs are of very good quality. Mephiston got fixed to Mastery 3
That's not new. Mephiston was clarified as Mastery Level 3 in the original V1 FAQ. He can unfortunately still only take two BRB powers.
Woops, my bad, I thought that's what they fixed.
Maybe they feel that Mephiston is broken enough.
48805
Post by: Stoffer
Crazyterran wrote:overkongen wrote:Crazyterran wrote:Overall, these FAQs are of very good quality. Mephiston got fixed to Mastery 3
That's not new. Mephiston was clarified as Mastery Level 3 in the original V1 FAQ. He can unfortunately still only take two BRB powers.
Woops, my bad, I thought that's what they fixed.
Maybe they feel that Mephiston is broken enough.
I guess "broken" means different things to different people.
26767
Post by: Kevin949
Stoffer wrote:Crazyterran wrote:overkongen wrote:Crazyterran wrote:Overall, these FAQs are of very good quality. Mephiston got fixed to Mastery 3
That's not new. Mephiston was clarified as Mastery Level 3 in the original V1 FAQ. He can unfortunately still only take two BRB powers.
Woops, my bad, I thought that's what they fixed.
Maybe they feel that Mephiston is broken enough.
I guess "broken" means different things to different people.
Of course it does. It's all subjective to the persons meta and point of view.
For a long time I felt black templars were broken in CC with a cheap vow that gave them pref enemy and everyone was fearless. That's been fixed, now I'm happy. Others didn't see it that way though.
44272
Post by: Azreal13
Kevin949 wrote:dauntless wrote:So, with "heavy" replacing "lumbering behemoth" on the Leman Russ, it sure reads to me that with the main cannon being ordinance, hull mounted weapons and sponsons can now only snap shot when the cannon is fired.
Am I wrong in this? Heavy just says that it always counts as being stationary, stationary says you can fire all weapons (nothing about BS), but there is now no rule that overrides the ordinance restriction that requires all other weapons be fired as snap shots when the ordinance fires.
The only good thing is that when it moves 6" it can fire everything ELSE at full bs as opposed to just 1 weapon. So, at least there's that I guess. But, being a cron player, I feel your pain.
Re-read the ordinance rules. As far as I can see there is no drawback to them when fitted to a vehicle. I read it that the Russ can move up to 6" and fire all weapons at full BS.
48805
Post by: Stoffer
Kevin949 wrote:Stoffer wrote:Crazyterran wrote:overkongen wrote:Crazyterran wrote:Overall, these FAQs are of very good quality. Mephiston got fixed to Mastery 3
That's not new. Mephiston was clarified as Mastery Level 3 in the original V1 FAQ. He can unfortunately still only take two BRB powers.
Woops, my bad, I thought that's what they fixed.
Maybe they feel that Mephiston is broken enough.
I guess "broken" means different things to different people.
Of course it does. It's all subjective to the persons meta and point of view.
For a long time I felt black templars were broken in CC with a cheap vow that gave them pref enemy and everyone was fearless. That's been fixed, now I'm happy. Others didn't see it that way though.
I'm fairly certain calling him "broken" in 6th is a bit of a stretch. 5th? Yeah sure, 6th? lol.
26767
Post by: Kevin949
azreal13 wrote: Kevin949 wrote:dauntless wrote:So, with "heavy" replacing "lumbering behemoth" on the Leman Russ, it sure reads to me that with the main cannon being ordinance, hull mounted weapons and sponsons can now only snap shot when the cannon is fired.
Am I wrong in this? Heavy just says that it always counts as being stationary, stationary says you can fire all weapons (nothing about BS), but there is now no rule that overrides the ordinance restriction that requires all other weapons be fired as snap shots when the ordinance fires.
The only good thing is that when it moves 6" it can fire everything ELSE at full bs as opposed to just 1 weapon. So, at least there's that I guess. But, being a cron player, I feel your pain.
Re-read the ordinance rules. As far as I can see there is no drawback to them when fitted to a vehicle. I read it that the Russ can move up to 6" and fire all weapons at full BS.
No, you re-read the rules...
I will reiterate...last paragraph, page 71 under "Vehicles & Ordnance".
"Vehicles & Ordnance Weapons"
Unlike other units, vehicles can move and fire with Ordnance
weapons. However, a vehicle that fires an Ordnance weapon
can only make Snap Shots with its other weapons that turn"
Nothing in the Heavy or Relentless rules override this (seeing as heavy and relentless are near identical, just a 6" movement restriction). Automatically Appended Next Post: Stoffer wrote: Kevin949 wrote:Stoffer wrote:Crazyterran wrote:overkongen wrote:Crazyterran wrote:Overall, these FAQs are of very good quality. Mephiston got fixed to Mastery 3
That's not new. Mephiston was clarified as Mastery Level 3 in the original V1 FAQ. He can unfortunately still only take two BRB powers.
Woops, my bad, I thought that's what they fixed.
Maybe they feel that Mephiston is broken enough.
I guess "broken" means different things to different people.
Of course it does. It's all subjective to the persons meta and point of view.
For a long time I felt black templars were broken in CC with a cheap vow that gave them pref enemy and everyone was fearless. That's been fixed, now I'm happy. Others didn't see it that way though.
I'm fairly certain calling him "broken" in 6th is a bit of a stretch. 5th? Yeah sure, 6th? lol.
Did you mean to reply to someone else? I wasn't saying he was broken, I've never played against mephiston so I have no clue how good he is beyond what people say here.
54671
Post by: Crazyterran
Stoffer wrote: Kevin949 wrote:Stoffer wrote:Crazyterran wrote:overkongen wrote:Crazyterran wrote:Overall, these FAQs are of very good quality. Mephiston got fixed to Mastery 3
That's not new. Mephiston was clarified as Mastery Level 3 in the original V1 FAQ. He can unfortunately still only take two BRB powers.
Woops, my bad, I thought that's what they fixed.
Maybe they feel that Mephiston is broken enough.
I guess "broken" means different things to different people.
Of course it does. It's all subjective to the persons meta and point of view.
For a long time I felt black templars were broken in CC with a cheap vow that gave them pref enemy and everyone was fearless. That's been fixed, now I'm happy. Others didn't see it that way though.
I'm fairly certain calling him "broken" in 6th is a bit of a stretch. 5th? Yeah sure, 6th? lol.
A Mephiston that hits Iron Arm is virtually unkillable. He's a MC with none of the draw backs of an MC.
maybe it's because i play Codex Marines and my Librarian special character is garbage, but...
Kevin949 wrote: azreal13 wrote: Kevin949 wrote:dauntless wrote:So, with "heavy" replacing "lumbering behemoth" on the Leman Russ, it sure reads to me that with the main cannon being ordinance, hull mounted weapons and sponsons can now only snap shot when the cannon is fired.
Am I wrong in this? Heavy just says that it always counts as being stationary, stationary says you can fire all weapons (nothing about BS), but there is now no rule that overrides the ordinance restriction that requires all other weapons be fired as snap shots when the ordinance fires.
The only good thing is that when it moves 6" it can fire everything ELSE at full bs as opposed to just 1 weapon. So, at least there's that I guess. But, being a cron player, I feel your pain.
Re-read the ordinance rules. As far as I can see there is no drawback to them when fitted to a vehicle. I read it that the Russ can move up to 6" and fire all weapons at full BS.
No, you re-read the rules...
I will reiterate...last paragraph, page 71 under "Vehicles & Ordnance".
"Vehicles & Ordnance Weapons"
Unlike other units, vehicles can move and fire with Ordnance
weapons. However, a vehicle that fires an Ordnance weapon
can only make Snap Shots with its other weapons that turn"
Nothing in the Heavy or Relentless rules override this (seeing as heavy and relentless are near identical, just a 6" movement restriction).
So, Guardsmen now have even less of a reason to take Leman Russes when they have things like Manticores now? >.>
28444
Post by: DarknessEternal
Alkasyn wrote:Q: When a model makes a Vector Strike or Hammer of Wrath , do
these attacks benefit from any special rules (such as Furious Charge,
Poisoned or Rending), or any weapons or other wargear it is
equipped with? (p37/43)
A: No.
Except Baron Sathonyx. He gets all his special rules for some reason.
48805
Post by: Stoffer
Crazyterran wrote:Stoffer wrote: Kevin949 wrote:Stoffer wrote:Crazyterran wrote:overkongen wrote:Crazyterran wrote:Overall, these FAQs are of very good quality. Mephiston got fixed to Mastery 3
That's not new. Mephiston was clarified as Mastery Level 3 in the original V1 FAQ. He can unfortunately still only take two BRB powers.
Woops, my bad, I thought that's what they fixed.
Maybe they feel that Mephiston is broken enough.
I guess "broken" means different things to different people.
Of course it does. It's all subjective to the persons meta and point of view.
For a long time I felt black templars were broken in CC with a cheap vow that gave them pref enemy and everyone was fearless. That's been fixed, now I'm happy. Others didn't see it that way though.
I'm fairly certain calling him "broken" in 6th is a bit of a stretch. 5th? Yeah sure, 6th? lol.
A Mephiston that hits Iron Arm is virtually unkillable. He's a MC with none of the draw backs of an MC.
maybe it's because i play Codex Marines and my Librarian special character is garbage, but...
And if he takes any of those powers, he loses his mobility and he's not an IC. Not worth it anymore.
4543
Post by: Phydox
Wait till Kharn sees what the faq did to Gorechild.
33816
Post by: Noir
Kevlar wrote: insaniak wrote:Kevlar wrote:It is a type of template weapon, not a flame template. Not all blast or ordnance templates ignore cover, and I'm sure there are some things that use the flamer template which also do not.
You're confusing several rules there.
Blasts and Ordnance don't use Templates, they use Blast and Large Blast markers.
Template weapons use the teardrop-shaped Template. There is no 'flame template'... just the one template that is used by all Template weapons. All Template weapons ignore cover.
I'm not confusing anything. I know 40k "dumbs down" its lingo, but all three of those, even line weapons are "templates" by definition (stencil, pattern, overlay).
What zooming flyers ignore are weapons that do not hit with ballistic skill. For the most part these are all the "template" type weapons, even line weapons which are a special kind of template.
But, not by GW definition, the only one that matters here. GW says there templete and blast markers. Dosen't matters what the real world calls them.
195
Post by: Blackmoor
Fafnir wrote:
It's a valid complaint. Paladins may have had their way with unskilled players, but they were never the top dog of 40k, or even their own codex. The nerf they got was way too hard, and now they're absolute garbage.
The new rule has very little impact on Paladins, and my prediction is that you will see more of them in 6th, not less.
28444
Post by: DarknessEternal
There were no actual changes.
44272
Post by: Azreal13
Kevin949 wrote:
No, you re-read the rules...
I will reiterate...last paragraph, page 71 under "Vehicles & Ordnance".
"Vehicles & Ordnance Weapons"
Unlike other units, vehicles can move and fire with Ordnance
weapons. However, a vehicle that fires an Ordnance weapon
can only make Snap Shots with its other weapons that turn"
Nothing in the Heavy or Relentless rules override this (seeing as heavy and relentless are near identical, just a 6" movement restriction).
My bad. Typical of the rulebook that you need 3 different sections all in different places to get a full picture of the implications of a rule.
16879
Post by: daedalus-templarius
Blackmoor wrote: Fafnir wrote:
It's a valid complaint. Paladins may have had their way with unskilled players, but they were never the top dog of 40k, or even their own codex. The nerf they got was way too hard, and now they're absolute garbage.
The new rule has very little impact on Paladins, and my prediction is that you will see more of them in 6th, not less.
WHAT
102
Post by: Jayden63
I don't really see how the loss of character profiles for Nob bikers spells their doom. Ok so they can't LOS each other. But the guys still have 2 wounds, T5, 4+ armor, 4+ cover, 5+ FNP (because who doesn't take a painboy). Throw in a Warboss on a bike and you can LOS to him.
The unit is still going to put out a ton of hurt and will still soak it all pretty good. I just don't see how they are suddenly not worth the points, when before people were complaining that they were too good.
If SW Wolf Guard guys want a character they can always upgrade one guy to Arjac Rockfist. He is great fun.
2764
Post by: AgeOfEgos
The lack of (ch) is a downgrade due to firing angles--however the forced allocation of wounds to closest model is more damaging IMO. That makes leading characters fairly pointless.
Again though, I do not understand the changes to armor groups that are similar yet led by a character. It appears in shooting you always allocate LOS first, then roll saves--even if similar armor saves.
48805
Post by: Stoffer
Blackmoor wrote: Fafnir wrote:
It's a valid complaint. Paladins may have had their way with unskilled players, but they were never the top dog of 40k, or even their own codex. The nerf they got was way too hard, and now they're absolute garbage.
The new rule has very little impact on Paladins, and my prediction is that you will see more of them in 6th, not less.
I don't know, that LOS rule was my solution to high STR templates and playing opponents who were actually smart enough to maneuver into a better shooting position. It's going to hurt a lot against some armies.
Edit: I just played a guard army with two demolisher cannons. He would have removed all my paladins somewhere around turn 3 if it wasn't for LOS.
54671
Post by: Crazyterran
Stoffer wrote: Blackmoor wrote: Fafnir wrote:
It's a valid complaint. Paladins may have had their way with unskilled players, but they were never the top dog of 40k, or even their own codex. The nerf they got was way too hard, and now they're absolute garbage.
The new rule has very little impact on Paladins, and my prediction is that you will see more of them in 6th, not less.
I don't know, that LOS rule was my solution to high STR templates and playing opponents who were actually smart enough to maneuver into a better shooting position. It's going to hurt a lot against some armies.
Edit: I just played a guard army with two demolisher cannons. He would have removed all my paladins somewhere around turn 3 if it wasn't for LOS.
How where the Demolisher Cannons not IDing your Paladins? How can you LoS! ID off onto another guy...?
24696
Post by: Necrosis
Maybe he means line of sight and not look out sir.
10347
Post by: Fafnir
Blackmoor wrote: Fafnir wrote:
It's a valid complaint. Paladins may have had their way with unskilled players, but they were never the top dog of 40k, or even their own codex. The nerf they got was way too hard, and now they're absolute garbage.
The new rule has very little impact on Paladins, and my prediction is that you will see more of them in 6th, not less.
Do you even understand how Paladins work? What made them so good, and so survivable, was their ability to move wounds around to keep them plugging away at full strength. Without that, there is literally no reason to take them over the other options. If you need massed firepower, you can get three times as many psycannons in a list using purifier spam (A list that was always far more powerful than Paladinstar since the very beginning, and has remained utterly untouched). If you need massed 2+ armour, normal terminators will give you more bodies for your wounds.
No, Paladins are garbage now, and I would advise against taking them in any list when there are so many better options.
48805
Post by: Stoffer
Crazyterran wrote:Stoffer wrote: Blackmoor wrote: Fafnir wrote:
It's a valid complaint. Paladins may have had their way with unskilled players, but they were never the top dog of 40k, or even their own codex. The nerf they got was way too hard, and now they're absolute garbage.
The new rule has very little impact on Paladins, and my prediction is that you will see more of them in 6th, not less.
I don't know, that LOS rule was my solution to high STR templates and playing opponents who were actually smart enough to maneuver into a better shooting position. It's going to hurt a lot against some armies.
Edit: I just played a guard army with two demolisher cannons. He would have removed all my paladins somewhere around turn 3 if it wasn't for LOS.
How where the Demolisher Cannons not IDing your Paladins? How can you LoS! ID off onto another guy...?
Template on Paladins. Use their look out sir to put the wounds on Draigo. Roll 3+ invulns.
57815
Post by: Ferrum_Sanguinis
Blackmoor wrote: Fafnir wrote:
It's a valid complaint. Paladins may have had their way with unskilled players, but they were never the top dog of 40k, or even their own codex. The nerf they got was way too hard, and now they're absolute garbage.
The new rule has very little impact on Paladins, and my prediction is that you will see more of them in 6th, not less.
lol wut
6148
Post by: The Everliving
No, Paladins are garbage now, and I would advise against taking them in any list when there are so many better options.
Ah, I love the interwebs. Who are you? Blackmoor I've known for a long time from the US GT circuit but I don't know your internet handle. Would I have met you in DC, or Chicago, New York or Vegas?
Thanks in advance.
61286
Post by: drbored
Paladins garbage? Music to my ears.
Here's the thing guys. No other unit can do wound allocation. The only thing left is the Necron Royal Court, or other Death Stars made up of various IC's or whatever.
It's simple. GW is sending a simple little message: Wound Allocation Shenanigans Are Not Cool.
There, see? Easy to understand, simple, basic. Stop trying to abuse rules, spam, and do other gimmicky shenanigans and you'll probably have a much better time playing and learning an army that isn't an 'easy button'.
22802
Post by: MadCowCrazy
pretre wrote: cuda1179 wrote:Termpates, Blasts, and Large Blasts can not hit fliers (a line weapon like a Death ray is none of these)
Except that it is effectively a template weapon, just a long thin template. It is clear from the faq answers that they have intended all of the things that I (not necessarily the rules) consider to be 'weird templates' to not hit flying targets. I'm not going to go back and forth on pre- faq, since neither of us is going to budge. At least they faq'd it clearly now. Does this mean I can target a model I can see with the Death Ray and drawn the line through other models and units I dont have LOS to and still kill them following the rules for the FAQd rule on using a blast weapon to wound models around the target you can't actually see? Same question can be asked of weapons with the Torrent rule (hellhound tank, GK Dread Knight etc). Can I place the small part of the template on a model I can see, then turn it so it basically flames around a corner at models taking cover behind a building?
9594
Post by: RiTides
Fafnir wrote: Blackmoor wrote:The new rule has very little impact on Paladins, and my prediction is that you will see more of them in 6th, not less.
Do you even understand how Paladins work? What made them so good, and so survivable, was their ability to move wounds around to keep them plugging away at full strength. Without that, there is literally no reason to take them over the other options. If you need massed firepower, you can get three times as many psycannons in a list using purifier spam (A list that was always far more powerful than Paladinstar since the very beginning, and has remained utterly untouched). If you need massed 2+ armour, normal terminators will give you more bodies for your wounds.
No, Paladins are garbage now, and I would advise against taking them in any list when there are so many better options.
You do know you're talking to Blackmoor, right? Who made it to the final game of the Nova Open GT (8 games, winning his first 7) with a paladin-heavy list last year, and regularly finishes well in large tournaments with them?
He knows what he's talking about regarding paladins...
48805
Post by: Stoffer
RiTides wrote: Fafnir wrote: Blackmoor wrote:The new rule has very little impact on Paladins, and my prediction is that you will see more of them in 6th, not less.
Do you even understand how Paladins work? What made them so good, and so survivable, was their ability to move wounds around to keep them plugging away at full strength. Without that, there is literally no reason to take them over the other options. If you need massed firepower, you can get three times as many psycannons in a list using purifier spam (A list that was always far more powerful than Paladinstar since the very beginning, and has remained utterly untouched). If you need massed 2+ armour, normal terminators will give you more bodies for your wounds.
No, Paladins are garbage now, and I would advise against taking them in any list when there are so many better options.
You do know you're talking to Blackmoor, right? Who made it to the final game of the Nova Open GT (8 games, winning his first 7) with a paladin-heavy list last year, and regularly finishes well in large tournaments with them?
He knows what he's talking about regarding paladins...
Yeah, I'm a little curious as to what he means by it.
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Post by: davethepak
Hulksmash wrote:Big boost for Nids actually....So much information to process:
Q: The rulebook says that you halve your Attacks characteristic if
you perform a Smash attack. However, if a Monstrous Creature has
an uneven number of Attacks, (3 for example), but has charged that
turn, does it receive the bonus Attack for charging before or after
halving its Attacks? (p42)
A: You halve the model’s Attacks characteristic first, then
apply any additional modifiers. In the example above, the
model would halve its Attacks first (rounding up to 2), then
receive a bonus Attack for charging.
So many attacks on a Warpspeed Crushing claw tervigon...
Q: Flyers are entitled to choose whether or not to use the Skyfire
special rule at the start of each Shooting phase. Can Swooping
Flying Monstrous Creatures also do this? (p49)
A: Yes.
Woot! I cans shoot down flyers!
I hate to say it, but until blasts can hit flyers, its still pretty much useless.
Lets see, a harpy has ....stinger salvo 18" S5
or
A hive tyrant with S6 18".
Yes, its a bit better. But we lost any hope for using aegis guns (I was even building a nid one).
Combine that with the Broodlord BS thing....ouch.
963
Post by: Mannahnin
drbored wrote:Paladins garbage? Music to my ears.
Here's the thing guys. No other unit can do wound allocation. The only thing left is the Necron Royal Court, or other Death Stars made up of various IC's or whatever.
It's simple. GW is sending a simple little message: Wound Allocation Shenanigans Are Not Cool.
You can still do a limited amount of it by leading with a character, and having two or three models in contact with him. But yeah, it's largely shut down.
8617
Post by: Hulksmash
@davethepak
Harpies are never a consideration. And I think you might not quite understand what your talking about in regards to the tyrant. 9 hits=3 glances anything that's not a vendetta or storm raven. So 12 St6 shots will drop an AV11 or less flyer on average. Combined with being able to shoot onto the table 24" giving you an actual range of 42" as well and you're looking pretty good.
If you have decent resiliency on the table it migh even be best to keep them in reserve and to try and come in after your opponents flyers to drop them, giving you less chances of being shot out of the sky.
And the ruling on modifiers is pretty nice. Because unless I'm reading it wrong it's basically 2+1 (Charge) +D3 (Crushing Claws) at St10 poison with even more if you pull down warpspeed....
8922
Post by: ironicsilence
Hazardx987 wrote:Q: If a unit disembarks from a destroyed vehicle during the enemy
turn, can it Charge in the Assault phase of its own turn? (p80)
A: No, unless the vehicle in question was an Assault Vehicle.
CRAP!!!
For some reason I don't think a squad of CSM or Marines would just sit there and not charge the Monstrous Creature/Walker/Wych Squad/Boyz Mob/... that blew up their transport, do you?
this rule doesnt make any sense to me. Is having your transport blown up thus forcing you to disembark really any different the not having the transport blown up and deciding the disembark? Either way I should be able to assault on the next turn
47473
Post by: gigasnail
ironicsilence wrote: Hazardx987 wrote:Q: If a unit disembarks from a destroyed vehicle during the enemy
turn, can it Charge in the Assault phase of its own turn? (p80)
A: No, unless the vehicle in question was an Assault Vehicle.
CRAP!!!
For some reason I don't think a squad of CSM or Marines would just sit there and not charge the Monstrous Creature/Walker/Wych Squad/Boyz Mob/... that blew up their transport, do you?
this rule doesnt make any sense to me. Is having your transport blown up thus forcing you to disembark really any different the not having the transport blown up and deciding the disembark? Either way I should be able to assault on the next turn
i agree, this makes no sense. at all.
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Post by: Noisy_Marine
That disembarking and assaulting answer makes no sense. They aren't disembarking the in the same turn that they wish to assault, so what's the big deal?
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Post by: AgeOfEgos
Noisy_Marine wrote:That disembarking and assaulting answer makes no sense. They aren't disembarking the in the same turn that they wish to assault, so what's the big deal?
The issue was in the 6th edition rulebook it states any time it states 'turn' it is referring to 'Player turn'. So, the only time the assault vehicle rule would come into play is if you managed to lose your vehicle during your (player) turn. The FAQ clarifies that the Assault rule carries over from your enemy's 'Player' turn into yours--granting the assault if destroyed.
This clarifies that yes, if your rhino is destroyed in your opponent's turn and your Berzerkers disembark--they have to take another round of shooting before they can assault. I think they should have made that rule apply only if you moved flat out.
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Post by: Janthkin
Hulksmash wrote:@davethepak
Harpies are never a consideration. And I think you might not quite understand what your talking about in regards to the tyrant. 9 hits=3 glances anything that's not a vendetta or storm raven. So 12 St6 shots will drop an AV11 or less flyer on average. Combined with being able to shoot onto the table 24" giving you an actual range of 42" as well and you're looking pretty good.
If you have decent resiliency on the table it migh even be best to keep them in reserve and to try and come in after your opponents flyers to drop them, giving you less chances of being shot out of the sky.
Plus, unlike a Flyer, a FMC has 360-degree arc of fire, making it hard to out maneuver in later rounds.
Yup, pretty sweet.
8922
Post by: ironicsilence
AgeOfEgos wrote: Noisy_Marine wrote:That disembarking and assaulting answer makes no sense. They aren't disembarking the in the same turn that they wish to assault, so what's the big deal?
The issue was in the 6th edition rulebook it states any time it states 'turn' it is referring to 'Player turn'. So, the only time the assault vehicle rule would come into play is if you managed to lose your vehicle during your (player) turn. The FAQ clarifies that the Assault rule carries over from your enemy's 'Player' turn into yours--granting the assault if destroyed.
This clarifies that yes, if your rhino is destroyed in your opponent's turn and your Berzerkers disembark--they have to take another round of shooting before they can assault. I think they should have made that rule apply only if you moved flat out.
I'd be fine with the rule if it had that only flat out part in it, without it I dont approve
5610
Post by: Noisy_Marine
AgeOfEgos wrote: Noisy_Marine wrote:That disembarking and assaulting answer makes no sense. They aren't disembarking the in the same turn that they wish to assault, so what's the big deal?
The issue was in the 6th edition rulebook it states any time it states 'turn' it is referring to 'Player turn'. So, the only time the assault vehicle rule would come into play is if you managed to lose your vehicle during your (player) turn. The FAQ clarifies that the Assault rule carries over from your enemy's 'Player' turn into yours--granting the assault if destroyed.
This clarifies that yes, if your rhino is destroyed in your opponent's turn and your Berzerkers disembark--they have to take another round of shooting before they can assault. I think they should have made that rule apply only if you moved flat out.
They might as well bring back entanglement then.
195
Post by: Blackmoor
Stoffer wrote: RiTides wrote: Fafnir wrote: Blackmoor wrote:The new rule has very little impact on Paladins, and my prediction is that you will see more of them in 6th, not less.
Do you even understand how Paladins work? What made them so good, and so survivable, was their ability to move wounds around to keep them plugging away at full strength. Without that, there is literally no reason to take them over the other options. If you need massed firepower, you can get three times as many psycannons in a list using purifier spam (A list that was always far more powerful than Paladinstar since the very beginning, and has remained utterly untouched). If you need massed 2+ armour, normal terminators will give you more bodies for your wounds.
No, Paladins are garbage now, and I would advise against taking them in any list when there are so many better options.
You do know you're talking to Blackmoor, right? Who made it to the final game of the Nova Open GT (8 games, winning his first 7) with a paladin-heavy list last year, and regularly finishes well in large tournaments with them?
He knows what he's talking about regarding paladins...
Yeah, I'm a little curious as to what he means by it.
I will be glad to answer that.
In 6th edition durability is very important. When you have a Necon Air Force flying around you need out last them because you will not be able to shoot many of them down. I played against 2 Necron flyers at the Nova Invitational and my paladins were the only thing to survive. Same with all of the other torrent of fire armies.
I want to go on record as saying that 2 wound terminators are hard to kill.
Now on to wound allocation.
In 6th edition assault is dead and in my 5 games I was only assaulted once by a unit of Wraiths which the paladins have no trouble beating.
Now since it is a shooting game think of paladins as a durable psycannon platform. So let’s say we take 5 wounds from shooting (which is very, very hard to do) in the past if you were able to make your 4+ LOS roll you were able to hand them off so that a squad of 5 paladins had one wound each ( FYI, which was really hard to do anyways without losing a paladin or two along the way). So now what happens? You lose 2 paladins and have one with 1 wound. So ask yourself how does this impact your squad?
#1. You are not as good in assault. Here is some news for you, you will still kill most units in assault assuming they want to, or can even get to you. Remember 5th edition when everyone had power weapons that could kill paladins? That was so last edition.
#2. Shooting is diminished. Oh no, I shoot 2 less storm bolters! The paladins are still getting shots from 2 psycannons that can move and shot to full effect. You have to do 8 wounds to a 5-man paladin squad before you reduce their meaningful firepower.
Also you can still manipulate wounds by rotating your models around. If you have a paladin with one wound just move him back in the squad.
And a couple of other notes:
To the person who said that purifiers are better than paladins has never played that match-up before. I have played against 2 purifier armies at tournaments in the last 3 weeks with my Draigowing and Paladins win every time. It is all about 2 wounds with a 2+ save and it does not matter if you can spread the wounds around or not. They just can't do any damage while the paladins psycannons are killing a lot of Purifiers.
As far as demolisher cannons, why are you getting shot with them? They have a 24” range so just stay 30” away. When then come close hit them with all of your psycannons with prescience and you should be able to take them out or at least stop them from shooting.
Some people can read and learn, others just have to learn the hard way.
60
Post by: yakface
Stoffer wrote: RiTides wrote: Fafnir wrote: Blackmoor wrote:The new rule has very little impact on Paladins, and my prediction is that you will see more of them in 6th, not less.
Do you even understand how Paladins work? What made them so good, and so survivable, was their ability to move wounds around to keep them plugging away at full strength. Without that, there is literally no reason to take them over the other options. If you need massed firepower, you can get three times as many psycannons in a list using purifier spam (A list that was always far more powerful than Paladinstar since the very beginning, and has remained utterly untouched). If you need massed 2+ armour, normal terminators will give you more bodies for your wounds.
No, Paladins are garbage now, and I would advise against taking them in any list when there are so many better options.
You do know you're talking to Blackmoor, right? Who made it to the final game of the Nova Open GT (8 games, winning his first 7) with a paladin-heavy list last year, and regularly finishes well in large tournaments with them?
He knows what he's talking about regarding paladins...
Yeah, I'm a little curious as to what he means by it.
Nob Bikers don't really fear ID wounds very often now that they're T5 base, but what can really wreck them is just a ton of regular wounds, as now that FNP has dropped to 5+, they really aren't all that resilient if the unit is taking a ton of wounds, so having to allocate wounds onto the closest model means that you'll be losing a lot more Nob Bikers now to regular wounds...and the bad part is that a Warboss leading the unit utilizing LoS is generally vulnerable to the same kinds of wounds that hurt the Nobs around him...so its not really a case of being able to take a ton of wounds on the Warboss.
Paladins, on the other hand, have that superior armor save, but their big weakness is the S8+ ID. However, Draigo leading the unit can still now be placed at the front and take any S8+ hits on himself, using his 3++ save and his 4 Wounds to soak up quite a few of those shots. Then he can just pass on the standard wounds onto the closest Paladin (and players will always keep the non-Psycannon guys near Draigo now).
So basically Paladins are still able to utilize the most beneficial part of the rule most of the time. Yeah, they can be outflanked now and have S8+ wounds hitting regular Paladins because they're closer, but really there aren't that many super-mobile S8 shooting threats to really put an overall dent in the plan.
6466
Post by: Brian P
yakface wrote:
So it looks like they haven't covered the question regarding whether or not passengers placed from an exploding vehicle count as disembarking or not for the purposes of assaulting.
They really need to get that answered because RAW those models placed after an explosion CAN assault and it makes players NOT want to shoot at vehicles in certain cases because they know there's a chance if they explode the vehicle they'll free the squad up to be able to assault when it wouldn't be able to before.
Yeah, that's confusing as all hell. They actually removed the word "disembark" from the rule.
I gotta play it by RAW until they say otherwise. Explodes=can assault. Wrecked = cannot.
60813
Post by: Brometheus
>.< dammit, that's the one thing I wanted ultimate clarification on. Meh.
16879
Post by: daedalus-templarius
Thanks blackmoor,
I'll try not to abandon my paladins yet. Will see how my tournament goes tomorrow.
60
Post by: yakface
Brian P wrote: yakface wrote:
So it looks like they haven't covered the question regarding whether or not passengers placed from an exploding vehicle count as disembarking or not for the purposes of assaulting.
They really need to get that answered because RAW those models placed after an explosion CAN assault and it makes players NOT want to shoot at vehicles in certain cases because they know there's a chance if they explode the vehicle they'll free the squad up to be able to assault when it wouldn't be able to before.
Yeah, that's confusing as all hell. They actually removed the word "disembark" from the rule.
I gotta play it by RAW until they say otherwise. Explodes=can assault. Wrecked = cannot.
Well, they changed the summary to match the interior rules, that's not really the same as them 'removing' the word disembark from it.
The reason I don't think this is a clear nod from GW that explodes results are supposed to free models to assault is because it is exactly the same wording from the 5th edition rulebook, which has always been incredibly nebulous on several issues, none of which have changed in 6th edition.
We all agree that placing the models where the vehicle exploded doesn't use the rules for disembarking (such as being able to move 6", etc), but I still do think you have to make the leap of logic and say that the models still count as disembarking or else you run into several issues that have no resolution, namely:
If they don't count as disembarking then I can theoretically place them within 1" of enemy models. What happens if I place them in base contact with an enemy model? What about on top of friendly or enemy vehicles (in the case of a flyer transports that were 'over' other models)? What about models that can't fit where the vehicle was? Are these dead or what?
There are just all these questions that cannot be answered if you don't at least quantify that the models count as having disembarked.
And like I said you also get the non-sensical situation of not wanting to shoot at a vehicle in some cases because making it explode, which is supposed to be the most damaging result, can actually HELP the unit inside by allowing it to assault where it wouldn't be able to in any other circumstance.
2764
Post by: AgeOfEgos
Yeah Jon--I agree. Plus, I think intent is pretty clear--considering that a paragraph later it states "...the now disembarked troops". I know that linguistically "Disembark" and "now disembarked" could be considered different tenses (and meaning)--but as you pointed out, it just raises more questions.
263
Post by: Centurian99
Blackmoor wrote:
In 6th edition assault is dead
I beg to differ.
16879
Post by: daedalus-templarius
So for "Look out sir", it seems like you always have to allocate wounds out to models before you take any saves, is this correct?
Your unit has all the same saves and a character in the lead; you now have to LOS all wounds out before taking any saves at all?
This seems like it would significantly bog down the game.
Figured out it was to correct this: http://www.dakkadakka.com/dakkaforum/posts/list/0/472018.page
26170
Post by: davethepak
Hulksmash wrote:@davethepak
Harpies are never a consideration. And I think you might not quite understand what your talking about in regards to the tyrant. 9 hits=3 glances anything that's not a vendetta or storm raven. So 12 St6 shots will drop an AV11 or less flyer on average. Combined with being able to shoot onto the table 24" giving you an actual range of 42" as well and you're looking pretty good.
If you have decent resiliency on the table it migh even be best to keep them in reserve and to try and come in after your opponents flyers to drop them, giving you less chances of being shot out of the sky.
And the ruling on modifiers is pretty nice. Because unless I'm reading it wrong it's basically 2+1 (Charge) +D3 (Crushing Claws) at St10 poison with even more if you pull down warpspeed....
Oh, I agree with your details - they are spot on - and yes I know the math on the potential of the tryant in facing lower armor (i.e. not guard or storm ravens) absolutely.
While I welcome the skyfire option, that is a lot of points for what you get - perhaps once they release a harpy model they will get a boost...
I also like your tactics regarding possible reserve and leveraging their mobility (this helps with the very limited range- as does their 360 fire) - I read your nid tactics regularly from your blog. Of course, being shot out of the sky by lasguns can be annoying as is the nerf to beasts and terrain (my raveners are sad yet again).
I still play nids, and do respect that they take a bit more thought and are not as forgiving (as say, something with better range and options i.e. other top tier flyers) - but just because I find some satisfaction in playing armies that are more challenging (my main army is tau) it would nice if it were not always an uphill battle.
4308
Post by: coredump
P.80 Wrecked: Used the terminology of disembarked.
p.80 Explodes: Does not use the term disembarked, but also does not state that it does not happen.
In the immediately following paragraph, it refers to the passengers from a destroyed vehicle (which includes wrecked *and* explodes) as being 'now disembarked'.
If the passengers were embarked, and are 'now disembarked', they had to disembark.
11553
Post by: Akaiyou
Is it me or do the Chaos Icon rules in the chaos daemons FAQ and csm FAQ make no damn sense?
The question is 'do they scatter if landing next to one of the icons' and the answer says
"yes, if the icon says it works for all friendly models' so basically YES it does scatter even if the icon says it works for all friendly models.
And then it has another line about it also scattering if the icon says it only work for certain models from it's respective codex.
lol or did I just misread something? Cuz that just made no sense to me they could've just said that they wont work for each other.
963
Post by: Mannahnin
It's almost certainly written to be compatible with new icons in the impending new CSM codex. The current answer is basically a longwinded way of saying "yes, they scatter", for the current codex, but leaves open the possibility that we're going to see icons with different rules soon.
37325
Post by: Adam LongWalker
A question. Because of the new Faq's, will Njal's Vengeful Tornado Affect flyers now? I think not.
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Post by: Sephyr
Yup. Though I hear Astorath and Dante both dropped by to visit him and they all had a a grand old time burning GW designers in effigy! And some not in effigy.
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Post by: Slayer le boucher
Pyriel- wrote:They didn't. An archon joining a Codex: Eldar Harlequin unit with Eldrad is still a Codex: Eldar unit and can be fortuned.
My bad, I was to optimistic after reading things like nobz not being characters etc to think common sense would remove the ridicule of immortal 2++/++ archon bombs.
Q: Do Dark Eldar allies count as Eldar for the Farseer psychic
powers Fortune and Guide? (p28)
A: No.
1478
Post by: warboss
Slayer le boucher wrote: Pyriel- wrote:They didn't. An archon joining a Codex: Eldar Harlequin unit with Eldrad is still a Codex: Eldar unit and can be fortuned.
My bad, I was to optimistic after reading things like nobz not being characters etc to think common sense would remove the ridicule of immortal 2++/++ archon bombs.
Q: Do Dark Eldar allies count as Eldar for the Farseer psychic
powers Fortune and Guide? (p28)
A: No.
I don't believe that quote covers the mechanic that makes the combo work. You cast the powers on a squad like harlies chosen from the ELDAR codex and simply have the archon join it. IIRC, the IC rules make him part of the squad exactly as if he were a full time member. The faq is addressing casting it on a DE squad which is superfically similar but different in the key important aspect.
52054
Post by: MrMoustaffa
Just found out veil no longer is 2d6" to see them.... I don't know why, but this makes me so happy. Now they just have a 4+ cover save in the open, which I'm more than happy to FRFSRF to death.
Had a game where my IG literally couldn't do a thing to them, since I had to get within 12", and even then, it was no guarantee that most of my unit could see them. I'm going to have fun getting revenge for this one...
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Post by: ShumaGorath
I wonder if they'll come out with those little paragraph replacement stickies that they used to come out with in white dwarf issues for FAQs. The main rulebook certainly needs them to be even remotely useful now. Pick up games are going to be a nightmare unless everyone's got an open internet connection and three FAQs open.
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Post by: The Dwarf Wolf
DE are good... Huskblade is just mandatory now, in every Archon, wich means Orb will have to make an apearance...
Orkz got some nerfing, why in hell a rockit atached to a stick have AP - instead of AP3? The boom is even better (S10 instead of 8).
Dark Angels gained the most absurd dread in years: Venerable Dreads with modern profiles, for +25 points o.O
Chaos got a lot of nice stuff too, GW is clearysaying "we prefer to see marine players winning, preferably the players from the last codex"
Anyway, everything looks well worked, and very balanced (as we can expect from GW).
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Post by: DarknessEternal
daedalus-templarius wrote:So for "Look out sir", it seems like you always have to allocate wounds out to models before you take any saves, is this correct?
Your unit has all the same saves and a character in the lead; you now have to LOS all wounds out before taking any saves at all?
This seems like it would significantly bog down the game.
I don't expect people will actually play LOS on a unit with all the same saves differently than the book says. They had an elegant solution the first time and it doesn't change any possible result.
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Post by: rogueeyes
Sephyr wrote:
Yup. Though I hear Astorath and Dante both dropped by to visit him and they all had a a grand old time burning GW designers in effigy! And some not in effigy.
Dante was already there from my POV. Astorath definitely got the shaft this round though. Everyone agreed that Astorath had a unique power weapon. Now at least he can take out terminators. If only he actually had eternal warrior as well ....
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Post by: ShumaGorath
rogueeyes wrote: Sephyr wrote:
Yup. Though I hear Astorath and Dante both dropped by to visit him and they all had a a grand old time burning GW designers in effigy! And some not in effigy.
Dante was already there from my POV. Astorath definitely got the shaft this round though. Everyone agreed that Astorath had a unique power weapon. Now at least he can take out terminators. If only he actually had eternal warrior as well ....
No one takes out terminators in close combat in sixth anyway. Just use your cheap, numerous, ap2 shooting that every codex even vaguely competitive has access too instead.
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Post by: Trasvi
Dunno if this has been said yet:
Tau FAQ wrote:
Page 30 – Armoury, Disruption Pod.
Change the last sentence to read “A vehicle with a disruption
pod has the Shrouded special rule against any weapons firing
from more than 12" away.”
3+ cover save on Tau Vehicles! 2+ if moving flat out! woohoo!
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Post by: The Dwarf Wolf
gigasnail wrote: ironicsilence wrote: Hazardx987 wrote:Q: If a unit disembarks from a destroyed vehicle during the enemy
turn, can it Charge in the Assault phase of its own turn? (p80)
A: No, unless the vehicle in question was an Assault Vehicle.
CRAP!!!
For some reason I don't think a squad of CSM or Marines would just sit there and not charge the Monstrous Creature/Walker/Wych Squad/Boyz Mob/... that blew up their transport, do you?
this rule doesnt make any sense to me. Is having your transport blown up thus forcing you to disembark really any different the not having the transport blown up and deciding the disembark? Either way I should be able to assault on the next turn
i agree, this makes no sense. at all.
It make a lot of sense... Player turns are a mechanic used by the rules to clarify the action who is happening at the same time. The "first player" just represent a guy with a slight advantage in terms of time and reaction.
That rule dont mean your marines will "sit there and not charge the enemy" it means the unit is busy trying to get out of the wreck/crater alive. In the next Player Turn, they will act as if they had just disembarked, because in the "real time", that is exactly what they where doying...
So, tell me how it dont make sense that, if you had just disembarked from your shine Rhino you could not assault, but if your Rhino was exploded/wrecked, them you can assault after disembarking...
About the "Assault Vehicle", it is weird to assault from a destroyed Land Raider and not from a destroyed Rhino, but it start to make sense when you think about open topped vehicles (like ork trukks).
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Post by: Onlinemph
I see Kaldor Draigo took a nerfhammer to the face...
47473
Post by: gigasnail
except that's exactly what it means, you are sitting there, twiddling your thumbs, for your next turn, and then your opponent's next shooting phase. getting a transport trashed takes the unit it carried out of the fight for too long. assault already has been nerfed to hell and back; it didn't need this additional kick in the jimmy.
if they wanted this mechanic in the game, have it apply if you fail the pinning test when the truck blows or something. this is 40k, we're talking about post-humans in power armor that want to carve your face off with a chainsaw, fungus warriors, and evil space fairies on hoverboards. realism or logic have no place in a discussion of 40k rules.
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Post by: daedalus-templarius
How is that?
Ok wtf, really? they removed the S10 vs Psykers and Daemons as well? wtf GW. 275 fething points.
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Post by: Kaldor
gigasnail wrote:except that's exactly what it means, you are sitting there, twiddling your thumbs, for your next turn, and then your opponent's next shooting phase. getting a transport trashed takes the unit it carried out of the fight for too long. assault already has been nerfed to hell and back; it didn't need this additional kick in the jimmy.
Well, yeah. That's what was going to happen if their transport WASN'T destroyed. Why should they get a benefit from having the vehicle they were in blown up? That makes no sense at all. Throwing your transports into the line of fire, hoping to have them blown up so you can assault next turn? That's so gamey and stupid it doesn't bare thinking about.
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Post by: gigasnail
dunno what the hell i was thinking, this FAQ wouldn't change the length a squad has to wait to assault in 6th. looks like i fail at kindergarten math. sorry folks, nothing to see here ~
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Post by: ShumaGorath
Kaldor wrote:gigasnail wrote:except that's exactly what it means, you are sitting there, twiddling your thumbs, for your next turn, and then your opponent's next shooting phase. getting a transport trashed takes the unit it carried out of the fight for too long. assault already has been nerfed to hell and back; it didn't need this additional kick in the jimmy. Well, yeah. That's what was going to happen if their transport WASN'T destroyed. Why should they get a benefit from having the vehicle they were in blown up? That makes no sense at all. Throwing your transports into the line of fire, hoping to have them blown up so you can assault next turn? That's so gamey and stupid it doesn't bare thinking about. Taking transports for assault troops at all is actively harmful now. I think people are trying to find any way around having the majority of assault armies in this game becoming useless in sixth. It seems like with every codex, edition, and FAQ GW just puts another nail in the coffin of the assault phase. I don't blame people for trying to be gamey to get around it, assault armies make up a significant portion of the games playerbase, GW is basically just telling people to put their armies in the dumpster with rules like these. It's also not gamey since it's explicitly what the rules said to do before this FAQ. If they didn't want people "gaming the rules" they would have hired a designer that is even vaguely competent. They didn't they hired Matt Ward.
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Post by: gigasnail
yeah, it was more this trend i am annoyed about.
i dunno how i misread the FAQ though, seriously. /shameface
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Post by: MrMoustaffa
At least assault vehicles ignore the restrictions. So good news! When your battlewagon blows up and kills half your mob, you can still assault!
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Post by: ShumaGorath
MrMoustaffa wrote:At least assault vehicles ignore the restrictions. So good news! When your battlewagon blows up and kills half your mob, you can still assault! It really only hurts rhinos. Every other transport commonly used by assault units is open topped or an assault vehicle. Why blood angels even exist anymore as a codex is beyond me. Grey knights and then sixth, someone really hates redmarines.
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Post by: SpaceMonk
Wow. Incubi Klaives are AP2
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Post by: Marthike
LOL I was the only person to say nial has the stave in his hand but everyone said its unsual weapon (which is true at the time)
Cool that GW ruled it as i have thought
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Post by: Avakael
Personal favorite highlights of the Eldar update.
Q. If a Farseer joins a unit that includes a Warlock with the Embolden
power, does he get to re-roll failed Psychic tests? (p26)
A. Yes – the presence of the Warlock obviously helps the
Farseer to concentrate.
Q: Do Haywire weapons, vibro-cannons and D-weapons (D-cannon,
wraithcannons, etc.) affect fortifications in the same way they do
vehicles? (var)
A: Yes.
Page 31 – Howling Banshees, Banshee Mask.
Replace this entry with the following:
Banshee Mask: In the first round of an assault, a model wearing
a Banshee mask has Initiative 10, even if it charged through
difficult terrain. Furthermore, defensive grenades cannot be
used against a charging model with a Banshee Mask.
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Post by: The Dwarf Wolf
The most fun nerf i see is the one to Ghazgull "profet of waaagh!!" SR...
Last edition it was a incredible ace in the last turn, and added a nice sense of "final blow" to big hordes. Now it will be used as fast as possible, maybe at the third turn, just for that auto 6 on the run...
Apparently, another warboss will have to declare a waaagh!! in that last turn...
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Post by: Fafnir
Blackmoor wrote:
And a couple of other notes:
To the person who said that purifiers are better than paladins has never played that match-up before. I have played against 2 purifier armies at tournaments in the last 3 weeks with my Draigowing and Paladins win every time. It is all about 2 wounds with a 2+ save and it does not matter if you can spread the wounds around or not. They just can't do any damage while the paladins psycannons are killing a lot of Purifiers.
Of course Paladins will beat Purifiers when you pit the two armies against each other, but that doesn't make Paladins the better army. In most other matchups, Purifiers have a lot more versatility that makes them overall much more viable. A single good matchup does not make a list better than another.
As far as demolisher cannons, why are you getting shot with them? They have a 24” range so just stay 30” away. When then come close hit them with all of your psycannons with prescience and you should be able to take them out or at least stop them from shooting.
This strategy works until you go against BA Vindicators, at which point, they're the ones out-ranging you.
Also, you underestimate the value of the stormbolter. Sure, against the big scary targets, it's not particularly valuable, but you need it to help move off the basic infantry that often comes in numbers too large for just Psycannons alone to remove. On a unit that relies on its massive, steady torrent of fire to move units off the table to make up for its terrible mobility, losing models to attrition is a big deal.
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Post by: Bonde
I think many of the most used Leman Russ variants took a big hit simply looosing Lumbering Behemoth and gaining Heavy instead. Before they could move 6"+D6" and 6" in the shooting phase, now it's just always 6". Before they could move and fire ordnance and another weapon at full BS and then snap fire the rest, meaning that they could also fire a plasma sponson on the move or two when stationary. Now they can never use heavy flamers or plasma cannons when equipped with a battle cannon or demolisher cannon. The only variants that got a buff is the Executioner (plasma) and Exterminator (autocannon).
I am really glad that I painted up an Executioner turret for my Russ with plasma sponsons, or otherwise it would be completely useless.
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Post by: Sidstyler
I find myself not caring that much. I mean yeah, they should have been AP2, but in the end does it really make a difference? As it's been pointed out already assaulting anything, especially with the DE codex as everything is made of paper, is just damn foolish when you can stay at range and more effectively get rid of those units with poison.
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Post by: Requiem
daedalus-templarius wrote:
How is that?
Ok wtf, really? they removed the S10 vs Psykers and Daemons as well? wtf GW. 275 fething points.
No they didn't. The FAQ states to replace the first sentence. The S10 comes after that. The only thing it really says is that it's a sword.
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Post by: Backfire
Trasvi wrote:Dunno if this has been said yet:
Tau FAQ wrote:
Page 30 – Armoury, Disruption Pod.
Change the last sentence to read “A vehicle with a disruption
pod has the Shrouded special rule against any weapons firing
from more than 12" away.”
3+ cover save on Tau Vehicles! 2+ if moving flat out! woohoo!
That is just insane and I have to wonder if they will FAQ it again. I mean, if it was just Stealth, even that would have been great - essentially giving us back 5th edition Disruption pod which many people bemoaned was already broken. Now, it's not like Tau are particularly broken in other respects, but man, does that make Tau vehicles incredibly frustrating to most opponents.
Overall, I'm kinda mixed about this FAQ. Sure, there are many very good rulings and changes. However, erratas are getting really long now and I'm left puzzled, why those obvious things were not in the rulebook in the first place?? It really feels like the rulebook was very much rushed out. Also, apparently now main rulebook sometimes actually DOES overrule Codex, such as in the case of DA Venerable Dread. Now I realize that lots of the issues will be cleared out when new Codex start to come out, but it is bit of a mess now.
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Post by: Macok
ShumaGorath wrote:It really only hurts rhinos. Every other transport commonly used by assault units is open topped or an assault vehicle. Why blood angels even exist anymore as a codex is beyond me. Grey knights and then sixth, someone really hates redmarines.
Eldar say hello.
Kaldor wrote:Well, yeah. That's what was going to happen if their transport WASN'T destroyed. Why should they get a benefit from having the vehicle they were in blown up? That makes no sense at all. Throwing your transports into the line of fire, hoping to have them blown up so you can assault next turn? That's so gamey and stupid it doesn't bare thinking about.
I'm going to chip in with " QFT". People really have to look at the whole "just standing there" from the other side. "Don't shoot that melta at this rhino. That may make it explode, stun guys inside, trap them inside a wreck, scatter them by huge explosion, kill some of them, cause them to panic by losses, force them to gtg and everybody knows that all this makes assaulting MUCH easier than just getting out of a working vehicle. Let's just stand here, it'll be safer."
This is very reasonable if we consider "no assaulting from vehicles".
MrMoustaffa wrote:Just found out veil no longer is 2d6" to see them.... I don't know why, but this makes me so happy. Now they just have a 4+ cover save in the open, which I'm more than happy to FRFSRF to death.
Had a game where my IG literally couldn't do a thing to them, since I had to get within 12", and even then, it was no guarantee that most of my unit could see them. I'm going to have fun getting revenge for this one...
This was already in V1. Also, this is just kicking when they are already down
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Post by: Stoffer
Blackmoor wrote:Stoffer wrote: RiTides wrote: Fafnir wrote: Blackmoor wrote:The new rule has very little impact on Paladins, and my prediction is that you will see more of them in 6th, not less.
Do you even understand how Paladins work? What made them so good, and so survivable, was their ability to move wounds around to keep them plugging away at full strength. Without that, there is literally no reason to take them over the other options. If you need massed firepower, you can get three times as many psycannons in a list using purifier spam (A list that was always far more powerful than Paladinstar since the very beginning, and has remained utterly untouched). If you need massed 2+ armour, normal terminators will give you more bodies for your wounds.
No, Paladins are garbage now, and I would advise against taking them in any list when there are so many better options.
You do know you're talking to Blackmoor, right? Who made it to the final game of the Nova Open GT (8 games, winning his first 7) with a paladin-heavy list last year, and regularly finishes well in large tournaments with them?
He knows what he's talking about regarding paladins...
Yeah, I'm a little curious as to what he means by it.
I will be glad to answer that.
In 6th edition durability is very important. When you have a Necon Air Force flying around you need out last them because you will not be able to shoot many of them down. I played against 2 Necron flyers at the Nova Invitational and my paladins were the only thing to survive. Same with all of the other torrent of fire armies.
I want to go on record as saying that 2 wound terminators are hard to kill.
Now on to wound allocation.
In 6th edition assault is dead and in my 5 games I was only assaulted once by a unit of Wraiths which the paladins have no trouble beating.
Now since it is a shooting game think of paladins as a durable psycannon platform. So let’s say we take 5 wounds from shooting (which is very, very hard to do) in the past if you were able to make your 4+ LOS roll you were able to hand them off so that a squad of 5 paladins had one wound each ( FYI, which was really hard to do anyways without losing a paladin or two along the way). So now what happens? You lose 2 paladins and have one with 1 wound. So ask yourself how does this impact your squad?
#1. You are not as good in assault. Here is some news for you, you will still kill most units in assault assuming they want to, or can even get to you. Remember 5th edition when everyone had power weapons that could kill paladins? That was so last edition.
#2. Shooting is diminished. Oh no, I shoot 2 less storm bolters! The paladins are still getting shots from 2 psycannons that can move and shot to full effect. You have to do 8 wounds to a 5-man paladin squad before you reduce their meaningful firepower.
Also you can still manipulate wounds by rotating your models around. If you have a paladin with one wound just move him back in the squad.
And a couple of other notes:
To the person who said that purifiers are better than paladins has never played that match-up before. I have played against 2 purifier armies at tournaments in the last 3 weeks with my Draigowing and Paladins win every time. It is all about 2 wounds with a 2+ save and it does not matter if you can spread the wounds around or not. They just can't do any damage while the paladins psycannons are killing a lot of Purifiers.
As far as demolisher cannons, why are you getting shot with them? They have a 24” range so just stay 30” away. When then come close hit them with all of your psycannons with prescience and you should be able to take them out or at least stop them from shooting.
Some people can read and learn, others just have to learn the hard way.
That's a fairly good explanation. I still don't really agree that they come out stronger, but I definitely see your point that they're still useful.
About the demolisher cannons: It's hard to stay away if they're planted on objectives, and getting pens on AV14 with psycannons isn't always easy.
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Post by: Sidstyler
Backfire wrote:That is just insane and I have to wonder if they will FAQ it again. I mean, if it was just Stealth, even that would have been great - essentially giving us back 5th edition Disruption pod which many people bemoaned was already broken. Now, it's not like Tau are particularly broken in other respects, but man, does that make Tau vehicles incredibly frustrating to most opponents.
I think you're exaggerating a little bit. Who cares if it makes them slightly more frustrating to deal with, no smart Tau player is going to be wasting points on them anyway because they're still way too overpriced and do practically nothing. You might see a devilfish or two, but that's it. Broadsides are still better than hammerheads and sky rays, devilfish cost about two and half rhinos base, and probably over 100 points once you upgrade them with a weapon that can actually do something, so only an insane person would waste points on them when they could be spent buying more suits (which are actually going to kill gak) or going towards an allied detachment of units from a good codex. Piranhas with 3+ saves sound kinda cute, but again, the points are better spent elsewhere...piranhas were only ever an attractive option when you had nothing else, now that you can cherry pick from other codices why bother?
If I were playing a different army I'd be way more worried about broadsides being able to split fire again than a useless piece of trash like a freaking devilfish with a 3+ save. And you know what, if the devilfish really bothers you that much, get within melta range and boom, it's gone, your pods do nothing. I wouldn't be surprised if you could one-shot the damn thing considering most melta-toters are at least BS4. Of course if you've run out of things to do and start shooting at the devilfish you've probably won the game anyway.
I dunno, it's entirely possible there's some "brilliant strategy" here that I'm simply overlooking, maybe someone can correct me if I'm wrong, but the way I see it Tau vehicles are either ineffectual at best or an outright waste of points at worst. With allies in the game I just don't see a point in using them when I can take a squad or two of GK's in psybacks instead.
60
Post by: yakface
Yeah, this is not overpowered at all, considering the base cost of Tau vehicles is still rooted in that 4th edition vehicle point cost mentality.
Its just funny that its the 5 point upgrade that makes them semi-useful.
But yeah, its more of a case that if you take Tau vehicles you're not feeling like you totally wasted your points any more, cause now they have a bit of mojo to be annoying. However, They're stlll not going to kill much for their points and they're still very, very vulnerable to close range shooting and assaults.
However, in a few cases, it is really nice. Like if you're playing where IA is allowed, this just made Tetras super-duper awesome (they were already awesome). And like you say including a cheap Devilfish for some mobile cover or a bit more mobility is not a terrible idea.
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Post by: AlmightyWalrus
Sidstyler wrote:
I dunno, it's entirely possible there's some "brilliant strategy" here that I'm simply overlooking, maybe someone can correct me if I'm wrong, but the way I see it Tau vehicles are either ineffectual at best or an outright waste of points at worst. With allies in the game I just don't see a point in using them when I can take a squad or two of GK's in psybacks instead.
Shoot squad at something, turbo-boost in Devilfish in front to act as a mobile wall afterwards. Reverse- JSJ.
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Post by: Nagashek
rigeld2 wrote: cuda1179 wrote:furbyballer wrote:Q: Does a Nemesis Dreadknight armed with a Nemesis greatsword have
4 Attacks at Strength 10 that, because of the Nemesis greatsword, can
re-roll To Hit, To Wound and Armour Penetration rolls?(p54)
A: Yes.
Yeah, I'm kind of WFT? about this. I understand the attacks and Greatsword benefits, but how is it strength 10? It still has to shoose between the Greatsword and the doomfist.
Attack with the Doomfist, get STR10. Because the sword benefits are tied to having it, not attacking with it, the Doomfist benefits.
Q: If a Striking Scorpion Exarch with a scorpion’s claw and scorpion
chainsword chooses to attack with the scorpion’s claw, does he still
benefit from the scorpion chainsword’s +1 Strength bonus? (p33)
A: No.
Just like the Scorpion Chainsword does, you mean?
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Post by: rigeld2
Depends on the wording of the chainsword. I don't have the Eldar codex to check.
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Post by: The Everliving
In 6th edition assault is dead and in my 5 games I was only assaulted once by a unit of Wraiths
Allan, It's almost as if you and I played in different tournaments
In 11 of my games I was in combat by turn 2 and the 12th was hammer and anvil deployment and it took me until turn 3 to get into combat. No-one in their right mind is going to assault a unit of Paladins but when you run a fluffy and balanced list like mine combat happens everywhere
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Post by: Sigvatr
No skyfire for Necrons. feth you GW!
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Post by: Bulkoth
Designers Note: Wolf Guard, Nobz, Nobz Warbikers, and Crisis
Shas’vre that lead a unit (for example an Ork Nob leading Ork
Boyz, a Wolf Guard leading Grey Hunters) have the unit type
Infantry (Character).
I realize this is silly but has any one else noticed that RAW makes a Nob Biker leading a group of ork bikers into an Infantry model?
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Post by: rigeld2
ADLs? Night/Doom Scythes?
Aside from that, abundant Guass that doesn't care about AV or Tesla Destructors that can cause tons of hits?
Okay.
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Post by: Davor
ShumaGorath wrote:I wonder if they'll come out with those little paragraph replacement stickies that they used to come out with in white dwarf issues for FAQs. The main rulebook certainly needs them to be even remotely useful now. Pick up games are going to be a nightmare unless everyone's got an open internet connection and three FAQs open.
Maybe GW expects everyone to buy and Ipad and then rebuy the online version of the BGB. Oh wait, has the online version of the BGB been updated yet?
8922
Post by: ironicsilence
on the clunky biker rule, is there ANYTHING in 40k today that would allow for a bike to be put into a transport? Just wondering if this change could be a glimpse into the future? Maybe Dark Angels get some sort of bike transport?
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Post by: undertow
Davor wrote: ShumaGorath wrote:I wonder if they'll come out with those little paragraph replacement stickies that they used to come out with in white dwarf issues for FAQs. The main rulebook certainly needs them to be even remotely useful now. Pick up games are going to be a nightmare unless everyone's got an open internet connection and three FAQs open.
Maybe GW expects everyone to buy and Ipad and then rebuy the online version of the BGB. Oh wait, has the online version of the BGB been updated yet? 
Is there even an online version of the BRB.
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Post by: AgeOfEgos
ironicsilence wrote:on the clunky biker rule, is there ANYTHING in 40k today that would allow for a bike to be put into a transport? Just wondering if this change could be a glimpse into the future? Maybe Dark Angels get some sort of bike transport?
Night Scythes can carry bikes---especially now that you can embark on it while zooming. I suppose it could save you from assault--although bikes are generally fast enough as is.
I think the new Night Scythe rule will be used for Immortals/Warriors though. One turn dump them, rapid fire a unit--next turn swoop them back up if they are threatened (and if your Scythe blows up, you just go back into reserve again).
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Post by: DarthDiggler
I have a question about LOS.
I have a unit of 2 Carnifex's and a Tyranid Prime. The Prime is closest to the enemy and both Carnifex's are in base to base contact with the Prime. When the enemy shoots at the unit, with the Prime as the closest, where do the LOok Out Sir rolls go to? And can I alternate the wounds to both Carnifex's since they are equally close to the Prime.
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Post by: Nagashek
Did anyone else notice:
Page 35 – Intercept.
The last sentence should be changed to: “In assaults, they
never require worse than 4+ to hit vehicles that do not have a
WS.”
Page 35 – Swooping Hawks, Intercept.
Replace the second sentence with “In assaults, they always treat
vehicles, except Walkers, as having Weapon Skill 0”.
Same FAQ. GG.
44803
Post by: Bulkoth
DarthDiggler wrote:I have a question about LOS.
I have a unit of 2 Carnifex's and a Tyranid Prime. The Prime is closest to the enemy and both Carnifex's are in base to base contact with the Prime. When the enemy shoots at the unit, with the Prime as the closest, where do the LOok Out Sir rolls go to? And can I alternate the wounds to both Carnifex's since they are equally close to the Prime.
You can alternate since the two carnifex are equally "closest" to the character making the LOS! rolls.
37505
Post by: Nagashek
rigeld2 wrote:Depends on the wording of the chainsword. I don't have the Eldar codex to check.
Codex: Eldar, pg33
"Scorpion Chainsword: This is a one-handed weapon that adds +1 S to the model's attacks."
"Scorpion's Claw: The scorpion's claw takes the form of a powered claw-shaped gauntlet incorporated with a shuriken catapult. The claw may be used both as a power fist and a shuriken catapult in the same turn."
50832
Post by: Sigvatr
rigeld2 wrote:
ADLs? Night/Doom Scythes?
Aside from that, abundant Guass that doesn't care about AV or Tesla Destructors that can cause tons of hits?
Okay.
Still no skyfire. Was hoping for Heavy Destroyers to get it order to justify their 60 points...damn. Do note that Doom Scythes are no longer allowed to lazor flyers.
963
Post by: Mannahnin
Night Scythes are pretty solid against flyers, and ABs aren't bad. Tesla + TL = good number of hits, even without Skyfire. The Stormraven is undoubtedly better, but it's also twice the cost of a NS, you can get a max of three of them (okay, four if you ally GK), and you're not going to have crap for scoring units if you do spam them.
37477
Post by: Battlesong
disel24 wrote:Am I the only one that feels that the FAQ for Nids made them a bit more viable considering that we now have a unit that can assualt when coming in from reserve?
Also somone mentioned that Nids FMC got nerfed...how?
I can't see how it did anything for their viability. As has been mentioned, the Ymgarls never lost the ability to assault out of reserve. The issue with them is they are 23 points a pop and take an Elite slot. As far as FMCs, the fact that they clarified that getting grounded causes you to lose swooping hurts bad. My area has been playing this way from the beginning and, since everyone (not playing nids) uses a quad gun, Flyrants are pretty much toast within 2 turns.
26767
Post by: Kevin949
azreal13 wrote: Kevin949 wrote:
No, you re-read the rules...
I will reiterate...last paragraph, page 71 under "Vehicles & Ordnance".
"Vehicles & Ordnance Weapons"
Unlike other units, vehicles can move and fire with Ordnance
weapons. However, a vehicle that fires an Ordnance weapon
can only make Snap Shots with its other weapons that turn"
Nothing in the Heavy or Relentless rules override this (seeing as heavy and relentless are near identical, just a 6" movement restriction).
My bad. Typical of the rulebook that you need 3 different sections all in different places to get a full picture of the implications of a rule.
Eh, sorry for the snarky remark...I was in a bad mood at work yesterday.
And yes, that aspect of the rulebook infuriates me. Luckily I use a searchable rulebook so it's easy to find certain things really quick.
8723
Post by: wyomingfox
DarthDiggler wrote:I have a question about LOS.
I have a unit of 2 Carnifex's and a Tyranid Prime. The Prime is closest to the enemy and both Carnifex's are in base to base contact with the Prime. When the enemy shoots at the unit, with the Prime as the closest, where do the LOok Out Sir rolls go to? And can I alternate the wounds to both Carnifex's since they are equally close to the Prime.
You would use the rules for random selection to determine the closest model as per the default rules in shooting. Use that model unroll all wounds in the wound pool is empty or the Carrie firs.
15717
Post by: Backfire
Sidstyler wrote:Backfire wrote:That is just insane and I have to wonder if they will FAQ it again. I mean, if it was just Stealth, even that would have been great - essentially giving us back 5th edition Disruption pod which many people bemoaned was already broken. Now, it's not like Tau are particularly broken in other respects, but man, does that make Tau vehicles incredibly frustrating to most opponents.
I think you're exaggerating a little bit. Who cares if it makes them slightly more frustrating to deal with, no smart Tau player is going to be wasting points on them anyway because they're still way too overpriced and do practically nothing.
As I said, I don't mean it makes Tau broken as an army or anything like that. But people whined about old Disruption pod plenty enough, in practice I found that a Hammerhead was quite difficult to kill by long-range shooting. It seldom killed 170pts worth of stuff, but it sure soaked lot of attention. Late 5th edition Tau armies seldom completely gave up vehicles, even if the Mech Tau was dead and I don't expect it will change. In "Big Guns Never Tire" mission, Hammerhead is a scoring unit, for example.
102
Post by: Jayden63
Kaldor wrote:gigasnail wrote:except that's exactly what it means, you are sitting there, twiddling your thumbs, for your next turn, and then your opponent's next shooting phase. getting a transport trashed takes the unit it carried out of the fight for too long. assault already has been nerfed to hell and back; it didn't need this additional kick in the jimmy.
Well, yeah. That's what was going to happen if their transport WASN'T destroyed. Why should they get a benefit from having the vehicle they were in blown up? That makes no sense at all. Throwing your transports into the line of fire, hoping to have them blown up so you can assault next turn? That's so gamey and stupid it doesn't bare thinking about.
Actually I did this all the time in 4th ed with my Chaos. I wanted my rhinos to blow up, didn't care about entaglement, because now my summoning icon was on the table and you had 1-2 less units able to shoot at them to try and kill it before my Daemonettes showed up to wreck face. Its amazing how many people fell for that. Automatically Appended Next Post: Backfire wrote: Sidstyler wrote:Backfire wrote:That is just insane and I have to wonder if they will FAQ it again. I mean, if it was just Stealth, even that would have been great - essentially giving us back 5th edition Disruption pod which many people bemoaned was already broken. Now, it's not like Tau are particularly broken in other respects, but man, does that make Tau vehicles incredibly frustrating to most opponents.
I think you're exaggerating a little bit. Who cares if it makes them slightly more frustrating to deal with, no smart Tau player is going to be wasting points on them anyway because they're still way too overpriced and do practically nothing.
As I said, I don't mean it makes Tau broken as an army or anything like that. But people whined about old Disruption pod plenty enough, in practice I found that a Hammerhead was quite difficult to kill by long-range shooting. It seldom killed 170pts worth of stuff, but it sure soaked lot of attention. Late 5th edition Tau armies seldom completely gave up vehicles, even if the Mech Tau was dead and I don't expect it will change. In "Big Guns Never Tire" mission, Hammerhead is a scoring unit, for example.
There are those of us who still use a lot of tanks in a Tau army. I personally run two hammerheads and one unit of broadsides. There are also those of us who don't use allies because I want to play a tau army, not a tau and those other guys army, so we need to get the most of what we can.
In addition if the meta proves true that mech will become less prominant in 6th, the submunition rounds of the Hammerhead might just become very useful again.
20650
Post by: Pyriel-
Did they manage to give the venerable dreadnoughts some extra hull points or are they all still being placed in the trashcan of unusable (to costly) units?
50832
Post by: Sigvatr
Pyriel- wrote:Did they manage to give the venerable dreadnoughts some extra hull points or are they all still being placed in the trashcan of unusable (to costly) units? Hmmmm...they aren't THAT bad imo. My team partner usually fields them and they serve him well, both dakkabots and his occasional blenderbot. Sure, they are costly, but they did quite well in tourneys. "Hey Necron Monolith, how are ya doing in 6th?" "Uhm, well, I took a pretty hard hit, I'm struggling, but at least I now get a 5++." - FAQ v1.1 hit - "Necron Monolith, you've been quiet for a while. Everything ok?" "..." "Monolith? You there? Monolith? MONOLITH? MONOLIIIIIIIIIIIIIIIITH!" Glad I was able to sell mine for 35€ a few days ago. It's way, way too overpriced now. Bye monolith, we had good times. May thee fare well, wherever your path may lead ya. Farewell, my friend. Farewell.
20650
Post by: Pyriel-
I disagree, they have the same weak armour, the same few hullpoints and cost way more.
Their special ability that they pat all those points for does not protect those hull points thus the ven is exactly as easy to kill as the normal dread.
I just dont get it, how can that big crap fall through the cracks?
50832
Post by: Sigvatr
My bad, excuse me, overread the venerable part :(
Just realized that you can't sweep attack flyers anymore with the CCB.
Sigh. So many nerfs :(
4869
Post by: ShumaGorath
Pyriel- wrote:I disagree, they have the same weak armour, the same few hullpoints and cost way more.
Their special ability that they pat all those points for does not protect those hull points thus the ven is exactly as easy to kill as the normal dread.
I just dont get it, how can that big crap fall through the cracks?
Why you would even take a normal dread now is beyond me.
53292
Post by: Kevlar
Sigvatr wrote:My bad, excuse me, overread the venerable part :(
Just realized that you can't sweep attack flyers anymore with the CCB.
Sigh. So many nerfs :(
Were you ever allowed to begin with? Not by raw...
27987
Post by: Surtur
Sigvatr wrote: Pyriel- wrote:Did they manage to give the venerable dreadnoughts some extra hull points or are they all still being placed in the trashcan of unusable (to costly) units?
Hmmmm...they aren't THAT bad imo. My team partner usually fields them and they serve him well, both dakkabots and his occasional blenderbot. Sure, they are costly, but they did quite well in tourneys.
"Hey Necron Monolith, how are ya doing in 6th?"
"Uhm, well, I took a pretty hard hit, I'm struggling, but at least I now get a 5++."
- FAQ v1.1 hit -
"Necron Monolith, you've been quiet for a while. Everything ok?"
"..."
"Monolith? You there? Monolith? MONOLITH? MONOLIIIIIIIIIIIIIIIITH!"
Glad I was able to sell mine for 35€ a few days ago. It's way, way too overpriced now. Bye monolith, we had good times. May thee fare well, wherever your path may lead ya. Farewell, my friend.
Farewell.
200 point AV 14 all around not worth it? My land raiders weep for thee.
2633
Post by: Yad
Sigvatr wrote:rigeld2 wrote:
ADLs? Night/Doom Scythes?
Aside from that, abundant Guass that doesn't care about AV or Tesla Destructors that can cause tons of hits?
Okay.
Still no skyfire. Was hoping for Heavy Destroyers to get it order to justify their 60 points...damn. Do note that Doom Scythes are no longer allowed to lazor flyers.
I've seen this repeated a couple of times and I'd like to point out that the Death Ray can hit Hovering flyers and Gliding FMCs. It can't hit Zooming flyers or Swooping FMCs.
Necron FAQ 1.1 pg.4 (right column)
Q: Can a Doom Scythe’s death ray hit enemy Flyers and/or Flying Monstrous Creatures? (p50)
A: The Death Ray can hit Flyers in Hover Mode (friendly or enemy) and Gliding Flying Monstrous Creatures (friendly or enemy). It cannot hit Zooming Flyers or Swooping Flying Monstrous Creatures
-Yad
26767
Post by: Kevin949
Kevlar wrote: Sigvatr wrote:My bad, excuse me, overread the venerable part :(
Just realized that you can't sweep attack flyers anymore with the CCB.
Sigh. So many nerfs :(
Were you ever allowed to begin with? Not by raw...
Yes you were, all that was required was to move over the model and skimmers moved over "all" models. Nothing stopped sweep attacks from a skimmer chariot from hitting flyers pre- FAQ. What is your " raw" reasoning that they couldn't? Automatically Appended Next Post: Yad wrote: Sigvatr wrote:rigeld2 wrote:
ADLs? Night/Doom Scythes?
Aside from that, abundant Guass that doesn't care about AV or Tesla Destructors that can cause tons of hits?
Okay.
Still no skyfire. Was hoping for Heavy Destroyers to get it order to justify their 60 points...damn. Do note that Doom Scythes are no longer allowed to lazor flyers.
I've seen this repeated a couple of times and I'd like to point out that the Death Ray can hit Hovering flyers and Gliding FMCs. It can't hit Zooming flyers or Swooping FMCs.
Necron FAQ 1.1 pg.4 (right column)
Q: Can a Doom Scythe’s death ray hit enemy Flyers and/or Flying Monstrous Creatures? (p50)
A: The Death Ray can hit Flyers in Hover Mode (friendly or enemy) and Gliding Flying Monstrous Creatures (friendly or enemy). It cannot hit Zooming Flyers or Swooping Flying Monstrous Creatures
-Yad
I don't think the hover/gliding aspects were "ever" in question about the death ray hitting them. It was only ever zooming/swooping that caused the debates.
2633
Post by: Yad
Kevlar wrote: Sigvatr wrote:My bad, excuse me, overread the venerable part :(
Just realized that you can't sweep attack flyers anymore with the CCB.
Sigh. So many nerfs :(
Were you ever allowed to begin with? Not by raw...
The FAQ actually says you can't sweep against a Zooming flyer. Says nothing about a flyer that is Hover mode. So sweep away
Q: Can a character on a Chariot that is also a Skimmer make a Sweep Attack
against a Zooming Flyer? (p82)
A: No.
-Yad
22802
Post by: MadCowCrazy
Pyriel- wrote: Glad I was able to sell mine for 35€ a few days ago. It's way, way too overpriced now. Bye monolith, we had good times. May thee fare well, wherever your path may lead ya. Farewell, my friend. Farewell. I think they are really awesome because you can deepstrike them pretty much anywhere without the fear of misshap. The only way a Monolith can misshap is if it scatters off the board. Read up on the deepstriking skimmers rule, it states that if a skimmer is forced to end it's move ontop of enemy models you simply move it the shortest way possible so it's 1" away from them. Skimmers can land on pretty much any terrain as it is so the only way to misshap with a Monolith is to scatter off the board. I think I'll place my Monolith right on top of that deathstar unit over there... Portal of Exile and a nice Particle Whip should do nicely...
26767
Post by: Kevin949
MadCowCrazy wrote: Pyriel- wrote:
Glad I was able to sell mine for 35€ a few days ago. It's way, way too overpriced now. Bye monolith, we had good times. May thee fare well, wherever your path may lead ya. Farewell, my friend.
Farewell.
I think they are really awesome because you can deepstrike them pretty much anywhere without the fear of misshap. The only way a Monolith can misshap is if it scatters off the board. Read up on the deepstriking skimmers rule, it states that if a skimmer is forced to end it's move ontop of enemy models you simply move it the shortest way possible so it's 1" away from them. Skimmers can land on pretty much any terrain as it is so the only way to misshap with a Monolith is to scatter off the board.
I think I'll place my Monolith right on top of that deathstar unit over there... Portal of Exile and a nice Particle Whip should do nicely...
That's how movement works, yes, but not deep strike. You roll to mishap before you ever start your deep strike movement with the monolith, as it's not on the board nor has it ended it's move it will still mishap as normal.
"If any of the models in a deep striking unit cannot be deployed, because
at least one model would land partially or fully off the table,
in impassable terrain, on top of a friendly model, or on top of
or within 1" of an enemy model, something has gone wrong."
I bolded the important bit.
Also, you can't fire the portal of exile and particle whip in the same shooting phase.
22802
Post by: MadCowCrazy
"If a Skimmer is forced to end its move over friendly or enemy models, move the Skimmer the minimum distance so that no models are left underneath it." RAW vs RAI I guess. Is deepstrike a type of move? Does a deepstriking unit count as having moved when it comes in? So if a skimmer that deepstrike lands on impassible terrain it mishaps because the skimmer rule doesn't work when deepstriking? Which rules apply and which ones dont when you deepstrike? The Skimmer rule doesn't apply, which others dont apply? What parts of rules apply? Does some parts of a units rule apply and other not? Do you get to cherry pick? Can you name 1 instance where a skimmer is forced to end it's move ontop of friendly models? Other than deepstrike? Tank shock is the only instance I can think of for enemy models.
99
Post by: insaniak
I was initially inclined to say that the Deep Strike rules would take precedence, as they apply specifically to Deep Striking.
But then I find myself wondering under what other circumstances would a skimmer be 'forced' to end its movement over other models...?
4869
Post by: ShumaGorath
insaniak wrote:I was initially inclined to say that the Deep Strike rules would take precedence, as they apply specifically to Deep Striking.
But then I find myself wondering under what other circumstances would a skimmer be 'forced' to end its movement over other models...?
Lifta droppa?
44245
Post by: Raikoh
Bottom of page 36, it says that vehicles count as moving at Cruising Speed when they deepstrike. Personally, if my opponent was deep striking a Monolith on top of my units, I would fallow the skimmer movement rule. It would just be stupid not to.
Think about it, if a huge monolith started slowly floating down on top of you, would you stand there and go "don't worry, it'll stop", or would you get the hell out of the way?
26767
Post by: Kevin949
insaniak wrote:I was initially inclined to say that the Deep Strike rules would take precedence, as they apply specifically to Deep Striking.
But then I find myself wondering under what other circumstances would a skimmer be 'forced' to end its movement over other models...?
Passing over models and getting immobilized by terrain.
Also, locked velocity flyers act as skimmers for that purpose.
Automatically Appended Next Post:
Raikoh wrote:Bottom of page 36, it says that vehicles count as moving at Cruising Speed when they deepstrike. Personally, if my opponent was deep striking a Monolith on top of my units, I would fallow the skimmer movement rule. It would just be stupid not to.
Think about it, if a huge monolith started slowly floating down on top of you, would you stand there and go "don't worry, it'll stop", or would you get the hell out of the way?
Yes, WHEN they deep strike. You have not completed deep striking until after you have rolled your mishap if you mishap. The rule for mishaps says "if you WOULD end up in...." It does not say "if you DO end up in..."
4869
Post by: ShumaGorath
I'd believe it works either way, the writing in the book and these FAQs is very schizophrenic. I very much doubt Matt Ward is the only person writing these, but I very much doubt he is aware that there's someone else.
22802
Post by: MadCowCrazy
Kevin949 wrote:
Yes, WHEN they deep strike. You have not completed deep striking until after you have rolled your mishap if you mishap. The rule for mishaps says "if you WOULD end up in...." It does not say "if you DO end up in..."
Yupp yupp, using the same argument Plague Bearers could never use their FNP in 5E because they did not have an armour save...
99
Post by: insaniak
MadCowCrazy wrote:Yupp yupp, using the same argument Plague Bearers could never use their FNP in 5E because they did not have an armour save...
That's not even remotely the same argument.
46926
Post by: Kaldor
ShumaGorath wrote:I wonder if they'll come out with those little paragraph replacement stickies that they used to come out with in white dwarf issues for FAQs. The main rulebook certainly needs them to be even remotely useful now. Pick up games are going to be a nightmare unless everyone's got an open internet connection and three FAQs open.
I bought my rulebook at a local games store to, you know, support the local club and stuff.
So it cost me $125, instead of the $70 I could have got it for online. But, it's a pretty great product so I don't really care. The production values are high, the rules are tight, over-all I'm pretty happy. Now they dump these FAQ's on us and I need to print out a sheaf of paper to take with me to each game, because my $125 book is already invalidated?
What a joke. If you're changing the wording so soon after the release, I think that warrants a free book exchange IMO. I should be able to take my now outdated and invalid book to a GW store and swap it for one with the current rules.
827
Post by: Cruentus
Kaldor wrote: ShumaGorath wrote:I wonder if they'll come out with those little paragraph replacement stickies that they used to come out with in white dwarf issues for FAQs. The main rulebook certainly needs them to be even remotely useful now. Pick up games are going to be a nightmare unless everyone's got an open internet connection and three FAQs open.
I bought my rulebook at a local games store to, you know, support the local club and stuff.
So it cost me $125, instead of the $70 I could have got it for online. But, it's a pretty great product so I don't really care. The production values are high, the rules are tight, over-all I'm pretty happy. Now they dump these FAQ's on us and I need to print out a sheaf of paper to take with me to each game, because my $125 book is already invalidated?
What a joke. If you're changing the wording so soon after the release, I think that warrants a free book exchange IMO. I should be able to take my now outdated and invalid book to a GW store and swap it for one with the current rules.
And that's exactly how its been since 2nd edition. A sheaf of FAQs to fix the game.
And then there was the time when GW decided to stop making FAQs because it was too confusing, not everyone had access, etc. and they caught a raft of stuff for it.
Now they do the FAQs more quickly, and make substantive changes to improve things, and people complain and give them a raft of stuff about it.
Damned if they do, damned if they don't.
I'd rather the FAQs to make the game better.
4869
Post by: ShumaGorath
Cruentus wrote: Kaldor wrote: ShumaGorath wrote:I wonder if they'll come out with those little paragraph replacement stickies that they used to come out with in white dwarf issues for FAQs. The main rulebook certainly needs them to be even remotely useful now. Pick up games are going to be a nightmare unless everyone's got an open internet connection and three FAQs open.
I bought my rulebook at a local games store to, you know, support the local club and stuff.
So it cost me $125, instead of the $70 I could have got it for online. But, it's a pretty great product so I don't really care. The production values are high, the rules are tight, over-all I'm pretty happy. Now they dump these FAQ's on us and I need to print out a sheaf of paper to take with me to each game, because my $125 book is already invalidated?
What a joke. If you're changing the wording so soon after the release, I think that warrants a free book exchange IMO. I should be able to take my now outdated and invalid book to a GW store and swap it for one with the current rules.
And that's exactly how its been since 2nd edition. A sheaf of FAQs to fix the game.
And then there was the time when GW decided to stop making FAQs because it was too confusing, not everyone had access, etc. and they caught a raft of stuff for it.
Now they do the FAQs more quickly, and make substantive changes to improve things, and people complain and give them a raft of stuff about it.
Damned if they do, damned if they don't.
I'd rather the FAQs to make the game better.
Games workshop hasn't broken 40k this badly since second edition. The sixth edition rulebook is one of the worst written and most poorly edited technical documents I have ever read. Sure, they've always had FAQs. They've never had a product so in need of so many at once though. Even if the edition didn't require major FAQs for every codex the rulebook contradicts itself dozens of times anyway, and that's when it bothers to be detailed in the first place. I'm shocked people are even able to play this game without having Matt Ward in the room with them to adjudicate the rules disputes that occur every five seconds.
What sixth is going to need is a rerelease of the core rulebook. They sold a broken and dysfunctional document.
99
Post by: insaniak
Cruentus wrote:And then there was the time when GW decided to stop making FAQs because it was too confusing, not everyone had access, etc. and they caught a raft of stuff for it.
Well, yeah... If you stop releasing the fixes for your broken game without actually fixing the game first, that's going to happen...
60
Post by: yakface
insaniak wrote:I was initially inclined to say that the Deep Strike rules would take precedence, as they apply specifically to Deep Striking.
But then I find myself wondering under what other circumstances would a skimmer be 'forced' to end its movement over other models...?
You can be flying over a unit with a skimmer tank and then attempt to tank shock an enemy unit on the other side, but then get stunned via Death or Glory, which stops the skimmer's movement 'over' another unit.
37505
Post by: Nagashek
ShumaGorath wrote:
Games workshop hasn't broken 40k this badly since second edition. The sixth edition rulebook is one of the worst written and most poorly edited technical documents I have ever read. Sure, they've always had FAQs. They've never had a product so in need of so many at once though. Even if the edition didn't require major FAQs for every codex the rulebook contradicts itself dozens of times anyway, and that's when it bothers to be detailed in the first place. I'm shocked people are even able to play this game without having Matt Ward in the room with them to adjudicate the rules disputes that occur every five seconds.
What sixth is going to need is a rerelease of the core rulebook. They sold a broken and dysfunctional document.
Including 4th? Wow. That's an accomplishment.
53740
Post by: ZebioLizard2
Nagashek wrote: ShumaGorath wrote:
Games workshop hasn't broken 40k this badly since second edition. The sixth edition rulebook is one of the worst written and most poorly edited technical documents I have ever read. Sure, they've always had FAQs. They've never had a product so in need of so many at once though. Even if the edition didn't require major FAQs for every codex the rulebook contradicts itself dozens of times anyway, and that's when it bothers to be detailed in the first place. I'm shocked people are even able to play this game without having Matt Ward in the room with them to adjudicate the rules disputes that occur every five seconds.
What sixth is going to need is a rerelease of the core rulebook. They sold a broken and dysfunctional document.
Including 4th? Wow. That's an accomplishment.
Hahaha damn straight! 4th was probably the true worst, yet it never gained a re-release.
4001
Post by: Compel
I for one, as a mostly casual player am fairly happy about the FAQs. They're pretty much all clarifying what was supposed to be there in the book but was yeah, badly written.
The only one I'm a bit wary on really is the Look Out Sir to the closest model. The way I see it (though, of course, the You Make Da Call lawyers would disagree, but meh, casual player), that's the only proper change to the rules, which I find a bit odd.
123
Post by: Alpharius
ShumaGorath wrote:
Games workshop hasn't broken 40k this badly since second edition. The sixth edition rulebook is one of the worst written and most poorly edited technical documents I have ever read. Sure, they've always had FAQs. They've never had a product so in need of so many at once though. Even if the edition didn't require major FAQs for every codex the rulebook contradicts itself dozens of times anyway, and that's when it bothers to be detailed in the first place. I'm shocked people are even able to play this game without having Matt Ward in the room with them to adjudicate the rules disputes that occur every five seconds.
What sixth is going to need is a rerelease of the core rulebook. They sold a broken and dysfunctional document.
It does seem pretty bad, doesn't it?
I can't see them re-releasing the core rules within the next 2 or 3 years though.
Maybe after that... maybe?
48805
Post by: Stoffer
Are you people really complaining about them frequently updating the ruleset to make the game better? Talk about bitter vets. GW are doing exactly what digital companies are doing (and should be doing), they're "patching" their game to fix flaws. The fact that they're doing it so often shows you that it's a company going in the right direction.
30265
Post by: SoloFalcon1138
Wow... Dark Angels' venerable dreadnoughts got a big boost. Codex stats for a bargain price'
53740
Post by: ZebioLizard2
Stoffer wrote:Are you people really complaining about them frequently updating the ruleset to make the game better? Talk about bitter vets. GW are doing exactly what digital companies are doing (and should be doing), they're "patching" their game to fix flaws. The fact that they're doing it so often shows you that it's a company going in the right direction.
I kinda find it funny, 5th was complaining how little things were faq'ed, how they often had to figure out things on their own or roll them off.
And now they do more FAQ's people bitch about to many FAQ's, really now? Have any of you played DA or BT when they were stuck in limbo with their ORIGINAL space marine stats when C: SM and others were getting boosted? And it took them a long time to update them to the new stuff?
27903
Post by: Leo_the_Rat
Here's an interesting quandry in the Sisters FAQ:
Q: Can allied Independent Characters benefit from Acts of Faith if the have joined an affected Sisters of Battle unit?
A: No
Q: Do Acts of Faith affect allied who have joined or been joined by Sisters of Battle independent characters or units?
A: Yes
So which is it? Are allies affected or not?
23534
Post by: Macok
Leo_the_Rat wrote:Here's an interesting quandry in the Sisters FAQ:
Q: Can allied Independent Characters benefit from Acts of Faith if the have joined an affected Sisters of Battle unit?
A: No
Q: Do Acts of Faith affect allied who have joined or been joined by Sisters of Battle independent characters or units?
A: Yes
So which is it? Are allies affected or not?
Both.
They do if they were already joined when AoF manifested.
Joining a unit that is already under effect of AoF does not transfer it to joining IC.
27903
Post by: Leo_the_Rat
I would agree but all of the AoFs that I can think of happen in the shooting or assault phase and the joining occurs in the movement phase. Also none of the AoFs last longer than the phase that they are used so there shouldn't be any lag effects.
Maybe GW is thinking ahead (for once) and just putting this in there for future AoFs.
20650
Post by: Pyriel-
Why you would even take a normal dread now is beyond me.
That you write this garbage right after I explicitly explained why is beyond me.
37505
Post by: Nagashek
ZebioLizard2 wrote: Stoffer wrote:Are you people really complaining about them frequently updating the ruleset to make the game better? Talk about bitter vets. GW are doing exactly what digital companies are doing (and should be doing), they're "patching" their game to fix flaws. The fact that they're doing it so often shows you that it's a company going in the right direction.
I kinda find it funny, 5th was complaining how little things were faq'ed, how they often had to figure out things on their own or roll them off.
And now they do more FAQ's people bitch about to many FAQ's, really now? Have any of you played DA or BT when they were stuck in limbo with their ORIGINAL space marine stats when C: SM and others were getting boosted? And it took them a long time to update them to the new stuff?
For one: GW has a long and storied history of using FAQ's to fix things that weren't broken, break things that were fixed, give people rules that they never had, and taking rules that were core aspects. All of this while leaving things unanswered that had been at the forefront of community consternation for some time. Delivering "more" of this is not necessarily an improvement. Especially now when they have to patch their earlier patches, and when these conflicting patches cause greater issues than if they'd just left well enough alone. I will grant you that at least TRYING means more to me than DOING NOTHING. It counts, even if it's causing new issues.
Secondly, enjoy your illusion of constant updates. I expect this to follow the exact same pattern as WHF8: New book, universal FAQ, then a universal patch to the FAQ and core rules that fixes practically nothing and breaks more, then SILENCE until you get your new book. If I'm wrong I'll eat my hat. It'll give me a chance to use up some of that extra salt from Stickmonkey rumors...
25208
Post by: AlmightyWalrus
Just realized:
Page 22 – Drop Pod Assault.
Replace this entry with the following rules:
“Drop Pod Assault: Drop Pods must enter play using the Deep
Strike rules. At the beginning of your first turn, choose half of
your Drop Pods (rounding up) to make a ‘Drop Pod Assault’.
Units making a Drop Pod Assault arrive on their controlling
player’s first turn. The arrival of the remaining Drop Pods is
rolled for as normal. A unit that Deep Strikes via Drop Pod
cannot charge in the turn it arrives.
Immobile: A Drop Pod cannot move once it has entered the
battle, and counts in all respects as a vehicle that has suffered
an Immobilised damage result that cannot be repaired in any
way.
Inertial Guidance System: Should a Drop Pod scatter on top of
impassable terrain or another model (friend or foe) then
reduce the scatter distance by the minimum required in order
to avoid the obstacle. Note that if a Drop Pod scatters off the
edge of the board then they will suffer a Deep Strike Mishap as
per the Warhammer 40,000 rulebook.”
So no more Drop Pods for Black Templars Terminators, as they were granted permission to take them from the Drop Pod Assault rules.
The hell? Is GW on crack or do they just have a Vendetta (huehuehue) against Black Templars? Did a Templar burn down someone's collection of 40k fluff or something?
48805
Post by: Stoffer
Nagashek wrote: ZebioLizard2 wrote: Stoffer wrote:Are you people really complaining about them frequently updating the ruleset to make the game better? Talk about bitter vets. GW are doing exactly what digital companies are doing (and should be doing), they're "patching" their game to fix flaws. The fact that they're doing it so often shows you that it's a company going in the right direction.
I kinda find it funny, 5th was complaining how little things were faq'ed, how they often had to figure out things on their own or roll them off.
And now they do more FAQ's people bitch about to many FAQ's, really now? Have any of you played DA or BT when they were stuck in limbo with their ORIGINAL space marine stats when C: SM and others were getting boosted? And it took them a long time to update them to the new stuff?
For one: GW has a long and storied history of using FAQ's to fix things that weren't broken, break things that were fixed, give people rules that they never had, and taking rules that were core aspects. All of this while leaving things unanswered that had been at the forefront of community consternation for some time. Delivering "more" of this is not necessarily an improvement. Especially now when they have to patch their earlier patches, and when these conflicting patches cause greater issues than if they'd just left well enough alone. I will grant you that at least TRYING means more to me than DOING NOTHING. It counts, even if it's causing new issues.
Secondly, enjoy your illusion of constant updates. I expect this to follow the exact same pattern as WHF8: New book, universal FAQ, then a universal patch to the FAQ and core rules that fixes practically nothing and breaks more, then SILENCE until you get your new book. If I'm wrong I'll eat my hat. It'll give me a chance to use up some of that extra salt from Stickmonkey rumors...
It doesn't matter if they're not broken, they're re-balancing the game and making tweaks to make sure it's fresh and doesn't conform. The paladins are a great example; They made all of them characters and a lot of people picked up on it to an extent where GW felt they had to regulate it. I just bought and painted 1850 worth of draigowing the past month, so I'm acutely aware of how annoying having to start over is, but I'm thrilled they're paying this much attention.
Also, continual patch is the way the games industry works by the way. Play league of legends? Balancing every three weeks. Play EVE Online? Patches every 2-3 months. This is how games are made today.
I can't tell you if GW are going to continue doing this. I hope they are, because it would mean a drastic improvement of the product. So far they have and you can either enjoy the fact that they're doing well or be bitter and whine about how it might not last.
Regardless of what, GW seems to have made huge strides this past year and listen to the whining on this board is godawful.
40163
Post by: UNCLEBADTOUCH
A lot of these internal balance issues should have been resolved before publication. Wholesale rule changes, (not FAQ clarifications) should not be being made this close to the original release. It goes to show insufficient play testing or lack of care considering the resources available to GW.
48805
Post by: Stoffer
UNCLEBADTOUCH wrote:A lot of these internal balance issues should have been resolved before publication. Wholesale rule changes, (not FAQ clarifications) should not be being made this close to the original release. It goes to show insufficient play testing or lack of care considering the resources available to GW.
No this happens pretty much in any live product ever. Welcome to games.
8742
Post by: MeanGreenStompa
It does raise questions regarding the playtesting and GW's methodology for releases. Warmachine .2 was playtested in beta by the community for a while before book release, it allowed the company to have much of the crap ironed out by the very people they then sold the book to, that seems like a great idea.
25983
Post by: Jackal
Hellblades are swords :(
Kinda glad i didnt give any letters axes.
Just a shame since the last series of letters looked amazing, but had an axe :(
47547
Post by: CthuluIsSpy
Jackal wrote:Hellblades are swords :(
Kinda glad i didnt give any letters axes.
Just a shame since the last series of letters looked amazing, but had an axe :(
Kinda of expected, really, since the current model itself shows a sword.
But then again, the old (and superior versions, imo) had an axe.
I'd hate to see the reaction of an old demon player who had the old bloodletters.
8926
Post by: BladeWalker
I don't understand why full reserve armies are not allowed. What is the point in giving full reserve armies an auto lose at the end of turn 1? It should be at the end of Turn 2 or after that you lose if you are tabled so you can use Flyers, Deep Strikers, and other dynamic parts of the game properly. It sucks the flavor out of my armies if I have to hide a unit or two on the board during deployment just so I can run the rest of my army the way I want. It's not like full reserve armies were top tier anyway, I just played it that way for fun... now I just lose at the end of Turn 1.
My Grey Knight Stormraven army and my Red Hunters ( BA) all jump pack DoA army are not pleased. My Daemons are ROFLing at them since Daemonic Assault is way cooler while my Black Legion are pouting until their new book comes out.
40163
Post by: UNCLEBADTOUCH
Stoffer wrote:UNCLEBADTOUCH wrote:A lot of these internal balance issues should have been resolved before publication. Wholesale rule changes, (not FAQ clarifications) should not be being made this close to the original release. It goes to show insufficient play testing or lack of care considering the resources available to GW.
No this happens pretty much in any live product ever. Welcome to games.
Trying to be patronizing. Ha ha funny guy.
There is not one game I have bought in the past 24 years that had a rule completely changed to the extent of the sudden LOS change GW has pulled within 3 months of release. Rules clarifications via FAQ's yes, full rules changes, no.
I'm not saying the change is good or bad. Just saying GW has become exceptionally lazy and standards are dropping When it comes to rules and publications. Look at the demon supplement, notice any problems there? What about the fact the publish photos of blu tacked models falling over, or the bendy lightning claws in the veteran bits packs.
These aren't oversights, when it reaches this extent its corporate attitude.
Awaits stoffers no doubt insightful and hilarious response.
37505
Post by: Nagashek
Stoffer wrote: Nagashek wrote: ZebioLizard2 wrote: Stoffer wrote:Are you people really complaining about them frequently updating the ruleset to make the game better? Talk about bitter vets. GW are doing exactly what digital companies are doing (and should be doing), they're "patching" their game to fix flaws. The fact that they're doing it so often shows you that it's a company going in the right direction.
I kinda find it funny, 5th was complaining how little things were faq'ed, how they often had to figure out things on their own or roll them off.
And now they do more FAQ's people bitch about to many FAQ's, really now? Have any of you played DA or BT when they were stuck in limbo with their ORIGINAL space marine stats when C: SM and others were getting boosted? And it took them a long time to update them to the new stuff?
For one: GW has a long and storied history of using FAQ's to fix things that weren't broken, break things that were fixed, give people rules that they never had, and taking rules that were core aspects. All of this while leaving things unanswered that had been at the forefront of community consternation for some time. Delivering "more" of this is not necessarily an improvement. Especially now when they have to patch their earlier patches, and when these conflicting patches cause greater issues than if they'd just left well enough alone. I will grant you that at least TRYING means more to me than DOING NOTHING. It counts, even if it's causing new issues.
Secondly, enjoy your illusion of constant updates. I expect this to follow the exact same pattern as WHF8: New book, universal FAQ, then a universal patch to the FAQ and core rules that fixes practically nothing and breaks more, then SILENCE until you get your new book. If I'm wrong I'll eat my hat. It'll give me a chance to use up some of that extra salt from Stickmonkey rumors...
It doesn't matter if they're not broken, they're re-balancing the game and making tweaks to make sure it's fresh and doesn't conform. The paladins are a great example; They made all of them characters and a lot of people picked up on it to an extent where GW felt they had to regulate it. I just bought and painted 1850 worth of draigowing the past month, so I'm acutely aware of how annoying having to start over is, but I'm thrilled they're paying this much attention.
Also, continual patch is the way the games industry works by the way. Play league of legends? Balancing every three weeks. Play EVE Online? Patches every 2-3 months. This is how games are made today.
Does EVE online charge you $200 for its mandatory patches? Does League of Legends? Does League of Legends even CHARGE you?!? Poor examples. Try this: WoW pushes out a patch after a new expansion drops. This expansion wipes any characters that players have on their accounts that are Warlocks, forcing you to reroll your warlock from scratch and put in another 48hours of solid play time to max your level, redo your professions, and start gearing for endgame content. You can only start rerolling your Warlock if you purchase a WoW subscription for the next 14 mos.
On top of that, they "fixed" the problem where a Paladin's Seal of Justice procced for 5k points of damage too many by removing the Divine Shield from the game. Also the log-in servers crash every Friday at 1800 and have since release, leaving many people unable to play for hours at a time, but they are consumed by tweaking Cooking and can't be bothered to fix it.
Now you have some idea how people who played certain, once viable GW builds feel when those builds are rendered unplayable, illegal, or just plain unfun. In order to fix what is newly broken or illegal, one must invest MORE money into the hobby, then invest more TIME into the hobby, just to be able to PLAY as much as they used to. I've been playing WoW since patch 1.6. $15 a month since 2006. Core game. 3 expansions. That's about $1240. That covers the cost of one of my NINE armies between WHFB and WH40k. I get to play WoW a few hours each day. I get to play or paint Warhammer a couple hours once a week. If GW wants to start modelling itself after online gaming, it's going to need to lowering its costs. I've been playing my Dark Eldar since last October, so less than a year. 6 years for the cost of WoW versus less than one year of Dark Eldar. My Dark Eldar army is now needing a $200 repair bill to be viable, and I'm staring as much in now worthless models that can gather dust, and that's even if the new build can compete against how everything else works in 6e.
"It doesn't matter if it's not broken?" Do you even know how that sounds? Here's one, "If it ain't broke, don't fix it!" Or "Fix what IS broke first." Anything else is a waste of time.
4869
Post by: ShumaGorath
Pyriel- wrote:Why you would even take a normal dread now is beyond me.
That you write this garbage right after I explicitly explained why is beyond me.
I don't see how complainin about the venerable is a defense of the non venerable dread. Other than double autocanons no dread variant is particularly useful or viable anymore (and even that ones losing its usefulness). They pay too much for a close combat statline that is borderline useless.
28269
Post by: Red Corsair
I have a question for those poor people who bought the LE Rulebook. Did that lacquered book sleeve come with an additional LE sleeve or compartment for the ream of FAQ pages?
This is more sad due to the fact that this is a 25th anniversary rules set. Have to agree with the crowd that says they needed some due diligence before releasing such a limited and revered product.
4869
Post by: ShumaGorath
Stoffer wrote: Nagashek wrote: ZebioLizard2 wrote: Stoffer wrote:Are you people really complaining about them frequently updating the ruleset to make the game better? Talk about bitter vets. GW are doing exactly what digital companies are doing (and should be doing), they're "patching" their game to fix flaws. The fact that they're doing it so often shows you that it's a company going in the right direction. I kinda find it funny, 5th was complaining how little things were faq'ed, how they often had to figure out things on their own or roll them off. And now they do more FAQ's people bitch about to many FAQ's, really now? Have any of you played DA or BT when they were stuck in limbo with their ORIGINAL space marine stats when C: SM and others were getting boosted? And it took them a long time to update them to the new stuff? For one: GW has a long and storied history of using FAQ's to fix things that weren't broken, break things that were fixed, give people rules that they never had, and taking rules that were core aspects. All of this while leaving things unanswered that had been at the forefront of community consternation for some time. Delivering "more" of this is not necessarily an improvement. Especially now when they have to patch their earlier patches, and when these conflicting patches cause greater issues than if they'd just left well enough alone. I will grant you that at least TRYING means more to me than DOING NOTHING. It counts, even if it's causing new issues. Secondly, enjoy your illusion of constant updates. I expect this to follow the exact same pattern as WHF8: New book, universal FAQ, then a universal patch to the FAQ and core rules that fixes practically nothing and breaks more, then SILENCE until you get your new book. If I'm wrong I'll eat my hat. It'll give me a chance to use up some of that extra salt from Stickmonkey rumors... It doesn't matter if they're not broken, they're re-balancing the game and making tweaks to make sure it's fresh and doesn't conform. The paladins are a great example; They made all of them characters and a lot of people picked up on it to an extent where GW felt they had to regulate it. I just bought and painted 1850 worth of draigowing the past month, so I'm acutely aware of how annoying having to start over is, but I'm thrilled they're paying this much attention. Also, continual patch is the way the games industry works by the way. Play league of legends? Balancing every three weeks. Play EVE Online? Patches every 2-3 months. This is how games are made today. I can't tell you if GW are going to continue doing this. I hope they are, because it would mean a drastic improvement of the product. So far they have and you can either enjoy the fact that they're doing well or be bitter and whine about how it might not last. Regardless of what, GW seems to have made huge strides this past year and listen to the whining on this board is godawful. If they made huge strides in this past year they wouldn't have thrown the game balance out the window with sixth by making anything close combat oriented useless, and released a rulebook that required dozens of pages of FAQs to be playable without constant rules disputes. People defending GWs rules reminds me of battered housewife syndrome, no matter how many times they feth everything up royally they'll always have a loyal core of people who just don't know the difference between whats good and bad.
27759
Post by: MDizzle
The Only way I would even listen to an argument like this is if you were a Tyranid player. You most likely built a gimmick army and now you are upset you can't pull shenanigans on people. T
This just in build solid armies that are balanced and you wont have anything to worry about. Now that GW puts out FAQ's in a quicker pace this will save you time and money.
4869
Post by: ShumaGorath
MDizzle wrote:The Only way I would even listen to an argument like this is if you were a Tyranid player. You most likely built a gimmick army and now you are upset you can't pull shenanigans on people. T
This just in build solid armies that are balanced and you wont have anything to worry about. Now that GW puts out FAQ's in a quicker pace this will save you time and money.
Yes, blood angels using rhinos is gimmicky. Clearly I never should have done the thing that is described in the codex as how the army operates. Clearly they got the fast rhinos so that they could put sternguard in them, not assault troops.
But seriously. Where were the buffs to assault armies? They got worse with overwatch, lessened cover, less useful transports, weapon ap changes, atsknf changes, rapid fire changes, scenario changes, night fight changes, the addition of flyers, the addition of flying monstrous creatures, reserve changes, flanking changes, infiltrate changes.
Where did they get better to make up for the fact that they got nerfed in almost every part of the game they participated in? Hmm? Where?
28269
Post by: Red Corsair
MDizzle wrote:The Only way I would even listen to an argument like this is if you were a Tyranid player. You most likely built a gimmick army and now you are upset you can't pull shenanigans on people. T
This just in build solid armies that are balanced and you wont have anything to worry about. Now that GW puts out FAQ's in a quicker pace this will save you time and money.
Actually I love the FAQ clarification, it doesn't invalidate any of my armies or builds. What I hate is that my $100 dollar, ten pound monstrosity just gained more weight  At this rate we will be up to 15lbs in no time
What kills me more is that they didn't even put the "fix" in the starter set. So now I have to print tiny faq pages or clumsily fold them in half to put them in my now no longer convenient "little" rulebook
27759
Post by: MDizzle
@ShumaGorath Rhinos do not an army make bro you can do lots of nasty stuff with BA. As for the assault nerf I was they type of guy that would build lists with no shooting and just assault only. Assault is nerfed big time GW wants to take the game in a new direction now with assaults you have to pick your spots and choose your units wisely and they can have a great effect if people are not prepared for it.
4869
Post by: ShumaGorath
@ShumaGorath Rhinos do not an army make bro you can do lots of nasty stuff with BA. If I convert 50 models to have jump packs that I have to buy on ebay yeah, the army would become barely functional and still non viable. Doesn't sound worth the effort when one flyer can kill all the assault marines in the world without fear of reprisal. As for the assault nerf I was they type of guy that would build lists with no shooting and just assault only. Assault is nerfed big time GW wants to take the game in a new direction now with assaults you have to pick your spots and choose your units wisely and they can have a great effect if people are not prepared for it. No, what you do is you don't pick assaults at all. There's nothing forcing players into take sub optimal choices except for the fact that they already purchased them. When the best builds for blood angels feature no assaulting troops I hang up my hat and wait for them to fire mister ward.
48805
Post by: Stoffer
Nagashek wrote: Stoffer wrote: Nagashek wrote: ZebioLizard2 wrote: Stoffer wrote:Are you people really complaining about them frequently updating the ruleset to make the game better? Talk about bitter vets. GW are doing exactly what digital companies are doing (and should be doing), they're "patching" their game to fix flaws. The fact that they're doing it so often shows you that it's a company going in the right direction.
I kinda find it funny, 5th was complaining how little things were faq'ed, how they often had to figure out things on their own or roll them off.
And now they do more FAQ's people bitch about to many FAQ's, really now? Have any of you played DA or BT when they were stuck in limbo with their ORIGINAL space marine stats when C: SM and others were getting boosted? And it took them a long time to update them to the new stuff?
For one: GW has a long and storied history of using FAQ's to fix things that weren't broken, break things that were fixed, give people rules that they never had, and taking rules that were core aspects. All of this while leaving things unanswered that had been at the forefront of community consternation for some time. Delivering "more" of this is not necessarily an improvement. Especially now when they have to patch their earlier patches, and when these conflicting patches cause greater issues than if they'd just left well enough alone. I will grant you that at least TRYING means more to me than DOING NOTHING. It counts, even if it's causing new issues.
Secondly, enjoy your illusion of constant updates. I expect this to follow the exact same pattern as WHF8: New book, universal FAQ, then a universal patch to the FAQ and core rules that fixes practically nothing and breaks more, then SILENCE until you get your new book. If I'm wrong I'll eat my hat. It'll give me a chance to use up some of that extra salt from Stickmonkey rumors...
It doesn't matter if they're not broken, they're re-balancing the game and making tweaks to make sure it's fresh and doesn't conform. The paladins are a great example; They made all of them characters and a lot of people picked up on it to an extent where GW felt they had to regulate it. I just bought and painted 1850 worth of draigowing the past month, so I'm acutely aware of how annoying having to start over is, but I'm thrilled they're paying this much attention.
Also, continual patch is the way the games industry works by the way. Play league of legends? Balancing every three weeks. Play EVE Online? Patches every 2-3 months. This is how games are made today.
Does EVE online charge you $200 for its mandatory patches? Does League of Legends? Does League of Legends even CHARGE you?!? Poor examples. Try this: WoW pushes out a patch after a new expansion drops. This expansion wipes any characters that players have on their accounts that are Warlocks, forcing you to reroll your warlock from scratch and put in another 48hours of solid play time to max your level, redo your professions, and start gearing for endgame content. You can only start rerolling your Warlock if you purchase a WoW subscription for the next 14 mos.
On top of that, they "fixed" the problem where a Paladin's Seal of Justice procced for 5k points of damage too many by removing the Divine Shield from the game. Also the log-in servers crash every Friday at 1800 and have since release, leaving many people unable to play for hours at a time, but they are consumed by tweaking Cooking and can't be bothered to fix it.
Now you have some idea how people who played certain, once viable GW builds feel when those builds are rendered unplayable, illegal, or just plain unfun. In order to fix what is newly broken or illegal, one must invest MORE money into the hobby, then invest more TIME into the hobby, just to be able to PLAY as much as they used to. I've been playing WoW since patch 1.6. $15 a month since 2006. Core game. 3 expansions. That's about $1240. That covers the cost of one of my NINE armies between WHFB and WH40k. I get to play WoW a few hours each day. I get to play or paint Warhammer a couple hours once a week. If GW wants to start modelling itself after online gaming, it's going to need to lowering its costs. I've been playing my Dark Eldar since last October, so less than a year. 6 years for the cost of WoW versus less than one year of Dark Eldar. My Dark Eldar army is now needing a $200 repair bill to be viable, and I'm staring as much in now worthless models that can gather dust, and that's even if the new build can compete against how everything else works in 6e.
"It doesn't matter if it's not broken?" Do you even know how that sounds? Here's one, "If it ain't broke, don't fix it!" Or "Fix what IS broke first." Anything else is a waste of time.
Games workshop doesn't charge you for changes to the game either, they charge you for models which you can choose to buy, or not to buy. Your old models aren't obsolete, they might just be a bit less efficient which makes people like you upset, because you feel you have some sort of entitlement to win forever because you bought a certain model x years ago.Anyway, back to the point. Much like the games you mention, 40k runs by the exact same principle that changes not only help the balance of the game, but are good for business. League of Legends for example: You can buy their champions, but there are no guarantees that your particular champion will stay useful. In fact, they do patches to re-balance champions at least once a month, so you'll be "inspired" to try other champions. That's healthy for two reasons; 1. It makes the game seem fresh for the player, extending the lifetime of the product continually. 2. it makes you buy more champions. Sound familiar? That's because 40k works that way as well.
WoW isn't a good enough example because they don't really have the width in classes to do that, but if they had, you could be pretty certain they'd do the same. Oh and also, you pay a monthly fee to play wow AND you have to buy their stupid expansions. If you want to talk about being "forced to pay", WoW is a great example. 40k certainly isn't, if you have an army done, that army can play (with different efficiency, granted) for years.
Dumb companies balance because things are broken, smart companies balance because that's how you keep your game alive for 25 years. League of Legends is currently one of the most popular games in the world. They are so because of their frequent updates, not based on "things being broken", but shifting the balance of power constantly, meaning that no gamer can ever "settle" and be at the highest efficiency with a single hero for the rest of his life. It's smart and while you may be upset that it hurts your wallet from time to time, that's how good companies operate.
1084
Post by: Agamemnon2
Red Corsair wrote:This is more sad due to the fact that this is a 25th anniversary rules set. Have to agree with the crowd that says they needed some due diligence before releasing such a limited and revered product.
Surely no GW product has ever been revered.
48805
Post by: Stoffer
ShumaGorath wrote: Stoffer wrote: Nagashek wrote: ZebioLizard2 wrote: Stoffer wrote:Are you people really complaining about them frequently updating the ruleset to make the game better? Talk about bitter vets. GW are doing exactly what digital companies are doing (and should be doing), they're "patching" their game to fix flaws. The fact that they're doing it so often shows you that it's a company going in the right direction.
I kinda find it funny, 5th was complaining how little things were faq'ed, how they often had to figure out things on their own or roll them off.
And now they do more FAQ's people bitch about to many FAQ's, really now? Have any of you played DA or BT when they were stuck in limbo with their ORIGINAL space marine stats when C: SM and others were getting boosted? And it took them a long time to update them to the new stuff?
For one: GW has a long and storied history of using FAQ's to fix things that weren't broken, break things that were fixed, give people rules that they never had, and taking rules that were core aspects. All of this while leaving things unanswered that had been at the forefront of community consternation for some time. Delivering "more" of this is not necessarily an improvement. Especially now when they have to patch their earlier patches, and when these conflicting patches cause greater issues than if they'd just left well enough alone. I will grant you that at least TRYING means more to me than DOING NOTHING. It counts, even if it's causing new issues.
Secondly, enjoy your illusion of constant updates. I expect this to follow the exact same pattern as WHF8: New book, universal FAQ, then a universal patch to the FAQ and core rules that fixes practically nothing and breaks more, then SILENCE until you get your new book. If I'm wrong I'll eat my hat. It'll give me a chance to use up some of that extra salt from Stickmonkey rumors...
It doesn't matter if they're not broken, they're re-balancing the game and making tweaks to make sure it's fresh and doesn't conform. The paladins are a great example; They made all of them characters and a lot of people picked up on it to an extent where GW felt they had to regulate it. I just bought and painted 1850 worth of draigowing the past month, so I'm acutely aware of how annoying having to start over is, but I'm thrilled they're paying this much attention.
Also, continual patch is the way the games industry works by the way. Play league of legends? Balancing every three weeks. Play EVE Online? Patches every 2-3 months. This is how games are made today.
I can't tell you if GW are going to continue doing this. I hope they are, because it would mean a drastic improvement of the product. So far they have and you can either enjoy the fact that they're doing well or be bitter and whine about how it might not last.
Regardless of what, GW seems to have made huge strides this past year and listen to the whining on this board is godawful.
If they made huge strides in this past year they wouldn't have thrown the game balance out the window with sixth by making anything close combat oriented useless, and released a rulebook that required dozens of pages of FAQs to be playable without constant rules disputes. People defending GWs rules reminds me of battered housewife syndrome, no matter how many times they feth everything up royally they'll always have a loyal core of people who just don't know the difference between whats good and bad.
People who don't understand that patches/updates are a good thing remind me that people don't understand games or game companies at all. Automatically Appended Next Post: Anyway, sorry for derailing, back to FAQ talk again
4869
Post by: ShumaGorath
People who don't understand that patches/updates are a good thing remind me that people don't understand games or game companies at all.
That's like thanking a car company for paying for your mechanic when you have to go there two weeks after buying the car. And then two weeks after that. Sure, eventually you expected to have to use the service, things change and you wan't updates to make it all run smoothly.
It's not supposed to happen immediately though, that's a sign that you got ripped off.
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Post by: skkipper
CthuluIsSpy wrote: Jackal wrote:Hellblades are swords :(
Kinda glad i didnt give any letters axes.
Just a shame since the last series of letters looked amazing, but had an axe :(
Kinda of expected, really, since the current model itself shows a sword.
But then again, the old (and superior versions, imo) had an axe.
I'd hate to see the reaction of an old demon player who had the old bloodletters.
1st bloodletters had swords
2nd bloodletters had swords
3 rd bloodletters had axes
4th. Blood letters had swords
The axes were a abnormality.
26519
Post by: xttz
Stoffer wrote:
Games workshop doesn't charge you for changes to the game either, they charge you for models which you can choose to buy, or not to buy. Your old models aren't obsolete, they might just be a bit less efficient which makes people like you upset, because you feel you have some sort of entitlement to win forever because you bought a certain model x years ago.Anyway, back to the point. Much like the games you mention, 40k runs by the exact same principle that changes not only help the balance of the game, but are good for business. League of Legends for example: You can buy their champions, but there are no guarantees that your particular champion will stay useful. In fact, they do patches to re-balance champions at least once a month, so you'll be "inspired" to try other champions. That's healthy for two reasons; 1. It makes the game seem fresh for the player, extending the lifetime of the product continually. 2. it makes you buy more champions. Sound familiar? That's because 40k works that way as well.
WoW isn't a good enough example because they don't really have the width in classes to do that, but if they had, you could be pretty certain they'd do the same. Oh and also, you pay a monthly fee to play wow AND you have to buy their stupid expansions. If you want to talk about being "forced to pay", WoW is a great example. 40k certainly isn't, if you have an army done, that army can play (with different efficiency, granted) for years.
Dumb companies balance because things are broken, smart companies balance because that's how you keep your game alive for 25 years. League of Legends is currently one of the most popular games in the world. They are so because of their frequent updates, not based on "things being broken", but shifting the balance of power constantly, meaning that no gamer can ever "settle" and be at the highest efficiency with a single hero for the rest of his life. It's smart and while you may be upset that it hurts your wallet from time to time, that's how good companies operate
The biggest trend I'm seeing here is people complaining how little GW involve their own customers in these balancing processes. As I'm sure you're aware, it's becoming more and more common for games companies to involve fans with the development process to some degree (be that via community forums, beta tests, drunken pub crawls and so on). GW have always been incredibly insular with regards to their development processes, and that results in many situations that could easily be avoided. Sometimes you need to use a wider audience to bounce ideas off or to error-check things for broken-ness. Even putting aside situations with poor or ambigious rule phrasing, you end up with subtley broken codexes that game designers can easily miss.
The sad thing is that GW have a great opportunity in front of them - there's a rabid fanbase just begging to 'work' for free on improving their products. Instead they're too worried about leaking next month's releases to ask for that free help.
And in the spirit of community involvement please read my spergy thread
(not stalking you honest  )
26672
Post by: Sephyr
MDizzle wrote:The Only way I would even listen to an argument like this is if you were a Tyranid player. You most likely built a gimmick army and now you are upset you can't pull shenanigans on people. T
This just in build solid armies that are balanced and you wont have anything to worry about. Now that GW puts out FAQ's in a quicker pace this will save you time and money.
This is just not true. In many cases, it was the guy playing a balanced/fluffy list that got stomped. The player running a 27+lance list for DE is still sitting pretty. The poor folks who bought 30+ finecast wracks for their nifty, original Cult of skin army are hosed.
I have to agree with Nagashek here. I personally welcome more frequent FAQs and rules updates, but so far they do feel fragmentary and inadequate. Here's hoping it improves.
As for the comparison with video games, GW still loses. FAQs and patches are both free, but in video games they mostly mean a change of play style and time investment. In wargames they can (and often do) also bring about massive expenses.
And please, let's not go the "no one is forcing you to buy new models or play the game" route. We can assume that encouraging people to stay in the hobby with the least amount of effort and expense is generally a good thing, right?
You don't see MMOs going "we'll triple the durability damage rate on all gear, make character death incur a 4-hour no-play penalty lock on the character and remove all summon stones and teleports from the game. Let's see if our customers are really dedicated." But that seems to be a surprisingly acceptable mentality here.
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Post by: MDizzle
Says you I think the guy running the 27 lances is a bad list in this edition everyone's local meta is different maybe he pwnes you with a 5th ed list be he will have to change soon enough. Like I said if you build an extreme army you are going to get FAQed.
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Post by: ShumaGorath
MDizzle wrote:Says you I think the guy running the 27 lances is a bad list in this edition everyone's local meta is different maybe he pwnes you with a 5th ed list be he will have to change soon enough. Like I said if you build an extreme army you are going to get FAQed. Tell that to anything the imperial guard make. Tell that to necron flyer spam. Tell that to demon Flying circuis. Their extreme armies in fifth are better now. significantly better. Palladins are still pretty viable even without falling over eachother to spread wounds around since they can reorganize in the shooting phase to do it. Very few "extreme armies" have been FAQd into being worse. It's really just character spam units like nob bikers and palladins Sixth edition is all about extreme builds using imperial guard allies or imperial guard allying in extreme units. 40ks balance is dead, they're gonna have to FAQ a hell of a lot harder than this to bring it back.
50832
Post by: Sigvatr
Surtur wrote: 200 point AV 14 all around not worth it? My land raiders weep for thee. Fear the mighty monolith weapons - mass bolters! Run, they got bolters! LOTS OF ' EM. Furthermore, can you Land Raider move more than 6'' per turn? Monolith can't. Neither do we have smoke launchers. No melta weapons. One blast weapon, that's all. Seriously though, a Land Raider is a lot better than the monolith in its current iteration. They certainly serve different purposes, but 200 points for the teleport function is ridiculous. Sure, the old Living Metal was overpowered like hell, but the current Monolith is a joke. At the very least, it should have melta protection and deepstrike immunity (aka no roll on deepstrike chart if you hit enemy units). On regard on the balance discussion, I disagree. Yes, WAAC guys will have an easy way with flyer spam, but overall, balance is a LOT better than in 5th where your chances of winning rose exponentially with the number of tanks you took with ya aka ridicolously overpowered transports.
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Post by: MDizzle
I think you're wrong only time will tell.
18474
Post by: Darth Bob
I like that Daemon Weapons are now all AP2. Except for the Tzeentch one; it was always supposed to be AP3.
48805
Post by: Stoffer
xttz wrote: Stoffer wrote:
Games workshop doesn't charge you for changes to the game either, they charge you for models which you can choose to buy, or not to buy. Your old models aren't obsolete, they might just be a bit less efficient which makes people like you upset, because you feel you have some sort of entitlement to win forever because you bought a certain model x years ago.Anyway, back to the point. Much like the games you mention, 40k runs by the exact same principle that changes not only help the balance of the game, but are good for business. League of Legends for example: You can buy their champions, but there are no guarantees that your particular champion will stay useful. In fact, they do patches to re-balance champions at least once a month, so you'll be "inspired" to try other champions. That's healthy for two reasons; 1. It makes the game seem fresh for the player, extending the lifetime of the product continually. 2. it makes you buy more champions. Sound familiar? That's because 40k works that way as well.
WoW isn't a good enough example because they don't really have the width in classes to do that, but if they had, you could be pretty certain they'd do the same. Oh and also, you pay a monthly fee to play wow AND you have to buy their stupid expansions. If you want to talk about being "forced to pay", WoW is a great example. 40k certainly isn't, if you have an army done, that army can play (with different efficiency, granted) for years.
Dumb companies balance because things are broken, smart companies balance because that's how you keep your game alive for 25 years. League of Legends is currently one of the most popular games in the world. They are so because of their frequent updates, not based on "things being broken", but shifting the balance of power constantly, meaning that no gamer can ever "settle" and be at the highest efficiency with a single hero for the rest of his life. It's smart and while you may be upset that it hurts your wallet from time to time, that's how good companies operate
The biggest trend I'm seeing here is people complaining how little GW involve their own customers in these balancing processes. As I'm sure you're aware, it's becoming more and more common for games companies to involve fans with the development process to some degree (be that via community forums, beta tests, drunken pub crawls and so on). GW have always been incredibly insular with regards to their development processes, and that results in many situations that could easily be avoided. Sometimes you need to use a wider audience to bounce ideas off or to error-check things for broken-ness. Even putting aside situations with poor or ambigious rule phrasing, you end up with subtley broken codexes that game designers can easily miss.
The sad thing is that GW have a great opportunity in front of them - there's a rabid fanbase just begging to 'work' for free on improving their products. Instead they're too worried about leaking next month's releases to ask for that free help.
And in the spirit of community involvement please read my spergy thread
(not stalking you honest  )
O hai :3
37505
Post by: Nagashek
MDizzle wrote:The Only way I would even listen to an argument like this is if you were a Tyranid player. You most likely built a gimmick army and now you are upset you can't pull shenanigans on people. T
This just in build solid armies that are balanced and you wont have anything to worry about. Now that GW puts out FAQ's in a quicker pace this will save you time and money.
Actually the opposite is true in some cases. The DE build that was slaughtering in 5th? Venom Spam with 3 units of 4 Blasterborn, units of 5 warriors with Blasters. No CC elements what so ever except Beastpacks if you need to hide the baron. Guess what's winning in 6th? Venom Spam with 3 units of 4 Blasterborn, units of 5 warriors with Blasters. No CC elements what so ever except Beastpacks if you need to hide the baron. You know what I was using? An army made up of 5 man Blaster warriors, 10 man Splinter warriors, Blasterborn, wyches, Incubi, and an Archon. You know what doesn't work in 6th? My 20 Wyches, 5 Incubi, and Archon. So if you don't think that a combination shooting and CC army is balanced, but now has about 40% dead weight is perfectly fine then I don't know what else to say to you. I don't see how one FAQ that changes a rule necessitating a meta shift, then a followup FAQ that changes things AGAIN saves me time and money from remodeling or buying new models every few months as FAQ's are released.
This of course assumes you live in the pipedream that GW will put out any further FAQs until after the next codex is released.
Stoffer wrote:
Games workshop doesn't charge you for changes to the game either, they charge you for models which you can choose to buy, or not to buy. Your old models aren't obsolete, they might just be a bit less efficient which makes people like you upset, because you feel you have some sort of entitlement to win forever because you bought a certain model x years ago.
No, "people like me" feel entitled to win because we are good. We feel entitled to be able to play a game that we enjoy and not have to lose models constantly. We prefer to bemoan having to rebuild our armies from scratch because new, prettier models were released, not because what used to be good sucks, and what is now good never existed. Games Workshop DOES charge me when they change the game. I must buy the new rules, I must replace models that no longer work. My only alternative is to play an older edition of the rules (not an option in my area) or to not play with the models that are no good, and thus play smaller points games. In short, enjoy playing WoW without buying the new expansion, because no one wants to run The Eye with you when Northrend is out. When Assault is obsolete, the Assault elements of my army is obsolete. When the only units capable of doing well in assault are Terminators, or high toughness, high attack, multiwound models that can withstand shooting as well as attacks, Assault units for armies that have none of these things (Eldar of any stripe) are now obsolete. Not less efficient. Obsolete.
Stoffer wrote:
Anyway, back to the point. Much like the games you mention, 40k runs by the exact same principle that changes not only help the balance of the game, but are good for business. League of Legends for example: You can buy their champions, but there are no guarantees that your particular champion will stay useful. In fact, they do patches to re-balance champions at least once a month, so you'll be "inspired" to try other champions. That's healthy for two reasons; 1. It makes the game seem fresh for the player, extending the lifetime of the product continually. 2. it makes you buy more champions. Sound familiar? That's because 40k works that way as well.
No, those were the games YOU mentioned. Change is not intrinsically good. Example Problem: Bolters can not kill a Landraider. Solution: Change Sniper Rifles to a 48" range. Solved? Nothing. Therefore change itself does not solve problems. Point? The change must be relevant to the problem at hand or it is worthless as a means of fixing game balance. Counter example: Privateer Press noticed that some warcasters had abilities that were game breaking, and other abilities that were never used. Solution: recraft the warcasters so that the overpowered abilites are toned down while maintaining viability and playstyle, and underpowered abilities are upgraded or removed entirely. PP crafted their changes to match the problems. The only thing you HAD to buy between editions was the new rulebook (less than half the cost of the 40k one) and a new deck of stat cards for the models you already owned. Almost everyone got changed abilities, but nearly every model and unit retained its battlefield role and increased or maintained its viability in a list. PP extends its playability lifetime by releasing new expansions and new models yearly. Every faction is balanced against every other. So, you can either play things GW's way by extorting the player base into buying new models because the old stuff they have sucks, or PP's way of getting the player base to buy new models because there are new units being created that interact with old units in fun ways. Like if LoL stopped nerfing old champions just to make the new ones look awsome by comparison.
Stoffer wrote:
WoW isn't a good enough example because they don't really have the width in classes to do that, but if they had, you could be pretty certain they'd do the same. Oh and also, you pay a monthly fee to play wow AND you have to buy their stupid expansions. If you want to talk about being "forced to pay", WoW is a great example. 40k certainly isn't, if you have an army done, that army can play (with different efficiency, granted) for years.
By your example, WoW could easily remedy this by making old classes worthless and creating new ones. But they don't, do they? Why? Because they're already getting money and they don't want to piss off their players by alienating them. LoL uses your example to make ANY money off of their game. GW already makes money off of you with high prices and new books. Now they seek more by rendering old models obsolete, requiring you to pay more to keep playing as you did before (in points level or updated rules) And as I already pointed out, I have played WoW for virtually its entire lifetime for the same cost of ONE of my nine GW armies. I've never once had to put one of my classes on a shelf and not play it because it was unplayable. There were classes and builds who did feel that pain though. But when that happened, did they need to pay another $1k to start playing a different class? Nope. Same monthly fee if you were on the old class or the new one. And if they wanted to tough it out with their old class and build, do you know how long it was before they got looked at again? At most it took until the next expansion came out. A year and a half, tops. How long did DE players have to wait between codecies? WE players? Bretts? OK? Dwarves? Don't even bother making a video games to table top games comparison here. It's deeply flawed and you're just digging yourself deeper.
Stoffer wrote:
Dumb companies balance because things are broken, smart companies balance because that's how you keep your game alive for 25 years. League of Legends is currently one of the most popular games in the world. They are so because of their frequent updates, not based on "things being broken", but shifting the balance of power constantly, meaning that no gamer can ever "settle" and be at the highest efficiency with a single hero for the rest of his life. It's smart and while you may be upset that it hurts your wallet from time to time, that's how good companies operate.
And yet PP just comes out with new casters, new units, and new models without doing so at the expense of everything that came before. Builds change and shift based on meta, and the balance of power does shift within lists, but the factions are still balanced against each other. "Dumb Companies" break things for fun and force change. "Smart companies" entice you with new fun and invite change. Forced change loses players who become fed up with getting jerked around. Invited change keeps players excited. For those who continue to play, both make money, but one has a diminishing player base, the other an increasing one. "WotC" is a smart company. They made Magic: the Gathering. That stuff never goes obsolete, and with two tournament types and super low cost, it likely never will. (Yes, I know that some cards aren't allowed in tournament play anymore, but those are primarily first editions. Most other first edition cards are still in play and with the same rules. How many Rogue Trader units can say the same?)
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Post by: AlmightyWalrus
Darth Bob wrote:I like that Daemon Weapons are now all AP2. Except for the Tzeentch one; it was always supposed to be AP3.
Just as planned.
18474
Post by: Darth Bob
Indeed. All plans bend to the will of the Great Blue Chicken. ^_^
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Post by: Mannahnin
Balance and what units are best always shifts every time a new edition or new codex for your army comes out. This keeps the play environment fresh and drives sales for GW.
I don't think assault is significantly worse in this edition than it was in 4th. 5/6 missions still focus on objectives, and assaulty armies are still better at controlling the table and taking objectives. You do need to make sure they're durable. I'm still fielding primarily assaulty armies with my BA, and consistently winning most of them. I do use the units which have benefitted from the rules changes, like Death Company and Storm Ravens.
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Post by: Fafnir
ShumaGorath wrote:
Games workshop hasn't broken 40k this badly since second edition. The sixth edition rulebook is one of the worst written and most poorly edited technical documents I have ever read. Sure, they've always had FAQs. They've never had a product so in need of so many at once though. Even if the edition didn't require major FAQs for every codex the rulebook contradicts itself dozens of times anyway, and that's when it bothers to be detailed in the first place. I'm shocked people are even able to play this game without having Matt Ward in the room with them to adjudicate the rules disputes that occur every five seconds.
What sixth is going to need is a rerelease of the core rulebook. They sold a broken and dysfunctional document.
You've probably reached this point long before I have, but having gone out for some 40k last night, I've come to terms with the fact that maybe this isn't the edition for me, and maybe GW just isn't the company that wants to deal with me anymore. I'll probably take a break from 40k for a few months, and hopefully the new codecies will come with something that will break 40k back into shape, but if not, I can only wait and hope for a new edition. 6th edition as it is now is just not something I want to play.
6th edition is terribly written, and the updates are just as bad. There's not much I can do about it anymore.
Mannahnin wrote:Balance and what units are best always shifts every time a new edition or new codex for your army comes out. This keeps the play environment fresh and drives sales for GW.
I don't think assault is significantly worse in this edition than it was in 4th. 5/6 missions still focus on objectives, and assaulty armies are still better at controlling the table and taking objectives. You do need to make sure they're durable. I'm still fielding primarily assaulty armies with my BA, and consistently winning most of them. I do use the units which have benefitted from the rules changes, like Death Company and Storm Ravens.
The only assault units worth taking now are tarpits. Anything else just isn't worth taking for close combat, since they'll just get stuck in with a tarpit for the rest of the game anyway.
4869
Post by: ShumaGorath
Sigvatr wrote: Surtur wrote:
200 point AV 14 all around not worth it? My land raiders weep for thee.
Fear the mighty monolith weapons - mass bolters! Run, they got bolters! LOTS OF ' EM. Furthermore, can you Land Raider move more than 6'' per turn? Monolith can't. Neither do we have smoke launchers. No melta weapons. One blast weapon, that's all.
Seriously though, a Land Raider is a lot better than the monolith in its current iteration. They certainly serve different purposes, but 200 points for the teleport function is ridiculous.
Sure, the old Living Metal was overpowered like hell, but the current Monolith is a joke. At the very least, it should have melta protection and deepstrike immunity (aka no roll on deepstrike chart if you hit enemy units).
On regard on the balance discussion, I disagree. Yes, WAAC guys will have an easy way with flyer spam, but overall, balance is a LOT better than in 5th where your chances of winning rose exponentially with the number of tanks you took with ya aka ridicolously overpowered transports.
I wouldn't call "imperial guard players" or "space wolf players" or "grey knights" players WAAC players. The game just favors their armies and playstyle extremely heavily now (as it did before).
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Post by: Mannahnin
Fafnir wrote:6th edition is terribly written, and the updates are just as bad. There's not much I can do about it anymore.
I disagree. I do think it was a step back in terms of clarity in comparison to 5th, but it's still a functional and enjoyable game. The FAQ updates have helped a lot, IMO. I've only gotten around twenty games of 6th in, so far, and I'm still adapting and learning new stuff, but I'm still enjoying the games and winning most of them (with BA, primarily).
Fafnir wrote: Mannahnin wrote:Balance and what units are best always shifts every time a new edition or new codex for your army comes out. This keeps the play environment fresh and drives sales for GW.
I don't think assault is significantly worse in this edition than it was in 4th. 5/6 missions still focus on objectives, and assaulty armies are still better at controlling the table and taking objectives. You do need to make sure they're durable. I'm still fielding primarily assaulty armies with my BA, and consistently winning most of them. I do use the units which have benefitted from the rules changes, like Death Company and Storm Ravens.
The only assault units worth taking now are tarpits. Anything else just isn't worth taking for close combat, since they'll just get stuck in with a tarpit for the rest of the game anyway.
 I spent a good amount of thinking time this last week on lists I think could take on Tony's blob and wipe it out, while taking on the rest of the army, and being viable against all comers. I have a couple of good ones in mind. Suffice it to say I believe you're mistaken, and judging hastily. Adapting to a new edition is a challenge, but it can be an enjoyable one.
50832
Post by: Sigvatr
ShumaGorath wrote:
I wouldn't call "imperial guard players" or "space wolf players" or "grey knights" players WAAC players. The game just favors their armies and playstyle extremely heavily now (as it did before).
GK players are WAAC players. Anyway, I never said that all armies from a special faction automatically are WAAC. I specifically referred to the currently tastiest slice of cheese, flyer spam where Necron and IA excel at.
4869
Post by: ShumaGorath
I spent a good amount of thinking time this last week on lists I think could take on Tony's blob and wipe it out, while taking on the rest of the army, and being viable against all comers. I have a couple of good ones in mind. Suffice it to say I believe you're mistaken, and judging hastily. Adapting to a new edition is a challenge, but it can be an enjoyable one.
I wish you good luck, I'm playing assault heavy BAs (well, was playing) and with evidence that they can work I would be much more interested in investing time into the game again. Do you use transports or is it entirely jump based? How do you get around palladins, demon flying circuis, or imperial guard gunlines? In my experience my army and any derivation I could make with the almost 4 thousand points of models I own couldn't dent these builds. Automatically Appended Next Post: Sigvatr wrote: ShumaGorath wrote:
I wouldn't call "imperial guard players" or "space wolf players" or "grey knights" players WAAC players. The game just favors their armies and playstyle extremely heavily now (as it did before).
GK players are WAAC players. Anyway, I never said that all armies from a special faction automatically are WAAC. I specifically referred to the currently tastiest slice of cheese, flyer spam where Necron and IA excel at.
Imperial guard don't need a single vendetta to table someone in three turns, their firepower has risen greatly in this edition since cover has been reduced dramatically. Also, I don't think palladins is a WAAC build, it's just the most common extreme build out there. I know too many people with no interest in high competitive play and who love paladins because they're cheap, cool and fun (for them, not me).
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Post by: Fafnir
Sigvatr wrote: ShumaGorath wrote:
I wouldn't call "imperial guard players" or "space wolf players" or "grey knights" players WAAC players. The game just favors their armies and playstyle extremely heavily now (as it did before).
GK players are WAAC players.
Yeah, because having a massive hard-on for the Inquisition, and playing GKs back when they were part of the worst codex in the game, and sticking with my first and favourite army, despite the fact that it's a codex that I'm not entirely enthusiastic about, makes me a WAAC donkey-cave.
Seriously? And this is coming from a guy who plays Necrons?
963
Post by: Mannahnin
ShumaGorath wrote: I spent a good amount of thinking time this last week on lists I think could take on Tony's blob and wipe it out, while taking on the rest of the army, and being viable against all comers. I have a couple of good ones in mind. Suffice it to say I believe you're mistaken, and judging hastily. Adapting to a new edition is a challenge, but it can be an enjoyable one.
I wish you good luck, I'm playing assault heavy BAs (well, was playing) and with evidence that they can work I would be much more interested in investing time into the game again. Do you use transports or is it entirely jump based? How do you get around palladins, demon flying circuis, or imperial guard gunlines? In my experience my army and any derivation I could make with the almost 4 thousand points of models I own couldn't dent these builds.
I have a similar amount of models painted, and am having to get more jumpers together and other new stuff (like tacticals). Allies help too. A Farseer or Runepriest can make a psker-enhanced blob significantly less scary. I'll keep posting battle reports, and I can throw up a couple of lists in army lists if folks are interested.
27759
Post by: MDizzle
@ShumaGorath
No you can't play heavy assault BA anymore but you can take plenty of units that can shoot a little and assault well enough to still get in there and fight 6th is a shift suck it up and adapt.
963
Post by: Mannahnin
I'm playing assault heavy. Stormravens help a lot.
123
Post by: Alpharius
Mannahnin wrote: ShumaGorath wrote: I spent a good amount of thinking time this last week on lists I think could take on Tony's blob and wipe it out, while taking on the rest of the army, and being viable against all comers. I have a couple of good ones in mind. Suffice it to say I believe you're mistaken, and judging hastily. Adapting to a new edition is a challenge, but it can be an enjoyable one.
I wish you good luck, I'm playing assault heavy BAs (well, was playing) and with evidence that they can work I would be much more interested in investing time into the game again. Do you use transports or is it entirely jump based? How do you get around palladins, demon flying circuis, or imperial guard gunlines? In my experience my army and any derivation I could make with the almost 4 thousand points of models I own couldn't dent these builds.
I have a similar amount of models painted, and am having to get more jumpers together and other new stuff (like tacticals). Allies help too. A Farseer or Runepriest can make a psker-enhanced blob significantly less scary. I'll keep posting battle reports, and I can throw up a couple of lists in army lists if folks are interested.
I know this is what we're 'supposed' to do now, but it still makes me sad...
4869
Post by: ShumaGorath
MDizzle wrote:@ShumaGorath No you can't play heavy assault BA anymore but you can take plenty of units that can shoot a little and assault well enough to still get in there and fight 6th is a shift suck it up and adapt. I'm going to translate that for you. MDizzle wrote:@ShumaGorath Call them space wolves and ally in guard, blood angels aren't viable and won't be unless you buy units that in no way represent blood angels, how they were designed to play, how they were advertised to play, or how they play in the fluff.
Yeah, thanks. That's helpful. I wonder if I can counts as my army on ebay and play a game from a company that values its players, it's fluff, it's rules, or the concept of game balance. Nah, I don't think people would be fooled into thinking they were wolves in the auction, I can't just tell ebay to pretend my army is something it's not like I'm apparently expected to here. Automatically Appended Next Post: Yeah, I was worried that I'd have to spend 200+ dollars on fugly tonka planes and xenos units to make my army viable. It's a step I'm not willing to make.
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Post by: insaniak
BladeWalker wrote:I don't understand why full reserve armies are not allowed. What is the point in giving full reserve armies an auto lose at the end of turn 1?
The point is that your opponent wants to be playing a game, not standing around waiting for your army to decide to show up...
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Post by: ShumaGorath
insaniak wrote: BladeWalker wrote:I don't understand why full reserve armies are not allowed. What is the point in giving full reserve armies an auto lose at the end of turn 1?
The point is that your opponent wants to be playing a game, not standing around waiting for your army to decide to show up...  And what if you want to play a game, not deploy and then undeploy on your first turn because there is a guard army across the table? Without a step between taking the models out of and putting them back into the case the games a lot less fun.
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Post by: Jackal
Kinda of expected, really, since the current model itself shows a sword.
But then again, the old (and superior versions, imo) had an axe.
I'd hate to see the reaction of an old demon player who had the old bloodletters.
Alot of weapons are different from the actual model, rules wise.
Also, the axe really is a trademark of khorne, which is why im kinda pissed the letters have swords :(
May buy some old ones again and use them as swords, but thats simply because the old models were the best ones they have made.
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Post by: BladeWalker
insaniak wrote: BladeWalker wrote:I don't understand why full reserve armies are not allowed. What is the point in giving full reserve armies an auto lose at the end of turn 1?
The point is that your opponent wants to be playing a game, not standing around waiting for your army to decide to show up... 
We aren't standing around, we just go to my Turn 2 and you take as many moves as you are due.
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Post by: Mannahnin
ShumaGorath wrote: MDizzle wrote:@ShumaGorath
No you can't play heavy assault BA anymore but you can take plenty of units that can shoot a little and assault well enough to still get in there and fight 6th is a shift suck it up and adapt.
I'm going to translate that for you.
MDizzle wrote:@ShumaGorath
Call them space wolves and ally in guard, blood angels aren't viable and won't be unless you buy units that in no way represent blood angels, how they were designed to play, how they were advertised to play, or how they play in the fluff.
In the fluff they use Tactical marines and combined arms regularly. Mech spam blood angels were an optimal choice in 3rd ed and 5th ed as a product of how the rules were written at those times. I sincerely disagree that the current rules making combined arms more optimal is in any way not representative of BA, not now they were designed to play, how they were advertised by GW, or how they play in the fluff. You can still make great use of jumpers, and IMO Rhinos can still be viable even if it's primarily a way to get a squad 24" across the table in one turn before they die. Predators are still good, and Storm Ravens unquestionably better.
ShumaGorath wrote:Yeah, thanks. That's helpful. I wonder if I can counts as my army on ebay and play a game from a company that values its players, it's fluff, it's rules, or the concept of game balance. Nah, I don't think people would be fooled into thinking they were wolves in the auction, I can't just tell ebay to pretend my army is something it's not like I'm apparently expected to here.
Your hyperbole and relentless negativity make discussing this stuff with you less pleasant and the prospect of getting together with you for a game less appealing. I think you're a good guy, but I'm surprised at the way you protray yourself as blowing a gasket over this edition change. Literally every single edition and codex update requires adaptation and changes. It's situation normal for GW. Either you enjoy painting and modeling new stuff, you enjoy the challenge of adapting to a changing metagame environment, or you don't. If you don't, maybe this isn't the game for you. I've found it really enjoyable and rewarding over the last thirteen years, but obviously different folks' mileage will vary. I recommend that you either a) put some more effort into adapting, and tone down the tirades, or b) sell now and quit complaining; put your money where your mouth is. If your models are well-painted you'll most likely get some decent cash for them even if they're not the current optimal build.
ShumaGorath wrote:[ Yeah, I was worried that I'd have to spend 200+ dollars on fugly tonka planes and xenos units to make my army viable. It's a step I'm not willing to make.
I like SRs, and I do think they can be made more attractive with some easy minor conversions and paintwork. If you can't stand them, you'll need to find another build that works. There was a scary drop-pod focused build using Sternguard at NOVA, from what I heard. Terminators are still good (in some ways even better). Jumping Assault Marines are still good (but definitely make sure they have priest support). Using and/or countering Allies is a big part of top level competition in 6th edition, at least for some armies. I don't think they're mandatory, but if you want to take on a unit which derives a large part of its power from unit-buffing psykers, they are a big help.
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Post by: insaniak
Sure... because spending half the game just shuffling models around the board waiting for something to shoot at is awesome fun for everyone involved
And yes, I realise there's a certain amount of hyperbole in that statement, but the point remains. All reserve armies just delay the actual playing the game part of the game, unless they have some mechanic for getting on the board in turn 1.
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Post by: ShumaGorath
Your hyperbole and relentless negativity make discussing this stuff with you less pleasant and the prospect of getting together with you for a game less appealing. I think you're a good guy, but I'm surprised at the way you protray yourself as blowing a gasket over this edition change. Literally every single edition and codex update requires adaptation and changes. The changes have never required the purchase of several hundred dollars worth of models, some of which have to be outside of the faction I have chosen to play, to deal with new forms of gameplay that never existed before. The change into fourth de emphasizing mech was big, but not as big as this. They added flyers but didn't give armies defense against them, they added allies and truly overblown psychic powers without giving armies the capacity to compete with those things without joining in. They severely nerfed assault and created mission structures that devalue timing or maneuvering in favor of luck. I'm incredibly down on the edition because it's the precise opposite of everything I had been hoping it would be. I've played this game since I was a little kid, being pushed out of it like this is a big deal to me. I also dislike the edition in general since I think it severely de emphasized skill and brought significant randomness to every portion of the game. That's just a personal opinion though. I'm kind of just punching waves at this point, I can't stop the tide. I'lll exit the thread since I really am just being a negative person with nothing to add. My own issues with this edition are mine. Jumping Assault Marines are still good (but definitely make sure they have priest support). Using and/or countering Allies is a big part of top level competition in 6th edition, at least for some armies. I don't think they're mandatory, but if you want to take on a unit which derives a large part of its power from unit-buffing psykers, they are a big help. And I find that sad. A large portion of what makes an army unique is its insular and unique nature. When everyone is sharing around rune priests and farseers that goes away.
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Post by: BladeWalker
insaniak wrote:Sure... because spending half the game just shuffling models around the board waiting for something to shoot at is awesome fun for everyone involved
And yes, I realise there's a certain amount of hyperbole in that statement, but the point remains. All reserve armies just delay the actual playing the game part of the game, unless they have some mechanic for getting on the board in turn 1.
I disagree, my reserve armies engage you and give you something to shoot from Turn 2 onward. Is it more fun and less of a delay for there to be a model of mine hiding on my side of the board during the first turn?
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Post by: insaniak
BladeWalker wrote:I disagree, my reserve armies engage you and give you something to shoot from Turn 2 onward.
... if anything comes on in turn 2.
Is it more fun and less of a delay for there to be a model of mine hiding on my side of the board during the first turn?
With the current rules, it's generally going to be more than a single model.
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Post by: Sephyr
BladeWalker wrote: insaniak wrote:Sure... because spending half the game just shuffling models around the board waiting for something to shoot at is awesome fun for everyone involved
And yes, I realise there's a certain amount of hyperbole in that statement, but the point remains. All reserve armies just delay the actual playing the game part of the game, unless they have some mechanic for getting on the board in turn 1.
I disagree, my reserve armies engage you and give you something to shoot from Turn 2 onward. Is it more fun and less of a delay for there to be a model of mine hiding on my side of the board during the first turn?
It's certainly a bigger risk, since evn a hiding unit can be vulnerable to barrages, drop-pods unloading sternguard, fast vindicators and what have you.
I think full reserve should be allowed but come at a price. Such as, say, a penalty on all subsequent reserve rolls since your forces are still caught in a jam along the way with no ground forces to guide them on-site.
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Post by: schadenfreude
Sephyr wrote: BladeWalker wrote: insaniak wrote:Sure... because spending half the game just shuffling models around the board waiting for something to shoot at is awesome fun for everyone involved
And yes, I realise there's a certain amount of hyperbole in that statement, but the point remains. All reserve armies just delay the actual playing the game part of the game, unless they have some mechanic for getting on the board in turn 1.
I disagree, my reserve armies engage you and give you something to shoot from Turn 2 onward. Is it more fun and less of a delay for there to be a model of mine hiding on my side of the board during the first turn?
It's certainly a bigger risk, since evn a hiding unit can be vulnerable to barrages, drop-pods unloading sternguard, fast vindicators and what have you.
I think full reserve should be allowed but come at a price. Such as, say, a penalty on all subsequent reserve rolls since your forces are still caught in a jam along the way with no ground forces to guide them on-site.
Or worse yet deamons. Flamers will wreck small units counting on a 2+ go to ground to save them for a turn.
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Post by: Lord_Mortis
Jackal wrote:Kinda of expected, really, since the current model itself shows a sword.
But then again, the old (and superior versions, imo) had an axe.
I'd hate to see the reaction of an old demon player who had the old bloodletters.
Alot of weapons are different from the actual model, rules wise.
Also, the axe really is a trademark of khorne, which is why im kinda pissed the letters have swords :(
May buy some old ones again and use them as swords, but thats simply because the old models were the best ones they have made.
Well, that's not exactly right. The original Bloodletters had swords.
Then there were these guys with swords.
Then came these guys with axes.
And then the current ones with swords that are almost throw backs to the original ones.
So only 1 group of Bloodletters had axes out of 4.
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Post by: -Loki-
Jackal wrote:Also, the axe really is a trademark of khorne, which is why im kinda pissed the letters have swords :(
The Axe is the trademark of the World Eaters, specifically the Chainaxe.
Khorne likes all of the weapons. All of them. Every one. Because they all do the killing.
Bloodthirsters have always had an axe. Bloodletters have had a sword in all but one edition. Official Khorne models have never had a maul, however.
Also, Khornes trademark would be a sword, due to Khorne himself weilding a sword.
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Post by: H.B.M.C.
All my 'Letters are the axe type. I really like those models.
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Post by: TechMarine1
pretre wrote:Q: Which missile launchers have access to flakk missiles? (p57/415)
A: Only those that specifically have an option to take them as
an upgrade in their army list.
And yet, they don't say who can take the upgrade or how much it costs. And for that matter, if you take the upgrade, is that the only thing that missile launcher can shoot?
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Post by: insaniak
That's because nobody currently has the option to take it. When someone gets that option, it will be listed in their codex.
And for that matter, if you take the upgrade, is that the only thing that missile launcher can shoot?
Until someone gets the option, we won't know.
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Post by: -Loki-
TechMarine1 wrote: pretre wrote:Q: Which missile launchers have access to flakk missiles? (p57/415)
A: Only those that specifically have an option to take them as
an upgrade in their army list.
And yet, they don't say who can take the upgrade or how much it costs. And for that matter, if you take the upgrade, is that the only thing that missile launcher can shoot?
You're going in circles. They've said you will know a missile launcher can take it when the option is in the army list. If no army lists have the option, then flakk missiles simply cannot be taken. it's a very clear answer.
They will let you know who can take them by putting the option in the army lists in new codices.
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Post by: Kevin949
I'm sorry if this has been brought up already but I just thought of something earlier...so, with the new change to mixed save units and units that contain a character count as mixed saves now, doesn't that mean that LoS! is *always* going to be decided before rolling for saves now, negating the entire section of the rulebook talking about using LoS! after saves?
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Post by: Mannahnin
Yup, pretty much.
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Post by: Kevin949
Huh....just making sure I understood the changes correctly.
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Post by: Micky
Yeah, faq clearly states that LoS! rolls have to be performed before saves are attempted, so big wound pools can be shenaniganed even less now than before.
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Post by: daedalus-templarius
Sounds like rolling 1 wound at a time for groups with characters is going to be how its played from now on.
Micky wrote:Yeah, faq clearly states that LoS! rolls have to be performed before saves are attempted, so big wound pools can be shenaniganed even less now than before.
Until you roll them 1 by 1 until your leading character loses enough wounds to start wanting to LOS them.
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Post by: Kaldor
Stoffer wrote:Are you people really complaining about them frequently updating the ruleset to make the game better? Talk about bitter vets. GW are doing exactly what digital companies are doing (and should be doing), they're "patching" their game to fix flaws. The fact that they're doing it so often shows you that it's a company going in the right direction.
The problem is that 40K isn't a digital product that'll just update itself without you ever noticing. In the case of printed media, a yearly update with re-released books is the best option, and this should include free book exchanges like Spartan Games did with Dystopian Wars when they updated their rules to version 1.1.
A print game should never be updated like a video game. They are obviously quite different and I shouldn't really need to point out why those differences are important.
Stoffer wrote:The paladins are a great example; They made all of them characters and a lot of people picked up on it to an extent where GW felt they had to regulate it.
The Paladins are a great example, because they were something that wasn't broken, that very few people were complaining about, and something that worked well and easily under the existing rules. Compared to the abuses that Purifiers and Inquisitorial Henchmen were capable of, they were an insignificant problem. Yet GW nerfed the hell out of them, and did nothing to address the actual problems with the codex.
Micky wrote:Yeah, faq clearly states that LoS! rolls have to be performed before saves are attempted, so big wound pools can be shenaniganed even less now than before.
And on the plus side we get resolve every wound one at a time.
That's a plus, right?
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Post by: Flachzange
Page 76 - Vehicles, Leadership and Morale
Change the section in bold to "Therefore, vehicles never take Morale checks or Leadership tests for any reasons".
Huh? What about the Changelings special ability though?! It specifically lists vehicles as being treated with morale 10 in those instances?!?
So it doesnt work on vehicles anymore?! Thats a bummer ....
Also, sorry if this has been mentioned already ... didnt have the time to read through the entire thread yet ...
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Post by: Fafnir
Kaldor wrote:
Stoffer wrote:The paladins are a great example; They made all of them characters and a lot of people picked up on it to an extent where GW felt they had to regulate it.
The Paladins are a great example, because they were something that wasn't broken, that very few people were complaining about, and something that worked well and easily under the existing rules. Compared to the abuses that Purifiers and Inquisitorial Henchmen were capable of, they were an insignificant problem. Yet GW nerfed the hell out of them, and did nothing to address the actual problems with the codex.
The fact that we actually agree whole-heartedly on this issue makes me feel kind of dirty.
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Post by: Kaldor
Fafnir wrote: Kaldor wrote:
Stoffer wrote:The paladins are a great example; They made all of them characters and a lot of people picked up on it to an extent where GW felt they had to regulate it.
The Paladins are a great example, because they were something that wasn't broken, that very few people were complaining about, and something that worked well and easily under the existing rules. Compared to the abuses that Purifiers and Inquisitorial Henchmen were capable of, they were an insignificant problem. Yet GW nerfed the hell out of them, and did nothing to address the actual problems with the codex.
The fact that we actually agree whole-heartedly on this issue makes me feel kind of dirty.
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Post by: reds8n
.. the rulebook FAQ is now " v1a." with the latest change being listed as happening in September .
can anyone see what they chnaged ?
Only thing that seems different is
Q: If a Flyer suffers Locked Velocity and was moving at Cruising
Speed (18"-36"), what speed is its velocity actually locked at? (p81)
A: 36".
which I think is different from t'other day..
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Post by: rigeld2
Flachzange wrote:Page 76 - Vehicles, Leadership and Morale
Change the section in bold to "Therefore, vehicles never take Morale checks or Leadership tests for any reasons".
Huh? What about the Changelings special ability though?! It specifically lists vehicles as being treated with morale 10 in those instances?!?
So it doesnt work on vehicles anymore?! Thats a bummer ....
Also, sorry if this has been mentioned already ... didnt have the time to read through the entire thread yet ...
In general vehicles don't ever test. Specifically the changeling makes them test.
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Post by: warboss
Kaldor wrote:
The Paladins are a great example, because they were something that wasn't broken, that very few people were complaining about, and something that worked well and easily under the existing rules. Compared to the abuses that Purifiers and Inquisitorial Henchmen were capable of, they were an insignificant problem. Yet GW nerfed the hell out of them, and did nothing to address the actual problems with the codex.
People didn't complain about paladins?? That's news to me and not even really the case even in THIS thread amongst people who don't play GK (like yourself) but instead have to face this most recent fan fav net list. I don't have much experience against them so don't have a strong opinion about them personally but saying that people haven't been complaining about this unit with its wound shennanigans crossing over two editions is simply wrong. Multiwound character unit wound sharing is not generally a popular mechanic amongst those who don't actually use the tiny handful of units that get to ( ab)use the poorly thought out rule in both its 5th and 6th edition incarnations. The FAQ addresses that.
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Post by: god.ra
Dunno if peoples noticed:
Version 1a FAQ for Rulebook is out.
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Post by: Flachzange
rigeld2 wrote: Flachzange wrote:Page 76 - Vehicles, Leadership and Morale
Change the section in bold to "Therefore, vehicles never take Morale checks or Leadership tests for any reason".
Huh? What about the Changelings special ability though?! It specifically lists vehicles as being treated with morale 10 in those instances?!?
So it doesnt work on vehicles anymore?! Thats a bummer ....
Also, sorry if this has been mentioned already ... didnt have the time to read through the entire thread yet ...
In general vehicles don't ever test. Specifically the changeling makes them test.
Thats what I was hoping for. I suppose the "never ... for any reason." threw me off though.
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Post by: pretre
WHAT CHANGED? They added a bullet for FMC Swooping. Page 49 – Flying Monstrous Creatures, Swooping. Add the following bullet point: ‘• Models that physically fit under a Swooping Flying Monstrous Creature can move beneath it. Likewise, a Swooping Flying Monstrous Creature can end its move over such models. However, when moving this way, enemy models must still remain 1" away from the base of the Swooping Flying Monstrous Creature, and the Swooping Flying Monstrous Creature cannot end its move with its base within 1" of other enemy models.’
and this This is changed from Infantry (Jump) Page 413 - Reference, Profile, Codex: Tau Empire, Crisis Shas’vre Change unit type to Infantry (Jetpack). Page 413 – Reference, Profiles, Codex: Tyranids.. Add the following profiles to the Tyranids section: Model WS BS S T W I A Ld SvType Trygon Prime 5 3 6 6 6 4 6 10 3+Mc(ch) Tyranid Prime 6 4 5 5 3 5 4 10 3+ In(ch)
Tyranid Prime is new/ They fixed the typo here: Emphasis mine Q: How do maelstroms, novas and beams – or indeed any weapon that doesn’t need to roll To Hit or hits automatically – interact with Zooming Flyers and Swooping Flying Monstrous Creatures? (p13) A: Only Snap Shots can hit Zooming Flyers and Swooping Flying Monstrous Creatures. Therefore, any attacks that use blast markers, templates, create a line of/area of effect or otherwise don’t roll to hit cannot target them. This includes weapons such as the Necron Doom Scythe’s death ray or the Deathstrike missile of the Imperial Guard, and psychic powers that follow the rule for maelstroms, beams, and novas. Automatically Appended Next Post: Removed in new FAQ: Q: Can vehicles be targeted by malediction psychic powers? (p69) A: Yes, but some malediction powers (such as Hallucination) have no effect on vehicles. Automatically Appended Next Post: Removed? Q: Are models free to move underneath Zooming Flyers? (p80) A: Yes, though enemy models must finish their move at least 1" away from the Flyer’s base. Automatically Appended Next Post: Updated Q: If a Flyer suffers Locked Velocity and was moving at Cruising Speed (18"-36"), what speed is its velocity actually locked at? (p81) A: 36". Automatically Appended Next Post: Looks like that is it.
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Post by: Pyriel-
I don't understand why full reserve armies are not allowed. What is the point in giving full reserve armies an auto lose at the end of turn 1? It should be at the end of Turn 2 or after that you lose if you are tabled so you can use Flyers, Deep Strikers, and other dynamic parts of the game properly. It sucks the flavor out of my armies if I have to hide a unit or two on the board during deployment just so I can run the rest of my army the way I want. It's not like full reserve armies were top tier anyway, I just played it that way for fun... now I just lose at the end of Turn 1.
I agree. That idiotic rule removes most of the fun for me as my favorite play style is to DS everything without having to stuff the whole army into pods.
I don't see how complainin about the venerable is a defense of the non venerable dread. Other than double autocanons no dread variant is particularly useful or viable anymore (and even that ones losing its usefulness). They pay too much for a close combat statline that is borderline useless.
Because vens are overpriced to the point of uselessness relative to how few hps they have and how easy it is to remove them compared to normal dreads.
People who don't understand that patches/updates are a good thing remind me that people don't understand games or game companies at all.
That's like thanking a car company for paying for your mechanic when you have to go there two weeks after buying the car. And then two weeks after that. Sure, eventually you expected to have to use the service, things change and you wan't updates to make it all run smoothly.
Not really. The rulebook cost 60 bucks while the car costs 30 000 bucks. "Slight" difference in expectation and service after buying.
This is just not true. In many cases, it was the guy playing a balanced/fluffy list that got stomped. The player running a 27+lance list for DE is still sitting pretty. The poor folks who bought 30+ finecast wracks for their nifty, original Cult of skin army are hosed.
Precisely. Minmax spam shouldnt be encouraged but varied "fun" army builds should,,,no matter army.
Fear the mighty monolith weapons - mass bolters! Run, they got bolters! LOTS OF 'EM. Furthermore, can you Land Raider move more than 6'' per turn? Monolith can't. Neither do we have smoke launchers. No melta weapons. One blast weapon, that's all.
Can the land raider deepstrike across the table or teleport infantry?
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Post by: warboss
Pyriel- wrote:Can the land raider deepstrike across the table or teleport infantry?
In fairness, my Sons of Sanguinius can deepstriek their landraiders... but its a monumentally stupid idea to do so without the "your butt is so big.." rule.  Either way, I'm glad they're treating the monolith differently as its a different vehicle with completely different fluff behind it as a huge teleporting skimmer compared with a large tracked vehicle.
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Post by: ShumaGorath
Not really. The rulebook cost 60 bucks while the car costs 30 000 bucks. "Slight" difference in expectation and service after buying.
And an online app is usually free and ad supported. It's also an electronic app where a car is a car and a rulebook is a rulebook. These are all different things. I was drawing an alternative wacky comparison. Either way, they should have edited the book to not self conflict so laughably often. FAQs are nice, but voluminous and self conflicting FAQs are indicative of an exceptionally poorly controlled system of editing, balancing, and general design. It indicates an incrediby lax design culture at GW and that's bad.
Because vens are overpriced to the point of uselessness relative to how few hps they have and how easy it is to remove them compared to normal dreads.
Which, again, is not a defense of the regular dread. Just an indictment of the venerable. The way you got up in my grill and called my post worthless after you "explicitly explained why regular dreads aren't bad" I would have thought you would have touched on it at some point and actually explained why.
Turns out you just wanted to yell.
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Post by: Arschbombe
AlmightyWalrus wrote:Just realized:
Page 22 – "Drop Pod Assault...
Immobile: A Drop Pod cannot move once it has entered the
battle, and counts in all respects as a vehicle that has suffered
an Immobilised damage result that cannot be repaired in any
way.
....”
Is this the same text as in the other marine codices? Doesn't this mean that pods start the game on the table minus one hull point?
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Post by: kronk
I just read that as immobilized, not as missing a hull point.
15717
Post by: Backfire
Nagashek wrote: And yet PP just comes out with new casters, new units, and new models without doing so at the expense of everything that came before. Builds change and shift based on meta, and the balance of power does shift within lists, but the factions are still balanced against each other. "Dumb Companies" break things for fun and force change. "Smart companies" entice you with new fun and invite change. Forced change loses players who become fed up with getting jerked around. Invited change keeps players excited. For those who continue to play, both make money, but one has a diminishing player base, the other an increasing one. "WotC" is a smart company. They made Magic: the Gathering. That stuff never goes obsolete, and with two tournament types and super low cost, it likely never will. (Yes, I know that some cards aren't allowed in tournament play anymore, but those are primarily first editions. Most other first edition cards are still in play and with the same rules. How many Rogue Trader units can say the same?) I have dozens of Magic cards which are totally obsolete - either they can't be played at all under current rules (all the Ante cards), they are banned (Channel etc), core rules have changed so that the cards are almost totally useless (Plague Rats), they have non-functioning rules (Banding) or WotC have released new, better versions of the card making the old cards useless (lots of cards, particularly creatures). "Super low cost"? Ok...whatever... On the other hand, you claim that nerf to assault makes assault units "obsolete" (ie. unplayable). Your definition of "obsolete" seems to be pretty flexible.
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Post by: BladeWalker
Pyriel- wrote:I don't understand why full reserve armies are not allowed. What is the point in giving full reserve armies an auto lose at the end of turn 1? It should be at the end of Turn 2 or after that you lose if you are tabled so you can use Flyers, Deep Strikers, and other dynamic parts of the game properly. It sucks the flavor out of my armies if I have to hide a unit or two on the board during deployment just so I can run the rest of my army the way I want. It's not like full reserve armies were top tier anyway, I just played it that way for fun... now I just lose at the end of Turn 1.
I agree. That idiotic rule removes most of the fun for me as my favorite play style is to DS everything without having to stuff the whole army into pods.
I have never houseruled 40k through the many editions and army books but I will be after this BS. I've never seen it where you can build an army within the rules of the codex, deploy it using the rules from the rulebook (including flyer reserve rules), and then automatically lose because of a tacked on rule. I don't mind adapting to new books and editions, but I just don't understand the no models on the table = lose rule. I thought our 40k battes were supposed to represent a piece of a larger battle... silliness.
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Post by: Backfire
I think they wanted real reserve armies buffed (Daemons, Drop pods), so they made reserve rolls easier. However, that would have encouraged the tactics of "normal" armies leaving everything in reserve, so they banned it. Not the most elegant way, admittably, but there is a reasoning behind it.
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Post by: Kevin949
Micky wrote:Yeah, faq clearly states that LoS! rolls have to be performed before saves are attempted, so big wound pools can be shenaniganed even less now than before.
Well, that I already knew. The actual rule for how it is supposed to be done hasn't changed, they just got rid of the ability to LoS! after armor saves now which is what I wanted to verify.
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Post by: ShumaGorath
Backfire wrote: Nagashek wrote:
And yet PP just comes out with new casters, new units, and new models without doing so at the expense of everything that came before. Builds change and shift based on meta, and the balance of power does shift within lists, but the factions are still balanced against each other. "Dumb Companies" break things for fun and force change. "Smart companies" entice you with new fun and invite change. Forced change loses players who become fed up with getting jerked around. Invited change keeps players excited. For those who continue to play, both make money, but one has a diminishing player base, the other an increasing one. "WotC" is a smart company. They made Magic: the Gathering. That stuff never goes obsolete, and with two tournament types and super low cost, it likely never will. (Yes, I know that some cards aren't allowed in tournament play anymore, but those are primarily first editions. Most other first edition cards are still in play and with the same rules. How many Rogue Trader units can say the same?)
I have dozens of Magic cards which are totally obsolete - either they can't be played at all under current rules (all the Ante cards), they are banned (Channel etc), core rules have changed so that the cards are almost totally useless (Plague Rats), they have non-functioning rules (Banding) or WotC have released new, better versions of the card making the old cards useless (lots of cards, particularly creatures).
"Super low cost"? Ok...whatever...
On the other hand, you claim that nerf to assault makes assault units "obsolete" (ie. unplayable). Your definition of "obsolete" seems to be pretty flexible.
Magic isn't really comparable as it comes out with roughly 15 sets per edition of 40k released. The initial buy in is very low compared to 40k, but during the same 5 year span the overall cost becomes much higher. Competitive balance is significantly better in magic, but they're wholly different games and scenes and not very comparable.
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Post by: battlematt
Even though these FAQ's hurt my nobz I am glad that GW is releasing them as fast as they are. I really hope that the codex release schedule will be as fast as they have said. I will still run nobz on bikes with deff koptas and piles of strom boyz and lootaz. I love my blood axes and find a fluff based force is the only way to play. As to the min/max folks they will just find the new broken combos and continue to piss me off in tourneys. With the allies rules the combos for brokenness are just in the hundreds. I can only hope that this will make it harder for people to find those one or two lists that just roll the table.
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Post by: Backfire
No, the scenes are not comparable. MtG is a tournament game now, which is why I walked out. It may be better suited for competive play now, but it is much less fun.
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Post by: warboss
For those who want to see how a game system works without getting proper erratta as well as not publishing truely new editions so as not to invalidate prior books, feel free to check out the mess that is the Rifts RPG from Palladium Books. I'm actually pleased that GW is apparently regularly lurking on message boards trying to find at least some of the problems in order to address them. They might not be doing so in the best manner every time but its at least an effort and a vast improvement on letting questions languish because someone in Nottingham thinks its only a beer and pretzels game played by first and second degree relatives and lifelong friends/partners.
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Post by: ShumaGorath
Backfire wrote:No, the scenes are not comparable. MtG is a tournament game now, which is why I walked out. It may be better suited for competive play now, but it is much less fun.
It's had roughly the same league and invitational structure since the late 90s. It was there during third edition 40k, so I'm not really sure what has changed so far as magic "becoming a competitive game". It's never been anything else. It started off as a competitive gambling game, and it doesn't get much more cutthroat than that.
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Post by: pretre
I've said it before and I'll say it again. Nothing GW can do will ever satisfy the playerbase. GW could hand out free hundred dollar bills, and puppies with every copy of the main rulebook and players would still complain.
I think that the current FAQ schedule is great and a great sign. I'd rather have a FAQ'd system than a broken system.
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Post by: ShumaGorath
pretre wrote:I've said it before and I'll say it again. Nothing GW can do will ever satisfy the playerbase. GW could hand out free hundred dollar bills, puppies and hummers with every copy of the main rulebook and players would still complain. I think that the current FAQ schedule is great and a great sign. I'd rather have a FAQ'd system than a broken system. (in an effort to avoid being relentlessly negative!) Why are you ok with a FAQd broken system? Why don't you just want a not broken system in the first place? I find it very strange that people can be simultaneously thankful for the FAQs, but defend the system that needed them through poor editing and poorly thought out design. There is a cognitive dissonance there.
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Post by: warboss
ShumaGorath wrote: pretre wrote:I've said it before and I'll say it again. Nothing GW can do will ever satisfy the playerbase. GW could hand out free hundred dollar bills, puppies and hummers with every copy of the main rulebook and players would still complain.
I think that the current FAQ schedule is great and a great sign. I'd rather have a FAQ'd system than a broken system.
(in an effort to avoid being relentlessly negative!)
Why are you ok with a FAQd broken system? Why don't you just want a not broken system in the first place? I find it very strange that people can be simultaneously thankful for the FAQs, but defend the system that needed them through poor editing and poorly thought out design. There is a cognitive dissonance there.
6th edition (whether broken or not..haven't had enough experience with it to come out with my definitive personal opinion) is here to stay for the next 4-5 years and will only get minor changes overall via the FAQs. The choice isn't between getting a perfect system or a broken one but rather one that is tweaked in response to fan feedback after release or one that is not. If you think that underlying system is broken (your opinion), should they just leave it as is to sink or attempt to plug the leaks in the boat with some patches?
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Post by: pretre
warboss wrote:6th edition (whether broken or not..haven't had enough experience with it to come out with my definitive personal opinion) is here to stay for the next 4-5 years and will only get minor changes overall via the FAQs. The choice isn't between getting a perfect system or a broken one but rather one that is tweaked in response to fan feedback after release or one that is not. If you think that underlying system is broken (your opinion), should they just leave it as is to sink or attempt to plug the leaks in the boat with some patches?
Has there ever been any gaming system that was perfect and didn't have errata/frequently asked questions/rules disputes?
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Post by: warboss
pretre wrote: warboss wrote:6th edition (whether broken or not..haven't had enough experience with it to come out with my definitive personal opinion) is here to stay for the next 4-5 years and will only get minor changes overall via the FAQs. The choice isn't between getting a perfect system or a broken one but rather one that is tweaked in response to fan feedback after release or one that is not. If you think that underlying system is broken (your opinion), should they just leave it as is to sink or attempt to plug the leaks in the boat with some patches? Has there ever been any gaming system that was perfect and didn't have errata/frequently asked questions/rules disputes? Not that I know of but Shuma seems to think its out there just out of reach... and that he'd have it if it wasn't for those meddling kids at GW Design!
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Post by: pretre
warboss wrote:Has there ever been any gaming system that was perfect and didn't have errata/frequently asked questions/rules disputes?
Not that I know of but Shuma seems to think its out there just out of reach...
Ahh, well there's your problem. That particular problem doesn't show up in my thread views anymore.
As for the perfect system? I can't think of one either and I would much rather have an updated ruleset where the designers listen to the fanbase and make changes as needed. Will it be perfect that way? Nope. Will it be pretty darn good? Yep.
GW has already put forth a better effort since 6th launched than they have in quite a long time. I look forward to seeing how 6th continues to develop.
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Post by: ShumaGorath
warboss wrote: ShumaGorath wrote: pretre wrote:I've said it before and I'll say it again. Nothing GW can do will ever satisfy the playerbase. GW could hand out free hundred dollar bills, puppies and hummers with every copy of the main rulebook and players would still complain. I think that the current FAQ schedule is great and a great sign. I'd rather have a FAQ'd system than a broken system. (in an effort to avoid being relentlessly negative!) Why are you ok with a FAQd broken system? Why don't you just want a not broken system in the first place? I find it very strange that people can be simultaneously thankful for the FAQs, but defend the system that needed them through poor editing and poorly thought out design. There is a cognitive dissonance there. 6th edition (whether broken or not..haven't had enough experience with it to come out with my definitive personal opinion) is here to stay for the next 4-5 years and will only get minor changes overall via the FAQs. The choice isn't between getting a perfect system or a broken one but rather one that is tweaked in response to fan feedback after release or one that is not. If you think that underlying system is broken (your opinion), should they just leave it as is to sink or attempt to plug the leaks in the boat with some patches? I think patching the system is a perfectly fine thing. I encourage it. I think that when Pretre scolded GWs playerbase for "never being pleased" despite their best efforts at up keeping the system to make it balanced it playable me as a bit haughty. Many people here, myself included, see nothing wrong with occasional FAQs and errata (especially for the codexes), but when such things are required so much so early it indicates something that shouldn't be applauded. It's not a good thing that they had to clarify how line of sight works, that was a plain miss in playtesting. It's not a good thing that they had to FAQ character units, that was a plain miss in playtesting. It's not a good thing that there still aren't clear rules about how transported units react when their vehicle is destroyed. That's not even a playtesting issue, that is simply poor editing and careless design. FAQs are better than letting issues lie unresolved, but they are a bandage. Too many bandages too fast and you start looking like a movie monster. It causes havoc in playgroups when people can't know their own or opponents armies without lengthy and regular checking of FAQs. It makes it so that people in pick up games never really know if they're actually playing the same 40k. The constant defense and thankfulness of the playerbase for it simply encourages a bad and lazy design philosophy at GW HQ. Automatically Appended Next Post: pretre wrote: warboss wrote:Has there ever been any gaming system that was perfect and didn't have errata/frequently asked questions/rules disputes? Not that I know of but Shuma seems to think its out there just out of reach... Ahh, well there's your problem. That particular problem doesn't show up in my thread views anymore. As for the perfect system? I can't think of one either and I would much rather have an updated ruleset where the designers listen to the fanbase and make changes as needed. Will it be perfect that way? Nope. Will it be pretty darn good? Yep. GW has already put forth a better effort since 6th launched than they have in quite a long time. I look forward to seeing how 6th continues to develop. Yes, we know you basically just listen to yourself talk and ignore everyone who disagrees. It's one of the classic traits of a sycophant.
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Post by: wyomingfox
ShumaGorath wrote:It's not a good thing that there still aren't clear rules about how transported units react when their vehicle is destroyed.
Actually we do:
GW FAQ wrote:Q: If a unit disembarks from a destroyed vehicle during the enemy
turn, can it Charge in the Assault phase of its own turn? (p80)
A: No, unless the vehicle in question was an Assault Vehicle.
That takes care of both "wrecked" and "exploded" results as both result in the vehicle being destroyed.
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Post by: Shandara
I'm more surprised by the fact that GW would issue a stealthy 1.0a FAQ file so quick after the big wave of FAQs, which apparently is so new the ink is barely dry.
I wonder what FAQ question/mail/forum lurking prompted this rapid response.
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Post by: Stoffer
Fafnir wrote: Kaldor wrote:
Stoffer wrote:The paladins are a great example; They made all of them characters and a lot of people picked up on it to an extent where GW felt they had to regulate it.
The Paladins are a great example, because they were something that wasn't broken, that very few people were complaining about, and something that worked well and easily under the existing rules. Compared to the abuses that Purifiers and Inquisitorial Henchmen were capable of, they were an insignificant problem. Yet GW nerfed the hell out of them, and did nothing to address the actual problems with the codex.
The fact that we actually agree whole-heartedly on this issue makes me feel kind of dirty.
As much as I hate to keep this can of worms open;
Whether or not it was broken in a balance sense you'll probably never get everyone to agree with. I ran a Draigowing and thought it had some great strengths but also some fairly glaring weaknesses. The people I played regularly thought they were terribly broken, so that's a fairly subjective evaluation.
I suspect that the reason they changed them is that it conflicted with their design goals. With the way the new wound system works, they open up some interesting tactical choices; for someone running a squad, model positioning suddenly becomes extremely important and for the opposing players, suddenly flanking becomes a viable tactic. Entire units of characters kind of broke with this principle and created some unintentional loopholes to that design change. From that angle, changing it makes complete sense. Flanking, model positioning becomes stronger while LoS! becomes an actual mechanic where "important" characters can shrug off wounds.
Again, sorry for derailing.
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Post by: pretre
Yeah, also surprised they didn't fix the Nid faq boo-boo.
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Post by: Janthkin
Keep it on-topic, folks; no need to specifically address another user just to be snarky.>
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Post by: ShumaGorath
wyomingfox wrote:ShumaGorath wrote:It's not a good thing that there still aren't clear rules about how transported units react when their vehicle is destroyed. Actually we do: GW FAQ wrote:Q: If a unit disembarks from a destroyed vehicle during the enemy turn, can it Charge in the Assault phase of its own turn? (p80) A: No, unless the vehicle in question was an Assault Vehicle. That takes care of both "wrecked" and "exploded" results as both result in the vehicle being destroyed. Doesn't the same FAQ say to place models instead of disembarking when it explodes? So you can assault if it explodes, but not if it is destroyed..? That's not clear. Even with a FAQ that isn't lengthy and contradictory it still wouldn't be clear because the rule doesn't flow logically and the results appear arbitrary. If they FAQ'd the result from an explode result to also preclude assault I apologize for adding it to my original statement.
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Post by: Backfire
ShumaGorath wrote:Backfire wrote:No, the scenes are not comparable. MtG is a tournament game now, which is why I walked out. It may be better suited for competive play now, but it is much less fun.
It's had roughly the same league and invitational structure since the late 90s. It was there during third edition 40k, so I'm not really sure what has changed so far as magic "becoming a competitive game". It's never been anything else. It started off as a competitive gambling game, and it doesn't get much more cutthroat than that.
Uh, no. "Gambling" aspect was for fun, precisely as the designers could not envision that the Ante cards could actually get so valuable that the players would be unwilling to bet them. Magic was designed for limited environment, but people began to buy ungodly amount of cards and made the game unlimited environment, which caused nearly all balance problems. MtG works best in booster draft/sealed deck type tournaments.
I bailed out before "late '90s"...
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Post by: ShumaGorath
Uh, no. "Gambling" aspect was for fun, precisely as the designers could not envision that the Ante cards could actually get so valuable that the players would be unwilling to bet them. There is no multiplayer game with property gambling that isn't competitive. I stand to lose material goods if you win. That is either a competitive or predatory environment by default. Magic was designed for limited environment, but people began to buy ungodly amount of cards and made the game unlimited environment, which caused nearly all balance problems. MtG works best in booster draft/sealed deck type tournaments. It sounds like you and your friends had a specific way to play the game. Did you give back the ante cards that you won? Would you play ante with people who weren't your friends or didn't live nearby? Also, I'm not sure the competitive environment "caused" the balance problems. Lotus Channel Fireball was in alpha and the game didn't start out with card restrictions.
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Post by: MajorTom11
Shuma, didn't you say you were going to lay off this thread yesterday? You have more than made your point...
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Post by: ShumaGorath
MajorTom11 wrote:Shuma, didn't you say you were going to lay off this thread yesterday? You have more than made your point... This is the new, non hostile Shuma! I came in when Pyriel responded to me, but you're right, I did say I was gone. I will lurk.
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Post by: Backfire
ShumaGorath wrote:Uh, no. "Gambling" aspect was for fun, precisely as the designers could not envision that the Ante cards could actually get so valuable that the players would be unwilling to bet them.
There is no multiplayer game with property gambling that isn't competitive. I stand to lose material goods if you win. That is either a competitive or predatory environment by default.
That is stretching definition to unreasonable.
It sounds like you and your friends had a specific way to play the game. Did you give back the ante cards that you won?
No. We gave up the Antes though after people stopped playing their best cards out of fear they would lose them.
Designers of the game had no idea it would pan out like it did. They did not mind that some cards were clearly more powerful, they thought that their rarity would balance them out. They did not envision people buying so many cards that they could, for example, have a deck with no land, just Mox artifacts and Sol Rings etc. Or nothing but Lotuses, Channels and Disintegrates. That is why Green was often perceived weak colour in early years - Green had lot of Common cards (particularly Creatures) which were quite good, but uncompetive with Uncommon/Rare cards of other colours. This made Green very attractive in limited environment, but pretty pointless in unlimited where rarity meant nothing.
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Post by: MajorTom11
Let's get back on topic please -
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Post by: pretre
Ninja'd by MajorTom
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Post by: insaniak
BladeWalker wrote: I've never seen it where you can build an army within the rules of the codex, deploy it using the rules from the rulebook (including flyer reserve rules), and then automatically lose because of a tacked on rule.
It's not entirely a new thing. It was possible last edition as well, the only difference was that you didn't lose for not being on the table, just for not being able to move on...
I thought our 40k battes were supposed to represent a piece of a larger battle...
Sure... and when you no longer have any units on the table, this particular part of that larger battle is over. The battle has moved to another area.
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Post by: Mannahnin
ShumaGorath wrote: pretre wrote:I've said it before and I'll say it again. Nothing GW can do will ever satisfy the playerbase. GW could hand out free hundred dollar bills, puppies and hummers with every copy of the main rulebook and players would still complain.
I think that the current FAQ schedule is great and a great sign. I'd rather have a FAQ'd system than a broken system. (in an effort to avoid being relentlessly negative!)
Why are you ok with a FAQd broken system? Why don't you just want a not broken system in the first place? I find it very strange that people can be simultaneously thankful for the FAQs, but defend the system that needed them through poor editing and poorly thought out design. There is a cognitive dissonance there.
I appreciate your effort, there. It's a legit question. I think he does want a not-broken system. I recognize that 6th ed has some really sad, silly, and seemingly basic editorial errors, holes and problems. In some ways it's less clear and functional than 5th was. Which is annoying and disappointing to me, as ( IMO) every edition prior to it has been progressively better-written, clearer, and better balanced. That being said, I still find it a fun and enjoyable game, and found most of the holes it had on release to be pretty easy to work around, even in the rather competitive circles I usually play in. I still think it's a fun and good game; 6th is certainly better than 4th, IMO, and at least close to 5th, even if I'm not sure whether it's AS good. Of course I loved the hell out of 5th and played it like a fiend.
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