18567
Post by: CadianXV
Nice find!
99
Post by: insaniak
On a quick flick through the updated FAQs, nothing appears too contentious, other than the inexplicable statement that Marines (of any Chapter) in reserve can't split into combat squads (which is actually a part of the Combat Squads rule for Dark Angels).
Nice work, overall, IMO.
20079
Post by: Gorechild
Q: When a unit comprised of some models with Power
from Pain and some without has a pain token, does the
effect it gives apply to every model in the unit or just to the
models with the Power from Pain special rule? (p25)
A: It only applies to the models with the Power from Pain
special rule.
Major kick in the teeth to Beastmasters :S
25580
Post by: Maelstrom808
Dark Eldar, BRB, and all the Marine chapters. I see a couple of recent hot topics they addressed.
9819
Post by: Twalks
I like that they are actually updating them... 3" extra movement with regroups for marines.. unless ive been playing them wrong..
25580
Post by: Maelstrom808
I have a feeling the Reaver Bladevane issue is still going to be debated as they didn't really address the whole "what is a line" thing that people were arguing about.
35476
Post by: Iratus Custodis
Looks like Black Templars and Dark Angels finally got the new stormshields! Automatically Appended Next Post: Though the amount of "fixes" makes me feel that they won't be getting new codexes for a while...
21436
Post by: Father Gabe
Im glad they finally cleared up the relic blade/storm shield debate and more importantly the voidraven bomber going max speed and dropping its void mine.
25580
Post by: Maelstrom808
Q. If Korʼsarro Khan rolls a 6 to wound a model with a
Toughness so high he cannot usually wound it, will
Moonfang still inflict Instant Death on it? (p94)
A. Yes.
pffft...who needs consistancy?
4395
Post by: Deadshane1
Funny.
I was telling people that it's probably a bad idea to make DE armies based off of 2 or 3 maxed out Beast units.
Next time they'll listen to me.
25774
Post by: Pael
Finally!!! Since no one else has said it.
9892
Post by: Flashman
They still haven't addressed the question frequently asked of the Tyranid Codex, "Why are Pyrovores so rubbish?"
9217
Post by: KingCracker
I can answer that, every codex has a unit in it that is just not good. There no FAQ for GW, now that I saved them some cash, I demand free stuff!
25580
Post by: Maelstrom808
Flashman wrote:They still haven't addressed the question frequently asked of the Tyranid Codex, "Why are Pyrovores so rubbish?"
Because the author is a total idio- CCCCRRRRRUUUUDDDAAAAACCCCEEEE!!!!
8392
Post by: Xenith
Woohoo, the Furioso libby can now take a frag cannon!
28090
Post by: liam0404
Now we have PROPER assault land raiders! FINALLY!!!
Also, having apothecaries with FNP is cool too.
105
Post by: Sarigar
I'm breaking my Dark Angel codex back out. I've got a bunch of DA stuff sitting unassembled after being so depressed from the last GW FAQ about the differences in equipment.
I'll be headed to the shop today to pick up some more DA stuff. Thank you GW for listening.
Beastmaster confusion? It seemed awfully clearcut that only the Beastmaster got the Paintokens. To each their own I suppose.
60
Post by: yakface
Holy crap! They finally gave DAs & BTs the new wargear!
Of course Witch Hunters and Daemonhunters are still hosed...but at least the Daemonhunters are getting their new book soon.
This is awesome. They clearly have hired someone new to specifically work on these FAQs or re-prioritized someone to review and update them.
Kudos GW!
20867
Post by: Just Dave
To me at least, the biggest changes here are that updating of the old Codices to be brought in line with the newer ones (eg. Dark Angels/Black Templar Storm Shields). I thinks that's a fairly bold and correct move.
I wonder if they will update their Codices to say this too?
Edit: Ninja'd by Yakface, nuts! He said it better than me, well done GW.
28090
Post by: liam0404
One thing though - I wonder if this means we can kiss a prospective new codex goodbye, now that they have "resolved" some of these issues?
20867
Post by: Just Dave
Most likely.
19398
Post by: Tim the Biovore
yakface wrote:
Holy crap! They finally gave DAs & BTs the new wargear!
Of course Witch Hunters and Daemonhunters are still hosed...but at least the Daemonhunters are getting their new book soon.
This is awesome. They clearly have hired someone new to specifically work on these FAQs or re-prioritized someone to review and update them.
Kudos GW!
Never have I seen yakface so excited.
60
Post by: yakface
liam0404 wrote:One thing though - I wonder if this means we can kiss a prospective new codex goodbye, now that they have "resolved" some of these issues?
I don't know why anyone would think that. GW have never, ever, ever seemed to make any effort to produce a new codex to fix 'issues' with the old one. Instead they seem to make new codexes based on what miniature line they want to work on, what miniature line revamp would work into the schedule, etc, etc, etc.
So the fact that they've finally chosen to update these old codices through a FAQ should have absolutely no effect on when an update comes...it will come when GW feels like they want to address the miniature line and not before.
20867
Post by: Just Dave
yakface wrote:liam0404 wrote:One thing though - I wonder if this means we can kiss a prospective new codex goodbye, now that they have "resolved" some of these issues?
I don't know why anyone would think that. GW have never, ever, ever seemed to make any effort to produce a new codex to fix 'issues' with the old one. Instead they seem to make new codexes based on what miniature line they want to work on, what miniature line revamp would work into the schedule, etc, etc, etc.
So the fact that they've finally chosen to update these old codices through a FAQ should have absolutely no effect on when an update comes...it will come when GW feels like they want to address the miniature line and not before.
Whilst I completely agree with you Yak, I still think this won't exactly help the Dark Angels or Templars prospective cases for new Codice.
As you said, it's the miniature line first that GW considers, but I still expect the rules will be considered too (obviously to a much smaller degree) and as such I don't think this will help their arguments for a new Codex.
19057
Post by: oldone
Quite decent FAQs nothing being treat like the nids then and getting a rubbish FAQ after everyone buys there new army  .
60
Post by: yakface
Wow:
Q. When a unit with the And They Shall Know no Fear special rule regroups, do they get to immediately move up to 3" as well as moving as normal that turn? (p23)
A. Yes.
What a ruling...
And they finally ruled on PotMS vs. Smoke Launchers...(no dice on the PotMS).
11029
Post by: Ketara
So the Beasts in a Beastmaster unit don't get the benefits of Pain tokens?
Interesting. Some good clarifications here.
4395
Post by: Deadshane1
yakface wrote:
Holy crap! They finally gave DAs & BTs the new wargear!
Of course Witch Hunters and Daemonhunters are still hosed...but at least the Daemonhunters are getting their new book soon.
This is awesome. They clearly have hired someone new to specifically work on these FAQs or re-prioritized someone to review and update them.
Kudos GW!
Not just this...but DA's can bring typhoons at a HUGE friggin' discount. 75pts rather than being a 90 pt speeder?
NICE!
32930
Post by: Nick Ellingworth
Well that's a lot of changes to get used to with my BT, I liked the old smoke launcher rules. Still getting storm shields that are actually worth using is nice and having Land Raiders which actually work as intended is a blessing (well maybe not for my opponents).
24138
Post by: Crevab
Crap, no more Drop Podding into terrain. My marines might explode
19057
Post by: oldone
ok i take back what i said GW are such fan boys
Q. Is a model that has suffered an unsaved wound, but
hasnʼt been killed, from Arjac throwing his Foehammer
reduced to initiative 1 until the end of the next player turn?
(p51)
A. Yes.
24138
Post by: Crevab
"What's the difference between Errata and FAQs?
As it is rather obvious from their name, these documents include two separate elements - the Errata and the FAQs. In case you were wondering, 'Errata' is a posh (Latin!) way to say 'Errors', and 'FAQs' stands for 'Frequently Asked Questions'. It is important to understand the distinction between the two, because they are very different.
The Errata are simply a list of the corrections we plan to make on the next reprint of the book to fix the mistakes that managed to slip into the text (no matter how many times you check a book, there are always some!). These are obviously errors, for example a model that has WS3 in the book's bestiary and WS4 in the book's army list. The Errata would say something like: 'Page 96. Replace WS3 with WS4 in the profile of the so-and-so model'.
The Errata have the same level of 'authority' as the main rules, as they effectively modify the published material. They are 'hard' material. It is a good idea to read them and be aware of their existence, but luckily there are very few of them for each book.
The FAQs on the other hand are very much 'soft' material. They deal with more of a grey area, where often there is no right and wrong answer - in a way, they are our own 'Studio House Rules'. They are, of course, useful when you play a pick-up game against someone you don't know, or at tournaments (i.e. when you don't have a set of common 'house rules' with the other player). However, if you disagree with some answers and prefer to change them in your games and make your own house rules with your friends, that's fine. In fact we encourage you to shape the game around your needs and your taste. We firmly believe that wargaming is about two (or more!) people creating a gaming experience they are both going to enjoy. In other words, you might prefer to skip the FAQs altogether and instead always apply the good old 'roll a dice' rule whenever you meet a problematic situation.
- Games Development, November 2008"
This seems different somehow.
24717
Post by: Shinkaze
I'm glad they are currently making an effort. I wonder what the odds are that it will continue?
Beastmaster units are still good, they just aren't insanely good. It still makes sense to use some, just not base an army around the concept.
105
Post by: Sarigar
The DA codex is being dug back out today. I'm really curious to see if Deathwing will be more interesting; getting essentially Assault Terminators with the updated Cyclone Missile Launcher seems viable.
This update definitely has the fanboy inside me jumping for joy.
18375
Post by: AndrewC
Crap, the works machine won't let me access the FAQs.
Anything in there about the Tau?
Cheers
Andrew
24138
Post by: Crevab
nope
21202
Post by: Commander Endova
Crevab wrote:"What's the difference between Errata and FAQs?
As it is rather obvious from their name, these documents include two separate elements - the Errata and the FAQs. In case you were wondering, 'Errata' is a posh (Latin!) way to say 'Errors', and 'FAQs' stands for 'Frequently Asked Questions'. It is important to understand the distinction between the two, because they are very different.
The Errata are simply a list of the corrections we plan to make on the next reprint of the book to fix the mistakes that managed to slip into the text (no matter how many times you check a book, there are always some!). These are obviously errors, for example a model that has WS3 in the book's bestiary and WS4 in the book's army list. The Errata would say something like: 'Page 96. Replace WS3 with WS4 in the profile of the so-and-so model'.
The Errata have the same level of 'authority' as the main rules, as they effectively modify the published material. They are 'hard' material. It is a good idea to read them and be aware of their existence, but luckily there are very few of them for each book.
The FAQs on the other hand are very much 'soft' material. They deal with more of a grey area, where often there is no right and wrong answer - in a way, they are our own 'Studio House Rules'. They are, of course, useful when you play a pick-up game against someone you don't know, or at tournaments (i.e. when you don't have a set of common 'house rules' with the other player). However, if you disagree with some answers and prefer to change them in your games and make your own house rules with your friends, that's fine. In fact we encourage you to shape the game around your needs and your taste. We firmly believe that wargaming is about two (or more!) people creating a gaming experience they are both going to enjoy. In other words, you might prefer to skip the FAQs altogether and instead always apply the good old 'roll a dice' rule whenever you meet a problematic situation.
- Games Development, November 2008"
I'd honestly love it if GW would reprint the DA and BT books with these changes in them!
I think my favorite change all around is that techmarines can now try to repair vehicles that they are embarked upon.
18410
Post by: filbert
Some interesting stuff in there. It would seem I can no longer attach a homunculus to my Harlequin unit in order to give them FNP.
18375
Post by: AndrewC
Crevab wrote:nope
Shame,
Thanks for looking though.
Cheers
Andrew
4395
Post by: Deadshane1
Sarigar wrote:The DA codex is being dug back out today. I'm really curious to see if Deathwing will be more interesting; getting essentially Assault Terminators with the updated Cyclone Missile Launcher seems viable.
This update definitely has the fanboy inside me jumping for joy.
You mean MIXED units with updated Cyclones AND updated Thammer/ SS's!
WIN!
11268
Post by: nosferatu1001
GW SW FAQ wrote:Q. Is the +1 Strength from a Thunderwolf Mount a modification to the base characteristic? (p62)
A. Yes.
So A Wolf Lord on TWM is only S9 with a thunderhammer, as it is a modifier....?
I thought the same about Arjac. Seriously, its not got a TH profile when thrown ....s igh.
8489
Post by: padixon
I can't believe this hasn't been brought up before, this one is a gem for SM armies.
Q. When a unit with the And They Shall Know no Fear
special rule regroups, do they get to immediately move up
to 3" as well as moving as normal that turn? (p24)
A. Yes.
I remember this being a big deal back in 4th ed and was debated harshly
EDIT: I wonder if this means that the 3" move does not count as movement. i.e. shooting heavy weapons
Here is another one:
Q. If Marneus Calgar chooses to pass a Morale Check
using his God of War special rule does he, and any unit he
has joined, count as Fearless? (p84)
A. No.
And DA have all the nice new rules SMs have: apothecary FNP, improved SS, Improved Cyclone ML, Improved SL, etc...
wow
20983
Post by: Ratius
Bah nevermind, I misread it
1478
Post by: warboss
Sarigar wrote:The DA codex is being dug back out today. I'm really curious to see if Deathwing will be more interesting; getting essentially Assault Terminators with the updated Cyclone Missile Launcher seems viable.
This update definitely has the fanboy inside me jumping for joy.
did they also get rid of the 4th edition restriction on ravenwing bikers not being able to turboboost during their scout move?!?!?! it sounds like they've thrown them into 5th edition finally.
29670
Post by: Doomgrin
We used pretty much these rules as "gentlemen's rules" for 2/3 of of tournies. Glad to see them made official giving those armies a nice boost.
And why 2/3? We would also play 'Ard Boyz style every few months and require straight codex/FAQ.
60
Post by: yakface
warboss wrote:Sarigar wrote:The DA codex is being dug back out today. I'm really curious to see if Deathwing will be more interesting; getting essentially Assault Terminators with the updated Cyclone Missile Launcher seems viable.
This update definitely has the fanboy inside me jumping for joy.
did they also get rid of the 4th edition restriction on ravenwing bikers not being able to turboboost during their scout move?!?!?! it sounds like they've thrown them into 5th edition finally.
Nope they didn't add that to the changes...it looks like DA still can't Scout + turbo boost, although their Land Speeder appears to still be a scoring unit as well!
8489
Post by: padixon
The Voidraven Bomber has gotten waay better
Q: Can a void mine be used regardless of the speed the
Voidraven Bomber is moving at in its Movement phase?
(p47)
A: Yes.
Q: A void mine is used in the Movement phase. How does
this effect what weapons can be fired by the Voidraven
Bomber in the Shooting phase? (p47)
A: The void mine does not count towards the number of
weapons a Voidraven Bomber can fire that turn.
They can do a 36" movement, drop a str 9 blast lance weapon that only scatters d6, and also get a 4+ cover save...
24138
Post by: Crevab
Oh hey, they fixed Shrike
11268
Post by: nosferatu1001
The 3" plus 6" move was "legal" anyway, even if it seemed a bit...odd.
The Marneus Calgar question doesnt answer the issue, which is about NR! - as not functioning as a Fearless unit deos not stop you from taking NR! wounds, at all...
8489
Post by: padixon
nosferatu1001 wrote:The 3" plus 6" move was "legal" anyway, even if it seemed a bit...odd.
The Marneus Calgar question doesnt answer the issue, which is about NR! - as not functioning as a Fearless unit deos not stop you from taking NR! wounds, at all...
I honestly didn't know that the 'extra' 3" move was legal...I guess I always played the way I did in 4th. But the Marneus Calgar one is odd for sure. I think they meant that that they don't take NR wounds, otherwise why would they include that question? But as of right now it is useless as it reads.
Also the SW one about the Thunder wolf Str upgrade is a bit ambiguous. Do they mean a +1 str as a straight modification or a +1 str that is added straight to its base stat line. As said before, if they mean the it as a modification, then the FAQ is not needed, as that is the way it is worded in the codex like any other weapon/wargear modification (frost weapons). Only if it changes the base stat line before a PF modification (for example) is a FAQ answer really needed.
They really didin't put too much thought in these, its like they put it all together in one afternoon.
29408
Post by: Melissia
None of my armies got an updated, hrm.
25580
Post by: Maelstrom808
padixon wrote:They really didin't put too much thought in these, its like they put it all together in one afternoon.
Which is kinda funny since from the looks of things, they've been sitting on some of them for over a month before publishing.
5394
Post by: reds8n
The recent rerelease of the DA upgrade sprue makes a whole lot more sense all of a sudden eh ?
60
Post by: yakface
Crevab wrote:Oh hey, they fixed Shrike
Took me a second to get what you were talking about but you're right they did (since you now attach ICs to units before ANY unit is deployed). That also fixes the Scorpion Phoenix Lord as well!
nosferatu1001 wrote:The 3" plus 6" move was "legal" anyway, even if it seemed a bit...odd.
The Marneus Calgar question doesnt answer the issue, which is about NR! - as not functioning as a Fearless unit deos not stop you from taking NR! wounds, at all...
Agreed, but I think we can at least figure out the point of including the ruling, even if it isn't worded as well as it should be.
padixon wrote:nosferatu1001 wrote:The 3" plus 6" move was "legal" anyway, even if it seemed a bit...odd.
The Marneus Calgar question doesnt answer the issue, which is about NR! - as not functioning as a Fearless unit deos not stop you from taking NR! wounds, at all...
I honestly didn't know that the 'extra' 3" move was legal...I guess I always played the way I did in 4th. But the Marneus Calgar one is odd for sure. I think they meant that that they don't take NR wounds, otherwise why would they include that question? But as of right now it is useless as it reads.
Also the SW one about the Thunder wolf Str upgrade is a bit ambiguous. Do they mean a +1 str as a straight modification or a +1 str that is added straight to its base stat line. As said before, if they mean the it as a modification, then the FAQ is not needed, as that is the way it is worded in the codex like any other weapon/wargear modification (frost weapons). Only if it changes the base stat line before a PF modification (for example) is a FAQ answer really needed.
They really didin't put too much thought in these, its like they put it all together in one afternoon.
Well, I disagree that the extra 3" was 'legal' before because ATSNKF simply removes the prohibition agains the unit moving 'normally' on the turn it regroups and a unit that moves 'normally' can move up to 6" in the movement phase, so even if you make a 3" consolidation move, the unit should still only be able to move another 3".
But I digress, because its a moot point now!
And as for the Thunderwolf ruling, it seems pretty clear to me...the base stat is modified, this can only mean as opposed to it being a standard modifier that is applied during the game. So yes, Powefist models on a Thunderwolf are striking at S10.
6846
Post by: solkan
Crevab wrote:Oh hey, they fixed Shrike
They fixed Karandras, even!
29408
Post by: Melissia
yakface wrote:Crevab wrote:Oh hey, they fixed Shrike
Took me a second to get what you were talking about but you're right they did (since you now attach ICs to units before ANY unit is deployed). That also fixes the Scorpion Phoenix Lord as well!
Does that mean they fixed Tyranid Primes, too?
10746
Post by: Corrode
Melissia wrote:yakface wrote:Crevab wrote:Oh hey, they fixed Shrike
Took me a second to get what you were talking about but you're right they did (since you now attach ICs to units before ANY unit is deployed). That also fixes the Scorpion Phoenix Lord as well!
Does that mean they fixed Tyranid Primes, too?
Fixed them how, exactly?
29408
Post by: Melissia
If you can attach IC units before any unit is deployed, couldn't you attach a Tyranid Prime to a deep striking Warriors unit?
Or does this ruling only apply to Marines because GW doesn't like anyone else?
1478
Post by: warboss
yakface wrote:Crevab wrote:Oh hey, they fixed Shrike
Took me a second to get what you were talking about but you're right they did (since you now attach ICs to units before ANY unit is deployed). That also fixes the Scorpion Phoenix Lord as well!
nosferatu1001 wrote:The 3" plus 6" move was "legal" anyway, even if it seemed a bit...odd.
The Marneus Calgar question doesnt answer the issue, which is about NR! - as not functioning as a Fearless unit deos not stop you from taking NR! wounds, at all...
Agreed, but I think we can at least figure out the point of including the ruling, even if it isn't worded as well as it should be.
agreed, i think it does in a typical GW incompletely worded sort of way. is there any other situation other than taking no retreat wounds that this distinction would make any difference? i can't think of any. unless there is some additional distinction about them not being actually fearless when choosing to auto pass the test, it has to have a bearing on no retreat otherwise they specifically made a clarification for no reason other than to take up space in the document.
yakface wrote:
Nope they didn't add that to the changes...it looks like DA still can't Scout + turbo boost, although their Land Speeder appears to still be a scoring unit as well!
eh, 3/4 of an update to 5th edition is 3/4 more than i had this time yesterday. perhaps they'll address that (and the scoring speeder of doom that no one takes, lol) in version 1.2...
25580
Post by: Maelstrom808
Melissia wrote:If you can attach IC units before any unit is deployed, couldn't you attach a Tyranid Prime to a deep striking Warriors unit?
Or does this ruling only apply to Marines because GW doesn't like anyone else?
Sadly no... GW still hates us Tyranid players.
We can't do it because our FAQ expressly forbids it.
11610
Post by: Tzeentchling9
Looks like the Duke's Assault Boat army is still a go. You'd think they might have said something about that.
10746
Post by: Corrode
Melissia wrote:If you can attach IC units before any unit is deployed, couldn't you attach a Tyranid Prime to a deep striking Warriors unit?
Or does this ruling only apply to Marines because GW doesn't like anyone else?
Attaching a Prime to a unit in a pod was never a problem of when you had to do it (like Shrike/Karandras and Infiltrating a unit). It's just prohibited by the Nid FAQ.
Worth bearing in mind in that case that it helps Eldar as well although not much since Karandras is still bollocks.
8723
Post by: wyomingfox
Awwweee... BT don't have to pay SW prices for Storm Shields  .
29408
Post by: Melissia
Well, that's unbelievably stupid.
19754
Post by: puma713
Crevab wrote:Oh hey, they fixed Shrike
Could you elaborate? I can't view the FAQs at work.
25580
Post by: Maelstrom808
Melissia wrote:Well, that's unbelievably stupid.
Yes...yes it is...
It's the single reason I want to strangle the FAQ writers...everything else I can get along with, but that one ruling makes me want to punch a baby.
10746
Post by: Corrode
Maelstrom808 wrote:Melissia wrote:Well, that's unbelievably stupid.
Yes...yes it is...
It's the single reason I want to strangle the FAQ writers...everything else I can get along with, but that one ruling makes me want to punch a baby.
Really? Not Shadow in the Warp not affecting things in vehicles?
1478
Post by: warboss
puma713 wrote:Crevab wrote:Oh hey, they fixed Shrike
Could you elaborate? I can't view the FAQs at work.
i believe the rules lawyer issue was that you don't attach IC's till deployment (which is placement on the table) so no unit could ever actually use shrike's outflank rule since they would already technically be on the table for him to join them or some such. since IC's joining is now before the declarations of outflanking/deployment/reserve, that's no longer a problem. that being said, i *never* saw anyone arguing against using himt him that way outside of the YMDC subforum.
25580
Post by: Maelstrom808
Corrode wrote:Maelstrom808 wrote:Melissia wrote:Well, that's unbelievably stupid.
Yes...yes it is...
It's the single reason I want to strangle the FAQ writers...everything else I can get along with, but that one ruling makes me want to punch a baby.
Really? Not Shadow in the Warp not affecting things in vehicles?
That one is a poor judgement as well, but I can live with it since it's at least consistant with the fact that METAL BAWKSES are apparently some sort of one way psychic wall that no psychic power may enter but can radiate auras and such with no problems at all, and in fact improves their radius slightly. Stupid, but consistant.
The ICs being banned from spore pods make no sense whatsoever though, other than the FAQ writer routinely gets his teeth kicked in by a tyranid player and is a vindictive, petty person.
19754
Post by: puma713
warboss wrote:puma713 wrote:Crevab wrote:Oh hey, they fixed Shrike
Could you elaborate? I can't view the FAQs at work.
i believe the rules lawyer issue was that you don't attach IC's till deployment (which is placement on the table) so no unit could ever actually use shrike's outflank rule since they would already technically be on the table for him to join them or some such. since IC's joining is now before the declarations of outflanking/deployment/reserve, that's no longer a problem. that being said, i *never* saw anyone arguing against using himt him that way outside of the YMDC subforum.
Oh yeah, that. Yeah that was already accepted around here anyway.
Damn, still nothing about psychic powers affecting ICs and a unit and what happens to the effects if the IC leaves.
Oooh, the Dais of Destruction cannot be upgraded? Guess that answers that debate!
29408
Post by: Melissia
Right, only Space Marine named characters can be upgraded.
8617
Post by: Hulksmash
I did a happy dance, I really did. BT's or DA's here I come! I've been looking for a viable Termie heavy army for this year and now I have one!
1478
Post by: warboss
Hulksmash wrote:I did a happy dance, I really did. BT's or DA's here I come! I've been looking for a viable Termie heavy army for this year and now I have one!
you may want to wait for the grey knight codex before assembling those models as they're rumored to have termie troops as well.
19754
Post by: puma713
Interesting:
GW wrote:Q: If a unit with the Power from Pain special rule destroys an enemy unit, does it gain a pain token no matter how the unit was destroyed? For example the resultant explosion from shooting at a vehicle wipes out an enemy unit. (pg. 25)
A: Yes.
60
Post by: yakface
Maelstrom808 wrote:
That one is a poor judgement as well, but I can live with it since it's at least consistant with the fact that METAL BAWKSES are apparently some sort of one way psychic wall that no psychic power may enter but can radiate auras and such with no problems at all, and in fact improves their radius slightly. Stupid, but consistant.
The ICs being banned from spore pods make no sense whatsoever though, other than the FAQ writer routinely gets his teeth kicked in by a tyranid player and is a vindictive, petty person.
Consistent except for every other anti-psychic thing in the game besides Shadow in the Warp affecting psykers in vehicles?
Yeah, that's consistent!
Another ruling that I think causes more trouble than its worth is the ruling for ICs joined to units giving up Power For Pain tokens when killed. They ruled this only happens if the model is an IC at the time, so if its an old school 'retinue', then the IC doesn't give up a separate pain token until he 'becomes' an IC (by having the rest of his unit killed).
The problem is, most people I know play that an IC that is joined to a unit continues to count as being part of that unit until his next turn (when ICs are normally able to leave a unit).
What does this all mean? Well, if a 'retinue IC' is part of a retinue and the rest of his unit gets gunned down by shooting (for example) then the opposing DE player would NOT get a Pain Token because he's the last member of the unit (and he's still alive)...but he DOES become an IC as soon as the last model in his unit is destroyed.
So now in the ICs next movement phase he officially counts as no longer being part of his (former) unit, which I guess (?) at that point gives up a pain token to the unit who gunned them down last turn. And now apparently the IC can be killed and give up a 2nd pain token?
Eh, the whole thing makes my head hurt.
19754
Post by: puma713
Heh, Implosions missles can't be used to snipe anyone.
8723
Post by: wyomingfox
Maelstrom808 wrote:Corrode wrote:
Really? Not Shadow in the Warp not affecting things in vehicles?
That one is a poor judgement as well, but I can live with it since it's at least consistant with the fact that METAL BAWKSES are apparently some sort of one way psychic wall that no psychic power may enter but can radiate auras and such with no problems at all, and in fact improves their radius slightly. Stupid, but consistant.
Shadows in the Warp is no more a psychic power than runic weapons or psychic hoods are. The only thing consistant was that the ruling gave mech lists another edge.
4395
Post by: Deadshane1
Belial
1 x Termie command squad with apoth, standard, cyclone, 4xThammer
6 x termie squads w/cyclone and 4xThammer
add 4xchainfists on 4 of the cyclones
1850pts
3++ Scoring terminators with Deathwing Assault, interesting.
Too bad I couldnt fit in a terminator libby, with all the updates, they still have unlimited range psychic hoods.
Mech Guard armies are disappoint.
19754
Post by: puma713
Deadshane1 wrote:Belial
1 x Termie command squad with apoth, standard, cyclone, 4xThammer
6 x termie squads w/cyclone and 4xThammer
add 4xchainfists on 4 of the cyclones
1850pts
3++ Scoring terminators with Deathwing Assault, interesting.
Nice. Maybe we'll start seeing some more DA around the tournament scene!
4736
Post by: airmang
puma713 wrote:Interesting:
GW wrote:Q: If a unit with the Power from Pain special rule destroys an enemy unit, does it gain a pain token no matter how the unit was destroyed? For example the resultant explosion from shooting at a vehicle wipes out an enemy unit. (pg. 25)
A: Yes.
Yes I think this one has been overlooked a bit, and could be interesting in a game....
28090
Post by: liam0404
Does this mean that DE would get PFP from sweeping advance too?
8723
Post by: wyomingfox
airmang wrote:puma713 wrote:Interesting:
GW wrote:Q: If a unit with the Power from Pain special rule destroys an enemy unit, does it gain a pain token no matter how the unit was destroyed? For example the resultant explosion from shooting at a vehicle wipes out an enemy unit. (pg. 25)
A: Yes.
Yes I think this one has been overlooked a bit, and could be interesting in a game....
So if a unit of DE warriors is within 6" of a unit of SM, who are falling back and can't regroup, and the SM fall back off the table...
4736
Post by: airmang
Yeah, the way this seems to read is that ANYTHING that a DE unit does that would cause a unit to be destroyed (even if indirectly) would cause them to gain a pain token.
19754
Post by: puma713
liam0404 wrote:Does this mean that DE would get PFP from sweeping advance too?
Seems so.
15732
Post by: Rugrud
Q: Can you take a Drop Pod with a 10-man squad and
then put a combat squad in it, deploying the other combat
squad on the table, or leave it in reserve but not in the
Drop Pod? (p69)
A: No, because squads that are placed in reserve may not
break down into combat squads.
Does that prevent say Blood angels to split their assault squads into 5 man squads and DS? I fint it hard to believe...
This Q&A was already there in the DA FAQ, so i wonder if this is a real change or an error of copy/paste - consitency thing...
8723
Post by: wyomingfox
airmang wrote:Yeah, the way this seems to read is that ANYTHING that a DE unit does that would cause a unit to be destroyed (even if indirectly) would cause them to gain a pain token.
If an enemy unit deepstrikes ontop of a DE unit and is destroyed (or maybe it is removed from play) due to a mishap  .
If an enemy unit is trapped after falling back (assuming that the enemy unit is surrounded by a DE unit), which DE unit gets the pain token. The unit that caused the enemy unit to fall back or the DE unit that did the trapping?
I think this ruling creates more questions than answers personally.
19754
Post by: puma713
Rugrud wrote:Q: Can you take a Drop Pod with a 10-man squad and
then put a combat squad in it, deploying the other combat
squad on the table, or leave it in reserve but not in the
Drop Pod? (p69)
A: No, because squads that are placed in reserve may not
break down into combat squads.
Does that prevent say Blood angels to split their assault squads into 5 man squads and DS? I fint it hard to believe...
No, a BA player would roll for the unit collectively and then combat squad them as they deepstrike. This is asking if you can combat squad before the game has begun, put half in a Drop Pod and the other half in reserve.
60
Post by: yakface
puma713 wrote:liam0404 wrote:Does this mean that DE would get PFP from sweeping advance too?
Seems so.
They already did before this FAQ!
airmang wrote:Yeah, the way this seems to read is that ANYTHING that a DE unit does that would cause a unit to be destroyed (even if indirectly) would cause them to gain a pain token.
Ummm, no. You still have to be able to identify that a unit actually destroyed another unit. For example, a unit falling back off the table is not being destroyed by any unit, they count as casualties due to a rule unrelated to any unit.
Rugrud wrote:Q: Can you take a Drop Pod with a 10-man squad and
then put a combat squad in it, deploying the other combat
squad on the table, or leave it in reserve but not in the
Drop Pod? (p69)
A: No, because squads that are placed in reserve may not
break down into combat squads.
Does that prevent say Blood angels to split their assault squads into 5 man squads and DS? I fint it hard to believe...
This Q&A was already there in the DA FAQ, so i wonder if this is a real change or an error of copy/paste - consitency thing...
That seems to be the case!
13937
Post by: BrassScorpion
Crap, no more Drop Podding into terrain. My marines might explode
Huh? I didn't see anything like that. There's a line about missing the table and a bunch of other Drop Pod stuff that has nothing to do with that at all, but I didn't see anything about terrain in the Space Marine FAQ 1.1 or the main rule book FAQ.
25580
Post by: Maelstrom808
yakface wrote:Consistent except for every other anti-psychic thing in the game besides Shadow in the Warp affecting psykers in vehicles?
Yeah, that's consistent!
True, I had forgot about that angle...well it still only makes me want to slap a baby instead of punch one
wyomingfox wrote:Shadows in the Warp is no more a psychic power than runic weapons or psychic hoods are. The only thing consistant was that the ruling gave mech lists another edge.
Fine, psychic effect or whatever you want to call it. At least I can still carve open the tin can to get to the psyker. I can't do anything about the IC ruling.
Anyway you get the point and this is OT for the updated stuff...
8723
Post by: wyomingfox
BrassScorpion wrote:Crap, no more Drop Podding into terrain. My marines might explode
Huh? I didn't see anything like that. There's a line about missing the table and a bunch of other Drop Pod stuff that has nothing to do with that at all, but I didn't see anything about terrain in the Space Marine FAQ 1.1 or the main rule book FAQ.
Q: Does a unit being transported by a vehicle that has
arrived by Deep Stike that turn also count as having
arrived by Deep Strike? (p95)
A: Yes.
Q: If models disembark from a transport into dangerous
terrain, do they take a dangerous terrain test? Unlike Pilein
or Consolidation moves, disembarking does not
specifically states that it doesn't trigger dangerous terrain
tests. (p67)
A: Dangerous terrain says you test for every model that
has 'entered, left or moved through' the terrain. As there is
no exception in the text, disembarking models do have to
test. However, if they disembark at the beginning of their
move and then move after the disembarkation, only one
test is needed, not two.
13937
Post by: BrassScorpion
Thanks, I did my keyword search on the term, "Drop Pod" rather than "vehicle" or "deep strike" so I didn't see that.
19754
Post by: puma713
yakface wrote:
Ummm, no. You still have to be able to identify that a unit actually destroyed another unit. For example, a unit falling back off the table is not being destroyed by any unit, they count as casualties due to a rule unrelated to any unit.
That's just it - this FAQ is a bit of a slippery slope. You can say that a unit within 6" "caused" the destruction of the unit by not allowing a regroup. If the unit would have been normally allowed to regroup, but couldn't and was destroyed, what was the cause of the destruction? Running off the table. Yes, but what caused them to run off the table? Not being able to regroup. What caused them not to be able to regroup? A unit within 6".
A unit was destroyed by an exploding vehicle. The DE unit didn't destroy the enemy unit, a vehicle did. Yes, but the vehicle's destruction is what caused the unit to be destroyed and what caused the vehicle to be destroyed was the DE unit.
They are similar causal leaps.
Yakface wrote:Rugrud wrote:Q: Can you take a Drop Pod with a 10-man squad and
then put a combat squad in it, deploying the other combat
squad on the table, or leave it in reserve but not in the
Drop Pod? (p69)
A: No, because squads that are placed in reserve may not
break down into combat squads.
Does that prevent say Blood angels to split their assault squads into 5 man squads and DS? I fint it hard to believe...
This Q&A was already there in the DA FAQ, so i wonder if this is a real change or an error of copy/paste - consitency thing...
That seems to be the case!
? What is the case? Why can't a BA player deploy the unit via deepstrike, thereby splitting into combat squads at deployment?
25580
Post by: Maelstrom808
wyomingfox wrote:BrassScorpion wrote:Crap, no more Drop Podding into terrain. My marines might explode
Huh? I didn't see anything like that. There's a line about missing the table and a bunch of other Drop Pod stuff that has nothing to do with that at all, but I didn't see anything about terrain in the Space Marine FAQ 1.1 or the main rule book FAQ.
Q: Does a unit being transported by a vehicle that has
arrived by Deep Stike that turn also count as having
arrived by Deep Strike? (p95)
A: Yes.
Q: If models disembark from a transport into dangerous
terrain, do they take a dangerous terrain test? Unlike Pilein
or Consolidation moves, disembarking does not
specifically states that it doesn't trigger dangerous terrain
tests. (p67)
A: Dangerous terrain says you test for every model that
has 'entered, left or moved through' the terrain. As there is
no exception in the text, disembarking models do have to
test. However, if they disembark at the beginning of their
move and then move after
On the plus side...if I drop a spore pod with warriors into difficult terrain, they won't have to take a dangerous terrain test since it's not a "vehicle"  Not that I'd normally play it that way, but it's handy ammo for playing against a RAW junkie
Automatically Appended Next Post:
puma713 wrote:What is the case? Why can't a BA player deploy the unit via deepstrike, thereby splitting into combat squads at deployment?
Q: Can you take a Drop Pod with a 10-man squad and
then put a combat squad in it, deploying the other combat
squad on the table, or leave it in reserve but not in the
Drop Pod? (p32)
A: No, because squads that are placed in reserve may not
break down into combat squads.[/quote]
10746
Post by: Corrode
puma713 wrote:? What is the case? Why can't a BA player deploy the unit via deepstrike, thereby splitting into combat squads at deployment?
What are you talking about? You can't combat squad a unit held in reserve, which a unit that was Deep Striking would have to be. The only provision for combat squadding on Deep Strike is if you do so by Drop Pod; there's no other rule that allows you to combat squad on arrival.
19754
Post by: puma713
Corrode wrote:puma713 wrote:? What is the case? Why can't a BA player deploy the unit via deepstrike, thereby splitting into combat squads at deployment?
What are you talking about? You can't combat squad a unit held in reserve, which a unit that was Deep Striking would have to be. The only provision for combat squadding on Deep Strike is if you do so by Drop Pod; there's no other rule that allows you to combat squad on arrival.
Ah, that was what I was missing. I don't have any codices on me, since I'm at work. I thought there was a provision that states that "upon deployment", you may combat squad. Because if there wasn't you wouldn't be able to ever combat squad.
Which raises the debate about deep strike deployment versus deep strike movement.
60
Post by: yakface
puma713 wrote:
That's just it - this FAQ is a bit of a slippery slope. You can say that a unit within 6" "caused" the destruction of the unit by not allowing a regroup. If the unit would have been normally allowed to regroup, but couldn't and was destroyed, what was the cause of the destruction? Running off the table. Yes, but what caused them to run off the table? Not being able to regroup. What caused them not to be able to regroup? A unit within 6".
A unit was destroyed by an exploding vehicle. The DE unit didn't destroy the enemy unit, a vehicle did. Yes, but the vehicle's destruction is what caused the unit to be destroyed and what caused the vehicle to be destroyed was the DE unit.
They are similar causal leaps.
I agree that this particular FAQ answer leaves lots of unanswered situations, but to draw the conclusions you have means that every unit is responsible for destroying every unit in the game, because every unit has some sort of indirect effect on every other unit in the game.
In the specific case covered in the FAQ, a direct link can be drawn back to the unit doing the destroying. They destroyed the vehicle which caused the explosion which destroyed the enemy unit.
In the case of a unit being removed due to falling back to a table edge, no enemy unit was directly responsible for triggering that special rule...You could try to argue that the enemy unit that caused them to fall back could be responsible, but the act of falling back is not what destroyed the unit...they could have potentially regrouped for example.
So yeah, while this answer certainly leaves a lot of questions up to be answered by the players (or a fan FAQ), there obviously has to be a line drawn somewhere or else you just have every single unit being responsible for the destruction of every unit.
Ah, that was what I was missing. I don't have any codices on me, since I'm at work. I thought there was a provision that states that "upon deployment", you may combat squad. Because if there wasn't you wouldn't be able to ever combat squad.
Which raises the debate about deep strike deployment versus deep strike movement.
Yeah, that is what their rule says in the codex (well, it says 'when the unit is deployed', which is different then 'during deployment'), so that's why this FAQ ruling is a big change.
And Deep Striking is both deployment and movement, as is a unit that arrives normally from Reserves.
19797
Post by: gannam
Q: When a Damaged – Weapon Destroyed result is rolled
and a weapon is destroyed are any built-in, combi or coaxial
weapons attached to it also destroyed? (p61)
A: Yes.
This seems like a new nerf to Razorbacks with las/plas on them.
Now if they get a weapon destroyed, both weapons are gone.
25580
Post by: Maelstrom808
gannam wrote:Q: When a Damaged – Weapon Destroyed result is rolled
and a weapon is destroyed are any built-in, combi or coaxial
weapons attached to it also destroyed? (p61)
A: Yes.
This seems like a new nerf to Razorbacks with las/plas on them.
Now if they get a weapon destroyed, both weapons are gone.
Q: If a Razorback armed with a lascannon and twin-linked
plasma gun suffers a weapon destroyed result, does it
destroy both weapons or just one? (p35)
A: Only one weapon – either the lascannon or the twinlinked
plasma gun.
The plasma guns are not built-in, coaxial, or combi.
8723
Post by: wyomingfox
Maelstrom808 wrote:On the plus side...if I drop a spore pod with warriors into difficult terrain, they won't have to take a dangerous terrain test since it's not a "vehicle"  Not that I'd normally play it that way, but it's handy ammo for playing against a RAW junkie 
As a tyranid player, I think I should also apply this rule to Spore Pods even though the FAQ doesn't expressly mention thier scenario (not a vehicle). The mechanics would seam to be similar. Then again there is the Shadow in the Warp FAQ and I know SM players wouldn't apply that FAQ to their hoods when up against enemy psychers in a transport  .
1406
Post by: Janthkin
wyomingfox wrote:Maelstrom808 wrote:On the plus side...if I drop a spore pod with warriors into difficult terrain, they won't have to take a dangerous terrain test since it's not a "vehicle"  Not that I'd normally play it that way, but it's handy ammo for playing against a RAW junkie 
As a tyranid player, I think I should also apply this rule to Spore Pods even though the FAQ doesn't expressly mention thier scenario (not a vehicle). The mechanics would seam to be similar. Then again there is the Shadow in the Warp FAQ and I know SM players wouldn't apply that FAQ to their hoods when up against enemy psychers in a transport  .
We know spore pods aren't similar - Tyranid ICs won't climb in them.
4362
Post by: Ozymandias
Holy Crap! Time to start adding some TH/SS models to my Deathwing army. 3+ Invul save with Feel no Pain as Troops!? Yes please!
28444
Post by: DarknessEternal
All good things.
Still no word on Djinn Blades though.
4362
Post by: Ozymandias
Well they didn't fix RW bikes not being able to turboboost during scout like Marines but otherwise I'll take it!
29408
Post by: Melissia
yakface wrote:Consistent except for every other anti-psychic thing in the game besides Shadow in the Warp affecting psykers in vehicles?
How many other anti-psychic psyker powers are there?
3828
Post by: General Hobbs
Crevab wrote:Crap, no more Drop Podding into terrain. My marines might explode
Where do you see this???? I can't find any text that says differently.....
8723
Post by: wyomingfox
Melissia wrote:yakface wrote:Consistent except for every other anti-psychic thing in the game besides Shadow in the Warp affecting psykers in vehicles?
How many other anti-psychic psyker powers are there?
Shadow in the Warp is not listed in the codex as a "psychic power" Automatically Appended Next Post: General Hobbs wrote:Crevab wrote:Crap, no more Drop Podding into terrain. My marines might explode
Where do you see this???? I can't find any text that says differently.....
Q: Does a unit being transported by a vehicle that has
arrived by Deep Stike that turn also count as having
arrived by Deep Strike? (p95)
A: Yes.
7161
Post by: Necroagogo
Servitors not taking up an Elites slot is pretty nice for people running a MOTF dread-heavy army.
3828
Post by: General Hobbs
Ozymandias wrote:Holy Crap! Time to start adding some TH/SS models to my Deathwing army. 3+ Invul save with Feel no Pain as Troops!? Yes please!
How are you getting FNP on troops? Regular squads and DW squads can have apothecaries?????
13937
Post by: BrassScorpion
Death Wing Terminators can have an Apothecary in one squad and a banner too. Check out my conversions for those in the Gallery.
7161
Post by: Necroagogo
Woot! Vindication!
Duke Sliscus deploys like any other IC if the player's army contains no Kabalite Warriors or Trueborn.
29408
Post by: Melissia
wyomingfox wrote:Shadow in the Warp is not listed in the codex as a "psychic power" 
Neither are the powers used by that Doom fellow, but them being psychic in nature is the reason why GW says they don't work on transported individuals.
1478
Post by: warboss
BrassScorpion wrote:Death Wing Terminators can have an Apothecary in one squad and a banner too. Check out my conversions for those in the Gallery.
nice conversions. the other caveat to the rule is that belial *must* be taken to upgrade one of the Deathwing squads to a command squad.
24956
Post by: Xca|iber
REJOICE MY BROTHERS! Praise to the Emperor, Beloved by All! All the changes to BT are awesome (sure, some stuff got weaker, but overall these changes are great). TO THE CRUSADES! EDIT: No more +1A for the Servo-Harness Plasma Pistol, too bad. But now we can repair from inside a vehicle.
1406
Post by: Janthkin
Melissia wrote:wyomingfox wrote:Shadow in the Warp is not listed in the codex as a "psychic power" 
Neither are the powers used by that Doom fellow, but them being psychic in nature is the reason why GW says they don't work on transported individuals.
And you'd like to argue that a Psychic Hood isn't?
The Shadows ruling is inconsistent with every other piece of anti-psyker gear in the game.
35973
Post by: Gibbsey
gannam wrote:Q: When a Damaged – Weapon Destroyed result is rolled
and a weapon is destroyed are any built-in, combi or coaxial
weapons attached to it also destroyed? (p61)
A: Yes.
This seems like a new nerf to Razorbacks with las/plas on them.
Now if they get a weapon destroyed, both weapons are gone.
So you mean my furiso with blood talons and a built in multi-melta cant have a floating ghost multi-melta when the blood talon is removed Automatically Appended Next Post: Q: What is meant when the term ʻturnʼ is used? (p9)
A: Whenever the word turn is used it means player turn.
Otherwise it will clearly state game turn. In a complete
game turn both players get a player turn. Hence one game
turn will comprise two player turns.
There's a definition for "turn"! i wonder if they have the same thing for "phase"
14063
Post by: Roleplayer
wyomingfox wrote:Melissia wrote:yakface wrote:Consistent except for every other anti-psychic thing in the game besides Shadow in the Warp affecting psykers in vehicles?
How many other anti-psychic psyker powers are there?
Shadow in the Warp is not listed in the codex as a "psychic power"
Automatically Appended Next Post:
General Hobbs wrote:Crevab wrote:Crap, no more Drop Podding into terrain. My marines might explode
Where do you see this???? I can't find any text that says differently.....
Q: Does a unit being transported by a vehicle that has
arrived by Deep Stike that turn also count as having
arrived by Deep Strike? (p95)
A: Yes.
Created an interesting hilarious siation.
Drop lands fine, marines get out in terrain. because they are also deepstriking, they suffer deep strike mishap, and you roll go back into reserve.
Now they are in reserve without their drop pod, lol.
Do they walk onto the board now?
And what is the luff explanation? Did they leap back into their orbital battle barge?
10746
Post by: Corrode
The definition for turn was already in the rulebook. It's only in the FAQ because half the players in the game were completely ignorant of it.
e: Landing in terrain doesn't make you mishap, landing in impassable terrain, friendly models or 1" of enemy models does. Pods can't do any of those things, so you're safe. You might take a few DT tests though.
21196
Post by: agnosto
I'm sad. They didn't dig out the "anti-suck"
wand and wave it at the Tau for me. I am disappoint.
8723
Post by: wyomingfox
You don't roll on the mishap table for landing in dangerous terrain. Automatically Appended Next Post: Ozymandias wrote:Well they didn't fix RW bikes not being able to turboboost during scout like Marines but otherwise I'll take it!
They might have; the old DA FAQ prevented RW bikes from turboboosting in the scout phase. That FAQ is now gone.
13937
Post by: BrassScorpion
Storm Shields, DA... Dark Angel FAQ: "Page 54 – Storm shield Change to “A storm shield is a solid shield that has an energy field generator built into it. The energy field iscapable of deflecting almost any attack, even blows from lascannons and power weapons. A model with a storm shield has a 3+ invulnerable save. A model equipped with a storm shield can never claim the +1 Attack bonus for being"
So Dark Angels finally get the good newest version of the Storm Shields? Maybe we'll see some Dark Angels armies on game tables again soon.
23345
Post by: ryan3740
I find one thing really wrong in these SM updates.
Q. Can you take a Drop Pod with a 10-man squad and then put a combat squad in it, deploying the other combat
squad on the table, or leave it in reserve but not in the Drop Pod? (p35)
A. No, because squads that are placed in reserve may not break down into combat squads.
The underlined portion is actually incorrect. Read the rules for Combat Squad. It specifically says that you CAN combat squad when disembarking from the drop pod. So how can GW say you can combat squad and you cannot? In the Dark Angels rules for Combat Squad it specifically states, "Any unit left in reserve cannot combat squad." I compared word for word the Combat Squad rule between Dark Angels and Space Marines. That sentence is not in the Space Marine rules. After this sentence is the exception for disembarking from Drop Pods. SM codex actually reads oddly missing this sentence. I've had it confuse people why there is an exception for drop pods, when there's nothing to exception to. In codex Space Marine there is no rule saying you cannot break down into combat squads in reserve.
Now, the the answer to the question is correct, but GW's reasoning is not. You cannot both DEPLOY a unit on the table and NOT DEPLOY a unit by keeping them in reserve. You either deploy and combat squad now, or stay in reserve and combat squad later. Except DAs.
10746
Post by: Corrode
Combat squadding from a drop pod is specifically allowed by the combat squad rule. Any other form of combat squadding in reserve is not.
Problem solved!
23345
Post by: ryan3740
Corrode wrote:Combat squadding from a drop pod is specifically allowed by the combat squad rule. Any other form of combat squadding in reserve is not.
Problem solved!
That would require an errata on all SM codexes.
yakface wrote:GW have never, ever, ever seemed to make any effort to produce a new codex to fix 'issues' with the old one. Instead they seem to make new codexes based on what miniature line they want to work on, what miniature line revamp would work into the schedule, etc, etc, etc.
Are you forgetting Dark Eldar V2 codex? It's the only one I know of, but it could happen again...
1478
Post by: warboss
wyomingfox wrote:Ozymandias wrote:Well they didn't fix RW bikes not being able to turboboost during scout like Marines but otherwise I'll take it!
They might have; the old DA FAQ prevented RW bikes from turboboosting in the scout phase. That FAQ is now gone.
sorry, but the rule is in the codex. the faq ruling was there because the main rulebook faq said you CAN turbo boost in general while the DA codex said ravenwing can NOT. they still can't unfortunately...
29408
Post by: Melissia
Janthkin wrote:Melissia wrote:wyomingfox wrote:Shadow in the Warp is not listed in the codex as a "psychic power" 
Neither are the powers used by that Doom fellow, but them being psychic in nature is the reason why GW says they don't work on transported individuals.
And you'd like to argue that a Psychic Hood isn't?
The Psychic Hood is technological in nature.
So yes.
I would argue that the Psychic Hood is not a psychic power which GW doesn't label as a psychic power in game. No, it is a piece of technology which makes it harder for psykers to use psychic powers within its range.
I'm not saying I approve. Just that this is actually internally consistent.
5873
Post by: kirsanth
Melissia wrote:I would argue that the Psychic Hood is not a psychic power which GW doesn't label as a psychic power in game. No, it is a piece of technology which makes it harder for psykers to use psychic powers within its range. I'm not saying I approve. Just that this is actually internally consistent.
But only psychers can activate them. . .techologically?
14178
Post by: odmiller
warboss wrote:wyomingfox wrote:Ozymandias wrote:Well they didn't fix RW bikes not being able to turboboost during scout like Marines but otherwise I'll take it!
They might have; the old DA FAQ prevented RW bikes from turboboosting in the scout phase. That FAQ is now gone.
sorry, but the rule is in the codex. the faq ruling was there because the main rulebook faq said you CAN turbo boost in general while the DA codex said ravenwing can NOT. they still can't unfortunately...
There's a reason for this. Deathwing Assault.
If they could turboboost you'd be getting 30" pinpoint deepstrikes of termies on turn one.
1478
Post by: warboss
odmiller wrote:There's a reason for this. Deathwing Assault.
If they could turboboost you'd be getting 30" pinpoint deepstrikes of termies on turn one.
lol, ever try moving the full 24" while still staying more than 12" away from enemy models as the scout rules state? sure, you can move 30" but that realistically means you're going to an unoccupied corner or simply shifting in your own deployment zone. its not that overpowering in practice as it is in theory. i just don't like the fluff behind it. the *best* bikers in the imperium who SLEEP and EAT on their bikes can't do what a n00b ultramarine bike scout can do.
3933
Post by: Kingsley
Hm, Deathwing seems like an incredibly strong army now, with the potential to take mass TH/SS with Cyclone missiles in the same squad. Not sure how I feel about that.
4566
Post by: catharsix
i don't know if this will confuse me more, or clear up questions i have about DE. but then, i've got no head for this meta-game stuff...
19754
Post by: puma713
ryan3740 wrote:I find one thing really wrong in these SM updates.
Q. Can you take a Drop Pod with a 10-man squad and then put a combat squad in it, deploying the other combat
squad on the table, or leave it in reserve but not in the Drop Pod? (p35)
A. No, because squads that are placed in reserve may not break down into combat squads.
The underlined portion is actually incorrect. Read the rules for Combat Squad. It specifically says that you CAN combat squad when disembarking from the drop pod. So how can GW say you can combat squad and you cannot? In the Dark Angels rules for Combat Squad it specifically states, "Any unit left in reserve cannot combat squad." I compared word for word the Combat Squad rule between Dark Angels and Space Marines. That sentence is not in the Space Marine rules. After this sentence is the exception for disembarking from Drop Pods. SM codex actually reads oddly missing this sentence. I've had it confuse people why there is an exception for drop pods, when there's nothing to exception to. In codex Space Marine there is no rule saying you cannot break down into combat squads in reserve.
Now, the the answer to the question is correct, but GW's reasoning is not. You cannot both DEPLOY a unit on the table and NOT DEPLOY a unit by keeping them in reserve. You either deploy and combat squad now, or stay in reserve and combat squad later. Except DAs.
Corrode wrote:Combat squadding from a drop pod is specifically allowed by the combat squad rule. Any other form of combat squadding in reserve is not.
Problem solved!
Maybe I'm missing something (obviously I am). I hold a unit of 10 Blood Angel assault marines in reserve. I then roll a 5 on turn 2, bringing them in. They're still a unit of 10. Upon deployment (deep striking), I combat squad them.
What prevents this? Is it the combat squad rule? If so, does anyone have that wording? Combat squadding in reserve and combat squadding from reserve are two very different things.
3560
Post by: Phazael
oldone wrote:ok i take back what i said GW are such fan boys
Q. Is a model that has suffered an unsaved wound, but
hasnʼt been killed, from Arjac throwing his Foehammer
reduced to initiative 1 until the end of the next player turn?
(p51)
A. Yes.
yeah because everyone wants their IC model autosnuffed by JotWW....
1478
Post by: warboss
Fetterkey wrote:Hm, Deathwing seems like an incredibly strong army now, with the potential to take mass TH/SS with Cyclone missiles in the same squad. Not sure how I feel about that.
while i'm glad that this updates them to 5e standards for the most part, this isn't as much of a power boost overall as it is just a simplification to avoid confusion. is the SS and cyclone missile launcher specifically a boost? absolutely, but they're no better than their vanilla marine counterparts.. The FNP apothecary? to be honest, i'd prefer the old apothecary rule as it allowed me one no roll required terminator saved every player turn. the best part was that it applied to a model within 6" so it didn't have to be from the same squad and worked against plasma weapons. I'd consider this one to be a lateral change in power but good in the sense that now all marine apothecaries grant FNP (it was sometimes painful to explain to other players that my medic was different from theirs). smoke launchers? i prefered the only-glancing hits-with smoke since it coudn't be screwed up by my roll and guaranteed that my vehicle coudn't be one-shot destroyed by anything short of a melta. what this does is make DA more standard and less confusing on the tabletop with a medium boost to deathwing specifically.
3933
Post by: Kingsley
warboss wrote:Fetterkey wrote:Hm, Deathwing seems like an incredibly strong army now, with the potential to take mass TH/SS with Cyclone missiles in the same squad. Not sure how I feel about that.
while i'm glad that this updates them to 5e standards for the most part, this isn't as much of a power boost overall as it is just a simplification to avoid confusion. is the SS and cyclone missile launcher specifically a boost? absolutely, but they're no better than their vanilla marine counterparts.. The FNP apothecary? to be honest, i'd prefer the old apothecary rule as it allowed me one no roll required terminator saved every player turn. the best part was that it applied to a model within 6" so it didn't have to be from the same squad and worked against plasma weapons. I'd consider this one to be a lateral change in power but good in the sense that now all marine apothecaries grant FNP (it was sometimes painful to explain to other players that my medic was different from theirs). smoke launchers? i prefered the only-glancing hits-with smoke since it coudn't be screwed up by my roll and guaranteed that my vehicle coudn't be one-shot destroyed by anything short of a melta. what this does is make DA more standard and less confusing on the tabletop with a medium boost to deathwing specifically.
It's a huge power boost. Vanilla marines can't take TH/ SS terminators that also have strong long-range shooting options available, much less FNP.
1478
Post by: warboss
puma713 wrote:ryan3740 wrote:I find one thing really wrong in these SM updates.
Q. Can you take a Drop Pod with a 10-man squad and then put a combat squad in it, deploying the other combat
squad on the table, or leave it in reserve but not in the Drop Pod? (p35)
A. No, because squads that are placed in reserve may not break down into combat squads.
What prevents this? Is it the combat squad rule? If so, does anyone have that wording? Combat squadding in reserve and combat squadding from reserve are two very different things.
you have to read the exact wording. "SQUADS THAT ARE PLACED IN RESERVE MAY NOT..." in your example, did you ever place your squad in reserve? if so, you cannot break down into combat squads.
330
Post by: Mahu
warboss wrote:puma713 wrote:ryan3740 wrote:I find one thing really wrong in these SM updates.
Q. Can you take a Drop Pod with a 10-man squad and then put a combat squad in it, deploying the other combat
squad on the table, or leave it in reserve but not in the Drop Pod? (p35)
A. No, because squads that are placed in reserve may not break down into combat squads.
What prevents this? Is it the combat squad rule? If so, does anyone have that wording? Combat squadding in reserve and combat squadding from reserve are two very different things.
you have to read the exact wording. "SQUADS THAT ARE PLACED IN RESERVE MAY NOT..." in your example, did you ever place your squad in reserve? if so, you cannot break down into combat squads.
I feel I can go over the whole internet explaining this.
This is not true.
The decision to combat squad and the decision to put a unit into reserves happens at the same time. Deployment.
So the decision to combat squad can happen before you decide to place one or both units in reserve, as there is no set order.
All the FAQ prevents you from doing is splitting a single unit into combat squads after you have placed it in reserve, clarifying to those confused about the ability to combat squad when a unit arrives from reserves. The Drop Pod exception still take precedent, of course.
Nothing has changed as far as combat squads go.
1478
Post by: warboss
Fetterkey wrote:It's a huge power boost. Vanilla marines can't take TH/SS terminators that also have strong long-range shooting options available, much less FNP.
while i agree its a boost, it's not that big in actual practice. what you'll normally be shooting those 48" krak missles at (vehicles) will not be within range of your assault. i already experience that with my assault cannon and its rending ability.. half the time what is best to shoot is NOT what i can assault. it's a nice addition that admittedly adds an option but hardly a huge power boost. as FNP, blood angels can rock the FNP terminator squads (and 30 of them since its a range effect instead of within a squad). remember, you can only upgrade a single squad of 5 deathwing terminators to a command squad with an apothecary and that they already had an apothecary upgrade prior to the faq that was IMO almost as good.
19754
Post by: puma713
Mahu wrote:warboss wrote:puma713 wrote:ryan3740 wrote:*snip*
All the FAQ prevents you from doing is splitting a single unit into combat squads after you have placed it in reserve, clarifying to those confused about the ability to combat squad when a unit arrives from reserves. The Drop Pod exception still take precedent, of course.
Thank you, Mahu. This is exactly my point. It's a clarification of when a squad is broken into combat squads. It's not to say, "If you EVER put a squad into reserve, it cannot combat squad." But, "If you put a squad into reserve, it cannot combat squad while in reserve, but at its deployment."
At least, that's how I've read it.
270
Post by: winterman
I find one thing really wrong in these SM updates.
Q. Can you take a Drop Pod with a 10-man squad and then put a combat squad in it, deploying the other combat
squad on the table, or leave it in reserve but not in the Drop Pod? (p35)
A. No, because squads that are placed in reserve may not break down into combat squads.
The underlined portion is actually incorrect. Read the rules for Combat Squad. It specifically says that you CAN combat squad when disembarking from the drop pod. So how can GW say you can combat squad and you cannot? In the Dark Angels rules for Combat Squad it specifically states, "Any unit left in reserve cannot combat squad."
The QnA in question has been in the DA FAQ for the last two years or so. That's why it makes no sense, it was written for the DA codex, then all of a sudden copy and pasted into all the SM FAQs.
1478
Post by: warboss
Mahu wrote:warboss wrote:
you have to read the exact wording. "SQUADS THAT ARE PLACED IN RESERVE MAY NOT..." in your example, did you ever place your squad in reserve? if so, you cannot break down into combat squads.
I feel I can go over the whole internet explaining this.
This is not true.
The decision to combat squad and the decision to put a unit into reserves happens at the same time. Deployment.
So the decision to combat squad can happen before you decide to place one or both units in reserve, as there is no set order.
All the FAQ prevents you from doing is splitting a single unit into combat squads after you have placed it in reserve, clarifying to those confused about the ability to combat squad when a unit arrives from reserves. The Drop Pod exception still take precedent, of course.
Nothing has changed as far as combat squads go.
you're addign the distinction, not GW. the FAQ is saying squads in reserve cannot use combat squads while the drop pod has a specific exclusion to this general ruling under its own rules. the ruling makes no distinction between combat squading before deployement, during deployment, after deployment, coming in from reserve, on tuesdays, if your unit is painted aqua, etc... it simply says units placed in reserve can't combat squad. end of line. for better or worse, that's the ruling.
8617
Post by: Hulksmash
@Fetterkey
You'll see it in person probably in March if you make for the next single tournament at Misty Mountain
Of course this happens right after I ordered my guard foot army of doom....
Oh well...More Termies!!!!
9010
Post by: Rymafyr
DarknessEternal wrote:All good things.
Still no word on Djinn Blades though.
Actually the FAQ does address the issue:
Q. When a model has multiple special close combat weapons, do they only gain the effects of the one they choose to use in each round of combat or do they gain the effects of all of the special weapons they have?
A. They will only gain the effect of the weapon they choose to use. For example a Haemonoculus has a huskblade and an animus vitae. If he chooses to use his huskblade, he will not be able to attempt to gain a pain token from his animus vitae.
Personally I'm very pleased about the DE FAQ's especially in regards to the Void Mine  ! Everything seems very sensible and while the issue of DE units w/ PfP causing the destruction of enemy units indirectly and gaining pain tokens from that is going to be discoursed extensively; I think common sense could prevail in those instances.
24442
Post by: lindsay40k
Apologies if this has come up already, but from how I'm reading it the DA still have a Land Raider that only carries five Terminators...?
I suppose it was a bit much to ask for TOTAL parity with the vanilla dex...
105
Post by: Sarigar
DA Vet squads are very appealing as you can equip each and every one of them with Storm Shields.
You can have a Ravenwing squad with FNP (if you have Sammael)
You can have a Deathwing squad with FNP (if you have Belial)
DW squads seem very reasonably priced now with the Cyclone Missile Launcher. They are Fearless, can mix equipment and have the DW assault which really makes them play differently than normal Terminators.
Belial seems much better now with the upgraded Storm Shield option.
I won't say DA will be an uber army, but I'm confident it can be reasonably competitive against a lot more armies.
RW still can't turboboost while Scouting, but I don't think this is all that big an issue (granted, they don't get the 3+ cover save in the scout move). But, being able to accurately drop the new and improved Deathwing could prove interesting.
I've been so excited about the DA, I've not even looked at the other FAQs
8617
Post by: Hulksmash
Standard Vanilla space marines are the only ones with the increased standard LR transport capacity. Or drop pod. It's part of their thing. DA's get bike/termi troops and mixed termi squads. That's their thing. Trust me, you've now closed in on parity with C: SM. @Sarigar I know, i was on the phone with a buddy this morning who wanted to talk about the DE FAQ but I couldn't click off the DA's
30967
Post by: Pyronick
Anybody else notice that the bottom of Page 4 on the Vanilla Space Marines FAQ said Warhammer: Codex Vampire Counts!
Silly intern.
8617
Post by: Hulksmash
Maybe that's why it took so long to post them. They had lost 'em
4670
Post by: Wehrkind
Pyronick wrote:Anybody else notice that the bottom of Page 4 on the Vanilla Space Marines FAQ said Warhammer: Codex Vampire Counts!
Silly intern.
Damn, I was just about to post the same thing
18072
Post by: TBD
Xenith wrote:Woohoo, the Furioso libby can now take a frag cannon!
Q: Can a Furioso Librarian take additional wargear (such
as extra armour)? (p29)
A: No.
Unfortunately, this appears to me to explicitly say it can't. Not sure what made you think it can now take the Frag Cannon
(whether or not it is logical that it can't take the Cannon is an entirely different thing)
4670
Post by: Wehrkind
Come to think of it, they never gave CSM terminators relentless. I suppose no one worries about firing combi bolters at long range while moving anymore, though.
330
Post by: Mahu
you're addign the distinction, not GW. the FAQ is saying squads in reserve cannot use combat squads while the drop pod has a specific exclusion to this general ruling under its own rules. the ruling makes no distinction between combat squading before deployement, during deployment, after deployment, coming in from reserve, on tuesdays, if your unit is painted aqua, etc... it simply says units placed in reserve can't combat squad. end of line. for better or worse, that's the ruling.
You are making an assumption.
You don't understand the ruling.
WHen do you decide if a unit is going to combat squad? During Deployment.
When do you decide if a unit is going to be held in reserve? During Deployment.
A unit that is combat squaded immediately acts as two separate units. You are still in deployment, which means those two separate units, can then be deployed or held in reserve.
All the FAQ says is that you cannot make the choice to deploy a unit using the Combat Squad rules if you have already placed the unit in reserve. It is to clarify the after effects such as units that can deepstrike, etc. that are still technically deployed at the time they arrive from reserve.
You are assuming one of two things; that there is a set order of decisions during deployment that doesn't exist, or that the FAQ wording is saying something that it is not. Either way, it is wrong.
463
Post by: CaptKaruthors
This is awesome news for DA and Templar players. Finally, our codexes have some more options to work with now that some of the units got a boost and wargear has changed. Templars are going to be utter ball busters now. Here's why:
5 man termies squads with 2 cyclone MLs with tankhunters...you can take 5 of these units.
Buffed typhoons for 20pts cheaper than their vanilla counter parts
New PotMS makes our landraiders better
New PotMS makes our vindicators move 12" and fire the gun
New PotMS makes our predators able to split fire.
Our command squads get FNP for 15pts.
Our techmarines can now fix vehicles if they are in them.
Suddenly, the templars have some reliable shooting in their army...which opens up other builds for that codex.
26767
Post by: Kevin949
Aw man, no necron lovin. :( Heh. Mostly I was hoping for power weapon/rending additions to some models. LoL
35545
Post by: OrdoSean
WHen do you decide if a unit is going to combat squad? During Deployment.
When do you decide if a unit is going to be held in reserve? During Deployment.
You may want to reread the combat squad rule. It says you choose to combat squad when the unit is deployed... not durning "deployment" itself. You also do not chose to "deploy" a unit into reserves in the reserves section of the main rule book you will find that if you chose not to deploy a unit it is in reserves, so its an inaction not an action.
So Gw's ruling here means that a unit definitely cant be split half in reserve half on the table. Now the question arises when the unit is actually deployed.. when it comes in from reserves, can you split it then? personally I think so... but then again thats how Ive thought of combat squadding for a long time.
A unit being unable to be split while still in reserves means no half walking in half in a razorback.
34634
Post by: cgage00
I really wish they would redo tyranids. The ruling on asome thigns was DUMB. Also the hive tyrans not being IC in tyrant guard is kinda dumb. but oh well.
5344
Post by: Shep
Mahu wrote:You are making an assumption. You don't understand the ruling. WHen do you decide if a unit is going to combat squad? During Deployment. When do you decide if a unit is going to be held in reserve? During Deployment. A unit that is combat squaded immediately acts as two separate units. You are still in deployment, which means those two separate units, can then be deployed or held in reserve. All the FAQ says is that you cannot make the choice to deploy a unit using the Combat Squad rules if you have already placed the unit in reserve. It is to clarify the after effects such as units that can deepstrike, etc. that are still technically deployed at the time they arrive from reserve. You are assuming one of two things; that there is a set order of decisions during deployment that doesn't exist, or that the FAQ wording is saying something that it is not. Either way, it is wrong. Unfortunately, the FAQ wording is just way too straightforward and cut and dry to wiggle out of this. I say unfortunately, because I don't necessarily agree with the ruling. Exact wording is... A: No, because squads that are place in reserve may not break down into combat squads There just isn't any interpretation to make. Is your squad placed in reserve? Yes May it break down into combat squads? No If you "can't break down into combat squads" then I don't see how you can break down into combat squads, under any rationale
1406
Post by: Janthkin
cgage00 wrote:Also the hive tyrans not being IC in tyrant guard is kinda dumb. but oh well.
If by "dumb," you mean "incredibly useful," then I'd agree.
Being able to dump Force Weapon hits on the Tyrant Guard is actually pretty useful. So is having a majority WS of 9 (for the Swarmlord + 1 Guard).
1478
Post by: warboss
Shep wrote:Unfortunately, the FAQ wording is just way too straightforward and cut and dry to wiggle out of this.
I say unfortunately, because I don't necessarily agree with the ruling.
Exact wording is...
A: No, because squads that are place in reserve may not break down into combat squads
There just isn't any interpretation to make.
Is your squad placed in reserve? Yes
May it break down into combat squads? No
If you "can't break down into combat squads" then I don't see how you can break down into combat squads, under any rationale
agreed. the timing of combat squading makes no difference if the unit is being placed into reserve as the ruling is quite clear and concise. whether or not this was the intended effect, i have no idea but the ruling is clear when you don't add in your own baggage to obfuscate what is written.
60
Post by: yakface
Shep wrote:
Exact wording is...
A: No, because squads that are place in reserved may not break down into combat squads
There just isn't any interpretation to make.
Is your squad placed in reserve? Yes
May it break down into combat squads? No
If you "can't break down into combat squads" then I don't see how you can break down into combat squads, under any rationale
I agree (unfortunately), however here is something really curious:
The Dark Angels errata specifically removes the line from the codex that says Dark Angels units placed into Reserves cannot be split into combat squads...
...and then they go ahead and also include this FAQ answer.
I guess the one good thing about these FAQs is they've shown some willingness to update them with corrections, so we can only hope that this one gets clarified soon if it actually is a mistake (as it seems to be).
22190
Post by: Theduke07
oh wow at not being able to combat squad in reserve. What an nonsense ruling. How was this even an issue? IN addition I now have to take dangerous terrain on my marines when out of a drop pod into terrain? Jesus this needs a clean up.
8617
Post by: Hulksmash
So side note but does anyone think this was done to help make up for the 4% they were down? DISCUSS!
(I loves me some conspiracy theories  )
30875
Post by: Popsicle
3+ Storm Shields and FNP-giving Apothecary. At last.
*Savours the moment...*
20084
Post by: Sir Harry Flashman, VC
Kevin949 wrote:Aw man, no necron lovin. :( Heh. Mostly I was hoping for power weapon/rending additions to some models. LoL
Anyone know if other books will be Re-FAQed? Did GW do the Warhammer books all at once the other week or staged? It would be nice for the Necrons to have there rules brought up to the current edition and not two behind
463
Post by: CaptKaruthors
I think these changes are made to probably increase the diversity of marine armies on the table? OR probably to bring the DA and BT codexes in line with the other marines without having to do a complete rewrite. I definitely will be bringing my templars out again. I also will be adding Typhoons to my army for sure. Just when I thought I was done adding to this army...it sucks me back in again.
26767
Post by: Kevin949
Theduke07 wrote:oh wow at not being able to combat squad in reserve. What an nonsense ruling. How was this even an issue? IN addition I now have to take dangerous terrain on my marines when out of a drop pod into terrain? Jesus this needs a clean up.
Uh...didn't you always have to do that if you DS'd into difficult terrain it was treated as dangerous terrain.
1523
Post by: Saldiven
padixon wrote:The Voidraven Bomber has gotten waay better
Q: Can a void mine be used regardless of the speed the
Voidraven Bomber is moving at in its Movement phase?
(p47)
A: Yes.
Q: A void mine is used in the Movement phase. How does
this effect what weapons can be fired by the Voidraven
Bomber in the Shooting phase? (p47)
A: The void mine does not count towards the number of
weapons a Voidraven Bomber can fire that turn.
They can do a 36" movement, drop a str 9 blast lance weapon that only scatters d6, and also get a 4+ cover save...
This made me happy
11452
Post by: willydstyle
I really hope that this coaxes DA and BT players back to the game!
37127
Post by: poontangler
Awesome find.
18032
Post by: jspyd3rx
Know what's funny? Yesterday I posted that they should redo 40k FAQs like in fantasy. I also was the first to post this on here and warseer because I had nothing to do but play with my phone while waiting for my wife to be prepped for delivering my new daughter. Totally off topic I know, just wanted to share.
34348
Post by: Tmonster
they still haven't FAQ'd the wracks poisoned weapon upgrade.....
19754
Post by: puma713
Sir Harry Flashman, VC wrote:Kevin949 wrote:Aw man, no necron lovin. :( Heh. Mostly I was hoping for power weapon/rending additions to some models. LoL
Anyone know if other books will be Re-FAQed? Did GW do the Warhammer books all at once the other week or staged? It would be nice for the Necrons to have there rules brought up to the current edition and not two behind 
Unless they're next after GK, then they don't need an update. Automatically Appended Next Post: Pyronick wrote:Anybody else notice that the bottom of Page 4 on the Vanilla Space Marines FAQ said Warhammer: Codex Vampire Counts!
Silly intern.
Hulksmash wrote:Maybe that's why it took so long to post them. They had lost 'em 
Anyone checked the Vampire Counts book for these overdue FAQs?!?
105
Post by: Sarigar
Hulksmash wrote:So side note but does anyone think this was done to help make up for the 4% they were down? DISCUSS!
(I loves me some conspiracy theories  )
I'll bite on the conspiracy theory. If you think back a bit when the Battlewagon upgrade kit became available, GW had not ruled on the Deff Rolla-Ram issue. Locally, sales were not particularly good with the kit. After GW made the FAQ ruling that Deff Rollas can be used in Rams, then local Ork players were buying up the GW kit. I'd imagine this was more than just a local trend.
Today, I was estatic with the new DA FAQ. So much so, I just returned from the FLGS to finish up the purchases for my DA army.
GW delivered on the rules and I opened up my wallet. Maybe GW is realizing minis alone don't drive sales; the combination of cool minis and good rules drive sales.
8471
Post by: olympia
This means that DA and BT are not getting a new codex any time soon.
19754
Post by: puma713
Hulksmash wrote:So side note but does anyone think this was done to help make up for the 4% they were down? DISCUSS!
(I loves me some conspiracy theories  )
Maybe they were waiting for their quarterly and annual statements to release these.
99
Post by: insaniak
Kevin949 wrote:Theduke07 wrote:oh wow at not being able to combat squad in reserve. What an nonsense ruling. How was this even an issue? IN addition I now have to take dangerous terrain on my marines when out of a drop pod into terrain? Jesus this needs a clean up.
Uh...didn't you always have to do that if you DS'd into difficult terrain it was treated as dangerous terrain.
There was some disagreement as to how it should apply to transported units. This resolves that nicely, in a way that is consistent with the wording of the Deep Strike rules.
22184
Post by: Icon720
I am dusting off my DA and will be glueing on TH/SS tonight.
Beliel LC
Sarg TH/LS
Apoth TH/LS
Trooper -Cyclone TH/LS
Trooper- TH/LS
Trooper -LC
FNP and diversified. Plus they deep strike on turn one!
29784
Post by: timetowaste85
This was some of the best news I got today!! My newly started black templars just started hugging each other (in a non-heretical way) in happiness for having good land raiders and storm shields now! I wish rhino prices were cheaper, bolt pistols and CCW came standard on marshals and captains, but hey, their special rules make it worth spending the extra points. The templars are great now! We no longer need a new codex-this update was all that was really needed. Just a bit bummed about how they changed the holy orb is all. That's my only complaint. Oh, and the Signum. So 2 "blah" changes and a bunch of "Hell Yes!" changes
1478
Post by: warboss
timetowaste85 wrote:This was some of the best news I got today!! My newly started black templars just started hugging each other (in a non-heretical way) in happiness for having good land raiders and storm shields now! I wish rhino prices were cheaper, bolt pistols and CCW came standard on marshals and captains, but hey, their special rules make it worth spending the extra points. The templars are great now! We no longer need a new codex-this update was all that was really needed. Just a bit bummed about how they changed the holy orb is all. That's my only complaint. Oh, and the Signum. So 2 "blah" changes and a bunch of "Hell Yes!" changes
lol, you still need a codex update but GW finally got around to doing what they should have done with the release of 5e marines. better late than never!
8617
Post by: Hulksmash
Yeah I'm excited enough to pick up 2-3 more boxes of termies and 3 Landspeeders. The new core of my army is probably gonna look ilke 5 Terminator Troop squads w/1 of them upgraded, 3 Typhoons, and 2 drop podding dreadnoughts. Right around 1850 or so. Might be a little higher but I'll tweak if I need too. Might even get the Venerable Dreads since I don't have any yet and they are pretty  Or maybe not since I've got 2 dreads already painted in my armies colors. Either way, awesome!
29784
Post by: timetowaste85
Actually, the only updates I care about are those cheaper rhinos, more units (maybe having a grey knight squad as an elites choice in this book or something-NOT as an ally, but part of the book) and bolt pistols and grenades coming standard. And upping the WS of the Marshal and EC. Other than that..I think the book is perfect now. Maybe a few more SCs, but I don't use them as much anymore (except for daemons)
3564
Post by: Brother Bartius
So other than the afore mentioned IC joined units pre game boost for the Eldar (Karandras joining a Scorp unit that infiltrates) and I'm guessing, based on this thread, that Runes of warding no longer work on psychic powers cast from inside a vehicle, what other changes are there for Eldar?
Just curious.
I'm not a marine hater and hell, I even run a BT army on occasion, however I'm seeing a lot of boosts for marines in here (DA and BT - badly needed I know).
19754
Post by: puma713
Brother Bartius wrote:that Runes of warding no longer work on psychic powers cast from inside a vehicle
Where'd you get this?
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Post by: yakface
puma713 wrote:Brother Bartius wrote:that Runes of warding no longer work on psychic powers cast from inside a vehicle
Where'd you get this?
He got it from the erroneous discussion that went on earlier in this thread.
It is wrong. The only anti-psychic ability that doesn't affect psykers in a vehicle is Shadow in the Warp because the Tyranid FAQ says so.
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Post by: Sarigar
Hulksmash wrote:Yeah I'm excited enough to pick up 2-3 more boxes of termies and 3 Landspeeders. The new core of my army is probably gonna look ilke 5 Terminator Troop squads w/1 of them upgraded, 3 Typhoons, and 2 drop podding dreadnoughts. Right around 1850 or so. Might be a little higher but I'll tweak if I need too. Might even get the Venerable Dreads since I don't have any yet and they are pretty  Or maybe not since I've got 2 dreads already painted in my armies colors. Either way, awesome!
Interesting start. I'm still a bit perplexed as I think it's the HQ area I'm spending too many points on. I think the biggest thing this FAQ offers is not being called a fluff bunny when you pull out a Deathwing army.
Belial and 5 DW Squads with Cyclones (one squad upgraded w/ Apoth and Banner) is under 1500 points. 5 Scoring units with 2+/3+ saves can prove fun.
I may be stealing, err, borowing your idea.
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Post by: Brother Bartius
yakface wrote:puma713 wrote:Brother Bartius wrote:that Runes of warding no longer work on psychic powers cast from inside a vehicle
Where'd you get this?
He got it from the erroneous discussion that went on earlier in this thread.
It is wrong. The only anti-psychic ability that doesn't affect psykers in a vehicle is Shadow in the Warp because the Tyranid FAQ says so.
Apologies for any confusion caused by this.
Thanks for clarifying Yakface and let this be a lesson to you all. Drinking and posting in a rules discussion is a bad idea!
I'm still curious as to what other changes this FAQ makes to the Eldar though. Drinking or not.
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Post by: Fateweaver
Im eagerly awaiting the cries of cheese now with the UPDATED DW terminators.
Now for sure DW are better than Wolfwing can ever hope to be.
5 TH/ SS terminators with a 2shot cyclone and fearless (which doesn't hurt terminators THAT much) for the same price vanilla marines pay without the mix/match shenanigans.
Go go OP terminators.
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Post by: H.B.M.C.
Fateweaver wrote:Im eagerly awaiting the cries of cheese now with the UPDATED DW terminators.
You kidding? I say it's about time the Deathwing got their due. They're meant to be a cut above regular Codex Termies (not quite GK level, but you get the idea). More power to 'em I say.
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Post by: Fateweaver
I'm not saying they are but this is the interwebs. Somebody will.
I've seen the old DW played with the updated wargear and it wasn't pretty. At 2500 that's a lot of terminators with 3++ saves and crap ton of heavy 2 cyclones.
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Post by: Kevin949
What's really lame is they didn't change the BT PoTMS to BS 4 (Or I missed it?). well, good for me anyway since I play against BT a lot. Bad for my friend. Haha.
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Post by: LavuranGuard
Cool beans, both the BT and DE updated it's birthday and Christmas all at once.
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Post by: Scottywan82
In reference to the last page of the DE FAQ, the question at the bottom of the left-hand column.
Ummm..... can you HAVE two animus vitaes? I thought you could only have one per DE army.
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Post by: Brother Bartius
BT assault squads just got a whole lot better with 2 X 3++ saves on the storm shields. Combine with a chaplain ( as I used to like to do) and all of a sudden you have 3 decent inv saves.
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Post by: insaniak
Kevin949 wrote:What's really lame is they didn't change the BT PoTMS to BS 4 (Or I missed it?). well, good for me anyway since I play against BT a lot. Bad for my friend. Haha.
They did, by replacing the PotMS entry with a new entry that doesn't include the line about it being BS2. So vehicles with the PotMS will now fire at their own BS, as they do in the Marine codex.
Unfortunately, that causes problems for the BT Drop Pod, which doesn't have a BS of its own, as it can only fire using the PotMS... which up until now had its own BS...
Never mind... nothing to see here
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Post by: Raven Guard 085
I'm pumpped up about the new FAQ's but I wonder why they wont give Command Squads have jump packs!!! It sucks because Shrike cant take an Command Squads like the old Shrikes Wing.
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Post by: insaniak
They don't give Command Squads jump packs because that's one of the things that make Blood Angels armies stand out from normal Marines.
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Post by: Fxeni
insaniak wrote:Kevin949 wrote:What's really lame is they didn't change the BT PoTMS to BS 4 (Or I missed it?). well, good for me anyway since I play against BT a lot. Bad for my friend. Haha.
They did, by replacing the PotMS entry with a new entry that doesn't include the line about it being BS2. So vehicles with the PotMS will now fire at their own BS, as they do in the Marine codex.
Unfortunately, that causes problems for the BT Drop Pod, which doesn't have a BS of its own, as it can only fire using the PotMS... which up until now had its own BS...
Drop Pod has a BS of 2. It's in the unit entry. New POTMS doesn't change a thing for the BT drop pod, essentially.
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Post by: insaniak
So it is. Managed to miss that in my pre-second-coffee frenzy.
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Post by: yakface
But the BT drop pod gets to fire on the turn it lands, so its got that going for it!
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Post by: jspyd3rx
Man, currently in quiet time mode so flicked through DA codex with new updates. Holy something! They are going to be very scary come 'ard boys. Can't wait to see space wolves count as dark angels, hehe. Also, can probably make space sharks using Deathwing rules. Belial can be Tyberos. So many posibilities
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Post by: AgeOfEgos
Pretty exciting, they actually have someone writing FAQs now. Hope it keeps up.
As an aside, Deathwing...just got scary. 30 Scoring Terms with TH/SS and CMLS....cheap Typhoon Speeders...all under 1850. Yikes.
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Post by: shealyr
What I really hope is that they make an "amendments" section for each codex, hopefully even doing it semi-regularly to respond to game changing through new releases.
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Post by: Steelmage99
Icon720 wrote:I am dusting off my DA and will be glueing on TH/SS tonight.
Beliel LC
Sarg TH/LS
Apoth TH/LS
Trooper -Cyclone TH/LS
Trooper- TH/LS
Trooper -LC
FNP and diversified. Plus they deep strike on turn one!
Couldn't help but smile at the awesomeness that is a Deathwing Terminator Squad where the Sarge, the Apothecary and two Troopers are armed with Land Speeders.
"Take that, you bastards! I got a Thunder Hammer in my right hand and a flying Heavy Flamer/Multi Melta in my left!"
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Post by: Neconilis
Steelmage99 wrote:Icon720 wrote:I am dusting off my DA and will be glueing on TH/SS tonight.
Beliel LC
Sarg TH/LS
Apoth TH/LS
Trooper -Cyclone TH/LS
Trooper- TH/LS
Trooper -LC
FNP and diversified. Plus they deep strike on turn one!
Couldn't help but smile at the awesomeness that is a Deathwing Terminator Squad where the Sarge, the Apothecary and two Troopers are armed with Land Speeders.
"Take that, you bastards! I got a Thunder Hammer in my right hand and a flying Heavy Flamer/Multi Melta in my left!"
Seems balanced to me, they're both special weapons so he has to pick which one he's using each turn =)
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Post by: Cnevets
MY DA isn't quite so bad anymore ><
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Post by: Zid
DA and BT just got better...
Dunno how competative they will be, however. Seems they'll deal easily with Mech, but hordes and infantry heavy lists they might struggle against. 5 2+/3+ termis vs 30 orcs doesn't seem very favorable lol
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Post by: Nephil1m
Q. Can you take a Drop Pod with a 10-man squad and then put a combat squad in it, deploying the other combat
squad on the table, or leave it in reserve but not in the Drop Pod? (p35)
A. No, because squads that are placed in reserve may not break down into combat squads.
If you look at the example, it seems to be forbidding you from breaking the squad while it is still in reserves, as opposed to breaking it into CS when the unit is deployed (becomes available from reserves.) I think the intention here may be to say "No, squads that are placed in reserve may not break down into combat squads, [they have to break down into CS as a function of deployment/arrival.]" I mean, we all obviously know that you can break the turn you arrive via pod.
The example seems to be addressing the ordering of your forces before deployment (E.g., the putting of a half- tac in a pod while the other walks on) in which case it seems like careless word choice may have made this seem much bigger than it is. If they intended this point to cover breaking CS for the purposes of say, jump pack deep striking, it seems they should have chosen a more suitable example than the very specific example of pre-deployment ordering into different modes of arrival.
I'm not ruling out that it was their intention to say just that; it merely seems seriously questionable that they would use such a specific example for such a general ruling.
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Post by: focusedfire
IMO, BTs will be OP. I have playtested against them with bs 4 potms. Three squadrons of assault cannon/ multi-melta Speeders is just too fast when they have potms. It ends up being a first turn annihilation of the opponents heavy hitters.
[img]
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Post by: insaniak
Nephil1m wrote: I think the intention here may be to say "No, squads that are placed in reserve may not break down into combat squads, [they have to break down into CS as a function of deployment/arrival.]"
I think that's over-analysing it, to be honest. I'm more inclined to think the intention here was simply to create consistency between the various marine codexes, and whoever wrote the FAQ didn't notice that the caveat in Codex: Dark Angels about not being able to split if kept in reserve does not exist in the other Marine books...
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Post by: yakface
insaniak wrote:Nephil1m wrote: I think the intention here may be to say "No, squads that are placed in reserve may not break down into combat squads, [they have to break down into CS as a function of deployment/arrival.]"
I think that's over-analysing it, to be honest. I'm more inclined to think the intention here was simply to create consistency between the various marine codexes, and whoever wrote the FAQ didn't notice that the caveat in Codex: Dark Angels about not being able to split if kept in reserve does not exist in the other Marine books...
Agreed, although the funny thing is that caveat in the Dark Angel book is actually REMOVED by the errata section of the same document!
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Post by: Shinkaze
FAQs are supposed to solve problems, not introduce more right? Nice wordings.
Does anyone else think that the PfP ruling in regasds to Beastmaster goes against the actual text for PfP? It seems to me that if that is their intent they should errata the rule instead of making a ruling on it. If they think that Beastmaster squads are too powerful with it I understand, I just think they should fix the rule instead of making a ruling that contradicts the text in the codex.
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Post by: CT GAMER
reds8n wrote:The recent rerelease of the DA upgrade sprue makes a whole lot more sense all of a sudden eh ?
Quoted for truth, and as yak stated: when they want to sell you somehing you'll get your FAQ/codex, and not a second sooner...
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Post by: Griever
Thanks GW!
This seals it, I'm starting up a Black Templars army
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Post by: Devilsquid
Duuude. All three of the things that irked me about my Deathwing got changed. Score.
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Post by: Lord of battles
Maelstrom808 wrote:Q. If Korʼsarro Khan rolls a 6 to wound a model with a
Toughness so high he cannot usually wound it, will
Moonfang still inflict Instant Death on it? (p94)
A. Yes.
pffft...who needs consistancy?
Oh ya!
Q. Some Space Marine squads can take a Razorback as a
dedicated transport. A Razorback has a transport capacity
of six models. Can you still choose this as a dedicated
transport for a squad with more than six models in? (p40)
A. Yes.
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Post by: Slackermagee
Holy Piss. Black templar terminator commands and terminator squads can, when upgraded properly, fire 4 S9 shots at 48" against vehicles. Scary.
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Post by: Sarigar
Shinkaze wrote:
FAQs are supposed to solve problems, not introduce more right? Nice wordings.
Does anyone else think that the PfP ruling in regasds to Beastmaster goes against the actual text for PfP? It seems to me that if that is their intent they should errata the rule instead of making a ruling on it. If they think that Beastmaster squads are too powerful with it I understand, I just think they should fix the rule instead of making a ruling that contradicts the text in the codex.
I was surprised to see that this was even an issue. The entry for Beastmaster actually separates their Special Rules between the Beastmaster and the various creatures. Only the Beastmaster had PfP in the Special Rules. Same goes for the Harlies; no PfP Special Rule. I know PfP indicates 'unit', but the Beastmaster unit seemed very explicit on who actually gets PfP.
If folks go by the mantra that GW doesn't write easter eggs, this kinds of issues would crop up much less often.
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Post by: Hulksmash
@sarigar
I could see it going both ways actually. However having watched and played this hobby for....way to long...I straight up told a buddy of mine how they would rule on it and shockingly....I was right again...
Oh well, I'm actually very happy with all of them w/the sole exception of the combat squading oopsy that seriously impacts BA's, Scout Bikers (hey I use them!), and a couple of other units.
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Post by: Davor
Could this be why the supposedly missing Black Templar army at the Main HQ in UK, that it was being Play tested with the FAQ?
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Post by: Kevin949
Why would they need to play test what is in the FAQ when most of it was to keep them in line with every other space marine army? There was really very little change to BT specific stuff.
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Post by: focusedfire
@ Kevin- IMO, you could not be more wrong in your assessment of the change to the BT. This faq just made the BT the shootiest mechanized army in the game. Remember, BT can get potms on every vehicle in their codex as a buyable upgrade.
In essence, this faq just turned the very assault oriented BTS into an effective and highly mobile ranged combat army without reducing the hth abilities for balance.
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Post by: yakface
focusedfire wrote:@ Kevin- IMO, you could not be more wrong in your assessment of the change to the BT. This faq just made the BT the shootiest mechanized army in the game. Remember, BT can get potms on every vehicle in their codex as a buyable upgrade.
In essence, this faq just turned the very assault oriented BTS into an effective and highly mobile ranged combat army without reducing the hth abilities for balance.
Nah. They're still paying up the nose for Razorbacks compared to other chapters (and Razorbacks are essential for making a shooty mech Marine army), so while you may be able to get PotMS on all your vehicles, the points make that army build not nearly as efficient as other armies (like the Space Wolves).
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Post by: focusedfire
@Yakface- I understand your point but feel that you may have overlooked that the landspeeders can also take potms in the BT codex.
I have playtested against spammed bs 4 landspeeders with multi meltas, assault cannons& potms. Imho, there is nothing balanced about 1st turn meltas on your tanks. The BTs can field three such speeder squadrons and have around 1k points left to load up with a hq, troops and razorbacks. The build I playtested against still had room for 2 predators, 3 troops w/razorbacks and 2 HQs (each joined to a different troop) at the 1750 point level.
Edit for dropped word.
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Post by: Kevin949
focusedfire wrote:@ Kevin- IMO, you could not be more wrong in your assessment of the change to the BT. This faq just made the BT the shootiest mechanized army in the game. Remember, BT can get potms on every vehicle in their codex as a buyable upgrade.
In essence, this faq just turned the very assault oriented BTS into an effective and highly mobile ranged combat army without reducing the hth abilities for balance.
Then you fail to understand what my point was. The change to PoTMS for BT was minimal (again, I see no mention of them changing it to BS4) but that is not a BT specific entry. The changes to storm shields and combat squading and other such things are available to ALL space marines. So, not a BT thing. Really the only changes specifically for BT were the target priority bit, a couple of unit specific changes (though I don't know how many of those are BT specific and how many are SM in general). The most specific changes were to the BT Vows and a few of the army wide rules. The rest was really to just get them in line with the other updated SM's (which it looks like they did for the other SM chapter FAQ's as much of the information changed in one of them is changed in all of them.).
Don't get me wrong though, they definitely needed some love. But man, being the guy that plays against BT all the time with my crons....I'm not lovin the changes that just make it easier for him to beat me. Hehe.
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Post by: Archibald-TK
focusedfire wrote:@Yakface- I understand your point but feel that you may have overlooked that the landspeeders can also take potms in the BT codex.
I have playtested against spammed bs 4 landspeeders with multi meltas, assault cannons& potms. Imho, there is nothing balanced about 1st turn meltas on your tanks. The BTs can field three such speeder squadrons and have around 1k points left to load up with a hq, troops and razorbacks. The build I playtested against still had room for 2 predators, 3 troops w/razorbacks and 2 HQs (each joined to a different troop) at the 1750 point level.
Hello.
I was skimming over the thread and noticed that issue for PotMS. I'd like to point out that only vehicles that list it as an option can buy it in the BT Codex, namely Rhinos, Razorbacks, Predators and Vindicators. LS can't buy PotMS.
Kevin949 wrote:The change to PoTMS for BT was minimal (again, I see no mention of them changing it to BS4)
It's indeed BS4 PotMS. The new rule doesn't diminish the BS of the vehicle to 2 anymore and is the same wording than in the Vanilla Codex unless I'm mistaken.
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Post by: insaniak
Archibald-TK wrote:It's indeed BS4 PotMS. The new rule doesn't diminish the BS of the vehicle to 2 anymore and is the same wording than in the Vanilla Codex unless I'm mistaken.
More specifically, it simply updates PotMS to using the vehicle's own BS, rather than PotMS having its own BS. So Drop Pods using PotMS are still BS2. Everything else will be BS4.
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Post by: Sarigar
Hulksmash wrote:@sarigar
I could see it going both ways actually. However having watched and played this hobby for....way to long...I straight up told a buddy of mine how they would rule on it and shockingly....I was right again...
Oh well, I'm actually very happy with all of them w/the sole exception of the combat squading oopsy that seriously impacts BA's, Scout Bikers (hey I use them!), and a couple of other units.
I guess the DE didn't surprise me at all. I looked at all the relevant rules and it seemed logical. But, I've played 40K for over 20 years meaning I've developed almost a second language in deciphering GW intent in their rules. Heck, I still screw up spelling certain words as the English have some subtle differences (or is it, we Americans have some subtle differences)
What did shock me was the BT/ DA rules update. I hadn't seen such a shake up like that since GW did the stealth 'toughness' change in the 3.5 Chaos Codex for Obliterators. I still remember how deflated Iron Warrior players had become. I even got the sad panda face as it nerfed my Word Bearers army a bit.
The Combat Squad ruling is still confusing to me. I don't really see the odd Combat squad tactic going on as most local SM (and varient) players only taking 5 man squads to begin with.
The one part I did like was the models coming out of a Drop Pod also count a Deep Striking. When I hear arguements that models coming out of Drop Pods aren't deep striking, it's only the drop pod or Vendettas are the models Outflanking, not the IG Vets inside, it makes me sad. I feel like it's the MtG generation trying to work their magic on 40K (no offense to all you MtG players out there, but over the years, I've heard some, interesting, rules discussions coming from that crowd).
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Post by: Gibbsey
Sarigar wrote:The one part I did like was the models coming out of a Drop Pod also count a Deep Striking. When I hear arguements that models coming out of Drop Pods aren't deep striking, it's only the drop pod or Vendettas are the models Outflanking, not the IG Vets inside, it makes me sad. I feel like it's the MtG generation trying to work their magic on 40K (no offense to all you MtG players out there, but over the years, I've heard some, interesting, rules discussions coming from that crowd).
Sadly i have to agree, card game players are the worst rules lawyers ever... Not abuse of cards (im looking at you infinite turn/damage/tokens players) thats part of the game and aslong as they're original i dont mind, im talking about the rules lawyering that goes on (used to play a while ago).
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Post by: focusedfire
Archibald-TK wrote:focusedfire wrote:@Yakface- I understand your point but feel that you may have overlooked that the landspeeders can also take potms in the BT codex.
I have playtested against spammed bs 4 landspeeders with multi meltas, assault cannons& potms. Imho, there is nothing balanced about 1st turn meltas on your tanks. The BTs can field three such speeder squadrons and have around 1k points left to load up with a hq, troops and razorbacks. The build I playtested against still had room for 2 predators, 3 troops w/razorbacks and 2 HQs (each joined to a different troop) at the 1750 point level.
Hello.
I was skimming over the thread and noticed that issue for PotMS. I'd like to point out that only vehicles that list it as an option can buy it in the BT Codex, namely Rhinos, Razorbacks, Predyators and Vindicators. LS can't buy PotMS.
@Archibald- TK
Thanks for pointing this out. The BT codex is the only one I don't have a hardcopy of and after going through a store copy I now see that you are right. I have been playing against an opponent that has been playing his LS as if they had the potms.
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