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40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 18:48:17


Post by: WrentheFaceless


 Leth wrote:
Just thought I would share this.

Apparently vehicles only explode on a "7" on the chart.

So I am guessing that the ap modifiers are staying in, but now if you are not ap 2 or 1 you cant destroy a vehicle in one shot.

Pretty big IMO


I'm just irritated Armored Vehicles dont get Armor Saves. I know its mostly useless with low ap weapons being shot at them, but they should have some sort of inherent save.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 18:48:21


Post by: BlaxicanX


 Leth wrote:
Just thought I would share this.

Apparently vehicles only explode on a "7" on the chart.

So I am guessing that the ap modifiers are staying in, but now if you are not ap 2 or 1 you cant destroy a vehicle in one shot.

Pretty big IMO
Source?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 18:49:28


Post by: TheKbob


You could always ask. Most FLGS carry what folks are interest in but can special order nearly every game.

They like making money, so I'm sure they'd be happy to sell new stuff.

It's just really sad that people would preorder anything site unseen these days. Video games get demos, books are like $20, but an $85 rules set with no open play testing or chance to demo them?

That's nuts. Almost all the competition to GW open play tests in some fashion for free or cheap. Wish GW fans would realize this.

I wish they'd drop the Av system for just toughness and wounds since they totally said eff it with regards to what's a walker and what's an MC. More realistically they saw that MCs sold better, so Riptides and Wraithknights got a T and W stat line.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 18:50:38


Post by: Nostromodamus


 BlaxicanX wrote:
 Leth wrote:
Just thought I would share this.

Apparently vehicles only explode on a "7" on the chart.

So I am guessing that the ap modifiers are staying in, but now if you are not ap 2 or 1 you cant destroy a vehicle in one shot.

Pretty big IMO
Source?


The "source" appears to be someone wishlisting on the exact same page...


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 18:53:13


Post by: fryguy49


 Lobukia wrote:
I would love to see "explodes" removed from the damage chart. if 5-6 immobilized, then suddenly vehicles matter again.


I am not sure if this has been mentioned yet. The explode result is on a 7 now. vehicles can not be one shotted without an Ap1 or 2 weapon. This is not wishlisting but from my GW Rep.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 18:53:13


Post by: WrentheFaceless


 TheKbob wrote:
You could always ask. Most FLGS carry what folks are interest in but can special order nearly every game.

They like making money, so I'm sure they'd be happy to sell new stuff.

It's just really sad that people would preorder anything site unseen these days. Video games get demos, books are like $20, but an $85 rules set with no open play testing or chance to demo them?

That's nuts. Almost all the competition to GW open play tests in some fashion for free or cheap. Wish GW fans would realize this.

I wish they'd drop the Av system for just toughness and wounds since they totally said eff it with regards to what's a walker and what's an MC. More realistically they saw that MCs sold better, so Riptides and Wraithknights got a T and W stat line.


Does seem harder to wound that T8 Wraitknight that gets built in armor saves than that AV 14 landraider than can be popped in one hit with no built in saves...


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 18:54:30


Post by: Sidstyler


 Vaktathi wrote:
HP's are really what I don't like, tank's don't just stop working or die after X number of hits, if it doesn't hit something critical it keeps going.


But that was called 5th edition and everyone hated it, apparently.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 18:54:39


Post by: Leth


I just heard it from my LGS who got off the phone with his rep. Rulebook was confirmed at 85, psychic cards are 15, and objective cards at 8


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 18:55:12


Post by: BlaxicanX


 Alex C wrote:
 BlaxicanX wrote:
 Leth wrote:
Just thought I would share this.

Apparently vehicles only explode on a "7" on the chart.

So I am guessing that the ap modifiers are staying in, but now if you are not ap 2 or 1 you cant destroy a vehicle in one shot.

Pretty big IMO
Source?


The "source" appears to be someone wishlisting on the exact same page...


'tis what I was thinking. But, you know... hope and all that.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 18:55:27


Post by: frozenwastes


Given that it's compatible with existing codexes, it's not exactly buying something sight unseen. While small changes can make a big impact on game play, basically every version of the rules and every codex from 3rd through 7th edition is compatible. So it's not buying something new without seeing whether or not it's worth it in advance, it's buying something again without seeing whether or not it's worth it in advance.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 18:55:44


Post by: warboss


 Vaktathi wrote:
I'm fine with tank kills being somewhat "random", that's really how they should be, it either penetrates the armor and does something critical, or it doesn't. HP's are really what I don't like, tank's don't just stop working or die after X number of hits, if it doesn't hit something critical it keeps going.


As long as the same is done for multiwound models then I'd support it. As it stands, somehow every wound but the last on non vehicles only apparently shoots pinkie toes and earlobes. If vehicles can be one shorted by a melts, so should a riptide.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 18:59:53


Post by: ClockworkZion


So two people saying GW folks are saying it's a 7 on the chart. Interesting.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 19:05:10


Post by: Loopstah


It's not the one-shotting that makes vehicles suck though, it's glances removing HP. If they made one penetrating hits remove HP then you could't spam low Str weapons to kill vehicles.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 19:06:25


Post by: Sigvatr


That would be awesome! Imagine a meta where transports are very durable and spammed due to cheap cost and relative efficiency...one can only dream!

...wait.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 19:08:08


Post by: Sidstyler


You can make vehicles effective without making the game revolve around them. GW just doesn't know how or deliberately keeps see-sawing with them because profits.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 19:09:12


Post by: ClockworkZion


 Sigvatr wrote:
That would be awesome! Imagine a meta where transports are very durable and spammed due to cheap cost and relative efficiency...one can only dream!

...wait.

Yeah, HP were introduced to kill the parking lot, we don't need the parking lot to come back we just need to balance things a little bit more is all.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 19:09:25


Post by: Agent_Tremolo


Such info. Much leaks. Wow.

Information is coming from so many different sources at a time it's getting more and more difficult for me to keep up to date. I wonder if the rumor-tracking folks (Pretre?) are following or have just given up...


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 19:10:22


Post by: Jaceevoke


 TheKbob wrote:
You could always ask. Most FLGS carry what folks are interest in but can special order nearly every game.

They like making money, so I'm sure they'd be happy to sell new stuff.

It's just really sad that people would preorder anything site unseen these days. Video games get demos, books are like $20, but an $85 rules set with no open play testing or chance to demo them?

That's nuts. Almost all the competition to GW open play tests in some fashion for free or cheap. Wish GW fans would realize this.

I wish they'd drop the Av system for just toughness and wounds since they totally said eff it with regards to what's a walker and what's an MC. More realistically they saw that MCs sold better, so Riptides and Wraithknights got a T and W stat line.


If thats true about them being able to order that stuff I just might, my FLGS is in dire straits right now being open only three days a week with minimal inventory.



40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 19:11:36


Post by: Loopstah


 Sigvatr wrote:
That would be awesome! Imagine a meta where transports are very durable and spammed due to cheap cost and relative efficiency...one can only dream!

...wait.


As opposed to nobody taking them (serpents/ fliers excluded) because they die as soon as someone looks at them funny?

They need a better balance between too soft and too hard.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 19:11:57


Post by: Wayshuba


 TheKbob wrote:
 Jaceevoke wrote:
I to will be getting one for preorder, more to support (and be able to play at) my flgs than anything else.


You could, instead, buy the rules to three to four different games and buy models for each. This supports your FLGS more and it allows them to not to deal with the terrible GW business practices.

If $85 dollars is correct, this could get you the Malifaux rule book, starter box, and a pack of game cards. If everyone in your store did this and waited on the GW book, you'd all be card flipping and supporting a game company that actually listens to their customers.

Spend your money how you wish. I'll be keeping my 40k armies, but until I can get a copy of 7E at $35 or less, it'll be a pass.

I have yet to see a FLGS genuinely enthused about carrying GW products. It's more a necessary beast than a much loved product line.


My small group (those left after 6th decimated our local 40k community) have no interest in 7th edition. Though we will wait and see how the feedback is once the rules are out. Right now, our FLGS put up for interest in pre-orders and not a single person has expressed interest. Of late I have been playing Hell Dorado, Mordheim, Flames of War and, last week, got in a few games of Warmahordes. I will be trying Bolt Action this weekend as it has taken off like hotcakes here and captured the majority of the previous 40k player base that once existed here.

While Warmahordes definitely has a different play style, it was my first games with the MkII rules and I must say, after a few games with those rules you do quickly realize just how amazingly bad the GW rules are and yet, they charge an astronomical premium for them.

My personal opinion is, except for the missions, there is not a single thing I have heard that has impressed me or even sounds good for the game. Unbound, Lords of War standard, and Daemonology, in my opinion, are utter nonsense and ultimately, will be worse for the game than the allies chart was in 6th edition. To me, the game is jumping the shark with this edition and I have a funny feeling this is going to be as wonderful a success as 4th edition D&D was.

This is yet another blatant attempt by GW to simply get people buying bigger, more expensive models and heck be to the fluff, rules and gameplay. They didn't "massage" the rules, they completely are changing the meta of the game which, after 7 editions, should about be perfect.

But, to your point, playing very little 40k nowadays but can get in many other games at my local FLGS that, to me at this point, are much better games than 40k.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 19:12:49


Post by: Lobokai


 Sigvatr wrote:
That would be awesome! Imagine a meta where transports are very durable and spammed due to cheap cost and relative efficiency...one can only dream!

...wait.


Bolters to the back can still kill many transports and walkers... a far cry from 5th


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 19:13:04


Post by: Leth


I am hoping walkers get a much needed buff. It will be interesting to see what happens


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 19:17:20


Post by: buddha


Walkers should have HoW and a stomp table to balance them vs MC.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 19:19:33


Post by: BlaxicanX


 Lobukia wrote:
 Sigvatr wrote:
That would be awesome! Imagine a meta where transports are very durable and spammed due to cheap cost and relative efficiency...one can only dream!

...wait.


Bolters to the back can still kill many transports and walkers... a far cry from 5th
A bolter to the rear armor could only glance a vehicle. Under the proposed system that Sigvatr was responding to, glances wouldn't knock-off HP's. So bolters to the back would do nothing.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 19:22:32


Post by: rabidguineapig


Haha I apologize for my confusion-causing wishlist, hopefully those sources are legit though!


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 19:26:55


Post by: Daston


TBF I shouldnt be able to send Ork Kommandos out flanking and kill a tank with Sluggas

I dont think I have ever heard of a military front line vehicle being knocked out by a hand gun. (scout bikes and things excluded)


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 19:28:00


Post by: Brometheus


My flgs has the may 17 wd... but won't sell it til friday. It has deathguard prince and PMs on cover


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 19:28:34


Post by: Red Corsair


 BlaxicanX wrote:
 Lobukia wrote:
 Sigvatr wrote:
That would be awesome! Imagine a meta where transports are very durable and spammed due to cheap cost and relative efficiency...one can only dream!

...wait.


Bolters to the back can still kill many transports and walkers... a far cry from 5th
A bolter to the rear armor could only glance a vehicle. Under the proposed system that Sigvatr was responding to, glances wouldn't knock-off HP's. So bolters to the back would do nothing.


Your ignoring the fact that most armies have jumped up in damage output by exponential gains. Missle sides for example. One unit almost puts down more HP's then all 15 of my ML long fangs. I honestly don't think glances should remove HP's. Either that or tanks shouldn't be stunned/shaken anymore. It's basically auto pinning a unit that gains no benefit, unlike jinking. I think only fast skimmers should be able to jink as well. We'll see.

I don't like parking lots but HP's crossed a line for sure.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 19:30:25


Post by: BlaxicanX


You're presenting your argument to the wrong guy.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 19:32:06


Post by: Red Corsair


 BlaxicanX wrote:
You're presenting your argument to the wrong guy.


It read to me like you were defending his stance. Sorry if you weren't.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 19:33:03


Post by: undertow


 warboss wrote:
 Vaktathi wrote:
I'm fine with tank kills being somewhat "random", that's really how they should be, it either penetrates the armor and does something critical, or it doesn't. HP's are really what I don't like, tank's don't just stop working or die after X number of hits, if it doesn't hit something critical it keeps going.


As long as the same is done for multiwound models then I'd support it. As it stands, somehow every wound but the last on non vehicles only apparently shoots pinkie toes and earlobes. If vehicles can be one shorted by a melts, so should a riptide.

Riptides should have been walkers.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 19:34:48


Post by: Sihdhartha


Daston wrote:
TBF I shouldnt be able to send Ork Kommandos out flanking and kill a tank with Sluggas

I dont think I have ever heard of a military front line vehicle being knocked out by a hand gun. (scout bikes and things excluded)


Then again I don't think I've ever heard of a military front line vehicle being taken out by a dude with a sword either, so there's that.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 19:38:02


Post by: Sigvatr


 undertow wrote:

Riptides should have been walkers.


True. Would perfectly balance them.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 19:41:21


Post by: Red Corsair


 Sihdhartha wrote:
Daston wrote:
TBF I shouldnt be able to send Ork Kommandos out flanking and kill a tank with Sluggas

I dont think I have ever heard of a military front line vehicle being knocked out by a hand gun. (scout bikes and things excluded)


Then again I don't think I've ever heard of a military front line vehicle being taken out by a dude with a sword either, so there's that.


All they need to do is tone down the chart and then add that only pens remove HP's. Now suddenly we are using AT weapons again rather then VOF against things that are battle tanks. Sorry AC's, scatter lasers, missile pods and serpent shields have no business knocking out AV 12 and 13 so efficiently IMHO.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 19:43:05


Post by: BeeCee


sucks to be Necrons if that is the case...


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 19:43:30


Post by: tomjoad


 Red Corsair wrote:
 Sihdhartha wrote:
Daston wrote:
TBF I shouldnt be able to send Ork Kommandos out flanking and kill a tank with Sluggas

I dont think I have ever heard of a military front line vehicle being knocked out by a hand gun. (scout bikes and things excluded)


Then again I don't think I've ever heard of a military front line vehicle being taken out by a dude with a sword either, so there's that.


All they need to do is tone down the chart and then add that only pens remove HP's. Now suddenly we are using AT weapons again rather then VOF against things that are battle tanks. Sorry AC's, scatter lasers, missile pods and serpent shields have no business knocking out AV 12 and 13 so efficiently IMHO.


To be clear then, you suggest that they should eliminate glances from the rules entirely?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 19:43:48


Post by: Red Corsair


Another route would have been to simply give all vehicles a T value, AS and wounds.

I still can't seem to understand how a dreadnought is less a MC then a WK, DK, WL or riptide.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 19:44:57


Post by: BlaxicanX


 Red Corsair wrote:
 BlaxicanX wrote:
You're presenting your argument to the wrong guy.


It read to me like you were defending his stance. Sorry if you weren't.
Aye. To the contrary, I think vehicles are too fragile, and need a durability boost.

What I would do is keep hull-points, but change it so that only penetrating hits may knock them off. Glances no longer remove hull-points, but rather cause a 1d3 roll on the damage table.

So glances could still do something, but you need high-strength weapons to really take a vehicle out of the fight.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 19:45:26


Post by: Captain Avatar


So, what are we looking at gameplay wise?

To start, A player will either need a pack mule or an android device.
Why?

Because We are looking at the average game requiring:
A) The Core Rule book
B) Primary detatchment codex
C)Allied detatchment Codex
D)Psychic card deck
E) Mission Card Deck
F) possibly chaos codex for demon rules
And finally
G) Army, Dice, Measuring tool,, Templates, Markers and counters.

In book form that is a load. In electronic form you need an android so that you can have multiple pages open at same time to check rules interaction(iphone no multitask well )



Next, lets look at time investment per game. 5th ed was fairly well balanced (core rules not codices) and stream-lined(1850 point game took between 1&1/2 to 2 hours.
6th ed now takes 2&1/2 to 3&1/2 hours at 1850 points.

Now add in Psychic phase and ways of adding total number of troops to game(moar dice) and 7th is looking to be a solid 4 to 5&1/2 hour time pit per 1850 pt game.

I mean, I like the latest rumour about the pancake edition style of per turn objective scoring but, imo, it will become just another part of the crippling rules bloat that 40k has become.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 19:45:32


Post by: Byte


 Red Corsair wrote:
 Sihdhartha wrote:
Daston wrote:
TBF I shouldnt be able to send Ork Kommandos out flanking and kill a tank with Sluggas

I dont think I have ever heard of a military front line vehicle being knocked out by a hand gun. (scout bikes and things excluded)


Then again I don't think I've ever heard of a military front line vehicle being taken out by a dude with a sword either, so there's that.


All they need to do is tone down the chart and then add that only pens remove HP's. Now suddenly we are using AT weapons again rather then VOF against things that are battle tanks. Sorry AC's, scatter lasers, missile pods and serpent shields have no business knocking out AV 12 and 13 so efficiently IMHO.


Brilliant.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 19:47:08


Post by: Red Corsair


 tomjoad wrote:
 Red Corsair wrote:
 Sihdhartha wrote:
Daston wrote:
TBF I shouldnt be able to send Ork Kommandos out flanking and kill a tank with Sluggas

I dont think I have ever heard of a military front line vehicle being knocked out by a hand gun. (scout bikes and things excluded)


Then again I don't think I've ever heard of a military front line vehicle being taken out by a dude with a sword either, so there's that.


All they need to do is tone down the chart and then add that only pens remove HP's. Now suddenly we are using AT weapons again rather then VOF against things that are battle tanks. Sorry AC's, scatter lasers, missile pods and serpent shields have no business knocking out AV 12 and 13 so efficiently IMHO.


To be clear then, you suggest that they should eliminate glances from the rules entirely?


for TANKS, definitely, i fail to understand how winging stray shots and deflections are knocking tanks out. Currently there are amazing perks to things like open topped, skimmers etc. etc. Being classified a Tanks have no benefit really.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 19:49:05


Post by: CthuluIsSpy


 Red Corsair wrote:
 tomjoad wrote:
 Red Corsair wrote:
 Sihdhartha wrote:
Daston wrote:
TBF I shouldnt be able to send Ork Kommandos out flanking and kill a tank with Sluggas

I dont think I have ever heard of a military front line vehicle being knocked out by a hand gun. (scout bikes and things excluded)


Then again I don't think I've ever heard of a military front line vehicle being taken out by a dude with a sword either, so there's that.


All they need to do is tone down the chart and then add that only pens remove HP's. Now suddenly we are using AT weapons again rather then VOF against things that are battle tanks. Sorry AC's, scatter lasers, missile pods and serpent shields have no business knocking out AV 12 and 13 so efficiently IMHO.


To be clear then, you suggest that they should eliminate glances from the rules entirely?


for TANKS, definitely, i fail to understand how winging stray shots and deflections are knocking tanks out. Currently there are amazing perks to things like open topped, skimmers etc. etc. Being classified a Tanks have no benefit really.


Well, there goes the Necron's AT capability.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 19:50:12


Post by: DarknessEternal


 Captain Avatar wrote:

Because We are looking at the average game requiring:
A) The Core Rule book
B) Primary detatchment codex
C)Allied detatchment Codex
D)Psychic card deck
E) Mission Card Deck
F) possibly chaos codex for demon rules

G) Army, Dice, Measuring tool,, Templates, Markers and counters.

I'm not sure you understand what require means.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 19:50:35


Post by: BlaxicanX


... You know, in 5th edition, glances didn't do anything but annoy tanks.

I don't recall Necrons being at the mercy of enemy armor in 5th edition, though.

Necrons have the tools to take out tanks, they just don't use them because today's meta doesn't necessitate taking them. Why take dedicated AV when a squad of warriors can reliably wreck a Land Raider?

Removing glances would just shake up the Necron meta by forcing them to take AV again. Not the end of the world.



40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 19:50:45


Post by: Vaktathi


There needs to just be one system or another. Either keep HP's and drop the damage chart, or dump the HP's and rework the damage chart.

Having to overlapping kill mechanics is both unnecessary and bad functionality. If each successful hit cripples or kills it, then it having a wound mechanic is both superfluous and punitive. If it's got wounds, it shouldn't risk being crippled or killed on any successful "to-wound" roll.



40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 19:50:49


Post by: WrentheFaceless


How about if glances didnt remove Hull Points but you could shake or stun a vehicle with a glance. Say 1-4 shaken, 5&6 stunned?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 19:52:26


Post by: CthuluIsSpy


 BlaxicanX wrote:
... You know, in 5th edition, glances didn't do anything but annoy tanks.

I don't recall Necrons being at the mercy of enemy armor in 5th edition, though.

Necrons have the tools to take out tanks, they just don't use them because today's meta doesn't necessitate taking them. Why take dedicated AV when a squad of warriors can reliably wreck a Land Raider?

Removing glances would just shake up the Necron meta by forcing them to take AV again. Not the end of the world.



They really were.
Necrons were horrible in fifth ed. Well, 3rd ed crons were.
Then they got slightly better after the update, due to enthropic and more options, though gauss still wasn't great.

Everyone keeps toting the idea that gauss is super deadly and reliable against vehicles, that a squad of warriors can rip away hull points like no tomorrow.
They really don't; a 260 point squad of warriors in rapid fire range will remove on average nearly 2 hull points.
Land Raiders have 4.

Also, please tell me what anti-vehicle weapons are available to necrons that they can field on mass and reliably, like most other armies?
Eldritch lances need a special unit unlocked by an HQ choice
Heavy Gauss cannons aren't cannon and mounted on fragile platforms
Scarabs need to get in close
C'tans are terrible
Spyders need to get in close
Doomsday arks depend too much on LoS


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 19:57:16


Post by: BlaxicanX


That's interesting, because I recall Necrons being one of the top-tier armies in 5th when their codex came out. Top tier in an edition where vehicle spam was the fad.

Putting two wounds on a Land Raider is pretty good for an infantry squad, considering vehicles are not their primary target. How many HP's is a Tactical squad knocking off a Land Raider on average? What about Fire Warriors? Guardsmen? 'Gaunts? Guardians/Dire Avengers? Warriors?

I can't think of many troop choices that could reliably put even a single hull-point on a Land Raider, much less two.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 19:58:15


Post by: Azreal13


 BlaxicanX wrote:
That's interesting, because I recall Necrons being one of the top-tier armies in 5th when their codex came out.


Nope, you got it all wrong.

Wraith wing and the Flying Bakery were just bad dreams!


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 19:59:51


Post by: Vaktathi


Necrons were excellent in 5th with their new book, and in fact did a lot to displace existing top armies. yes, the 3E book that was a decade old when it got replaced didn't play well, but their new book was a night and day difference even in 5th. They rocketed to the top pretty quickly.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 20:00:42


Post by: Hulksmash


I'd be happy with a change to the previous reserve rules and not losing a game until nothing was on the table after turn 3. Bring blood angels and reserve manipulation armies back.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 20:02:13


Post by: WrentheFaceless


And their 5th book is one of the ones that held up best in 6th (soon to be 7th) thus far.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 20:02:23


Post by: CthuluIsSpy


 azreal13 wrote:
 BlaxicanX wrote:
That's interesting, because I recall Necrons being one of the top-tier armies in 5th when their codex came out.


Nope, you got it all wrong.

Wraith wing and the Flying Bakery were just bad dreams!


Were they effective against Av14?
Granted, I do not recall AV14 being commonplace in 5th ed.
Usually I remember AV11 being plentiful, which is what wraiths and destructors were good a dealing with.


Automatically Appended Next Post:
 BlaxicanX wrote:
That's interesting, because I recall Necrons being one of the top-tier armies in 5th when their codex came out. Top tier in an edition where vehicle spam was the fad.

Putting two wounds on a Land Raider is pretty good for an infantry squad, considering vehicles are not their primary target. How many HP's is a Tactical squad knocking off a Land Raider on average? What about Fire Warriors? Guardsmen? 'Gaunts? Guardians/Dire Avengers? Warriors?

I can't think of many troop choices that could reliably put even a single hull-point on a Land Raider, much less two.


Those armies also have reliable anti-tank that they could field in abundance. I.E: Melta, Lascannons, Plasma Weapons, Lances, powerfists, etc etc.
Well, maybe except for nids. But they do have a lot of monsters, so that balances that out I guess.
Their basic guns do not need to hurt tanks because they already have plenty of access to AT weapons.
Necrons do not have not much access to heavy AT. Against light vehicles? Yeah, necrons will chew those up. Tesla Destructors are really deadly against AV11-12. Not so effective against AV13 and useless against AV14.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 20:08:13


Post by: Jaceevoke


To be fair necrons do have some AT in "The Fall Orpheus", not sure how effective they are though.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 20:08:41


Post by: Thud


 CthuluIsSpy wrote:

Everyone keeps toting the idea that gauss is super deadly and reliable against vehicles, that a squad of warriors can rip away hull points like no tomorrow.
They really don't; a 260 point squad of warriors in rapid fire range will remove on average nearly 2 hull points.
Land Raiders have 4.


Now, I'm no mathematician, but a 260 point squad of Warriors sounds like 20 Warriors, which in rapid fire range sounds like 40 shots, which sounds like about 27 hits, which sounds like just over 4 hull points.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 20:09:53


Post by: CthuluIsSpy


 Jaceevoke wrote:
To be fair necrons do have some AT in "The Fall Orpheus", not sure how effective they are though.


Oh yeah, Fall of Orpheus AT is great. Unlike the ranged AT in the main book, one could field quite a bit of it.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 20:10:06


Post by: BlaxicanX


Using your argument for why Necron AV is inefficient:

Melta and powerfists have to get in close, apparently that makes them useless for the same reason you think Spyders are apparently useless as AV.

Plasma and lascannons will not reliably take out AV13 and up, which is what you seem to think Necrons have the biggest issue with.

Monstrous Creatures, like spyders, have to get in close.

So that leaves just lance. How many armies can spam lance weapons? Not a whole lot.

I'm not seeing the Necron plight here. Most armies don't have AV that can be used "en masse" to take out AV13+



40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 20:12:27


Post by: Jaceevoke


 Thud wrote:
 CthuluIsSpy wrote:

Everyone keeps toting the idea that gauss is super deadly and reliable against vehicles, that a squad of warriors can rip away hull points like no tomorrow.
They really don't; a 260 point squad of warriors in rapid fire range will remove on average nearly 2 hull points.
Land Raiders have 4.


Now, I'm no mathematician, but a 260 point squad of Warriors sounds like 20 Warriors, which in rapid fire range sounds like 40 shots, which sounds like about 27 hits, which sounds like just over 4 hull points.


The problem is that they will rarely be in that rapid fire range, because they have to either footslog it or get deep struck to get near it. That Landraider can easily do a lot of damage to the warriors along with whatever it is carrying inside. Just based on my personal experiences.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 20:13:10


Post by: Sigvatr


A full squad of Necron Warriors can reliably take a LR out

It ain't their primary job, though, you're better off using your Stormtek to destroy it. Or, in the very best case, your Sentry Pylons. Or, simply, you Transcendent C'tan.

Necrons do get some weird changes in 7th though. The good stuff gets worse, slightly, the bad stuff gets absolutely useless (If you can no longer destroy vehicles with a 6, Heavy Destroyers are rendered completely useless) and the mediocre stuff...stays mediocre. Sounds very good actually. On the other hand, Necrons get a massive nerf by not having access to Psykers.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 20:13:24


Post by: CthuluIsSpy


 Thud wrote:
 CthuluIsSpy wrote:

Everyone keeps toting the idea that gauss is super deadly and reliable against vehicles, that a squad of warriors can rip away hull points like no tomorrow.
They really don't; a 260 point squad of warriors in rapid fire range will remove on average nearly 2 hull points.
Land Raiders have 4.


Now, I'm no mathematician, but a 260 point squad of Warriors sounds like 20 Warriors, which in rapid fire range sounds like 40 shots, which sounds like about 27 hits, which sounds like just over 4 hull points.


You are correct. I made an error
Of course, that is not factoring in cover, and 12" is still a risky range.
That raider, for example, will most likely have a bunch of very annoyed marines inside of it.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 20:15:52


Post by: xttz


 CthuluIsSpy wrote:
Everyone keeps toting the idea that gauss is super deadly and reliable against vehicles, that a squad of warriors can rip away hull points like no tomorrow.
They really don't; a 260 point squad of warriors in rapid fire range will remove on average nearly 2 hull points.
Land Raiders have 4.


One of us can't do math... is it me?

A squad 20 Warriors in rapid fire range is 40 shots.

At BS4, 66% of those will hit. 40 multiplied by 0.66 score an average of 26.4 hits.

Next you need 16% to score a glance. 26.4 * 0.16 = 4.2 glances. That's one dead Land Raider, right?

(without factoring in any cover, of course).



40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 20:16:40


Post by: CthuluIsSpy


 BlaxicanX wrote:
Using your argument for why Necron AV is inefficient:

Melta and powerfists have to get in close, apparently that makes them useless for the same reason you think Spyders are apparently useless as AV.

Plasma and lascannons will not reliably take out AV13 and up, which is what you seem to think Necrons have the biggest issue with.

Monstrous Creatures, like spyders, have to get in close.

So that leaves just lance. How many armies can spam lance weapons? Not a whole lot.

I'm not seeing the Necron plight here. Most armies don't have AV that can be used "en masse" to take out AV13+



They can field it more than necrons.
For example, every tac squad can take a melta, fist or plasma.
Nids can field more MC than necrons
Lascannons and lances can be taken more often than Heavy Gauss



Automatically Appended Next Post:
 xttz wrote:
 CthuluIsSpy wrote:
Everyone keeps toting the idea that gauss is super deadly and reliable against vehicles, that a squad of warriors can rip away hull points like no tomorrow.
They really don't; a 260 point squad of warriors in rapid fire range will remove on average nearly 2 hull points.
Land Raiders have 4.


One of us can't do math... is it me?

A squad 20 Warriors in rapid fire range is 40 shots.

At BS4, 66% of those will hit. 40 multiplied by 0.66 score an average of 26.4 hits.

Next you need 16% to score a glance. 26.4 * 0.16 = 4.2 glances. That's one dead Land Raider, right?

(without factoring in any cover, of course).



I already said I made a miscalculation. Still, 260 points for a squad that will most likely get charged is a tad risky.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 20:17:52


Post by: Sigvatr


 CthuluIsSpy wrote:

Of course, that is not factoring in cover, and 12" is still a risky range.
That raider, for example, will most likely have a bunch of very annoyed marines inside of it.


In general, you don't want to assault a unit of Necron Warriors. A good Necron player will always have it backed up with a IC / GA and that combo can really ruin your day. Along with taking 40 Gauss shots in the face. Not to mention you can use the GA for blocking the assault

A full squad of Warriors with Tank Hunter is a beast and wrecks vehicles like there was no tomorrow. And those Necron Sentry Pylons are really, really scary.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 20:19:18


Post by: CthuluIsSpy


 Sigvatr wrote:
 CthuluIsSpy wrote:

Of course, that is not factoring in cover, and 12" is still a risky range.
That raider, for example, will most likely have a bunch of very annoyed marines inside of it.


In general, you don't want to assault a unit of Necron Warriors. A good Necron player will always have it backed up with a IC / GA and that combo can really ruin your day. Along with taking 40 Gauss shots in the face. Not to mention you can use the GA for blocking the assault


You can do that? I was not aware that one could use FoF tactics with the ark.

Well, yeah, tank hunters on Warriors is nasty. Pylons are still on my wishlist. I want to field 2 shot anti-air lascannons. Or melta blasts.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 20:19:18


Post by: Wuyley


So has their been any official or "rumored official" word on if there is going to be a starter box and if so, said starter box will have the full mini rule book and not a "trial" rule book? I bought the BRB when it came out for 6th and then later got the small starter one and after using the smaller one, vowed to never get the big one again. I mean jesus that thing is cumbersome.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 20:19:24


Post by: Jaceevoke


Actually the necrons can field quite a few powerfist equivalents, warscythes, of course the cheapest you can get that for is 45 points.

Edit - Deleted quote


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 20:19:43


Post by: undertow


 Captain Avatar wrote:
So, what are we looking at gameplay wise?

To start, A player will either need a pack mule or an android device.
Why?

Because We are looking at the average game requiring:
A) The Core Rule book
B) Primary detatchment codex
C)Allied detatchment Codex
D)Psychic card deck
E) Mission Card Deck
F) possibly chaos codex for demon rules
And finally
G) Army, Dice, Measuring tool,, Templates, Markers and counters.

None of what you've listed here (with the possible exception of the Daemons codex) is new. All of it would be required to play a game of 6th Ed using allies. And the card decks are far from required.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 20:22:24


Post by: CthuluIsSpy


 Jaceevoke wrote:
Actually the necrons can field quite a few powerfist equivalents, warscythes, of course the cheapest you can get that for is 45 points.

Edit - Deleted quote


Still not as often as marines. Terminators have them, tacs can take them, HQs can take them, Assault Marines can take them, etc etc.
Scythes are better though.
Actually, the cheapest for a scythe is 40 (the Lychguard)



40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 20:22:55


Post by: Sigvatr


 Jaceevoke wrote:
Actually the necrons can field quite a few powerfist equivalents, warscythes, of course the cheapest you can get that for is 45 points.

Edit - Deleted quote


The problem is that Necrons can hardly deliver the Warscythes. LG are terrible and Necrons don't have an Assault vehicle to deliver them. The only WS unit is a Royal Court with 5 Lords riding a Ghost Ark.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 20:23:02


Post by: BlaxicanX


 CthuluIsSpy wrote:

They can field it more than necrons.
For example, every tac squad can take a melta, fist or plasma.
Nids can field more MC than necrons
Lascannons and lances can be taken more often than Heavy Gauss


So what? None of this demonstrates that Necrons struggle against armor. History shows that they don't. They were a top-tier army in 5th edition. The edition of Leaf-Blower lists and IG tank spam. Necrons can handle armor just fine without glances. You might not have "as much" anti-armor as other factions, but so what? You still have Strength 10 guns on one of the best flyers in the game. You have scarabs, you have warscythes, you have spyders, you have Arks. There is not so much armor on the table that you're helpless against it.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 20:23:42


Post by: avedominusnox


I wont be buying again the BRB as I never use it and even if I like to have the book on my collection, I don't want to give 60 euro for a book that changes once every two years. So mini rulebook for me.
If starter does not contain mini rulebook, pdf for me. But I m gonna buy the cards etc.
As for me as I haven't comment this new release yet, I would wait and see. Always playtesting gives better answers to whether this edition is better than 6th. So time will tell. I have to admit them though that the effort looks promising though.
Let's keep it up with the rumors,


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 20:24:12


Post by: Sigvatr


 BlaxicanX wrote:
 CthuluIsSpy wrote:

They can field it more than necrons.
For example, every tac squad can take a melta, fist or plasma.
Nids can field more MC than necrons
Lascannons and lances can be taken more often than Heavy Gauss


So what? None of this demonstrates that Necrons struggle against armor. History shows that they don't. They were a top-tier army in 5th edition. The edition of Leaf-Blower lists and IG tank spam. Necrons can handle armor just fine without glances.


Actually, no. Without FW and Gauss, Necrons have no reliable way to destroy vehicles AV 13+. With FW, you got Sentry Turrets.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 20:26:18


Post by: BlaxicanX


bs. They can deal with it as well as most of the other armies in the game. Very few factions can "spam" weapons that "reliably" kill AV13+. That's the point of AV13 and 14.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 20:26:36


Post by: Thud


 Sigvatr wrote:
 BlaxicanX wrote:
 CthuluIsSpy wrote:

They can field it more than necrons.
For example, every tac squad can take a melta, fist or plasma.
Nids can field more MC than necrons
Lascannons and lances can be taken more often than Heavy Gauss


So what? None of this demonstrates that Necrons struggle against armor. History shows that they don't. They were a top-tier army in 5th edition. The edition of Leaf-Blower lists and IG tank spam. Necrons can handle armor just fine without glances.


Actually, no. Without FW and Gauss, Necrons have no reliable way to destroy vehicles AV 13+. With FW, you got Sentry Turrets.


Wraiths, Spyders, Scarabs, Doomscythes, Triarch Stalkers, Destroyer Lords, Haywire Crypteks.

That about cover it?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 20:28:55


Post by: Jaceevoke


 Sigvatr wrote:
 Jaceevoke wrote:
Actually the necrons can field quite a few powerfist equivalents, warscythes, of course the cheapest you can get that for is 45 points.

Edit - Deleted quote


The problem is that Necrons can hardly deliver the Warscythes. LG are terrible and Necrons don't have an Assault vehicle to deliver them. The only WS unit is a Royal Court with 5 Lords riding a Ghost Ark.


True, I don't typically look at it that way. I rather have them in the warrior squads that way if they get charged at least there is some chance of them surviving.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 20:31:46


Post by: Sigvatr


 Thud wrote:
Haywire Crypteks.

That about cover it?


Forgot about Haywire and the DL, correct, thanks for adding. The rest isn't points-efficient.

 BlaxicanX wrote:
bs. They can deal with it as well as most of the other armies in the game. Very few factions can "spam" weapons that "reliably" kill AV13+. That's the point of AV13 and 14.


Most factions have access to lascannons, grav guns, plasma, power fists and special stuff likes lances and the likes. Necrons lack these options. Their lascannon option comes at 60 pts per model - which is just ridiculously expensive.

Necrons need Gauss. Not only for fluff reasons, but also gameplay-wise. Silver-tide players can confirm


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 20:34:42


Post by: Azreal13


So, we've had, what, three pages of discussion about how one army will theoretically cope with something that very likely doesn't exist?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 20:34:59


Post by: BlaxicanX


Only one army has access to grav-cannons. Necrons have power fist equivelents, plasma does not reliably kill AV13+, Lascannons do not reliably kill AV13+

Very few armies can "reliably" kill AV13+. Necrons aren't unique in this, and no, as 5th edition showed us, they don't need the ability to glance vehicles to death with their troops choices in order to handle armor.

 azreal13 wrote:
So, we've had, what, three pages of discussion about how one army will theoretically cope with something that very likely doesn't exist?


Well, your entire argument with me hinged on the idea that Deathstars would be balanced or not played with. Not too different, really.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 20:35:29


Post by: CthuluIsSpy


 azreal13 wrote:
So, we've had, what, three pages of discussion about how one army will theoretically cope with something that very likely doesn't exist?


Indeed. We need more rumors. Like if there are going to be more Battleforged FoCs.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 20:37:53


Post by: spartanlegion


*knock knock* sorry to interrupt the necron discussion... Can you direct me to the 7th edition rumor thread? Oh, wait....


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 20:39:02


Post by: Jaceevoke


 CthuluIsSpy wrote:
 azreal13 wrote:
So, we've had, what, three pages of discussion about how one army will theoretically cope with something that very likely doesn't exist?


Indeed. We need more rumors. Like if there are going to be more Battleforged FoCs.


Oh I'm sure we will, in the form of 50 dollar supplements of course. And then people will argue whether or not their legal in normal games


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 20:40:32


Post by: Loopstah


 Wuyley wrote:
So has their been any official or "rumored official" word on if there is going to be a starter box and if so, said starter box will have the full mini rule book and not a "trial" rule book? I bought the BRB when it came out for 6th and then later got the small starter one and after using the smaller one, vowed to never get the big one again. I mean jesus that thing is cumbersome.


It says in the new WD that Dark Vengeance will have an updated rulebook from some unspecified time in the future.

So along with 40K Radio saying "book only" that pretty much kills any ideas about a new starter box.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 20:41:37


Post by: Thud


Has the latest natfka stuff been mentioned? That there's supposed to be an "organized play" supplement coming out this autumn?



40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 20:41:47


Post by: winterman


Had a chance to talk to my FLGS and good friend regarding the edition. He has some similar info as to what's been posted but some stuff I haven't seen posted 9got tired of reading about xbox and MtG).

Sounds like the reps were only getting a day with the new book so I doubt we are gonna get clear and concise info but for what its worth. Here's what I can remember

1. When asked if vehicles were more durable the response was they now explode on a 7+. Conjecture on our part is 6 maybe has maybe d3 hull point strip like for super heavies in 6ed.
2. No assault from reserve. Friend knew I'd want to know this.
3. Its been said but to reiterate no sweep into new combats.
4. Charge range is same ole 2d6 but he did say it sounded like move through cover works for charging now.
5. Apparently denying powers doesn't require a psycher, so necrons and tau will get to as well.
6. There's some changes to USRs and specifically how they are conferred to units from ICs. Another one he knew I'd want to know about (I bitched about it this weekend )
7. So he mentioned there's an advantage to focusing on a set of psychic powers or something. Not really sure how it works or what. We are assuming if you roll all on one discipline you get a bonus but it seemed kinda vague.
8. Battle brothers can ride in each others transports now. I forsee much shenanigans here.
9. Everything scores. Did throw in a 'unless stated otherwise' so who knows what will have caveats (swarms I imagine but what else?)
10. Sounded like shooting psychic powers were resolved in the psychic phase, not shooting phase. Wonder how that will work for ICs and targeting.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 20:42:34


Post by: BlaxicanX


Considering thecrazy things that have been discussed in this thread, it's honestly almost insulting that people took issue with this dicussion...

"Ermagawd Unbound =sky is falling worse 40K evur omgomgomgomg Games Workshop = satan rabblerabble!!!111!111oneone!!11!1"

is that better?

 winterman wrote:
Had a chance to talk to my FLGS and good friend regarding the edition. He has some similar info as to what's been posted but some stuff I haven't seen posted 9got tired of reading about xbox and MtG).

Sounds like the reps were only getting a day with the new book so I doubt we are gonna get clear and concise info but for what its worth. Here's what I can remember

1. When asked if vehicles were more durable the response was they now explode on a 7+. Conjecture on our part is 6 maybe has maybe d3 hull point strip like for super heavies in 6ed.
2. No assault from reserve. Friend knew I'd want to know this.
3. Its been said but to reiterate no sweep into new combats.
4. Charge range is same ole 2d6 but he did say it sounded like move through cover works for charging now.
5. Apparently denying powers doesn't require a psycher, so necrons and tau will get to as well.
6. There's some changes to USRs and specifically how they are conferred to units from ICs. Another one he knew I'd want to know about (I bitched about it this weekend )
7. So he mentioned there's an advantage to focusing on a set of psychic powers or something. Not really sure how it works or what. We are assuming if you roll all on one discipline you get a bonus but it seemed kinda vague.
8. Battle brothers can ride in each others transports now. I forsee much shenanigans here.
9. Everything scores. Did throw in a 'unless stated otherwise' so who knows what will have caveats (swarms I imagine but what else?)
10. Sounded like shooting psychic powers were resolved in the psychic phase, not shooting phase. Wonder how that will work for ICs and targeting.


Hmmm. 2d6 Charge range makes me sad. The others I'm ambivalent about.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 20:44:09


Post by: Thud


"8. Battle brothers can ride in each others transports now. I forsee much shenanigans here. "

They made it worse?

Jesus.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 20:44:24


Post by: Loopstah


Please, please, please let #8 be true.

I could then stick a load of Repentia in a Land Raider and beat some face in with them.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 20:45:12


Post by: BlaxicanX


Yeah, BB's being able to use each other's transports is a MASSIVE buff to Imperial armies.

Kinda.

OH MY GAWD WAIT.

fething BLOOD-LETTERS IN A LAND RAIDER.

Not efficient? Who cares? It's blood-letters in a land raider.



40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 20:47:07


Post by: whembly


 Thud wrote:
"8. Battle brothers can ride in each others transports now. I forsee much shenanigans here. "

They made it worse?

Jesus.

Eh... not that much worst.

Really depends on who are Battle Brothers though...


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 20:49:43


Post by: tetrisphreak


Looking at my copy of WDW and this is epic:

Units now shoot based on the weapon they're holding. E.g., the flamer shoots and resolves all wounds, then the bolters in the unit shoot and resolve all wounds. So on and so forth until all eligible weapons have been fired.

No more 'my bolter has 24" range so my flamer wounds can apply to models up to 24" away." This is huge.



40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 20:50:29


Post by: bullyboy


I don't mind the idea of hull points and glancing damage. However, I'd prefer to see it as once the hull points have been removed, any further glancing hits now roll on the penetration table instead.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 20:50:59


Post by: Azreal13


 BlaxicanX wrote:
Only one army has access to grav-cannons. Necrons have power fist equivelents, plasma does not reliably kill AV13+, Lascannons do not reliably kill AV13+

Very few armies can "reliably" kill AV13+. Necrons aren't unique in this, and no, as 5th edition showed us, they don't need the ability to glance vehicles to death with their troops choices in order to handle armor.

 azreal13 wrote:
So, we've had, what, three pages of discussion about how one army will theoretically cope with something that very likely doesn't exist?


Well, your entire argument with me hinged on the idea that Deathstars would be balanced or not played with. Not too different, really.


Not quite, the discussion was over whether consolidation into a combat, at the time an apparently legitimate rumour, was something that could be implemented successfully. You threw deathstars into the mix, and I said they were something that also needed fixing, so was taking the position that they would be.

Quite a lot different from discussing how one faction would deal with something that wasn't even a rumour!


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 20:51:24


Post by: Loopstah


 whembly wrote:
 Thud wrote:
"8. Battle brothers can ride in each others transports now. I forsee much shenanigans here. "

They made it worse?

Jesus.

Eh... not that much worst.

Really depends on who are Battle Brothers though...


I can't remember if it was in this thread or on Warseer but I've seen someone claim a rep told them that BB are now only Eldar/ Deldar, Chaos Marines/ Daemons and Imperials. So no Tau/ Eldar or Tau/Marines any more.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 20:52:55


Post by: winterman


 whembly wrote:
 Thud wrote:
"8. Battle brothers can ride in each others transports now. I forsee much shenanigans here. "

They made it worse?

Jesus.

Eh... not that much worst.

Really depends on who are Battle Brothers though...

We did talk about this. Got nothing solid but it sounded like it was as stated earlier -- Imps are BB with each other. LIke even Grey Knights by the sounds of it. But a lot less alien on imperial lovins.

Now how about eldar assaulting out of de tanks? I wanna do it just cause I can now.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 20:52:56


Post by: slaede


 Thud wrote:
Has the latest natfka stuff been mentioned? That there's supposed to be an "organized play" supplement coming out this autumn?



Natfka accuracy checklist:

Did Natfka break it from an anonymous source that has no corroboration from a known reliable source like 40k Radio?

If he broke it himself, is the rumored product more than two weeks away such that nobody would yet have the product in hand or a White Dwarf talking about it?


If the answer to both questions is yes, the odds are incredibly high that the rumor is total garbage.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 20:54:00


Post by: ClockworkZion


 tetrisphreak wrote:
Looking at my copy of WDW and this is epic:

Units now shoot based on the weapon they're holding. E.g., the flamer shoots and resolves all wounds, then the bolters in the unit shoot and resolve all wounds. So on and so forth until all eligible weapons have been fired.

No more 'my bolter has 24" range so my flamer wounds can apply to models up to 24" away." This is huge.


Pictures?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 20:54:17


Post by: Slayer le boucher


 undertow wrote:
 warboss wrote:
 Vaktathi wrote:
I'm fine with tank kills being somewhat "random", that's really how they should be, it either penetrates the armor and does something critical, or it doesn't. HP's are really what I don't like, tank's don't just stop working or die after X number of hits, if it doesn't hit something critical it keeps going.


As long as the same is done for multiwound models then I'd support it. As it stands, somehow every wound but the last on non vehicles only apparently shoots pinkie toes and earlobes. If vehicles can be one shorted by a melts, so should a riptide.

Riptides should have been walkers.


Or a new Type of unit, Monstrous Walker, its acts like a classique MC but for each 2 Wounds lost by a MW, throw a dice on the MW damage chart and apply the result, results may vary from " can only snapshot this turn" to " get a random weapon unable to be used till the end of game" and" always counts as moving in difficult and dangerous terrain"...

Represents perfectly the lose of limbs, concussions to the head or simply the lose of the weapon(dropped in the heat of battle or destroyed).

As for vehicles, simply modify the line that says " a vehicle with 0HP is auto destroyed" with " a vehicle with 0HP isn't destroyed, but he must roll on the damage chart if he gets hit by Glancing , just the same way a Penetrating hit makes a roll on the chart".

There vehicle isn't auto gibbed by glancing anymore and can continue, but the fact that the armor as enough holes in it, increase the risks of ot to be damaged for good.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 20:55:12


Post by: Loopstah


 Thud wrote:
Has the latest natfka stuff been mentioned? That there's supposed to be an "organized play" supplement coming out this autumn?



Yes, over in the "lets all make up random nonesense to justify that my earlier rumours were a load of tosh in order to get hits" thread.

GW and organized play is like kittens and napalm, they don't go together.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 20:56:03


Post by: tetrisphreak


 ClockworkZion wrote:
 tetrisphreak wrote:
Looking at my copy of WDW and this is epic:

Units now shoot based on the weapon they're holding. E.g., the flamer shoots and resolves all wounds, then the bolters in the unit shoot and resolve all wounds. So on and so forth until all eligible weapons have been fired.

No more 'my bolter has 24" range so my flamer wounds can apply to models up to 24" away." This is huge.


Pictures?


[img]https://www.dropbox.com/s/h85dfaqrfrjqe9p/Photo%20May%2013%2C%204%2051%2053%20PM.jpg


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 20:56:11


Post by: CthuluIsSpy


 tetrisphreak wrote:
Looking at my copy of WDW and this is epic:

Units now shoot based on the weapon they're holding. E.g., the flamer shoots and resolves all wounds, then the bolters in the unit shoot and resolve all wounds. So on and so forth until all eligible weapons have been fired.

No more 'my bolter has 24" range so my flamer wounds can apply to models up to 24" away." This is huge.



Wasn't that always the case? I've never heard of 24" range flamers.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 20:56:29


Post by: Accolade


 ClockworkZion wrote:
 tetrisphreak wrote:
Looking at my copy of WDW and this is epic:

Units now shoot based on the weapon they're holding. E.g., the flamer shoots and resolves all wounds, then the bolters in the unit shoot and resolve all wounds. So on and so forth until all eligible weapons have been fired.

No more 'my bolter has 24" range so my flamer wounds can apply to models up to 24" away." This is huge.


Pictures?


Wait, I'm confused, what does this mean exactly? How was anyone applying the wounds of a flamer on anything outside of the template range before?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 20:58:24


Post by: Captain Avatar


undertow wrote:
 Captain Avatar wrote:
So, what are we looking at gameplay wise?

To start, A player will either need a pack mule or an android device.
Why?

Because We are looking at the average game requiring:
A) The Core Rule book
B) Primary detatchment codex
C)Allied detatchment Codex
D)Psychic card deck
E) Mission Card Deck
F) possibly chaos codex for demon rules
And finally
G) Army, Dice, Measuring tool,, Templates, Markers and counters.

None of what you've listed here (with the possible exception of the Daemons codex) is new. All of it would be required to play a game of 6th Ed using allies. And the card decks are far from required.


Point is that 6th had already driven away much of the playerbase and that 7th looks to be only making things worse. BTW, Love how you aspiring paladins edit out the part about how much longer each game is gonna take between psychic phase, objective phase and the add demons phase.


BlaxicanX wrote:Considering thecrazy things that have been discussed in this thread, it's honestly almost insulting that people took issue with this dicussion...

"Ermagawd Unbound =sky is falling worse 40K evur omgomgomgomg Games Workshop = satan rabblerabble!!!111!!!111oneone!!

Is that better?


Yes, admitting that there is a probllem is the first step to awareness.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 20:58:43


Post by: tetrisphreak


That's just an example. Wound allocation is currently done using the longest range weapon in a unit. Now shooting is done on a weapon by weapon basis.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 20:58:53


Post by: ClockworkZion


 tetrisphreak wrote:
 ClockworkZion wrote:
 tetrisphreak wrote:
Looking at my copy of WDW and this is epic:

Units now shoot based on the weapon they're holding. E.g., the flamer shoots and resolves all wounds, then the bolters in the unit shoot and resolve all wounds. So on and so forth until all eligible weapons have been fired.

No more 'my bolter has 24" range so my flamer wounds can apply to models up to 24" away." This is huge.


Pictures?


[img]https://www.dropbox.com/s/h85dfaqrfrjqe9p/Photo%20May%2013%2C%204%2051%2053%20PM.jpg

I meant of the page, but that works too.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 20:58:54


Post by: Avian


 Thud wrote:
Has the latest natfka stuff been mentioned? That there's supposed to be an "organized play" supplement coming out this autumn?


Faeit's starter set rumours just got debunked and you're asking if people believe the latest junk he just posted?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 20:59:21


Post by: Loopstah


 tetrisphreak wrote:
Looking at my copy of WDW and this is epic:

Units now shoot based on the weapon they're holding. E.g., the flamer shoots and resolves all wounds, then the bolters in the unit shoot and resolve all wounds. So on and so forth until all eligible weapons have been fired.

No more 'my bolter has 24" range so my flamer wounds can apply to models up to 24" away." This is huge.



I like that change. Will certainly make shooting more tactical as you'd have to think about which weapons to fire first. Will depend if removing casualties changes or not though I gues.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 20:59:26


Post by: Samurai_Eduh


 Accolade wrote:
 ClockworkZion wrote:
 tetrisphreak wrote:
Looking at my copy of WDW and this is epic:

Units now shoot based on the weapon they're holding. E.g., the flamer shoots and resolves all wounds, then the bolters in the unit shoot and resolve all wounds. So on and so forth until all eligible weapons have been fired.

No more 'my bolter has 24" range so my flamer wounds can apply to models up to 24" away." This is huge.


Pictures?


Wait, I'm confused, what does this mean exactly? How was anyone applying the wounds of a flamer on anything outside of the template range before?


Yes, because the rulebook faq said that if at least one weapon in the squad had the range to hit the back of the unit, then any wounds caused could be allocated to the entire unit, including wounds from flamers.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 20:59:54


Post by: CthuluIsSpy


 tetrisphreak wrote:
That's just an example. Wound allocation is currently done using the longest range weapon in a unit. Now shooting is done on a weapon by weapon basis.


Ah right. Yeah that is silly.
I am more interested about wound allocation. Any news if they are streamlining it? The current version isn't great.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 21:00:44


Post by: winterman


 CthuluIsSpy wrote:
 tetrisphreak wrote:
Looking at my copy of WDW and this is epic:

Units now shoot based on the weapon they're holding. E.g., the flamer shoots and resolves all wounds, then the bolters in the unit shoot and resolve all wounds. So on and so forth until all eligible weapons have been fired.

No more 'my bolter has 24" range so my flamer wounds can apply to models up to 24" away." This is huge.



Wasn't that always the case? I've never heard of 24" range flamers.

He's talking about wound allocation. Yes you most certainly could end up allocating flamer wounds outside of the range of a flamer as long as something with a longer range in the same unit had also fired.

Now it sounds like you resolve each weapon type seperately as a group instead of wound pools and whatnot. Way more time consuming but removes oddities.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 21:01:30


Post by: Accolade


 Samurai_Eduh wrote:
 Accolade wrote:
 ClockworkZion wrote:
 tetrisphreak wrote:
Looking at my copy of WDW and this is epic:

Units now shoot based on the weapon they're holding. E.g., the flamer shoots and resolves all wounds, then the bolters in the unit shoot and resolve all wounds. So on and so forth until all eligible weapons have been fired.

No more 'my bolter has 24" range so my flamer wounds can apply to models up to 24" away." This is huge.


Pictures?


Wait, I'm confused, what does this mean exactly? How was anyone applying the wounds of a flamer on anything outside of the template range before?


Yes, because the rulebook faq said that if at least one weapon in the squad had the range to hit the back of the unit, then any wounds caused could be allocated to the entire unit, including wounds from flamers.


Wow, I didn't realize that. Well I'm glad it's getting fixed then!


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 21:01:51


Post by: CthuluIsSpy


 winterman wrote:
 CthuluIsSpy wrote:
 tetrisphreak wrote:
Looking at my copy of WDW and this is epic:

Units now shoot based on the weapon they're holding. E.g., the flamer shoots and resolves all wounds, then the bolters in the unit shoot and resolve all wounds. So on and so forth until all eligible weapons have been fired.

No more 'my bolter has 24" range so my flamer wounds can apply to models up to 24" away." This is huge.



Wasn't that always the case? I've never heard of 24" range flamers.

He's talking about wound allocation. Yes you most certainly could end up allocating flamer wounds outside of the range of a flamer as long as something with a longer range in the same unit had also fired.

Now it sounds like you resolve each weapon type seperately as a group instead of wound pools and whatnot. Way more time consuming but removes oddities.


I mean when it comes to saves. Like, now you can tank everything on 1 guy and roll each die separately to see if he dies first. Or fails LoS.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 21:02:00


Post by: Azreal13


Winners don't use Dropbox.



40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 21:03:41


Post by: Samurai_Eduh


 Captain Avatar wrote:
quote=Captain Avatar 592379 6824321 0b04422499fa034eed54ea2b172f1f17.jpg]So, what are we looking at gameplay wise?

Point is that 6th had already driven away much of the playerbase and that 7th looks to be only making things worse. BTW, Love how you aspiring paladins edit out the part about how much longer each game is gonna take between psychic phase, objective phase and the add demons phase.



This just means tournaments will have to either play smaller games (yes, please) or make games longer (god, no!).


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 21:04:13


Post by: CthuluIsSpy


But it's May 13...where did that copy of May 17 come from?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 21:05:23


Post by: WrentheFaceless


 CthuluIsSpy wrote:
But it's May 13...where did that copy of May 17 come from?


Hes from the future obviously


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 21:05:34


Post by: Samurai_Eduh


 CthuluIsSpy wrote:
But it's May 13...where did that copy of May 17 come from?


Stores usually get copies early so they can be ready to go on sale on Saturday.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 21:05:42


Post by: ClockworkZion


You know that's the second time Nurgle has been featured regarding the new edition. Kind of ironic for a god of stagnation being plastered on something "new".


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 21:06:02


Post by: xttz


 CthuluIsSpy wrote:
But it's May 13...where did that copy of May 17 come from?


The only possible explanation is that he time travelled.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 21:06:31


Post by: tetrisphreak


I'm on my phone and Dropbox is all I got.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 21:07:58


Post by: Azreal13


 tetrisphreak wrote:
I'm on my phone and Dropbox is all I got.


S'ok, I'll rehost, gimme a sec.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 21:08:11


Post by: Samurai_Eduh




Heh, you guys wanna throw those 6 dice you would need to get a warp charge 3 power off now?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 21:09:01


Post by: CthuluIsSpy




So basically, it's the magic phase.
Maybe we will see To-hit modifiers from cover soon...


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 21:10:18


Post by: Samurai_Eduh




Damned government firewall. Why must everything be blocked!?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 21:10:43


Post by: Loopstah


 tetrisphreak wrote:
I'm on my phone and Dropbox is all I got.


That's more than enough. Thank you for the pictures.

Any more?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 21:11:49


Post by: ClockworkZion


 tetrisphreak wrote:
2 or more 6's on a psychic test cause perils.

CALLED IT.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 21:11:51


Post by: WrentheFaceless


So races with no psykers still get the D6 charges?

Also Coteaz with daemons, HERESY!


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 21:12:10


Post by: tetrisphreak


Rolling any doubles on a daemonology power perils (hints that chaos are immune to this).

Psykers generating all their powers from one tree get the primaris for free as well. This includes ML1 psykers.

https://www.dropbox.com/s/528x8z5oqkx4v9r/Photo%20May%2013%2C%205%2009%2055%20PM.jpg


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 21:14:11


Post by: BeeCee


so this means Tyranids will always get the primaris for free then? Shame Catalyst wasn't the primaris!


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 21:14:20


Post by: Accolade


 WrentheFaceless wrote:
So races with no psykers still get the D6 charges?

Also Coteaz with daemons, HERESY!


Wren, you better get ready for heresy all over the place!

(that picture does look pretty odd there with Coteaz and his homies)


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 21:14:24


Post by: ClockworkZion


 azreal13 wrote:
 tetrisphreak wrote:
I'm on my phone and Dropbox is all I got.


S'ok, I'll rehost, gimme a sec.

Ninja'd.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 21:18:33


Post by: tetrisphreak


Rules changes from 6th:

Swooping FMCS only take grounding tests once per phase, at the end, and only if they take a wound.

Wounds spill over from challenges.

D weapons allow invulnerable saves unless you roll a "6".

https://www.dropbox.com/s/b3vkwu65ua93ny9/Photo%20May%2013%2C%205%2014%2012%20PM.jpg


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 21:19:35


Post by: WrentheFaceless


 Accolade wrote:
 WrentheFaceless wrote:
So races with no psykers still get the D6 charges?

Also Coteaz with daemons, HERESY!


Wren, you better get ready for heresy all over the place!

(that picture does look pretty odd those with Coteaz and his homies)


Me and my tons of warp dice from my GKs are ready.

 tetrisphreak wrote:


D weapons allow invulnerable saves unless you roll a "6".


Well there goes the counter for 2++ rerollable crap =/


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 21:19:50


Post by: Samurai_Eduh


 tetrisphreak wrote:
Rules changes from 6th:

Swooping FMCS only take grounding tests once per phase, at the end, and only if they take a wound.

Wounds spill over from challenges.

D weapons allow invulnerable saves unless you roll a "6".

https://www.dropbox.com/s/b3vkwu65ua93ny9/Photo%20May%2013%2C%205%2014%2012%20PM.jpg


Loving all of it so far!


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 21:20:15


Post by: Jaceevoke


Wow tyranids just got a major buff


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 21:20:18


Post by: Azreal13


 tetrisphreak wrote:
Rules changes from 6th:

Swooping FMCS only take grounding tests once per phase, at the end, and only if they take a wound.

Wounds spill over from challenges.

D weapons allow invulnerable saves unless you roll a "6".

https://www.dropbox.com/s/b3vkwu65ua93ny9/Photo%20May%2013%2C%205%2014%2012%20PM.jpg





Automatically Appended Next Post:


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 21:22:33


Post by: CthuluIsSpy


Liking the change to destroyer weapons. It's a fair compromise.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 21:23:04


Post by: Captain Avatar


 Samurai_Eduh wrote:
 Captain Avatar wrote:
quote=Captain Avatar 592379 6824321 0b04422499fa034eed54ea2b172f1f17.jpg]So, what are we looking at gameplay wise?

Point is that 6th had already driven away much of the playerbase and that 7th looks to be only making things worse. BTW, Love how you aspiring paladins edit out the part about how much longer each game is gonna take between psychic phase, objective phase and the add demons phase.




This just means tournaments will have to either play smaller games (yes, please) or make games longer (god, no!).


Who said a damn thing about tournaments?!!

I'm a busy person who owns and runs a business. Pick-up or scheduled games that are going to average 4+ hours just don't fit my and many others schedule.

On the bright side, those of you still playing won't be rushed by players waiting for games at your flgs.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 21:23:31


Post by: Sigvatr


Wow, so GW was serious about IoM willing to summon demons from the warp.

Like...wow. Really. That's just...wow. That's worse than the 5th Necron fluff. Holy crap. So, "forge your narrative" now means "feth everything, nobody wants that lore anyway!"? Well played GW.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 21:23:55


Post by: Desubot


The challenge buff is nice i guess. no more chumping sergeants

but did FMC and 2++ rerollables reallllly need more help?

FFS


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 21:24:45


Post by: Sigvatr


Well played taking the only reliable 2++ counter out of the game. So much for balance.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 21:25:09


Post by: CthuluIsSpy


 Desubot wrote:
The challenge buff is nice i guess. no more chumping sergeants

but did FMC and 2++ rerollables reallllly need more help?

FFS


No, but everything else did.
Do not think of the change to Destroyer Weapons as a buff to 2+ invuls, but as a buff to everything else with an invul.
Besides, invuls are still killed on a 6.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 21:26:21


Post by: Loopstah


It looks like a 6 would still rip through an invulnerable though so they aren't completely toothless.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 21:26:28


Post by: WrentheFaceless


 CthuluIsSpy wrote:
 Desubot wrote:
The challenge buff is nice i guess. no more chumping sergeants

but did FMC and 2++ rerollables reallllly need more help?

FFS


No, but everything else did.
Do not think of the change to Destroyer Weapons as a buff to 2+ invuls, but as a buff to everything else with an invul.


D was the most reliable counter to 2++ rerolls though, unless the psyker phase and power changes and other changes nerf 2++ rerolls


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 21:28:12


Post by: Vaktathi


So the counter to 2++ rerollable saves got punked, which in theory was fine, but they don't seem to have really done anything about the ability to run something that just a few years ago was hyperbolic exaggeration.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 21:28:15


Post by: CthuluIsSpy


 WrentheFaceless wrote:
 CthuluIsSpy wrote:
 Desubot wrote:
The challenge buff is nice i guess. no more chumping sergeants

but did FMC and 2++ rerollables reallllly need more help?

FFS


No, but everything else did.
Do not think of the change to Destroyer Weapons as a buff to 2+ invuls, but as a buff to everything else with an invul.


D was the most reliable counter to 2++ rerolls though, unless the psyker phase and power changes and other changes nerf 2++ rerolls


Yes, and D weapons still counter 2+ rerolls. On a 6.
So 1-5 chance of not murdering everything, 1/6 chance of murdering everything, especially those pesky 2+ saves.
I consider that a fair compromise.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 21:28:41


Post by: rollawaythestone


 WrentheFaceless wrote:
 CthuluIsSpy wrote:
 Desubot wrote:
The challenge buff is nice i guess. no more chumping sergeants

but did FMC and 2++ rerollables reallllly need more help?

FFS


No, but everything else did.
Do not think of the change to Destroyer Weapons as a buff to 2+ invuls, but as a buff to everything else with an invul.


D was the most reliable counter to 2++ rerolls though, unless the psyker phase and power changes and other changes nerf 2++ rerolls


Was it? In theory, yes. But considering no one I know of actually plays with Superheavies or D weapons, it hardly counts as an actual reliable counter.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 21:28:55


Post by: DiabolicAl


Many thanks for the pics, any chance of some of the new releases or the collectors edition?

Cheers


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 21:29:35


Post by: Erzanj


Coteaz summoning demons. They clearly don't give a damn about their own fluff anymore.

That new ruleset better be the most awesomest ever made, or I'll go forge my narrative somewhere else.



40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 21:30:33


Post by: tetrisphreak


Everything (almost) is scoring - no word on if this extends to vehicles. Battle forged troops trump other scoring units, though, so they can steal objectives from non troop enemy units (or unbound troops).


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 21:31:49


Post by: throwoff


Has anyone got the link to the third video yet?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 21:32:40


Post by: AlmightyWalrus


 Erzanj wrote:
Coteaz summoning demons. They clearly don't give a damn about their own fluff anymore.


You do realize that the current fluff states that he's slowly slipping as he's getting older?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 21:32:46


Post by: undertow


 tetrisphreak wrote:
Swooping FMCS only take grounding tests once per phase, at the end, and only if they take a wound.

No more grounding from Markerlights. I'm Ok with that.

(disclaimer: has been known to play a Flying Circus)


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 21:34:30


Post by: Creeperman


I read that as you still get to take your invulnerable save even if they roll a 6, it's just that you have to pass D6+6 of them for the model to survive.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 21:34:35


Post by: Erzanj


Oh, and that last scan from WD (the page 21) confirms that Deamons will have access to Daemonology.

So, I guess we will be able to cast Possession with them. Instant mid-battle promotion from herald to Greater Demon could be funny.

 AlmightyWalrus wrote:
 Erzanj wrote:
Coteaz summoning demons. They clearly don't give a damn about their own fluff anymore.


You do realize that the current fluff states that he's slowly slipping as he's getting older?


I remembered him as strictly Puritan. I'll have to read it again, thanks for pointing that out.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 21:34:45


Post by: tetrisphreak


 DiabolicAl wrote:
Many thanks for the pics, any chance of some of the new releases or the collectors edition?

Cheers


https://www.dropbox.com/s/yylmwrocry2fwjx/Photo%20May%2013%2C%205%2031%2040%20PM.jpg


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 21:35:02


Post by: Azreal13


 Vaktathi wrote:
So the counter to 2++ rerollable saves got punked, which in theory was fine, but they don't seem to have really done anything about the ability to run something that just a few years ago was hyperbolic exaggeration.


But there remains the possibility that invuls themselves could have been revised, don't panic yet (ie capped at 3++ or not rerollable or similar)


Automatically Appended Next Post:


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 21:36:13


Post by: Sigvatr


Removing invul on roll of a 6 is useless on a counter level. Counters need to be reliable. That's why you paid the super premium for D weapons - reliable strength. A 1/6th chance is highly unreliable and not worth the huge points investment.

So basically, we're back to Deathstars now? Along with them scoring? GW rocks.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 21:36:17


Post by: DiabolicAl


 tetrisphreak wrote:
 DiabolicAl wrote:
Many thanks for the pics, any chance of some of the new releases or the collectors edition?

Cheers


https://www.dropbox.com/s/yylmwrocry2fwjx/Photo%20May%2013%2C%205%2031%2040%20PM.jpg



Top stuff! cheers for that! Looks impressive.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 21:37:13


Post by: Steve steveson


 Sigvatr wrote:
Wow, so GW was serious about IoM willing to summon demons from the warp.

Like...wow. Really. That's just...wow. That's worse than the 5th Necron fluff. Holy crap. So, "forge your narrative" now means "feth everything, nobody wants that lore anyway!"? Well played GW.


This is going to end up like the "x and Y would never ally" stuff of 6th isn't it?

Daemon hosts have been a thing for a long time. That is an inquisitor summoning a daemon. Disparate or arrogant people have always tried it, but now it can be represented in the game. No lore/fluff problem at all. It may not happen very often, but then nor dose the death of Bjorn the Fel Handed, but it dose all the time in game.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 21:37:49


Post by: Slayer le boucher


Oh boy the challenge wounds overflow!!!!!!!

yes kharn and my JuggerAxeLord will love this to no end..heck all my Khorne Champions will love this!!!!!


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 21:39:49


Post by: tetrisphreak


Difficult terrain is -2" to charge range.

7+ to explode a vehicle.

New wound allocation - weapon by weapon.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 21:40:19


Post by: Loopstah


OMG!

I so have to get the Munitorium Edition.

Better cover art on the books? Check!
Objective tokens? Check!
Art book? Check!
Nice looking box? Check!

Going to be hitting F5 on Friday to make sure I bag one of those bad-boys.

Take my money! Take my money!


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 21:40:48


Post by: WrentheFaceless


rollawaythestone wrote:
 WrentheFaceless wrote:
 CthuluIsSpy wrote:
 Desubot wrote:
The challenge buff is nice i guess. no more chumping sergeants

but did FMC and 2++ rerollables reallllly need more help?

FFS


No, but everything else did.
Do not think of the change to Destroyer Weapons as a buff to 2+ invuls, but as a buff to everything else with an invul.


D was the most reliable counter to 2++ rerolls though, unless the psyker phase and power changes and other changes nerf 2++ rerolls


Was it? In theory, yes. But considering no one I know of actually plays with Superheavies or D weapons, it hardly counts as an actual reliable counter.


You're allowed to take them, just everyone makes a hissy fit about them even though they're not that bad.

Especially considering the FOC for 7th includes Lords of War in the BRB, and knights are more prevalent now, D is a near reality.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 21:41:47


Post by: Hollismason


Any word yet on whether Psychic powers are once a turn yet? Cause if it's not the game just broke.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 21:42:20


Post by: tetrisphreak


 Sigvatr wrote:
Removing invul on roll of a 6 is useless on a counter level. Counters need to be reliable. That's why you paid the super premium for D weapons - reliable strength. A 1/6th chance is highly unreliable and not worth the huge points investment.

So basically, we're back to Deathstars now? Along with them scoring? GW rocks.


I think you'll find that fortune will be much harder to cast as a WC2 psychic power now instead of a ld10 check. Plus you can throw all your dispel dice to try and block it, with no chance of perils as a defending player.

Chill.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 21:43:47


Post by: streetsamurai


I think that I need this munitorum boxed set. Must resist


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 21:44:08


Post by: ClockworkZion


 tetrisphreak wrote:
 DiabolicAl wrote:
Many thanks for the pics, any chance of some of the new releases or the collectors edition?

Cheers


https://www.dropbox.com/s/yylmwrocry2fwjx/Photo%20May%2013%2C%205%2031%2040%20PM.jpg

Any prices in that thing?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 21:44:13


Post by: Hollismason


Yeah being able to actually stop psychic powers is cool as hell.

It still doesn't matter though if you can have 3 Psykers casting the same spell every turn though that bring in more psykers that can cast that same spell over and over again.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 21:45:19


Post by: Mavnas


I can see it now, unbound army. Ahriman + as many sorcs as you can afford. Turn one: summon the army.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 21:46:15


Post by: AlmightyWalrus


 Slayer le boucher wrote:
Oh boy the challenge wounds overflow!!!!!!!

yes kharn and my JuggerAxeLord will love this to no end..heck all my Khorne Champions will love this!!!!!


As a Black Templars player, I too approve of this change.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 21:47:19


Post by: Accolade


There are only 2000 copies of that Munitorum edition rulebook? Weren't there like 4-5000 last go around?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 21:47:33


Post by: xttz


"Difficult terrain is -2" to charge range."

This makes me wonder if Move Through Cover negates that, and maybe assault grenades will mess with Overwatch instead.




40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 21:47:54


Post by: tetrisphreak


 ClockworkZion wrote:
 tetrisphreak wrote:
 DiabolicAl wrote:
Many thanks for the pics, any chance of some of the new releases or the collectors edition?

Cheers


https://www.dropbox.com/s/yylmwrocry2fwjx/Photo%20May%2013%2C%205%2031%2040%20PM.jpg

Any prices in that thing?


Rulebook - $85
Munitorum edition - $340, 2,000 copies, online only, limited
Psychic deck - $15
Tactical objectives - $8

No dice, objectives, or templates. Those will probably drop next week.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 21:48:10


Post by: Shadow Captain Edithae


I'm OKwith the idea of Imperial players being able to summon Demons, as long as in team games/Doubles, a non-Heretical player can immediately declare an EXTERMINATUS and exterminate the Heretic.

And I'm not joking. If I'm playing a team game, and my Spess Mehreen / Imperial Guard Astra Wotsit / Adepta Sista partner uses his psyker to summon a Daemon I'm gonna say "feth that" and switch sides mid-game. My entire army will then turn on the spot and target the filthy Daemon-consorting-Heretics. Objective be damned.

Hows that for forging a narrative?

Raven Guard do not tolerate Heretics.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 21:48:25


Post by: Xca|iber


 tetrisphreak wrote:
Difficult terrain is -2" to charge range.

7+ to explode a vehicle.

New wound allocation - weapon by weapon.


The terrain change sound very helpful for assault armies. Pics please?

Besides that though I'm hoping for maybe one more buff to assault deliver-ability. Best case scenario would be altering Overwatch so that it's actually a tactical choice rather than a free bonus, but I'll take what we can get.



40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 21:49:11


Post by: Thud


Mavnas wrote:
I can see it now, unbound army. Ahriman + as many sorcs as you can afford. Turn one: summon the army.


I realize you're probably half joking, but I don't think it would be that bad...

I get to deny some of those at least, and you should get a few miscasts, and I'll kill a bunch of your stuff too. And then I'm super scoring, while you're not.

Could it be... balanced?



40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 21:49:13


Post by: ClockworkZion


 tetrisphreak wrote:
 ClockworkZion wrote:
 tetrisphreak wrote:
 DiabolicAl wrote:
Many thanks for the pics, any chance of some of the new releases or the collectors edition?

Cheers


https://www.dropbox.com/s/yylmwrocry2fwjx/Photo%20May%2013%2C%205%2031%2040%20PM.jpg

Any prices in that thing?


Rulebook - $85
Munitorum edition - $340, 2,000 copies, online only, limited
Psychic deck - $15
Tactical objectives - $8

No dice, objectives, or templates. Those will probably drop next week.


Thanks!


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 21:49:15


Post by: Azreal13


As a fan of the Bloodthirster, and owner and regular fielder of a spectacular counts as mini who sports a paint job I'm particularly proud of, I also approve of these changes!


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 21:49:34


Post by: Hollismason


It's actually possible since Apparently Horrors can summon to bring in over 200 models on the 3rd turn.

6 Squads of ML2 Horrors
4 ML2 Heralds

Even given a 50% chance to get half that off and succeed in summoning 5 Squads , not counting being able to get Sacrifice for the ML2 Horrors...

Turn 2
6 Squads of ML2 , 5 Squads of ML1
4 ML2

Turn 3
6 Squads of ML2 , 12 Squads of ML1
4 Heralds


There has to be some rule that doesn't let you cast the same psychic power more than once a phase but that would feth over Tyranids pretty hard. So the answer is definitely yes.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 21:49:51


Post by: tetrisphreak


 xttz wrote:
"Difficult terrain is -2" to charge range."

This makes me wonder if Move Through Cover negates that, and maybe assault grenades will mess with Overwatch instead.




Doesn't say one way or the other.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 21:50:38


Post by: Shadow Captain Edithae


Mavnas wrote:
I can see it now, unbound army. Ahriman + as many sorcs as you can afford. Turn one: summon the army.


Laughed so hard I now have a headache.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 21:54:51


Post by: Dr. Bizarre


We don't know if Coteaz has access to the 'malefic' deamonic powers. He might only have access to the 'santic' ones. Besides, don't inquisitors get more radical in their old age?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 21:56:17


Post by: Azreal13


Hollismason wrote:
It's actually possible since Apparently Horrors can summon to bring in over 200 models on the 3rd turn.

6 Squads of ML2 Horrors
4 ML2 Heralds

Even given a 50% chance to get half that off and succeed in summoning 5 Squads , not counting being able to get Sacrifice for the ML2 Horrors...

Turn 2
6 Squads of ML2 , 5 Squads of ML1
4 ML2

Turn 3
6 Squads of ML2 , 12 Squads of ML1
4 Heralds


There has to be some rule that doesn't let you cast the same psychic power more than once a phase but that would feth over Tyranids pretty hard. So the answer is definitely yes.


Somewhere in Nottingham, Kirby is gently weeping with happiness as he strolls around something resembling the warehouse at the end of Raiders, only with pallet after pallet of boxes of lesser daemon kits...


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 21:56:24


Post by: Desubot


Im really digging those tokens.

weapon by weapon allocation sounds like it could get messy (when to check RF range)

Any ideas on what you would need to roll to DTW? (it could help stop deathstars depending on how easy)

So to cast powers you need to roll 4+ but on double 6s you take a peirls test? i hope it is some sort of LD check. Was that "if you peirls you cant cast ever again" thing confirmed or debunked?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 21:56:34


Post by: Accolade


I don't think there is some sort of age-driven destination that inquisitors necessarily become more radical as they get older.

I do think GW added these powers as a way to jazz up the game, and figured only those people hardcore into the fluff would care too much.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 21:58:53


Post by: Azreal13


 Desubot wrote:
Im really digging those tokens.

weapon by weapon allocation sounds like it could get messy (when to check RF range)

Any ideas on what you would need to roll to DTW? (it could help stop deathstars depending on how easy)

So to cast powers you need to roll 4+ but on double 6s you take a peirls test? i hope it is some sort of LD check. Was that "if you peirls you cant cast ever again" thing confirmed or debunked?


You need a number of 4+s equal to the Warp Charge value of the power. Leadership doesn't appear to be involved.

Weapon by weapon is easy, you check for RF range, or whatever, when you choose to fire your RF weapons. If you choose to do it after your flamer, and it has wiped out all RF range models, well, that's your choice.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 21:59:14


Post by: slaede


I get that you can summon an ass ton of Horrors, but all those Horrors are going to do is summon a bunch more Horrors, and it isn't very hard to come up on them and beat them in assault. You'd probably be better off summoning Daemonettes that can get things done.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 22:00:09


Post by: Azreal13


 AlmightyWalrus wrote:
Haven't seen this one yet, so:
Spoiler:



You're a day late dude....


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 22:00:36


Post by: Blacksails


 xttz wrote:


Well at that price they're pretty much already forking you.




Right!?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 22:01:01


Post by: Lockark


Do we know how wound allocation works now? Removeing from the front has been my most hated change from 6th.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 22:01:20


Post by: Thud


slaede wrote:
I get that you can summon an ass ton of Horrors, but all those Horrors are going to do is summon a bunch more Horrors, and it isn't very hard to come up on them and beat them in assault. You'd probably be better off summoning Daemonettes that can get things done.


Yo dawg, I heard you like Horrors...


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 22:01:43


Post by: BeeCee


The FMC change is exciting, but the missing piece is if there are changes to skyfire.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 22:01:52


Post by: Accolade


 Blacksails wrote:
 xttz wrote:


Well at that price they're pretty much already forking you.




Right!?


I would have liked to have seen it priced at $1000, and then waited for someone to come in and explain how they had more money than sense and bought it.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 22:02:58


Post by: Blacksails


 Accolade wrote:

I would have liked to have seen it priced at $1000, and then waited for someone to come in and explain how they had more money than sense and bought it.


I'm thinking that at 340 it'd take more money than sense to buy it anyways.

I thought the same with limited edition codices too.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 22:03:23


Post by: Ragnar69


If it had a metal or wooden box instead of cardboard I would seriously consider it...I just had to hide it from my wife


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 22:04:21


Post by: WrentheFaceless


I'd like to see that Perils table right now to see what happens. They're making it sound all doom and gloom


You're a day late dude....

Meh, I'll remove it to save space then I guess. Cheers for letting me know anyway.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 22:04:58


Post by: A Town Called Malus


Ragnar69 wrote:
If it had a metal or wooden box instead of cardboard I would seriously consider it...I just had to hide it from my wife


She'd find out. Then there would really be no time for peace...


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 22:04:59


Post by: ClockworkZion


 Blacksails wrote:
 Accolade wrote:

I would have liked to have seen it priced at $1000, and then waited for someone to come in and explain how they had more money than sense and bought it.


I'm thinking that at 340 it'd take more money than sense to buy it anyways.

I thought the same with limited edition codices too.

To rich for my blood and I have a Sisters army!


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 22:06:02


Post by: Accolade


 Blacksails wrote:
 Accolade wrote:

I would have liked to have seen it priced at $1000, and then waited for someone to come in and explain how they had more money than sense and bought it.


I'm thinking that at 340 it'd take more money than sense to buy it anyways.

I thought the same with limited edition codices too.


Oh I know, I think $340 is absolute insanity. It's at *least* $130 priced over any of the previous LE books, but look at all those hardcovers!!

At least if it was something like $1000 we could have the people who bought it institutionalized.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 22:06:04


Post by: xttz


No new scans for a bit, guys I'm worried tetrisphreak has been caught by GW inquisition...


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 22:06:37


Post by: Blacksails


 ClockworkZion wrote:

To rich for my blood and I have a Sisters army!


(Ex) All metal Mordian collector.

Paying 4x the price for a fancy cover never struck as being remotely in the ballpark of a sensible way to spend my hobby money.

But hey, I guess some people dig that kind of stuff. Some people have a thing for feet. People are weird.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 22:07:40


Post by: ClockworkZion


 Blacksails wrote:
People are weird.

And that's the universal truth right there.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 22:08:23


Post by: Blacksails


 ClockworkZion wrote:
 Blacksails wrote:
People are weird.

And that's the universal truth right there.


A-fething-men.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 22:08:35


Post by: ClockworkZion


 xttz wrote:
No new scans for a bit, guys I'm worried tetrisphreak has been caught by GW inquisition...

Or his phone died, or there isn't anything else to share, or a hundred other reasons.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 22:08:44


Post by: Azreal13


 xttz wrote:
No new scans for a bit, guys I'm worried tetrisphreak has been caught by GW inquisition...


Don't panic, it was only a Weakly White Dwarf, far more likely he's just covered the whole thing!


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 22:10:33


Post by: tetrisphreak


 Lockark wrote:
Do we know how wound allocation works now? Removeing from the front has been my most hated change from 6th.


Still from the closest to the firing models.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 22:11:06


Post by: Ragnar69


The first LEs with just a dust jacket have really been stupid, but the later ones improved. If I would have been into Chaos then Crimson Slaughter would have tempted me. I mean, tormented faces appearing on the cover when you touch it? There can't be a cooler feature for a chaos book

On topic: we need more pics


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 22:11:54


Post by: tetrisphreak


That's about it. There's some stuff worth reading, like the 1200 point battle report of orks vs nids (gasp! They even posted lists!)

A good issue. Now the 11 day wait will seem even LONGER


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 22:14:34


Post by: jamesk1973


Battleforged or Unbound the next time I meet a guy with screamerstar I am going to let him set his army up, declare him the winner, and go look for another opponent.

Also, I saw the guy that bought the 6th Ed. LE and still carries it around in the canvas book bag that came with it, I laughed.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 22:14:53


Post by: Lockark


 tetrisphreak wrote:
 Lockark wrote:
Do we know how wound allocation works now? Removeing from the front has been my most hated change from 6th.


Still from the closest to the firing models.


If anyone wants orks or csm pm me. Because assault armies are still R.I.P. in peace


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 22:15:26


Post by: Samurai_Eduh


Gonna be spamming that F5 key to get a munitorium edition!


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 22:16:40


Post by: tetrisphreak


The reference section is pictured in the photo with the LE version. Sadly the text is too small to read but a few things can be discerned:

Melee to-hit chart is the same.

S vs T to-wound chart is the same.

BS6+ not listed in the shooting to hit table.

Vehicle damage table has effects for 1-3, 4, 5, 6, and 7. (Cannot read text)

Perils chart is a d6 table.

The rest is just too blurry/small to make out.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 22:17:42


Post by: avedominusnox


Yes! My screamerstar will be moaar powerful than it was!
Just kidding...


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 22:18:51


Post by: jamesk1973


 avedominusnox wrote:
Yes! My screamerstar will be moaar powerful than it was!
Just kidding...


Are you?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 22:20:38


Post by: Vaktathi


if the collectors edition were 200, I might think about it. But $340?

Nope.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 22:24:42


Post by: jamesk1973


$340...holy hell that is two battleboxes and several addons...


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 22:27:46


Post by: Bonegrinder


Glad the box set will remain the same, been meaning to buy a couple more to make a small Cultist army. My nephew can have the Dark Angels.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 22:27:46


Post by: avedominusnox


jamesk1973 wrote:
 avedominusnox wrote:
Yes! My screamerstar will be moaar powerful than it was!
Just kidding...


Are you?

Ofc I'm kidding. Though I own one and I will use it partially if not whole in a competitive tournament.
But I did that before the new edition and I will use the models after it in various ways if I'm allowed to.
Still I never play these stuff in casual/non-tourney games.
I find some of the new rules very good and promising, some others seem still game breaking but we will have to figure out
through play test.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 22:28:59


Post by: whembly


 tetrisphreak wrote:
 Sigvatr wrote:
Removing invul on roll of a 6 is useless on a counter level. Counters need to be reliable. That's why you paid the super premium for D weapons - reliable strength. A 1/6th chance is highly unreliable and not worth the huge points investment.

So basically, we're back to Deathstars now? Along with them scoring? GW rocks.


I think you'll find that fortune will be much harder to cast as a WC2 psychic power now instead of a ld10 check. Plus you can throw all your dispel dice to try and block it, with no chance of perils as a defending player.

Chill.

Exactly... that's exciting as all hell.

No more instant 2++ rerollable Baronseer/Screamer star. At least you'd have a fighting chance now!


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 22:29:15


Post by: avedominusnox


So basically starter remains the same with a possibility of a new mini rulebook included in it?
That's nice. Even if it takes time for that to happen.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 22:29:57


Post by: Hollismason


slaede wrote:
I get that you can summon an ass ton of Horrors, but all those Horrors are going to do is summon a bunch more Horrors, and it isn't very hard to come up on them and beat them in assault. You'd probably be better off summoning Daemonettes that can get things done.


You can but you want the extra ML for more Warp Power. You can also summon Bloodcrushers. Supposedly.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 22:30:27


Post by: whembly


 Lockark wrote:
 tetrisphreak wrote:
 Lockark wrote:
Do we know how wound allocation works now? Removeing from the front has been my most hated change from 6th.


Still from the closest to the firing models.


If anyone wants orks or csm pm me. Because assault armies are still R.I.P. in peace

Whoa there bucko...

Let's wait to see if you can assault out of transport easier (ie, in 5th).


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 22:31:59


Post by: TheKbob


Great... Making psyker based armies and FMC spam better. Surely my sisters of battle will get a great way to be anti-psyker based or some way to shoot down flyers.


I don't understand people getting excited about the current stuff that's no fun to play against getting better. Also, $340 for an LE?

Guys, that's a a full army in any other game. That's. Nuts.

Hoping the whole picture is better. Nerfing ignores cover is needed. Hit and run sucks, inflicheating sucks...


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 22:33:42


Post by: Lockark


 TheKbob wrote:
Great... Making psyker based armies and FMC spam better. Surely my sisters of battle will get a great way to be anti-psyker based or some way to shoot down flyers.


I don't understand people getting excited about the current stuff that's no fun to play against getting better. Also, $340 for an LE?

Guys, that's a a full army in any other game. That's. Nuts.

Hoping the whole picture is better. Needing ignores cover is needed. Hit and run sucks, inflicheating sucks...


This is how i feel 100 fold.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 22:35:50


Post by: TheKbob


Twin linked weapons automatically gain skyfire but cannot reroll to hit?

That'd be a way to make flyers good but make their counters expensive. Then just nerf Wave Serpents...


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 22:39:23


Post by: Elemental


 Vaktathi wrote:
if the collectors edition were 200, I might think about it. But $340?

Nope.


Don't worry, you won't have to wait long for the next collector's edition rulebook.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 22:39:42


Post by: xttz


I see that 7E includes a major buff to forum whining based on incomplete information


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 22:44:09


Post by: avedominusnox


 xttz wrote:
I see that 7E includes a major buff to forum whining based on incomplete information


+1 is not enough...


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 22:45:17


Post by: Hybrid Son Of Oxayotl


 tetrisphreak wrote:
Looking at my copy of WDW and this is epic:

Units now shoot based on the weapon they're holding. E.g., the flamer shoots and resolves all wounds, then the bolters in the unit shoot and resolve all wounds. So on and so forth until all eligible weapons have been fired.

No more 'my bolter has 24" range so my flamer wounds can apply to models up to 24" away." This is huge.

This is great news, because my fluff 5-flamers suicide squad was too good and really needed a nerf. Hopefully, you will remove casualty from the first flamer before checking the number of hit that the second one inflict too…
 tetrisphreak wrote:
Swooping FMCS only take grounding tests once per phase, at the end, and only if they take a wound.

This is great news, because I have access to tons of anti-air units in my Sisters of Battle army.
 tetrisphreak wrote:
I think you'll find that fortune will be much harder to cast as a WC2 psychic power now instead of a ld10 check.

This is great news, because now nobody will need Fortune anymore. The first spell of malefic daemonology does the same, only better. And is WC1.
 Shadow Captain Edithae wrote:
I'm OKwith the idea of Imperial players being able to summon Demons, as long as in team games/Doubles, a non-Heretical player can immediately declare an EXTERMINATUS and exterminate the Heretic.

And I'm not joking. If I'm playing a team game, and my Spess Mehreen / Imperial Guard Astra Wotsit / Adepta Sista partner uses his psyker to summon a Daemon I'm gonna say "feth that" and switch sides mid-game. My entire army will then turn on the spot and target the filthy Daemon-consorting-Heretics. Objective be damned.

Hows that for forging a narrative?

Raven Guard do not tolerate Heretics.

Sisters do not get access to daemonology because no psykers.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 22:45:57


Post by: Kimchi Gamer


 Accolade wrote:
 Blacksails wrote:
 Accolade wrote:

I would have liked to have seen it priced at $1000, and then waited for someone to come in and explain how they had more money than sense and bought it.


I'm thinking that at 340 it'd take more money than sense to buy it anyways.

I thought the same with limited edition codices too.


Oh I know, I think $340 is absolute insanity. It's at *least* $130 priced over any of the previous LE books, but look at all those hardcovers!!

At least if it was something like $1000 we could have the people who bought it institutionalized.



Carl Tuttle already pre-ordered 2!


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 22:47:03


Post by: AdeptSister


 tetrisphreak wrote:
The reference section is pictured in the photo with the LE version. Sadly the text is too small to read but a few things can be discerned:

Melee to-hit chart is the same.


So weapon skill will remain useless...That is sad.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 22:49:23


Post by: whembly


 Hybrid Son Of Oxayotl wrote:
 tetrisphreak wrote:
Looking at my copy of WDW and this is epic:

Units now shoot based on the weapon they're holding. E.g., the flamer shoots and resolves all wounds, then the bolters in the unit shoot and resolve all wounds. So on and so forth until all eligible weapons have been fired.

No more 'my bolter has 24" range so my flamer wounds can apply to models up to 24" away." This is huge.

This is great news, because my fluff 5-flamers suicide squad was too good and really needed a nerf. Hopefully, you will remove casualty from the first flamer before checking the number of hit that the second one inflict too…

Nah... they all happen at the same time since they're the same weapons. S'ok.

 tetrisphreak wrote:
Swooping FMCS only take grounding tests once per phase, at the end, and only if they take a wound.

This is great news, because I have access to tons of anti-air units in my Sisters of Battle army.
 tetrisphreak wrote:
I think you'll find that fortune will be much harder to cast as a WC2 psychic power now instead of a ld10 check.

This is great news, because now nobody will need Fortune anymore. The first spell of malefic daemonology does the same, only better. And is WC1.

At least you'd have a chance to deny it.

 Shadow Captain Edithae wrote:
I'm OKwith the idea of Imperial players being able to summon Demons, as long as in team games/Doubles, a non-Heretical player can immediately declare an EXTERMINATUS and exterminate the Heretic.

And I'm not joking. If I'm playing a team game, and my Spess Mehreen / Imperial Guard Astra Wotsit / Adepta Sista partner uses his psyker to summon a Daemon I'm gonna say "feth that" and switch sides mid-game. My entire army will then turn on the spot and target the filthy Daemon-consorting-Heretics. Objective be damned.

Hows that for forging a narrative?

Raven Guard do not tolerate Heretics.

Sisters do not get access to daemonology because no psykers.

You're IoM... get some allied brotherhoods yo! (yes, I'm sure it's GW's master plan to get you to spend moar $$$!)


Automatically Appended Next Post:
 AdeptSister wrote:
 tetrisphreak wrote:
The reference section is pictured in the photo with the LE version. Sadly the text is too small to read but a few things can be discerned:

Melee to-hit chart is the same.


So weapon skill will remain useless...That is sad.


What he ^ said...


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 23:01:31


Post by: Yodhrin


 Blacksails wrote:
 Accolade wrote:

I would have liked to have seen it priced at $1000, and then waited for someone to come in and explain how they had more money than sense and bought it.


I'm thinking that at 340 it'd take more money than sense to buy it anyways.

I thought the same with limited edition codices too.


I got the Iron Hands limited edition Marine codex. I thought I would reward GW for actually paying my favourite chapter some attention.

Yeah, that went well. Up there with tactically voting Liberal Democrat in the 2010 elections to keep out the Tories

As for the new rumours; somewhat intriguing. If the BBs using friendly transport vehicles is true that would really help thematically with my AdMech, since using Chimeras just feels appropriate, but until now that was impossible since I use Blood Claws rules for my Skitarii. It's not enough to dampen my resentment at not actually being able to model most of said Skitarii for several months because I have to fork out for the new bloody rulebook, but it might make it easier to forget my annoyance in the future.

EDIT: Jesus Christ whembly, that image. I have no idea why it's so funny. but I think I might have just collapsed a lung with laughter


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 23:03:37


Post by: Rainbow Dash


I'm still waiting for the Harlequin codex lol


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 23:16:36


Post by: scarletsquig


I'm psyched for the new rules, with unbound you only need 10 minis for an army (10x marneus calgar or whatever) which makes 40k great value for money.

What? Warmachine players use this argument all the time. :p


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 23:21:56


Post by: zearas


I like some of the new stuff

And the psychic phase seems like a cool addition except

I PLAY BT!!!!!!!!


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 23:23:15


Post by: insaniak


Dr. Bizarre wrote:
We don't know if Coteaz has access to the 'malefic' deamonic powers. He might only have access to the 'santic' ones. Besides, don't inquisitors get more radical in their old age?

Eisenhorn certainly did...


Wound allocation still from the front makes sad panda.


Wounds spilling over from challenges isn't awesome (I would have rather seen challenges removed entirely as they just don't make any sense for most armies) but it's at least better than the current system.




40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 23:29:29


Post by: Lobokai


 insaniak wrote:
Dr. Bizarre wrote:
We don't know if Coteaz has access to the 'malefic' deamonic powers. He might only have access to the 'santic' ones. Besides, don't inquisitors get more radical in their old age?

Eisenhorn certainly did...


Wound allocation still from the front makes sad panda.


Wounds spilling over from challenges isn't awesome (I would have rather seen challenges removed entirely as they just don't make any sense for most armies) but it's at least better than the current system.




I don't see wounds spilling over making any sense. Why even have the challenge sub rules?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 23:40:31


Post by: slaede


 Lobukia wrote:
 insaniak wrote:
Dr. Bizarre wrote:
We don't know if Coteaz has access to the 'malefic' deamonic powers. He might only have access to the 'santic' ones. Besides, don't inquisitors get more radical in their old age?

Eisenhorn certainly did...


Wound allocation still from the front makes sad panda.


Wounds spilling over from challenges isn't awesome (I would have rather seen challenges removed entirely as they just don't make any sense for most armies) but it's at least better than the current system.




I don't see wounds spilling over making any sense. Why even have the challenge sub rules?


Because the Bloodthirster lops off the Sergeant's head and keeps swinging. Makes plenty sense!


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 23:41:16


Post by: NamelessBard


 Lobukia wrote:
 insaniak wrote:
Dr. Bizarre wrote:
We don't know if Coteaz has access to the 'malefic' deamonic powers. He might only have access to the 'santic' ones. Besides, don't inquisitors get more radical in their old age?

Eisenhorn certainly did...


Wound allocation still from the front makes sad panda.


Wounds spilling over from challenges isn't awesome (I would have rather seen challenges removed entirely as they just don't make any sense for most armies) but it's at least better than the current system.




I don't see wounds spilling over making any sense. Why even have the challenge sub rules?


How does it not make sense? You stop swinging at the guy you're fighting after he dies and move on to the squad. You still have to deal with the WS and T of the guy in the challenge, so it makes it a bit harder to hurt the rest of the squad.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 23:46:26


Post by: Slayer le boucher


It makes plenty of sens, that i don't have to waste the 13 Attacks of my JuggerAxelord, on a mere sergeant, the rest of the unit can take a bit of punishment also.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 23:50:06


Post by: Leth


All of those rules look pretty good, waiting to see what the transport rules look like


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 23:51:20


Post by: Lockark


 whembly wrote:
 Lockark wrote:
 tetrisphreak wrote:
 Lockark wrote:
Do we know how wound allocation works now? Removeing from the front has been my most hated change from 6th.


Still from the closest to the firing models.


If anyone wants orks or csm pm me. Because assault armies are still R.I.P. in peace

Whoa there bucko...

Let's wait to see if you can assault out of transport easier (ie, in 5th).


Nah. I'm done. I didn't like 6th ed because it's wound allocation slowed down the game, and greatly punished assault armies. You can see earlier in the thread where i broke why it dose this in detail.

Now doing wound allocation is going to take even longer, and for someone who liked playing large armies it was to annoying.

The one thing that was keeping me around was if they fixed wound allocation in 7th. They have not. So I'm done with 40k. It's that simple.

Like the deamonology lores were sounding interesting, alonge with the malestorm of war missions. But 6th ed wound allocation has just just been to big of a pet peev for me.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 23:51:35


Post by: Mr Morden


 AdeptSister wrote:
 tetrisphreak wrote:
The reference section is pictured in the photo with the LE version. Sadly the text is too small to read but a few things can be discerned:

Melee to-hit chart is the same.


So weapon skill will remain useless...That is sad.


Agreed - one the stupidist things in the game is that high WS versus Low WS never hits on better than 3+ - unlike shooting with its 2+ AND Re-rolls


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/13 23:54:41


Post by: BlaxicanX


There's nothing in the fluff to support the idea that Inquisitors become more radical the older they get. It happens, and it's certainly a danger, but that's not the same thing as it being the forgone conclusion of working as an Inquisitor. Using Eisenhorn as an example, Commodus Voke was old as gak when he died, around 200 years old, and was Puritan to the bone.

The fact of the matter is that the idea of Coteaz or any Space Marine, especially Grey Knights, intentionally summoning deaemons is stupid as gak and utterly shatters the fluff. There is no logic-hoops one can jump through to make that not the case; it's as idiotic as Black Templars being more willing to fight alongside Tau than Sisters of Battle.

But I'm not giving into despair just yet. Tyranids are getting the shaft once again, which at least goes to show that even Games Workshop can not be this mind-numbingly stupid when it comes to handling their own fluff. I think it's very likely that there will either be a list of factions who can use the daemonic powers, or individual characters will be FAQ'd to have access to the discipline.

I could at the very least see there being a line, somewhere, that specifically notes that Grey Knight psykers do not have access to the Malefic discipline.



40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/14 00:00:07


Post by: Azreal13


 Lobukia wrote:
 insaniak wrote:
Dr. Bizarre wrote:
We don't know if Coteaz has access to the 'malefic' deamonic powers. He might only have access to the 'santic' ones. Besides, don't inquisitors get more radical in their old age?

Eisenhorn certainly did...


Wound allocation still from the front makes sad panda.


Wounds spilling over from challenges isn't awesome (I would have rather seen challenges removed entirely as they just don't make any sense for most armies) but it's at least better than the current system.




I don't see wounds spilling over making any sense. Why even have the challenge sub rules?




Or, alternatively, and more narratively, seeing their senior officer utterly butchered in front of them has a somewhat negative effect on their desire to keep fighting and be next?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/14 00:04:52


Post by: ClockworkZion


 Mr Morden wrote:
 AdeptSister wrote:
 tetrisphreak wrote:
The reference section is pictured in the photo with the LE version. Sadly the text is too small to read but a few things can be discerned:

Melee to-hit chart is the same.


So weapon skill will remain useless...That is sad.


Agreed - one the stupidist things in the game is that high WS versus Low WS never hits on better than 3+ - unlike shooting with its 2+ AND Re-rolls

I tried proposing different tables to buff WS in Proposed Rules it but you get a LOT people who fly off the handle at the idea of high WS becoming really good.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/14 00:17:10


Post by: dienekes96


 Accolade wrote:
Oh I know, I think $340 is absolute insanity. It's at *least* $130 priced over any of the previous LE books, but look at all those hardcovers!!

At least if it was something like $1000 we could have the people who bought it institutionalized.


Pshaw. They price it properly in order to keep the riffraff away. I'll be buying three; two for myself, and one for my manservant.

Enjoy the dregs, plebs.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/14 00:30:58


Post by: tetrisphreak


 ClockworkZion wrote:
 Mr Morden wrote:
 AdeptSister wrote:
 tetrisphreak wrote:
The reference section is pictured in the photo with the LE version. Sadly the text is too small to read but a few things can be discerned:

Melee to-hit chart is the same.


So weapon skill will remain useless...That is sad.


Agreed - one the stupidist things in the game is that high WS versus Low WS never hits on better than 3+ - unlike shooting with its 2+ AND Re-rolls

I tried proposing different tables to buff WS in Proposed Rules it but you get a LOT people who fly off the handle at the idea of high WS becoming really good.


I would have liked double WS+ to hit on 2s and get hit on 5s but alas it is not to be.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/14 00:38:55


Post by: Lobokai


 azreal13 wrote:
 Lobukia wrote:
 insaniak wrote:
Dr. Bizarre wrote:
We don't know if Coteaz has access to the 'malefic' deamonic powers. He might only have access to the 'santic' ones. Besides, don't inquisitors get more radical in their old age?

Eisenhorn certainly did...


Wound allocation still from the front makes sad panda.


Wounds spilling over from challenges isn't awesome (I would have rather seen challenges removed entirely as they just don't make any sense for most armies) but it's at least better than the current system.




I don't see wounds spilling over making any sense. Why even have the challenge sub rules?




Or, alternatively, and more narratively, seeing their senior officer utterly butchered in front of them has a somewhat negative effect on their desire to keep fighting and be next?


Sigh, guys I'm not saying spill over doesn't make sense by itself. I'm saying spill over makes challenges pointless (got to read both sentences)

Why on earth if a big ugly steps forward would an IG sarg either charge it alone or do nothing and watch it butcher his guys?! However his grunts have the good sense to mob rush the guy! The Challenge matrix is just stupid, I like the idea, but there's got to be a better way than what we got. Hopefully there's further changes too.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/14 00:42:41


Post by: Leth


Maybe after the challenge is resolved people at later intiative steps get to attack the guy in the challenge? So you got a force ax or something and you send in the sergeant to eat the challenge, get killed and then you get to swing with what will actually kill it.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/14 00:45:00


Post by: Kirasu


Or just remove challenges to avoid even MORE useless rules to bog down the game.. I swear 6th ed was just about adding rules that never needed to exist.



40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/14 00:45:34


Post by: Blacksails


Or...

Remove challenges entirely.

Done.

You can all thank me later.

*EDIT* Ninja'd.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/14 00:51:08


Post by: Lobokai


 Blacksails wrote:
Or...

Remove challenges entirely.

Done.

You can all thank me later.

*EDIT* Ninja'd.


Agreed. If the two big baddies are left, the combat resolves with just them fighting. I dunno, I like the idea of warlords seeking each other out, but when it gets down to the sarg/aspiring champ level, it just doesn't make sense.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/14 00:52:36


Post by: Crimson


So loyalists summoning daemons seems to be true. *headdesk*
This is the stupidest thing GW has done... well ever. This is the first time I have ever been actually angry with GW.

Was it not this, I'd actually be moderately exited about the new edition.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/14 00:56:44


Post by: Happygrunt


 Crimson wrote:
So loyalists summoning daemons seems to be true. *headdesk*
This is the stupidest thing GW has done... well ever. This is the first time I have ever been actually angry with GW.

Was it not this, I'd actually be moderately exited about the new edition.


Only imperials who I could see it working for are: IG (traitor guard), the base SM book (traitor marines) and the Inquisition book (radical inquisitors). Any other faction doesn't make sense. The remaining books are all first founding legions or close descendents of first founding legions. Marines who know what happens when you turn to chaos.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/14 00:56:50


Post by: Davor


Just read a crap full of pages. Just wondering if I missed something about Tyranids Shadow in the Warp. Before it would lower the Ld of the psyker. Now that you need 4+ to see if you are successful, what happens to the -3 to Ld now for psykers?

Or nothing has been said yet, and it's wait and see? What do Nid players think of this?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/14 00:58:04


Post by: BlaxicanX


I'd be down with removing them.

Challenges serve absolutely zero purpose.

Instead of it being a universal rule, it should just be a special rule for like, Chaos Marines or something.

Challenge: When in the first round of combat, before any blows are struck, a character with this special rule may elect to pick an enemy character and offer a challenge. If the challenge is accepted, the two combatants may not attack nor be attacked by any models not participating in the challenge (template weapons may hit them as normal). If the challenge is declined, the opposing character must pass a leadership test, or be unable to attack that round. The challenger fights as normal.

If the character with this rule wins a challenge, he must immediately roll on the Chaos Boon chart.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/14 00:58:56


Post by: Happygrunt


Davor wrote:
Just read a crap full of pages. Just wondering if I missed something about Tyranids Shadow in the Warp. Before it would lower the Ld of the psyker. Now that you need 4+ to see if you are successful, what happens to the -3 to Ld now for psykers?

Or nothing has been said yet, and it's wait and see? What do Nid players think of this?


Nothing has been said. Nids, Sisters and BT would need FAQs to make up for their reduced psychic defense.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/14 00:58:59


Post by: Nostromodamus


 Crimson wrote:
So loyalists summoning daemons seems to be true. *headdesk*
This is the stupidest thing GW has done... well ever. This is the first time I have ever been actually angry with GW.

Was it not this, I'd actually be moderately exited about the new edition.


It's true, if you choose the malefic table for their psychic powers and choose to manifest them.

Ultimately it's down to whether the specific player is prepared to turn to the ruinous powers in an attempt to gain advantage.

The fiction supports "loyalists" who are not above doing such things. The end justifying the means.

Besides, we haven't seen the sanctic table yet.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/14 01:00:48


Post by: yakface


 Kirasu wrote:
Or just remove challenges to avoid even MORE useless rules to bog down the game.. I swear 6th ed was just about adding rules that never needed to exist.



The thing about challenges is that it does fulfill something that GW always wants to have, and that is the concept of two big characters fighting against each other in the middle of battle, which is a very cinematic concept that you see in their novelizations, etc.

In 4th edition they tried to accomplish this by having ICs count as a separate unit for CC allocation, but that caused all sorts of rules headaches. In 5th, they got rid of that, but just forced you to move your ICs first (to at least make sure they got into combat and not hang back outside of combat range unheroically).

The crazy thing is, they put all the rules they needed into 6th edition to make this happen *without* needing to spend a page or two on rules for challenges.

They added both the precision strike rule and the 'look out, sir' rule and that's all they needed. They could have just said that when a character is attacking in combat if there is an enemy character engaged with them, then they can declare they're allocating all their attacks against that enemy character. All those attacks gain precision strike (against that enemy character), but the enemy character can still use look out sir.

Boom. Done.




40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/14 01:01:24


Post by: jamesk1973


 Blacksails wrote:
Or...

Remove challenges entirely.

Done.

You can all thank me later.

*EDIT* Ninja'd.


I like the concept of challenges but you should only get to do the whole "Look Out Sir!" once per combat phase or something rather than once per wound.

It should also be independent characters too. Why is Marneus Calgar picking on that one lowly sergeant?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/14 01:03:23


Post by: coredump


Davor wrote:
Just read a crap full of pages. Just wondering if I missed something about Tyranids Shadow in the Warp. Before it would lower the Ld of the psyker. Now that you need 4+ to see if you are successful, what happens to the -3 to Ld now for psykers?

Or nothing has been said yet, and it's wait and see? What do Nid players think of this?


Nothing has been said, nothing is known.



40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/14 01:03:38


Post by: ClockworkZion


 Crimson wrote:
So loyalists summoning daemons seems to be true. *headdesk*
This is the stupidest thing GW has done... well ever. This is the first time I have ever been actually angry with GW.

Was it not this, I'd actually be moderately exited about the new edition.

Honestly I've never gotten all that excited about the edition, I just want to know what it's going to do to the game and if it'll be the thing that draws me back in or not.

The real think that keeps grabbing my interest is the idea of painting my Argent Shroud Sisters in NMM.


Automatically Appended Next Post:
 Happygrunt wrote:
Davor wrote:
Just read a crap full of pages. Just wondering if I missed something about Tyranids Shadow in the Warp. Before it would lower the Ld of the psyker. Now that you need 4+ to see if you are successful, what happens to the -3 to Ld now for psykers?

Or nothing has been said yet, and it's wait and see? What do Nid players think of this?


Nothing has been said. Nids, Sisters and BT would need FAQs to make up for their reduced psychic defense.

Sisters and BT have Adamantium Will, I assume their Deny the Witch bonuses will come from there.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/14 01:07:05


Post by: Happygrunt


 ClockworkZion wrote:


Automatically Appended Next Post:
 Happygrunt wrote:
Davor wrote:
Just read a crap full of pages. Just wondering if I missed something about Tyranids Shadow in the Warp. Before it would lower the Ld of the psyker. Now that you need 4+ to see if you are successful, what happens to the -3 to Ld now for psykers?

Or nothing has been said yet, and it's wait and see? What do Nid players think of this?


Nothing has been said. Nids, Sisters and BT would need FAQs to make up for their reduced psychic defense.

Sisters and BT have Adamantium Will, I assume their Deny the Witch bonuses will come from there.


Actually, there may be some credence there. If you need a 6+ to deny a die, maybe they need 5+? Nids still would need a solid FAQ though.



40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/14 01:07:42


Post by: Rainbow Dash


Still seems like a silly idea, the concept of "what army do you play" is pretty much a "Well I have this allied with this and use demons" allies was cool when it was specific like witch and demonhunters
lost and the damned kind of did it, but now I can pretty much toss and two armies together and summon demons and buy whatever I want for them and throw it all on a table.
That's sounding less like a game and more like complete nonsense.
Are there any other games that I can do that? Not to my knowledge... 7th just seems like a "we have nothing else, just buy things, buy all the things, doesn't matter why!!"
Now staff can just say to kids "yeah buy whatever it really doesn't matter!" it's their dream come true.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/14 01:10:16


Post by: Eldarain


Was there anything in today's info about how defense dice are generated in the Psychic Phase?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/14 01:12:34


Post by: Happygrunt


 Eldarain wrote:
Was there anything in today's info about how defense dice are generated in the Psychic Phase?


From what I read, it is fantasy style dispel dice. No idea if that is confirmed or not though.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/14 01:14:39


Post by: insaniak


 Lobukia wrote:
Why on earth if a big ugly steps forward would an IG sarg either charge it alone or do nothing and watch it butcher his guys?! However his grunts have the good sense to mob rush the guy! The Challenge matrix is just stupid, I like the idea, but there's got to be a better way than what we got. Hopefully there's further changes too.

Yes, you have outlined exactly why challenges are a bad idea. However, the current rules allow players with units that have multiple characters in them to handicap the big ugly by throwing the lesser character at him to minimise the damage he will do. This new rule effectively hamstrings that tactic... it's suddenly (generally) in your best interests to throw in the character who has the best chance of actually surviving the challenge.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/14 01:18:47


Post by: bodazoka


Davor wrote:
Just read a crap full of pages. Just wondering if I missed something about Tyranids Shadow in the Warp. Before it would lower the Ld of the psyker. Now that you need 4+ to see if you are successful, what happens to the -3 to Ld now for psykers?

Or nothing has been said yet, and it's wait and see? What do Nid players think of this?


Considering we get a fair amount of dispel dice (minimum 4+D6 with 2 x HT you'd think) I think our ability to nullify powers has increased whilst SITW (at this stage) just looks like a -3 to LD and nothing else. We may also get a +1 per ML for deny which would mean a HT can deny on a 4+ ?? good luck trying to cast a psychic power v Nids!


 tetrisphreak wrote:
Psychic phase is after movement.

2 or more 6's on a psychic test cause perils.


I like it, good spot for the phase Im not sure about perils.. could be perils everywhere when casting the big spells!

 tetrisphreak wrote:
That's just an example. Wound allocation is currently done using the longest range weapon in a unit. Now shooting is done on a weapon by weapon basis.


Makes sense, stops shenanigans

 tetrisphreak wrote:
Rules changes from 6th:

Swooping FMCS only take grounding tests once per phase, at the end, and only if they take a wound.

Wounds spill over from challenges.

D weapons allow invulnerable saves unless you roll a "6".

https://www.dropbox.com/s/b3vkwu65ua93ny9/Photo%20May%2013%2C%205%2014%2012%20PM.jpg


The swooping change is great, no more grounding tests from stupid marker lights. This is close to what it should of been at the start (Would of been happy for a test when you suffer a wound per shooting attack)
Love that D weapons still retain there ability to deal with a Deathstar (some days your gonna roll those 6's) but are now nerfed v everything else. Not too sure about the challenge mechanic all though it sucked when my Hive Tyrant received a challenge from a seargent purely to try and tie him up in combat...

 tetrisphreak wrote:
Difficult terrain is -2" to charge range.

7+ to explode a vehicle.


I like the 7+ for vehicles, only a slight change but it brings an extra bit of balance back to vehicles.

I am super excited to play the new missions they sound bloody amazing!


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/14 01:24:58


Post by: l0k1


The more I hear about 7th the more I'm liking it. Now if only we can assault out of transports like 5th edition , and they give the initiative bonus back to Furious Charge I will be a happy camper.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/14 01:25:06


Post by: rigeld2


bodazoka wrote:
Davor wrote:
Just read a crap full of pages. Just wondering if I missed something about Tyranids Shadow in the Warp. Before it would lower the Ld of the psyker. Now that you need 4+ to see if you are successful, what happens to the -3 to Ld now for psykers?

Or nothing has been said yet, and it's wait and see? What do Nid players think of this?


Considering we get a fair amount of dispel dice (minimum 4+D6 with 2 x HT you'd think) I think our ability to nullify powers has increased whilst SITW (at this stage) just looks like a -3 to LD and nothing else. We may also get a +1 per ML for deny which would mean a HT can deny on a 4+ ?? good luck trying to cast a psychic power v Nids!

But it means non psychic Shadow models (Prime, Trygon Prime, Warriors) go down in usefulness significantly.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/14 01:25:09


Post by: TheKbob


I'm going to get some third party models, paint them in glittering swaths of pastel, and my Dayglow Wing will continue making a mockery of the fluff by farting units of daemons as it rabbles up the board.

Then, my librarian will go nuts and summon a bloodthrister. Draigo will lulz, Coteaz will continue to summon daemons and everyone will be facepalming.

This is my goal for 7th. Not how bad I can break the game but how bad can I break minds and fluff.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/14 01:28:56


Post by: Happygrunt


 TheKbob wrote:
I'm going to get some third party models, paint them in glittering swaths of pastel, and my Dayglow Wing will continue making a mockery of the fluff by farting units of daemons as it rabbles up the board.

Then, my librarian will go nuts and summon a bloodthrister. Draigo will lulz, Coteaz will continue to summon daemons and everyone will be facepalming.

This is my goal for 7th. Not how bad I can break the game but how bad can I break minds and fluff.


Now, if you find a way to model a farting librarian (who will be doing all the daemon summoning for you) I will be impressed.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/14 01:29:44


Post by: jamesk1973


More hull points. We need more diversification between battle tank and transports.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/14 01:30:16


Post by: Mysterious Pants


 TheKbob wrote:
I'm going to get some third party models, paint them in glittering swaths of pastel, and my Dayglow Wing will continue making a mockery of the fluff by farting units of daemons as it rabbles up the board.

Then, my librarian will go nuts and summon a bloodthrister. Draigo will lulz, Coteaz will continue to summon daemons and everyone will be facepalming.

This is my goal for 7th. Not how bad I can break the game but how bad can I break minds and fluff.


Exalted.

If you're going to ride a disaster, ride it in style.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/14 01:31:32


Post by: bodazoka


rigeld2 wrote:
bodazoka wrote:
Davor wrote:
Just read a crap full of pages. Just wondering if I missed something about Tyranids Shadow in the Warp. Before it would lower the Ld of the psyker. Now that you need 4+ to see if you are successful, what happens to the -3 to Ld now for psykers?

Or nothing has been said yet, and it's wait and see? What do Nid players think of this?


Considering we get a fair amount of dispel dice (minimum 4+D6 with 2 x HT you'd think) I think our ability to nullify powers has increased whilst SITW (at this stage) just looks like a -3 to LD and nothing else. We may also get a +1 per ML for deny which would mean a HT can deny on a 4+ ?? good luck trying to cast a psychic power v Nids!

But it means non psychic Shadow models (Prime, Trygon Prime, Warriors) go down in usefulness significantly.


I am unsure of how any of the other changes effect these models, but honestly they were fairly useless to begin with. Considering formations are a thing now I believe there is still allot of room for the Warriors.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/14 01:32:07


Post by: ClockworkZion


 Happygrunt wrote:
 TheKbob wrote:
I'm going to get some third party models, paint them in glittering swaths of pastel, and my Dayglow Wing will continue making a mockery of the fluff by farting units of daemons as it rabbles up the board.

Then, my librarian will go nuts and summon a bloodthrister. Draigo will lulz, Coteaz will continue to summon daemons and everyone will be facepalming.

This is my goal for 7th. Not how bad I can break the game but how bad can I break minds and fluff.


Now, if you find a way to model a farting librarian (who will be doing all the daemon summoning for you) I will be impressed.

Symbolism of the artwork aside, I have a suggestion: http://wanderingchina.org/2010/04/05/amazing-bull-fart-sculpture-the-design-inspiration/


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/14 01:39:25


Post by: TheKbob


 ClockworkZion wrote:
 Happygrunt wrote:
 TheKbob wrote:
I'm going to get some third party models, paint them in glittering swaths of pastel, and my Dayglow Wing will continue making a mockery of the fluff by farting units of daemons as it rabbles up the board.

Then, my librarian will go nuts and summon a bloodthrister. Draigo will lulz, Coteaz will continue to summon daemons and everyone will be facepalming.

This is my goal for 7th. Not how bad I can break the game but how bad can I break minds and fluff.


Now, if you find a way to model a farting librarian (who will be doing all the daemon summoning for you) I will be impressed.

Symbolism of the artwork aside, I have a suggestion: http://wanderingchina.org/2010/04/05/amazing-bull-fart-sculpture-the-design-inspiration/


If you've seen my army, I could do this with a bloodthrister or something.

The hilarity will be summoning pink horrors who start casting spells to murder themselves to summon their own herald.

Spells...SPELLS! Pretty soon we won't be holding our gathering for warhammer but for magic. You know, that could catch on... magic... the gather*BLAM*


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/14 01:56:45


Post by: Perfect Organism


Can anyone who has a copy of the new WD confirm the warp charge costs for Sacrifice and the other powers on the right side of the page? The only image I've seen is too blurry to be sure.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/14 02:03:44


Post by: tetrisphreak


 Perfect Organism wrote:
Can anyone who has a copy of the new WD confirm the warp charge costs for Sacrifice and the other powers on the right side of the page? The only image I've seen is too blurry to be sure.


Summoning - 3
Cursed earth - 1
Dark flame - 1
Infernal gaze - 1
Sacrifice - 1
Incursion - 3
Possession - 3

Remember that any roll of doubles will perils on the Malefic powers unless the psyker is chaos (daemons I presume)

What ISNT clear yet from these descriptions is whether you need to deny 1 warp charge or all 3 to block the power. I think if it works like attack/defense dice a'la heroscape, then you'd subtract "blocks" from "successes" to see if the power goes off -- all while simultaneously checking for perils. But that last bit is speculation.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/14 02:07:26


Post by: Vector Strike


Grounding tests because Markerlights were dumb, but now it's only ONE TEST per phase? Godammit.

If you see an FMC, shoot to kill, not to mess up its flying course


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/14 02:08:19


Post by: Hollismason


It's good to know that Summoning is Level 3 and not a 1. That alleviates some pressure. Although you still have a 1 in 4 chance of getting Sacrifice and a Level 2 Herald.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/14 02:10:02


Post by: Azreal13


 Vector Strike wrote:
Grounding tests because Markerlights were dumb, but now it's only ONE TEST per phase? Godammit.

If you see an FMC, shoot to kill, not to mess up its flying course


I'm extra pleased because I seem to make an inordinate amount of 5+ rolls with my daemons, ask me to make a single 3+ (Grimoire, DP armour save, grounding tests etc?)



40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/14 02:12:06


Post by: Dr. Temujin


I wonder how many "Hobby" and "Background" books we'll be seeing on eBay...
Cynicism aside, I'm a little more hopeful for this edition. Let's see where it takes my Crons and Word Bearers.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/14 02:13:56


Post by: Davor


 Dr. Temujin wrote:
I wonder how many "Hobby" and "Background" books we'll be seeing on eBay...
Cynicism aside, I'm a little more hopeful for this edition. Let's see where it takes my Crons and Word Bearers.


By "Hobby" you mean the Hard Cover of Visions right? I might just have to get the Background version if I get the iPad version and they are not included in it.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/14 02:16:58


Post by: TheKbob


The FMC test is dumb. It should change to every wound, maybe. For armies without AA, they are too strong to fight against. Flyers will still be broken at smaller points levels or against certain armies, but that doesn't mean two wrongs make a right.

Now grounding an FMC means you can assault it. Oh, boy! Gonna do lots of that with my sisters...

Flying as a mechanic is dumb for a 28mm scale game.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/14 02:22:45


Post by: tetrisphreak


 Vector Strike wrote:
Grounding tests because Markerlights were dumb, but now it's only ONE TEST per phase? Godammit.

If you see an FMC, shoot to kill, not to mess up its flying course


Thematically if you look at it all shooting is done at the same "time" in the game, but actual rules make it get resolved sequentially. So only 1 test makes sense in that regard, and needing to wound is pretty important. Vehicle flyers are faster and never take grounding checks. I'll be happy that the days of la guns knocking down my flyrants and heavy weapons teams finishing him off are a thing of the past.

On the flip side if flyers are prevalent in your meta I can see why this rule is upsetting.

Now...I'm gonna make some harridan lists. Bwahahaha.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/14 02:32:04


Post by: jifel


I was holding off on buying stuff based on rumors, but that snippet right there... I just ordered two more crones/harpies. I've seen enough to know that formations are valid and in the rule book, and that FMCs just went to beastmode. I am happy.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/14 02:36:00


Post by: BlaxicanX


 TheKbob wrote:
Flying as a mechanic is dumb for a 28mm scale game.




They need to just go back to being skimmers again.

Make FMC's jetpack MC's.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/14 02:38:36


Post by: bodazoka


 tetrisphreak wrote:
Thematically if you look at it all shooting is done at the same "time" in the game, but actual rules make it get resolved sequentially. So only 1 test makes sense in that regard, and needing to wound is pretty important. Vehicle flyers are faster and never take grounding checks. I'll be happy that the days of la guns knocking down my flyrants and heavy weapons teams finishing him off are a thing of the past.

On the flip side if flyers are prevalent in your meta I can see why this rule is upsetting.

Now...I'm gonna make some harridan lists. Bwahahaha.


That thematic reasoning for the test at the end of the phase makes some sense, the penalty for being grounded was so great I am super glad it has changed to wounds not hits and it's only the one test. Still a massive deal if you suffer a wound, get grounded (another wound) and are now able to be charged! considering a HT is now on the ground with 2 wounds it will still likely be killed.



Automatically Appended Next Post:
 BlaxicanX wrote:
 TheKbob wrote:
Flying as a mechanic is dumb for a 28mm scale game.




They need to just go back to being skimmers again.

Make FMC's jetpack MC's.


You must really hate Tyranids!! haha that change would kill them!


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/14 02:41:37


Post by: Red Corsair


 tetrisphreak wrote:
 Vector Strike wrote:
Grounding tests because Markerlights were dumb, but now it's only ONE TEST per phase? Godammit.

If you see an FMC, shoot to kill, not to mess up its flying course


Thematically if you look at it all shooting is done at the same "time" in the game, but actual rules make it get resolved sequentially. So only 1 test makes sense in that regard.


What? Your telling me that if you blow one tire, or all four while driving your car it won't make any difference on whether or not you keep it on the road as long as all the tires blow simultaneously? That makes no sense. Punching multiple holes in a FMC should increase the odds it will fall from the sky IMO.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/14 02:41:42


Post by: tetrisphreak


Everybody hates tyranids, even tyranid players.


Automatically Appended Next Post:
 Red Corsair wrote:
 tetrisphreak wrote:
 Vector Strike wrote:
Grounding tests because Markerlights were dumb, but now it's only ONE TEST per phase? Godammit.

If you see an FMC, shoot to kill, not to mess up its flying course


Thematically if you look at it all shooting is done at the same "time" in the game, but actual rules make it get resolved sequentially. So only 1 test makes sense in that regard.


What? Your telling me that if you blow one tire, or all four while driving your car it won't make any difference on whether or not you keep it on the road as long as all the tires blow simultaneously? That makes no sense. Punching multiple holes in a FMC should increase the odds it will fall from the sky IMO.


I'm saying that the time between flak missile A and Bolter B hitting is so narrow that only 1 test does make logical sense.

To balance it game wise make a house rule that for every wound unsaved past the first the FMC takes a -1 penalty to the roll. If your opponent agrees with you then there you go.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/14 02:46:41


Post by: Captain Avatar


 BlaxicanX wrote:
 TheKbob wrote:
Flying as a mechanic is dumb for a 28mm scale game.




They need to just go back to being skimmers again.

Make FMC's jetpack MC's.



+1 To both of you.

Don't mind flyers as a concept for a supplement but as an in game mechanic they need to be very limited.

They should not be able to stay on the board 2 consecutive turns without taking a stall test that wrecks them on a 3+,....unless they have a hover special rule which makes them skimmers.

They also need to roll a d6 before strafing or bombing runs with a roll of a "1" meaning they accidentally fire upon the closest friendly unit to the original target point.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/14 02:51:21


Post by: Hollismason


Is Sacrifice 1 or 3 Warp Charges, cause seriously the scans I've seen look like theres no way it's a 1. It's most likely a 2, if it wasn't then that would mean the entire chart is either 3 or 1 warp charge powers and that really doesn't make any sense at all.

It's probably a 2.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/14 02:53:11


Post by: tetrisphreak


Hollismason wrote:
Is Sacrifice 1 or 3 Warp Charges, cause seriously the scans I've seen look like theres no way it's a 1.


It's 3