Thanks for the link! I'll have to take a look at these once I actually digest the rules completely (so far I've focused on the parts that give me indigestion).
All blood angel and space wolf powers seem to have been FAQ'D out of existance so thats Jaws and Blood Lance gone. Runic weapons only improve a deny roll by one.
It looks like the Baron effectively lost his bonus of +1 to go first since the roll is now roll for deployment zone and if you deploy first you get to choose to go first or second... Web way portals still basically useless, Talos still the slow lumbering never taken model... Le sigh.
Melcavuk wrote: All blood angel and space wolf powers seem to have been FAQ'D out of existance so thats Jaws and Blood Lance gone. Runic weapons only improve a deny roll by one.
Exactly and no change to cost for a lesser beast :(
Hopefully they will return in the new Codices or at least have a cost change to their Libbies and in the meanwhile Unbound lists with lots and lots of Wolves
Melcavuk wrote: All blood angel and space wolf powers seem to have been FAQ'D out of existance so thats Jaws and Blood Lance gone. Runic weapons only improve a deny roll by one.
That is unfortunate and frankly lazy on GW's part. I guess difficult powers are only worth keeping and/or making if they sell models, like summoning/possession.
Melcavuk wrote: All blood angel and space wolf powers seem to have been FAQ'D out of existance so thats Jaws and Blood Lance gone. Runic weapons only improve a deny roll by one.
That is unfortunate and frankly lazy on GW's part. I guess difficult powers are only worth keeping and/or making if they sell models, like summoning/possession.
I imagine it's just a stopgap measure until they get their own codices, and for consistency since they don't pick from a psychic table in their codices.
The Chaos one seems to be a bit light on what has previously been FAQ'd. Can you now shoot the same Obliterator weapon consecutively, what is Lucius Lash of Torment now?
Seems odd that they would remove those from the FAQ when they are still required rulings.
The Defiler having flail in effect when using its power claws is ok to be removed due to the extra close combat attacks for each weapon on walkers I guess.
Did Broodlords just become synapse creatures? Dominion gives you synapse now if you didnt alreay have it. So if that is the Tyranid primaris, Broodlords became synapse.
Hmmm... they still didn't address exactly how marked CSM psykers generate their powers. Blue scribes got a huge buff. GKs, apparently, will be getting predators and whirlwinds in their next codex.
I'm kinda disappointed, but until an FAQ comes out for the core book I'll play as best I can.
Pilau Rice wrote: The Chaos one seems to be a bit light on what has previously been FAQ'd. Can you now shoot the same Obliterator weapon consecutively, what is Lucius Lash of Torment now?
Why would you be able to fire the same weapon consecutively? The codex explicitly forbids it.
Samurai_Eduh wrote:Did Broodlords just become synapse creatures? Dominion gives you synapse now if you didnt alreay have it. So if that is the Tyranid primaris, Broodlords became synapse.
Only if you actually manifest Dominion. If you use the Horror, you stay non synapse. That's a neat change for Broodlords. I mean, they still are way too expensive and genestealers are still way too fragile, but it's a nice buff regardless.
a fat guy wrote:Can Orks only summon Daemons now, or am I reading it wrong?
They can also use Sanctic to banish daemons and buff. What really, really sucks, is that Orks only have access to disciplines in which they perils on ANY double, because they're not GK/CD. Fun frelling times, although, did anyone really take Weirdboyz to begin with?
Edit: Oh, and frell GW for taking away Zogwort's Curse. Why in the crap would you EVER field him now? That was pretty much all he had going for him over a regular Weirdboy.
Samurai_Eduh wrote:Did Broodlords just become synapse creatures? Dominion gives you synapse now if you didnt alreay have it. So if that is the Tyranid primaris, Broodlords became synapse.
Only if you actually manifest Dominion. If you use the Horror, you stay non synapse. That's a neat change for Broodlords. I mean, they still are way too expensive and genestealers are still way too fragile, but it's a nice buff regardless.
a fat guy wrote:Can Orks only summon Daemons now, or am I reading it wrong?
They can also use Sanctic to banish daemons and buff. What really, really sucks, is that Orks only have access to disciplines in which they perils on ANY double, because they're not GK/CD. Fun frelling times, although, did anyone really take Weirdboyz to begin with?
Edit: Oh, and frell GW for taking away Zogwort's Curse. Why in the crap would you EVER field him now? That was pretty much all he had going for him over a regular Weirdboy.
It's a stopgap, we have like 2 weeks till a new codex
Samurai_Eduh wrote:Did Broodlords just become synapse creatures? Dominion gives you synapse now if you didnt alreay have it. So if that is the Tyranid primaris, Broodlords became synapse.
Only if you actually manifest Dominion. If you use the Horror, you stay non synapse. That's a neat change for Broodlords. I mean, they still are way too expensive and genestealers are still way too fragile, but it's a nice buff regardless.
a fat guy wrote:Can Orks only summon Daemons now, or am I reading it wrong?
They can also use Sanctic to banish daemons and buff. What really, really sucks, is that Orks only have access to disciplines in which they perils on ANY double, because they're not GK/CD. Fun frelling times, although, did anyone really take Weirdboyz to begin with?
Edit: Oh, and frell GW for taking away Zogwort's Curse. Why in the crap would you EVER field him now? That was pretty much all he had going for him over a regular Weirdboy.
It's a stopgap, we have like 2 weeks till a new codex
I'm aware. They couldn't let us have Zogwort's Curse for 2 weeks? All it would take is "Replace text with (insert new psychic power description format here)"!
OTOH, Orks can now summon S: D vortexes to deal with heavy armor I guess!
welshhoppo wrote: I am sad that my Heldrakes have been hit with the nerf bat.
Yes, I know I am defending those horrible machines, but they were all I had left..
How is it being hit with a nerf bat? Any fighter jet in real life would have a similar arc of fire.I appreciate it's a Daemon but it still has to look where it's going whilst flying lol.
Also bare in mind for Zogwort, from what I've heard (see Orky rumour thread), he's actually gone completely in the new book. Not 100% certain on that but it would make sense.
Other things of note in the FAQ is that anything in the Ork dex with a bracket T value uses it instead of the base value for everything. That means T6 ork boss on bike Tankbustas now need a valid target in sight AND in range to use Glory Hogs rule, otherwise they're fine. Some units lost their Waaagh! rule. Oh and Under Ghazz's Waaagh!, Slow and Purposeful models become Relentless. Hello monster-meganobz
Juvieus Kaine wrote: Also bare in mind for Zogwort, from what I've heard (see Orky rumour thread), he's actually gone completely in the new book. Not 100% certain on that but it would make sense.
Other things of note is that anything in the Ork dex with a bracket T value uses it instead of the base value for everything. That means T6 ork boss on bike Tankbustas now need a valid target in sight AND in range to use Glory Hogs rule, otherwise they're fine. Some units lost their Waaagh! rule. Oh and Under Ghazz's Waaagh!, Slow and Purposeful models become Relentless. Hello monster-meganobz
Most of that was already in the FAQ, FYI. Especially the T thing. And I'm sad to see Ole Zogwort go, if/when he is indeed gone from the Codex. Holding out hope that rumor isn't true! Who doesn't love turning your opponent's big bad into an angry squig?
welshhoppo wrote: I am sad that my Heldrakes have been hit with the nerf bat.
Yes, I know I am defending those horrible machines, but they were all I had left..
How is it being hit with a nerf bat? Any fighter jet in real life would have a similar arc of fire.I appreciate it's a Daemon but it still has to look where it's going whilst flying lol.
It could have been spouting the flames from its daemonic arse...
Juvieus Kaine wrote: Also bare in mind for Zogwort, from what I've heard (see Orky rumour thread), he's actually gone completely in the new book. Not 100% certain on that but it would make sense.
Other things of note is that anything in the Ork dex with a bracket T value uses it instead of the base value for everything. That means T6 ork boss on bike Tankbustas now need a valid target in sight AND in range to use Glory Hogs rule, otherwise they're fine. Some units lost their Waaagh! rule. Oh and Under Ghazz's Waaagh!, Slow and Purposeful models become Relentless. Hello monster-meganobz
Most of that was already in the FAQ, FYI. Especially the T thing. And I'm sad to see Ole Zogwort go, if/when he is indeed gone from the Codex. Holding out hope that rumor isn't true! Who doesn't love turning your opponent's big bad into an angry squig?
Yeah I meant in the FAQ, made a post adjustment.
And yeah we're gonna miss Ol' Zogwort and his ability to reduce any superman into a rabid mouth on legs Assuming he goes, of course
It's amusing that some people were getting wound up about there being no FAQ updates on release of 7th. Now the holiday weekend is over *ping* there they are. Panic over lol
Juvieus Kaine wrote: Also bare in mind for Zogwort, from what I've heard (see Orky rumour thread), he's actually gone completely in the new book. Not 100% certain on that but it would make sense.
Other things of note is that anything in the Ork dex with a bracket T value uses it instead of the base value for everything. That means T6 ork boss on bike Tankbustas now need a valid target in sight AND in range to use Glory Hogs rule, otherwise they're fine. Some units lost their Waaagh! rule. Oh and Under Ghazz's Waaagh!, Slow and Purposeful models become Relentless. Hello monster-meganobz
Most of that was already in the FAQ, FYI. Especially the T thing. And I'm sad to see Ole Zogwort go, if/when he is indeed gone from the Codex. Holding out hope that rumor isn't true! Who doesn't love turning your opponent's big bad into an angry squig?
Yeah I meant in the FAQ, made a post adjustment.
And yeah we're gonna miss Ol' Zogwort and his ability to reduce any superman into a rabid mouth on legs Assuming he goes, of course
Not that I have ever used him in a fight, but considering we have a model for him, it'd be sad to see him go. I'm highly dubious that they'll remove him. It'd be a little odd with 7th Edition's new focus on Psykers to remove the only special character Psyker that we have in the new codex.
Also of note, in case you care... they FAQed Zogwart to take away his power, and give him Demonology.
They did NOT FAQ him to actually give him a Ballistic Skill (he is still Ballistic Skill 0) so he's unable to actually use any Witchfire powers.
angelofvengeance wrote: It's amusing that some people were getting wound up about there being no FAQ updates on release of 7th. Now the holiday weekend is over *ping* there they are. Panic over lol
A non-slowed company would have them there on day 1 so that some armies would have been playable over the weekend!
Also if it's a holiday weekend did some poor sod have to work over the weekend to finish this stuff? If no then why weren't they released earlier. It's funny how this company is so slow. In the head. With obvious things.
Samurai_Eduh wrote:Did Broodlords just become synapse creatures? Dominion gives you synapse now if you didnt alreay have it. So if that is the Tyranid primaris, Broodlords became synapse.
Only if you actually manifest Dominion. If you use the Horror, you stay non synapse. That's a neat change for Broodlords. I mean, they still are way too expensive and genestealers are still way too fragile, but it's a nice buff regardless.
With psychic focus you automatically get dominion now. In fact all nid psychers do. This is actually a huge buff for nids.
Blood Angels: Nothing earth-shattering. Losing all their powers basically renders Mephiston unplayable until there's a new book. A 250 point CC monster with no jump pack really kills his potential.
Was hoping they'd come to their senses on how stupid Dante's ax is, but oh well.
Dark Eldar: Nothing new or earth shattering.
Grey Knights: Really didn't expect Draigo would be able to roll for his powers, that's a nice surprise.
Purifiers coming default with "Cleansing flame" make them the go-to option against horde armies.
The change to the aegis makes it MUCH better than it was previously, but I was semi-hoping it would give them adamantium will (but that would probably be broken).
Juvieus Kaine wrote: Also bare in mind for Zogwort, from what I've heard (see Orky rumour thread), he's actually gone completely in the new book. Not 100% certain on that but it would make sense.
Other things of note is that anything in the Ork dex with a bracket T value uses it instead of the base value for everything. That means T6 ork boss on bike Tankbustas now need a valid target in sight AND in range to use Glory Hogs rule, otherwise they're fine. Some units lost their Waaagh! rule. Oh and Under Ghazz's Waaagh!, Slow and Purposeful models become Relentless. Hello monster-meganobz
Most of that was already in the FAQ, FYI. Especially the T thing. And I'm sad to see Ole Zogwort go, if/when he is indeed gone from the Codex. Holding out hope that rumor isn't true! Who doesn't love turning your opponent's big bad into an angry squig?
Yeah I meant in the FAQ, made a post adjustment.
And yeah we're gonna miss Ol' Zogwort and his ability to reduce any superman into a rabid mouth on legs Assuming he goes, of course
Not that I have ever used him in a fight, but considering we have a model for him, it'd be sad to see him go. I'm highly dubious that they'll remove him. It'd be a little odd with 7th Edition's new focus on Psykers to remove the only special character Psyker that we have in the new codex.
Also of note, in case you care... they FAQed Zogwart to take away his power, and give him Demonology.
They did NOT FAQ him to actually give him a Ballistic Skill (he is still Ballistic Skill 0) so he's unable to actually use any Witchfire powers.
Wait... there is a zogwort model? I've never seen one
angelofvengeance wrote: It's amusing that some people were getting wound up about there being no FAQ updates on release of 7th. Now the holiday weekend is over *ping* there they are. Panic over lol
In fairness, scheduling an update for a website in advance is about as easy a thing as Internet stuff gets, assuming they were finished by home time on Friday, they could have been scheduled to upload Saturday 0.00, when the digital rulebook also become available to download.
What annoys me about the removal of the BA and SW powers is that (and especially as GW are all about the aesthetics of the game these days) is that two of the more 'unique', marine armies are losing what makes the more unique than regular marines. Personally as a wolves player it also doesn't fit there back ground, the rune priests powers are meant to shamanistic manifestations of the planet and the wolves spirit. So I do hope that with the release of the New codex's for both armies they gain some of this back.
Looks like I'm not going to playing until the new book codex comes out (namely as I'm not willing to spend the cash on the new rule book rather than being stroppy about losing my powers)
chaos0xomega wrote: Aaaand the Burning Chariot of Tzeentch is still broken, unless there is something in the new rules that I missed.... -_-
Chariots are Relentless now.
Chariots have always been relentless IIRC, the issue is that its not the Chariot that has the weapons... its the exalted flamer, and unless relentless is conferred onto it, the damned thing is still broken... although I did notice that they changed the wording in the FAQ from "Transport" to "Rider", so does that mean that its now crew (and thus it is conferred)? Help a brotha out!
I know that the Heldrake was good, i'am okay with the vector strike nerf.
But it is just so typical of GW to double nerf units that was overpowered.
It's only a 45 degree fire angle. thats not much. Why not make it 90 or 180.
I didn't take 3 heldrakes in games before. I don't want to be that guy. We will have to see how hard this nerf hits CSM only power unit.
Brotherjanus wrote: Blood Angels lost fast vehicles as well as their own powers? Why am I playing blood angels then? May as well have rolled them into the base codex.
Oh yeah that suck the big one. Fast vehicles were a signature of the chapter from the fluff.
Samurai_Eduh wrote:Did Broodlords just become synapse creatures? Dominion gives you synapse now if you didnt alreay have it. So if that is the Tyranid primaris, Broodlords became synapse.
Only if you actually manifest Dominion. If you use the Horror, you stay non synapse. That's a neat change for Broodlords. I mean, they still are way too expensive and genestealers are still way too fragile, but it's a nice buff regardless.
With psychic focus you automatically get dominion now. In fact all nid psychers do. This is actually a huge buff for nids.
Does the psychic focus apply when your unit has a set power, rather than rolling? I don't have my rule book yet, so I don't know exactly how that reads.
Even if he does, you'd still have to actually cast Dominion to get its effects. You wouldn't be Synapse 100% of the time. Still a buff though!
Samurai_Eduh wrote:Did Broodlords just become synapse creatures? Dominion gives you synapse now if you didnt alreay have it. So if that is the Tyranid primaris, Broodlords became synapse.
Only if you actually manifest Dominion. If you use the Horror, you stay non synapse. That's a neat change for Broodlords. I mean, they still are way too expensive and genestealers are still way too fragile, but it's a nice buff regardless.
With psychic focus you automatically get dominion now. In fact all nid psychers do. This is actually a huge buff for nids.
Does the psychic focus apply when your unit has a set power, rather than rolling? I don't have my rule book yet, so I don't know exactly how that reads.
Even if he does, you'd still have to actually cast Dominion to get its effects. You wouldn't be Synapse 100% of the time. Still a buff though!
Hmm I don't have the tyrands dex ATM. I didn't realize he had a set power. Good question.
Brotherjanus wrote: Blood Angels lost fast vehicles as well as their own powers? Why am I playing blood angels then? May as well have rolled them into the base codex.
Wow... the Baal is still fast, so let's hope the others are just a staffer lazily copy/pasting the list from the C:SMFAQ and not updating like they should have.
reiner wrote: Noticed they nerfed Heldrakes (now hull mounted weapons) and Tzeentch Daemon leadership bonus and SitW seem to be unaddressed.
Bugger - they nerfed the vector strike (used to be 1+d3 IIRC, now just 1) as well as the hull-mounted gun rule. Is it worth the points now??
+
It was still pretty beastly pre-FAQ turret ruling, just takes a slight bit more planning. I am also guessing that this is to encourage people to go Hover mode, though that's still seems like a bad idea.
reiner wrote: Noticed they nerfed Heldrakes (now hull mounted weapons) and Tzeentch Daemon leadership bonus and SitW seem to be unaddressed.
Bugger - they nerfed the vector strike (used to be 1+d3 IIRC, now just 1) as well as the hull-mounted gun rule. Is it worth the points now??
+
I think it is. It's just not incredibly easy to use now. Basically you will have to plan it's moves more carefully is all. The AP boost makes its vector strike worse for troops, but now it's awesome for killing things like the tech marine on a TFC.
Brotherjanus wrote: Blood Angels lost fast vehicles as well as their own powers? Why am I playing blood angels then? May as well have rolled them into the base codex.
Wow... the Baal is still fast, so let's hope the others are just a staffer lazily copy/pasting the list from the C:SMFAQ and not updating like they should have.
Brotherjanus wrote: Blood Angels lost fast vehicles as well as their own powers? Why am I playing blood angels then? May as well have rolled them into the base codex.
Wow... the Baal is still fast, so let's hope the others are just a staffer lazily copy/pasting the list from the C:SMFAQ and not updating like they should have.
This has to be a mistake.
It looks like the classic GW copy-paste laziness by someone who doesn't play the game and that nobody double-checked
reiner wrote: Noticed they nerfed Heldrakes (now hull mounted weapons) and Tzeentch Daemon leadership bonus and SitW seem to be unaddressed.
Bugger - they nerfed the vector strike (used to be 1+d3 IIRC, now just 1) as well as the hull-mounted gun rule. Is it worth the points now??
+
I think it is. It's just not incredibly easy to use now. Basically you will have to plan it's moves more carefully is all. The AP boost makes its vector strike worse for troops, but now it's awesome for killing things like the tech marine on a TFC.
I don't see how this is a problem. Even after the supposed nerfing, the Heldrake still causes me problems in 40k
reiner wrote: Noticed they nerfed Heldrakes (now hull mounted weapons) and Tzeentch Daemon leadership bonus and SitW seem to be unaddressed.
Bugger - they nerfed the vector strike (used to be 1+d3 IIRC, now just 1) as well as the hull-mounted gun rule. Is it worth the points now??
+
I think it is. It's just not incredibly easy to use now. Basically you will have to plan it's moves more carefully is all. The AP boost makes its vector strike worse for troops, but now it's awesome for killing things like the tech marine on a TFC.
I don't see how this is a problem. Even after the supposed nerfing, the Heldrake still causes me problems in 40k
How many games did you play with the new FAQ? Didn't they just release it?
Brotherjanus wrote: Blood Angels lost fast vehicles as well as their own powers? Why am I playing blood angels then? May as well have rolled them into the base codex.
Oh yeah that suck the big one. Fast vehicles were a signature of the chapter from the fluff.
If the rumours are true, Blood Angels are next on the codex update list after Orks. So hopefully they'll be undoing some/all of the stupidity Mat Ward had put into the current codex. I imagine this is a go between.
Samurai_Eduh wrote:Did Broodlords just become synapse creatures? Dominion gives you synapse now if you didnt alreay have it. So if that is the Tyranid primaris, Broodlords became synapse.
Only if you actually manifest Dominion. If you use the Horror, you stay non synapse. That's a neat change for Broodlords. I mean, they still are way too expensive and genestealers are still way too fragile, but it's a nice buff regardless.
With psychic focus you automatically get dominion now. In fact all nid psychers do. This is actually a huge buff for nids.
Does the psychic focus apply when your unit has a set power, rather than rolling? I don't have my rule book yet, so I don't know exactly how that reads.
Even if he does, you'd still have to actually cast Dominion to get its effects. You wouldn't be Synapse 100% of the time. Still a buff though!
He has a set power and Psychic Focus only works if you get to roll for powers. So the dominion thing does nothing with existing units as far as I can tell. Wonder if that was just a snafu on their part thuugh, since other unist with set powers got the primaris in these FAQ (eg see Grey knights)
It is kinda neat though that you can make the broodlord the warlord and then he gets synapse.
Samurai_Eduh wrote:Did Broodlords just become synapse creatures? Dominion gives you synapse now if you didnt alreay have it. So if that is the Tyranid primaris, Broodlords became synapse.
Only if you actually manifest Dominion. If you use the Horror, you stay non synapse. That's a neat change for Broodlords. I mean, they still are way too expensive and genestealers are still way too fragile, but it's a nice buff regardless.
With psychic focus you automatically get dominion now. In fact all nid psychers do. This is actually a huge buff for nids.
Does the psychic focus apply when your unit has a set power, rather than rolling? I don't have my rule book yet, so I don't know exactly how that reads.
Even if he does, you'd still have to actually cast Dominion to get its effects. You wouldn't be Synapse 100% of the time. Still a buff though!
He has a set power and Psychic Focus only works if you get to roll for powers. So the dominion thing does nothing with existing units as far as I can tell. Wonder if that was just a snafu on their part thuugh, since other unist with set powers got the primaris in these FAQ (eg see Grey knights)
It is kinda neat though that you can make the broodlord the warlord and then he gets synapse.
@ the bolded: only if he rolls that warlord trait, right?
He has a set power and Psychic Focus only works if you get to roll for powers. So the dominion thing does nothing with existing units as far as I can tell. Wonder if that was just a snafu on their part thuugh, since other unist with set powers got the primaris in these FAQ (eg see Grey knights)
It is kinda neat though that you can make the broodlord the warlord and then he gets synapse.
Yeah the GK getting their primaris powers as well as the power they already had gives me hope that the Hemlock Wraithfighter and Broodlord get their primaris powers too!
I'm kind of surprised by the glaring ommissions from some of these FAQs.
Some of the less obvious things I figured would most definately be hit weren't mentioned. For example, I figured Tesla would be modified so that snap shots don't get the bonus hits, since all other special rules (Precision Shot and Sniper) that have a bonus for To Hit rolls of 6s got nerfed to exclude snap shots.
heldrakes were good in 6th before their faq that gave their weapons the turret rule. they just won't be point and click anymore. they're still really good for 170 points.
Pilau Rice wrote: The Chaos one seems to be a bit light on what has previously been FAQ'd. Can you now shoot the same Obliterator weapon consecutively, what is Lucius Lash of Torment now?
Why would you be able to fire the same weapon consecutively? The codex explicitly forbids it.
You are correct, sorry. I didn't have the codex with me and was going by the faq. The change there was in regards to its wording. But still, it has been removed from the faq for 7th along with some other things that were previously included, like Lucius' artifact.
Brotherjanus wrote: Blood Angels lost fast vehicles as well as their own powers? Why am I playing blood angels then? May as well have rolled them into the base codex.
Wow... the Baal is still fast, so let's hope the others are just a staffer lazily copy/pasting the list from the C:SMFAQ and not updating like they should have.
This has to be a mistake.
It looks like the classic GW copy-paste laziness by someone who doesn't play the game and that nobody double-checked
One assumes this is why the GK seemed to have gained Predators, Whirlwinds and vindicators ?
Enthralled at the removal of previous FAQ answers all over the place
Samurai_Eduh wrote:Did Broodlords just become synapse creatures? Dominion gives you synapse now if you didnt alreay have it. So if that is the Tyranid primaris, Broodlords became synapse.
Only if you actually manifest Dominion. If you use the Horror, you stay non synapse. That's a neat change for Broodlords. I mean, they still are way too expensive and genestealers are still way too fragile, but it's a nice buff regardless.
With psychic focus you automatically get dominion now. In fact all nid psychers do. This is actually a huge buff for nids.
Does the psychic focus apply when your unit has a set power, rather than rolling? I don't have my rule book yet, so I don't know exactly how that reads.
Even if he does, you'd still have to actually cast Dominion to get its effects. You wouldn't be Synapse 100% of the time. Still a buff though!
He has a set power and Psychic Focus only works if you get to roll for powers. So the dominion thing does nothing with existing units as far as I can tell. Wonder if that was just a snafu on their part thuugh, since other unist with set powers got the primaris in these FAQ (eg see Grey knights)
It is kinda neat though that you can make the broodlord the warlord and then he gets synapse.
@ the bolded: only if he rolls that warlord trait, right?
Anyone else notice that runic weapons errata mentions to ignore the third sentence under runic weopons on pg 36 of the space wolf book. That sentence is the one that says runic weapons are force weapons... It doesn't seem to replace the part about the nullify on a 4+. Perhaps an oversight? If they meant the 4th sentence, then that would make them unlimited range to deny, because the fourth sentence is the one with the range bubble...
Since Characters don't have Precision Strikes or Precision Shots anymore the only thing being a Character would have given him was the ability to Challenge. And while fluffy, I don't see it being a big deal to not have that anymore honestly.
Since Characters don't have Precision Strikes or Precision Shots anymore the only thing being a Character would have given him was the ability to Challenge. And while fluffy, I don't see it being a big deal to not have that anymore honestly.
It means he can't be a warlord. That was the biggest implication actually.
Since Characters don't have Precision Strikes or Precision Shots anymore the only thing being a Character would have given him was the ability to Challenge. And while fluffy, I don't see it being a big deal to not have that anymore honestly.
It means he can't be a warlord. That was the biggest implication actually.
Cryptek of Awesome wrote: Anyone else have problems searching the PDFs for specific terms/phrases? I can't get any search to appear... annoying.
Same here, but if I am not mistaken the old FAQs were like that as well.
Correct. They're image-only PDFs, not text searchable. Which frankly is an amateur move on GW's part. I really wish PDFs hadn't taken off as a format. Hate them so much...
I'm amused by the sheer number of FAQs are up threads on dakka, thread for it in news and rumors, you make the call, 40k general. Lots of FAQ conversation all over the place
Since Characters don't have Precision Strikes or Precision Shots anymore the only thing being a Character would have given him was the ability to Challenge. And while fluffy, I don't see it being a big deal to not have that anymore honestly.
*Sets the wayback machine*
Bjorn charges a squad of Necron warriors with Lord.
Me: "I challenge your lord."
Opponent: "I accept! Ha! mind shackle scarabs!"
Me: "You can't mind shackle a dreadnought."
Opponent: "..."
Me: "Is your lord eternal warrior?"
Opponent: "no?"
SPLAT
Me: "Too bad...Next!"
The pdf files were created using “Adobe InDesign CS6 (Macintosh)”.
Anyhow, no errata for Sisters. We apparently are not worth the digital ink. On the other hand, I am not sure anything needed errata in our oh digital booklet.
Hybrid Son Of Oxayotl wrote: The pdf files were created using “Adobe InDesign CS6 (Macintosh)”.
Anyhow, no errata for Sisters. We apparently are not worth the digital ink. On the other hand, I am not sure anything needed errata in our oh digital booklet.
As I said before, digital only books don't get FAQs/Erratas, they just update the books instead. That's why instead of Errata-ing things when the book came out and we had questions they just fixed the issues and reissued the book.
Red Corsair wrote: The GKFAQ is pretty funny actually. Warp quake vanished before it could screw over summoning lol.
Losing all their special powers for banishing is interesting. Makes them, VERY specialized.
I like that the old broken cleansing flame vanished. Bro banner is a waste now as well.
Generally they got Banishing & another power like Hammerhand or Cleansing Flame. So they aren't that specialized. And the vehicles getting powers is pretty sweet too.
Red Corsair wrote: The GKFAQ is pretty funny actually. Warp quake vanished before it could screw over summoning lol.
Losing all their special powers for banishing is interesting. Makes them, VERY specialized.
I like that the old broken cleansing flame vanished. Bro banner is a waste now as well.
Generally they got Banishing & another power like Hammerhand or Cleansing Flame. So they aren't that specialized. And the vehicles getting powers is pretty sweet too.
I was referring to banishing, which definitely was the most prolific power. I think they should be decent but definitely niche.
Automatically Appended Next Post:
RiTides wrote: @whoadirty- I think Red Corsair was referring to Tyranids not gaining / losing much from the FAQ, not 7th edition.
Syphid wrote: Power Field Generators in scoring land raiders, good times.
Wait... you saying embarked wargear "pushes" out from vehicles now?
So a Libby with PFG riding a 'raider now has that 4+ invulnerable pushing out 6" from the hull?
Hate to be a pest... but, are there any restrictions in 7ed for this sort of scenario? This was FAQ'ed in 6ed, and I'm not seeing it anymore. Unless it's buried in new core rules book.??
Have any of the digital books been updated yet? I don't think I see any changes with my iPad version of Tyranids but wondering if any of the others have been updated.
Sad to see The (Reinforced) Aegis and Brotherhood Banner nerfed into the ground. But I guess since Aegis is free, having it be at least functional is worth being happy about.
Oh well.
I guess having Sanctuary on vehicles is pretty sweet, especially if you've got Paladins near a dreadnought.
Brotherjanus wrote: Blood Angels lost fast vehicles as well as their own powers? Why am I playing blood angels then? May as well have rolled them into the base codex.
I think you can safely assume the loss of 'fast' is a copy-paste error as the Baal Predator is still listed as being fast, and that's the only unique vehicle that wouldn't have been copy-pasted.
The iBooks version of the BA codex has all the updated profiles with 'fast' properly included.
iBooks versions of the books haven't been updated to reflect the new FAQs yet. The GK one and Daemon one make no mention of the new powers, or the removal of old powers. The BA one also doesn't mention the changes to psychic powers either and hasn't been updated since it was posted in October of 2013.
DaddyWarcrimes wrote: iBooks versions of the books haven't been updated to reflect the new FAQs yet. The GK one and Daemon one make no mention of the new powers, or the removal of old powers. The BA one also doesn't mention the changes to psychic powers either and hasn't been updated since it was posted in October of 2013.
Oh I know (it was the first thing I checked for).
I just don't imagine that stuff that was previously errata'd (such as the DA Power Field Generator) is suddenly going to be erased now.
Also for the BA vehicles, the listing of the 'type' and 'hull points' is necessary because they didn't have those things in the original book, but the current ibooks version has them (and all the BA vehicles are listed as being fast where appropriate).
So all I'm saying is that it is almost certainly a copy-paste error in the blood angels FAQ, given that the profiles in the ibook version had already been updated to have the proper 'type' and 'hull points' and they are appropriately 'fast' there.
ClockworkZion wrote: I'm in the same boat only for me "no update" is "no plastic models, no codex that's fun and playable, and no codex in dead tree format".
Now you are not being reasonable. If you are looking for any semblance of fairness in term of which factions get what, you are with the wrong editor here.
ClockworkZion wrote: I was just pointing out that looking for a FAQ is pointless when you need to be basically checking the digital versions instead.
That is what I did just after I saw no pdf on the page at the end of the link. I remember well how it worked the last time our codex was “updated”… to remove what could have been a very nice answer to all those horrible psyker-reliant deathstars, like the screamerstar. I did not forget. I did not forgive .
Hm these FAQs seem to be another example of GW doing the absolute bare minimum required to keep the game playable.. although some of these FAQs even fail at that.
Can we please not have another thread wander off into how hard done by Sisters players are?
I get it, I sympathise, but like a friend who won't get over a break up, there's only so many times I can hear it before I get the overwhelming urge to tell you just to get over it.
A pity they didn't add anything to how Shadow in the Warp worked for Nids, like a -1 modifier to deny the witch rolls or something. Looks like Nids get shafted again.
Now that it's official, I'm going to take a moment to laugh at all the naive and foolish people who suggested that maybe Heralds and Horrors wouldn't get access to malefic.
This is Games Workshop we're talking about here, fellas.
BlaxicanX wrote: Now that it's official, I'm going to take a moment to laugh at all the naive and foolish people who suggested that maybe Heralds and Horrors wouldn't get access to malefic.
This is Games Workshop we're talking about here, fellas.
Yeah I was confused too that people think GW would do something in the best interest of the game.. I mean look at 7th ed ally rules and unbound.
Despite not having played a game of 40k since October.
Not having bought the new 40k rulebook.
Having bought very few GW items except paint since August.
Having received an incredibly awesome X-Wing TANTIVE IV in the mail today.
I'm still incredibly irritated about the Blood Angels FAQs.
Red Corsair wrote: The GKFAQ is pretty funny actually. Warp quake vanished before it could screw over summoning lol.
Losing all their special powers for banishing is interesting. Makes them, VERY specialized.
I like that the old broken cleansing flame vanished. Bro banner is a waste now as well.
Instead of warp quake, use sanctuary, pretty much the same thing, makes terrain around them Dangerous and an invuln save to boot. When daemons come in they arrive via deep strike rules right? I really havent bothered to look at the summoning rules.
I've seen multiple threads passing complaints and comments backwards and forwards about the FAQs and what they mean. It's understandable that the FAQs are a mess and seem to make little sense - GKs with whirlwinds and the like. However, rather than reading deeper meanings into these like a seer rattling bones to read the future, the simplest reason is also the most likely...
Games Workshop is just a little bit crud
They rushed out the FAQs, just like they rushed out 6th and now 7th edition - along with the codices. Very little forethought or testing have gone into any of these releases.
Luckily I still have the 6th Ed. with all the 6th Ed. FAQs. I'll be living in the past until some fans group together to produce a non-GW-affiliated working ruleset that makes sense.
Syphid wrote: Power Field Generators in scoring land raiders, good times.
Wait... you saying embarked wargear "pushes" out from vehicles now?
It always did. Except for the power field generator, which was a specific exception last edition.
I couldn't find any permission for that in the new rulebook. The previous edition had it in the Rulebook FAQ. Can we assume 'aura of effect' wargear still does that?
Luckily I still have the 6th Ed. with all the 6th Ed. FAQs. I'll be living in the past until some fans group together to produce a non-GW-affiliated working ruleset that makes sense.
Every release takes me a little bit closer to sitting down and doing exactly that.
Brotherjanus wrote: Blood Angels lost fast vehicles as well as their own powers? Why am I playing blood angels then? May as well have rolled them into the base codex.
I still don't understand why an army themed around vampires who can barely control themselves get fast vehicles at such a level. But at least that makes more sense than apparently being an army of super psykers that have psychic dreadnoughts...
Sanguinary guard, priests and death company all make sense though, emphasise those instead.
Vector Strike wrote: I couldn't find any permission for that in the new rulebook. The previous edition had it in the Rulebook FAQ. Can we assume 'aura of effect' wargear still does that?
See the attached pic from the new rulebook below.
The rule is still there, but as I pointed out previously in a post, the Power Field Generator has been permanently fixed in the iBook DA codex, so it doesn't work (is an exception to this rule).
Brotherjanus wrote: Blood Angels lost fast vehicles as well as their own powers? Why am I playing blood angels then? May as well have rolled them into the base codex.
I still don't understand why an army themed around vampires who can barely control themselves get fast vehicles at such a level. But at least that makes more sense than apparently being an army of super psykers that have psychic dreadnoughts...
Sanguinary guard, priests and death company all make sense though, emphasise those instead.
Have no fear, there have already been leaks on the new BA codex - they're getting a new vehicle that has the 'fast' status. I believe making their other vehicles comparable to their vanilla cousin variants was to make way for the new one
Red Corsair wrote: The GKFAQ is pretty funny actually. Warp quake vanished before it could screw over summoning lol.
Losing all their special powers for banishing is interesting. Makes them, VERY specialized.
I like that the old broken cleansing flame vanished. Bro banner is a waste now as well.
Instead of warp quake, use sanctuary, pretty much the same thing, makes terrain around them Dangerous and an invuln save to boot. When daemons come in they arrive via deep strike rules right? I really havent bothered to look at the summoning rules.
GKSS don't get Sanctuary. I'll have to either take a vehicle, or hope a random roll with an IC grabs it. And even then, Dangerous Terrain doesn't screw over DS like Warp Quake did. That power was awesome.
Against Drop Pods, my Warp Quake worked wonders. Now...at least I have that 1/6 chance to get a 6++ against the Sternguard combi-plasma unit that just dropped in to blow me away. Yay, I guess?
Vector Strike wrote: I couldn't find any permission for that in the new rulebook. The previous edition had it in the Rulebook FAQ. Can we assume 'aura of effect' wargear still does that?
See the attached pic from the new rulebook below.
The rule is still there, but as I pointed out previously in a post, the Power Field Generator has been permanently fixed in the iBook DA codex, so it doesn't work (is an exception to this rule).
Thanks for that! Missed it in a quick sweep (embarking rules aren't the most interesting to read)
Spoiler:
Let's make a toast for Sir Connery, discover of rules and eraser of doubt!
Despite not having played a game of 40k since October.
Not having bought the new 40k rulebook.
Having bought very few GW items except paint since August.
Having received an incredibly awesome X-Wing TANTIVE IV in the mail today.
I'm still incredibly irritated about the Blood Angels FAQs.
Too much prior investment into your BA to completely get over it, and also I guess playing competitor's game reminded you how companies that actually respect their customer work.
Wulfmar wrote: Ladies and Gentlemen, I've seen multiple threads passing complaints and comments backwards and forwards about the FAQs and what they mean. It's understandable that the FAQs are a mess and seem to make little sense - GKs with whirlwinds and the like. However, rather than reading deeper meanings into these like a seer rattling bones to read the future, the simplest reason is also the most likely...
Games Workshop is just a little bit crud
They rushed out the FAQs, just like they rushed out 6th and now 7th edition - along with the codices. Very little forethought or testing have gone into any of these releases.
Luckily I still have the 6th Ed. with all the 6th Ed. FAQs. I'll be living in the past until some fans group together to produce a non-GW-affiliated working ruleset that makes sense.
I'm going with: the people that put together the FAQs don't actually play the game. Probably interns that work in the mail room or something like that. As far as whether the actual rules authors play test... well, I think they might play so many games trying out various mechanics that they don't really remember what they put in the book versus what they decided to throw out and at some point just say "ship it". Which leads to the opinion that they aren't quite playing the same game we are...right or wrong that would at least explain a few things.
Now, the presentation of the 7e book is far and away better than previous ones. Splitting out pretty pictures and history into their own books just makes so much sense and the new color scheme and font choices make it FAR easier on the eyes. So the layout team gets a nod from me - of course, they managed to screw up Vector Strike in the index yet again (I'm not sure how you do that. Twice. It's an index, this should be auto created by the content editing tools.)
I guess, ultimately, what's really missing here is competent copy and technical editors.
Still no rulebook FAQ, though. Or answers on things like how you determine what facing a barrage hits a Knight for determining the shield. Ah well.
Page 75 main rule book, vehicle facing and armor values, blast weapons, templates. Then go to page 160 to see that the 2nd bullet point actually says the blast comes from the direction of the center of the blast marker. Hits are resolved from side armor.
Lamens terms, armor 12, and the direction is whichever side of the base the center of the blast marker is on to determine if the shield is activated. It doesn't need a FAQ.
TheKbob said:
On the same accord, I guess my Dreadknights lose an attack for having two weapons.
Nope, if this was the case it would be an errata or amendment or GW would specifically say they did not get it. The FAQ part of the errata is only a question and answer to common questions, that question in GW's eyes is no longer a frequently asked question. There is t a reason for people to go round and round on this one because it's been answered before.
ClockworkZion wrote: I'm in the same boat only for me "no update" is "no plastic models, no codex that's fun and playable, and no codex in dead tree format".
Now you are not being reasonable. If you are looking for any semblance of fairness in term of which factions get what, you are with the wrong editor here.
Pft. Who said "reasonable" was something I had to be at this point? I think we passed that point when GW beat the Sisters codex so hard with the nerf bat that they could be tried for Domestic Violence.
ClockworkZion wrote: I was just pointing out that looking for a FAQ is pointless when you need to be basically checking the digital versions instead.
That is what I did just after I saw no pdf on the page at the end of the link. I remember well how it worked the last time our codex was “updated”… to remove what could have been a very nice answer to all those horrible psyker-reliant deathstars, like the screamerstar. I did not forget. I did not forgive .
Looks like none of the Digital Versions have been updated, so give it a few more days.
I mean GW can't even get the BA Vehicles right and you want them putting their jam covered fingers all over the Sisters codex?
ClockworkZion wrote: Pft. Who said "reasonable" was something I had to be at this point? I think we passed that point when GW beat the Sisters codex so hard with the nerf bat that they could be tried for Domestic Violence.
Let us stop annoying azreal13 anymore. Because as much as I love ranting about GW, I understand how it can be annoying even to people that are sympathetic to our plight. I would totally join you in a rant on a dedicated thread, though .
ClockworkZion wrote: Looks like none of the Digital Versions have been updated, so give it a few more days.
Well, is there something that you feel would need to be adapted to 7th ed though? Maybe there is no errata because there is no need for one.
Hybrid Son Of Oxayotl wrote: Well, is there something that you feel would need to be adapted to 7th ed though? Maybe there is no errata because there is no need for one.
Frankly nothing strikes me as not being compatible with 7th, but just because I can't think of anything doesn't mean nothing exists. Or that updates of other kinds could occur.
Well then, I do not think GW will errata us. They do not even consistently fix glaring problems, so why would they fix non-obvious ones?
I have yet to try my first 7th ed game though. It may happen next week, during the week-end.
The removal of all the fun unique GK powers has me kind of pissed off. Individual units lose their flavor (no more sacrificial champions, or horde-scorching purifiers, etc) and legitimate tactical considerations are now thrown out the window. I would be less displeased with GW for getting rid of Warp Quake (which i loved to use to deny my opponent safe drop pod landing zones in my backfield) if they'd given me something worthwhile in return, but instead they ALSO got rid of fun stuff like "The Summoning" Librarian power. Thus, not only am I prevented from using Drop Pods in my GK army (and feth the new allies matrix, GK isn't your lap dog, ultrasmurfs et al, they shouldn't be allies with anyone but the inquisition), I can't pretend my Libby is a psyker drop pod equivalent to bring my own Dreadnought or unit of Termies into the enemy's side with a risky turn one DS attached to Mordrak, followed by a casting of the Summoning. So my defensive and offensive options for DS operations are both boned. And let's nerf the crap out of Brotherhood Banners, yet keep the potentially game-breaking Ulumeathi Plasma Syphon intact . . . great idea.
At least the Aegis was adapted to be useful, unlike a certain Tyranid analog . . .
BrotherOfBone wrote: Plague Zombies can take pistols and CCWs now.. As if they weren't already broken :c
Unless im missing something that entry in the FAQ is exactly the same as before. Furthermore it says directly in the codex that they are only with a single ccw.
Red Corsair wrote: The GKFAQ is pretty funny actually. Warp quake vanished before it could screw over summoning lol.
Losing all their special powers for banishing is interesting. Makes them, VERY specialized.
I like that the old broken cleansing flame vanished. Bro banner is a waste now as well.
Instead of warp quake, use sanctuary, pretty much the same thing, makes terrain around them Dangerous and an invuln save to boot. When daemons come in they arrive via deep strike rules right? I really havent bothered to look at the summoning rules.
GKSS don't get Sanctuary. I'll have to either take a vehicle, or hope a random roll with an IC grabs it. And even then, Dangerous Terrain doesn't screw over DS like Warp Quake did. That power was awesome.
Against Drop Pods, my Warp Quake worked wonders. Now...at least I have that 1/6 chance to get a 6++ against the Sternguard combi-plasma unit that just dropped in to blow me away. Yay, I guess?
Yea I really don't see them being that useful for their cost now. Hammer hand is ok and force, except you need to get it off before you get into assault. banishing is utter trash IMO. 24" range hitting a single target, probably containing a herald or being a stand alone psycher of higher mastery level equals poor odds it resolves unless your pouring dice into it.
GK dreadnoughts appear to be the best way to go now. Lots of henchmen units and psyflemen galore. Load the henchmen squads with crusaders and go for that 2++ at the front from sanctuary while dumping s8 goodness. All the actual GK units seem over priced now (never thought I'd say that).
I used to be registered with Dakka years ago, but I can't find any mention of it in my notes, nor what email address it was tied to. So new account it is.
Anyways, I pulled up a search about this, and found some lukewarm reactions to this CSMFAQ change. Decided to bring the issue to a bigger thread for more clarification, as that's what this topic seems to have been designated for.
I quote verbatim:
Page 60- The Black Staff of Ahriman, rules The second sentence should be replace with: 'It allows Ahriman to attempt to manifest the same witchfire power up to three times per Psychic phase.'
So what, RAW says you can assign 4 different witchfire powers to Ahriman, and given enough luck, can fire off each one three times? 12 psychic powers in a single phase?!
This is touhou territory. How would you feel if an opponent read this ruling in this way?
BrotherOfBone wrote: Plague Zombies can take pistols and CCWs now.. As if they weren't already broken :c
Unless im missing something that entry in the FAQ is exactly the same as before. Furthermore it says directly in the codex that they are only with a single ccw.
FAQ states that they're just cultists with x and y special rules.
Victory wrote: So what, RAW says you can assign 4 different witchfire powers to Ahriman, and given enough luck, can fire off each one three times? 12 psychic powers in a single phase?! :
He can cast the same power multiple times, but is still bound by the restriction on how many powers can be cast in a turn.
Although the rules on how many powers can be cast in a turn are rather vague at the moment...
sfshilo wrote: I think you all need to go read the psy powers again....
Biomancy is sneaky good now. As are others...
Also the rulebook states you cannot generate powers from the book if the profile states a power.
Pink horrors can onky take change powers...
The FAQ states that any unit with Psyker/Brotherhood of Sorcerers may generate powers from Daemonology. This is in addition to any kind of discipline said models have access too. So Pink Horrors can roll on Malefic powers.
Victory wrote: So what, RAW says you can assign 4 different witchfire powers to Ahriman, and given enough luck, can fire off each one three times? 12 psychic powers in a single phase?!
You will need to pass them all though. It will eat your dice pool. And if you have enough dice for that, it likely means you could have cast about as many powers using your other psykers!
FAQ States that Horrors can manifest Daemonology powers. Rulebook states they automatically know the Primaris from their Mark as well as any other spells they may know.
Automatically Appended Next Post: Tzeentch Daemons became the most broken army in 40k.
You will need to pass them all though. It will eat your dice pool. And if you have enough dice for that, it likely means you could have cast about as many powers using your other psykers!
If that was the case, passing those tests wouldn't be a problem for a bunch of ML 1 powers. But, I'm inclined towards this:
He can cast the same power multiple times, but is still bound by the restriction on how many powers can be cast in a turn.
Still, when it comes to witchfires, Ahriman is the best for his BS 5. Having other pskyers manifest psychic shooting would be disadvantageous, save for LoS or stuff like Breath of Chaos (the old Wind of Chaos from 3.5). Biomancy is pretty a pretty sexy choice for him now: survivability, CC prowess, & three witchfires.
I was surprised that the BRB now permits psykers of any level to take ML 2 and above powers. Thousand Sons Aspiring Sorcs got a double buff in starting the game with two Tzeentch powers (meh, but still), as well as the ability to take (and cast) the aforementioned ML 2 Breath of Chaos.
Did anyone else notice that GK justicars/knight of the flame/dreadknights all lost their character status? I would chalk it up to the person who was in charge of copying over those items just completely boning it due to the fact the vehicle section is so miserable. Anyway, that really sucks for trying to fight challenges. It does mean a hammer on a justicar is good because he can't be challenged anymore haha.
Victory wrote: I used to be registered with Dakka years ago, but I can't find any mention of it in my notes, nor what email address it was tied to. So new account it is.
Anyways, I pulled up a search about this, and found some lukewarm reactions to this CSMFAQ change. Decided to bring the issue to a bigger thread for more clarification, as that's what this topic seems to have been designated for.
I quote verbatim:
Page 60- The Black Staff of Ahriman, rules The second sentence should be replace with: 'It allows Ahriman to attempt to manifest the same witchfire power up to three times per Psychic phase.'
So what, RAW says you can assign 4 different witchfire powers to Ahriman, and given enough luck, can fire off each one three times? 12 psychic powers in a single phase?!
This is touhou territory. How would you feel if an opponent read this ruling in this way?
I understand a psyker can cast up to his ML per psychic phase. So Ahriman wouldn't be able to cast 12 times, but only 4 - so casting 1 Witchfire thrice and then another spell. I believe this is RAI as well, because casting 12 witchfires would make Ahriman almost an auto-pick... and sweet vengeance over puny Eldrad on the Battle-mystics power rank.
He can cast the same power multiple times, but is still bound by the restriction on how many powers can be cast in a turn.
Which restriction is that exactly?
The change to Ahriman isn't game breaking, it just seems like a way of letting that staff still do *something* useful.
Still, when it comes to witchfires, Ahriman is the best for his BS 5. Having other pskyers manifest psychic shooting would be disadvantageous, save for LoS or stuff like Breath of Chaos (the old Wind of Chaos from 3.5). Biomancy is pretty a pretty sexy choice for him now: survivability, CC prowess, & three witchfires.
Victory wrote: I was surprised that the BRB now permits psykers of any level to take ML 2 and above powers. Thousand Sons Aspiring Sorcs got a double buff in starting the game with two Tzeentch powers (meh, but still), as well as the ability to take (and cast) the aforementioned ML 2 Breath of Chaos.
In 6th Ed, this was because it was literally impossible for a ML1 psyker to cast a WC2 power, and was really just a quality of life thing making sure your psyker didn't get stuck with impossible to cast powers.
In 7th Ed, an army with a single ML1 psyker will generate a minimum of 2 WC, and possibly up to 7. This makes it possible (even likely) to cast any powers in the game.
sfshilo wrote: I think you all need to go read the psy powers again....
Biomancy is sneaky good now. As are others...
Also the rulebook states you cannot generate powers from the book if the profile states a power.
Pink horrors can onky take change powers...
Yiu also dont get a free primarys with chaos marks as you are no longer a focused psyker.
Specific over general. Codex over BRB
Codex FAQ says Daemons (posessing the special rule "psykers" or "BoS") get demonology in addition to any powers listed in their book. So, horrors actually get change and demonology.
He can cast the same power multiple times, but is still bound by the restriction on how many powers can be cast in a turn.
Which restriction is that exactly?
Under the "Mastery Levels" heading, in the Psychic Phase section:
The number of psychic powers a Psyker can use each turn depends on his Mastery Level.
That says ML is not just a matter of rolling a number of dice equal to your ML on the Discipline charts, but a thing that determines turn by turn options.
So the Necron FAQ is basically just changes to CCBs and who can take them. Is there something in 7th that would have created conflict if an SC got in a chariot?
Trazyn's "scoring" rule now does nothing. I was hoping that it would become Objective Secured, and since they went and changed Symbiotic Repair I was really expecting to see something.
The one and only update I cared about is still FAQ'd in illegality: Dark Angels Deathwing sergeants are still unable to take Storm Shield/Thunder Hammer because of the FAQ wording, despite being able to take them in the original codex entry. My models are still unusable because of that damned FAQ. Fan*bleeping*tastic.
BrotherOfBone wrote: Plague Zombies can take pistols and CCWs now.. As if they weren't already broken :c
Unless im missing something that entry in the FAQ is exactly the same as before. Furthermore it says directly in the codex that they are only with a single ccw.
FAQ states that they're just cultists with x and y special rules.
It actually says replace the 2nd sentence with that; the difference compared to the codex being 'other than adding more models'. It does not change at all the third sentence which states they have only one ccw. Not a single letter was changed from the previous faq on zombies. The purpose of the faq entry is to clarify that you can take above minimum sized squads since some people interpreted 'no upgrades' to include 'no adding more models'.
FAQ States that Horrors can manifest Daemonology powers. Rulebook states they automatically know the Primaris from their Mark as well as any other spells they may know.
Automatically Appended Next Post: Tzeentch Daemons became the most broken army in 40k.
Strangely, Tztch Daemons were OP in 7th Ed Fantasy too. Looks like 40k is just 2 editions behind!
Fear not! Your 9th edition 40k will be great next year.
Vector Strike wrote: I couldn't find any permission for that in the new rulebook. The previous edition had it in the Rulebook FAQ. Can we assume 'aura of effect' wargear still does that?
See the attached pic from the new rulebook below.
The rule is still there, but as I pointed out previously in a post, the Power Field Generator has been permanently fixed in the iBook DA codex, so it doesn't work (is an exception to this rule).
So does this mean I can still affect an embarked psyker with, say, Crucible of Malediction? (Or could I always?)
Jimsolo wrote: So does this mean I can still affect an embarked psyker with, say, Crucible of Malediction? (Or could I always?)
You could always (no change).
There has always been a little bit of a grey area when you're talking about effects that measure range to/from a specific model in a unit (and that unit is in a transport), as the rule specifies measuring ranges for the 'unit', but most people/events have taken that to mean range counts as coming to/from the transport for every model in the embarked unit (as well as the unit itself).
He can cast the same power multiple times, but is still bound by the restriction on how many powers can be cast in a turn.
Which restriction is that exactly?
Under the "Mastery Levels" heading, in the Psychic Phase section:
The number of psychic powers a Psyker can use each turn depends on his Mastery Level.
That says ML is not just a matter of rolling a number of dice equal to your ML on the Discipline charts, but a thing that determines turn by turn options.
Full text:
The number of psychic powers a Psyker can use each turn depends on his Mastery Level. Even a Psyker with a Mastery Level of 1 is a fearsome foe. Psykers with a Mastery Level of 4 or higher are incredibly rare, and it is better for the galaxy that this is so – they are almost unbelievably powerful, and rarely submit to any authority other than their own.
To me, that reads as flavour text, talking about how figuratively powerful a psyker is. At the very least, it requires you to assume '1 spell per mastery level', whereas it the sentence would be equally valid if number of spells = master level squared. Or equally valid (and in my belief the correct interpretation due to context) saying that yes, it indeed does depend on mastery level because of the number of warp charge dice generated.
I just sent GW an email about putting their PDFs in plain text rather than the rasterised version. Considering that this would make their PDFs ten times smaller files and searchable, there's really no reason not to.
Trasvi wrote: Full text:
The number of psychic powers a Psyker can use each turn depends on his Mastery Level. Even a Psyker with a Mastery Level of 1 is a fearsome foe. Psykers with a Mastery Level of 4 or higher are incredibly rare, and it is better for the galaxy that this is so – they are almost unbelievably powerful, and rarely submit to any authority other than their own.
To me, that reads as flavour text, talking about how figuratively powerful a psyker is. At the very least, it requires you to assume '1 spell per mastery level', whereas it the sentence would be equally valid if number of spells = master level squared. Or equally valid (and in my belief the correct interpretation due to context) saying that yes, it indeed does depend on mastery level because of the number of warp charge dice generated.
You've misrepresented the rules text, because a portion of it is actually bolded (as such):
The number of psychic powers a Psyker can use each turn depends on his Mastery Level. Even a Psyker with a Mastery Level of 1 is a fearsome foe. Psykers with a Mastery Level of 4 or higher are incredibly rare, and it is better for the galaxy that this is so – they are almost unbelievably powerful, and rarely submit to any authority other than their own.
And the introduction to the rules say:
As you read through the rules, you will notice some of the text bold, like this. This highlights the most important elements of the rule in question and helps bring it to your eyes when skimming a page...
But with your interpretation, the opposite of that is true...the 'rule' literally has no meaning. Whether it was there in the rulebook or not it would make absolutely no difference.
So yeah, everyone can agree it is a terribly written rule, but given that bolded text in the rulebook is supposed to be the most important sections (not throwaway flavor text that has no actual meaning to the game), I think we can assume that the rule means psykers can cast a number of psychic powers each turn equal to their mastery level.
So yeah, everyone can agree it is a terribly written rule, but given that bolded text in the rulebook is supposed to be the most important sections (not throwaway flavor text that has no actual meaning to the game), I think we can assume that the rule means psykers can cast a number of psychic powers each turn equal to their mastery level.
Sure, we could assume that. And that may be what they intend. But the text indicates a limit on number of powers that can be cast in a turn related to the ML, but gives no indication what that relationship is. Until they clarify it, it's the most ambiguous "most important section" I've seen in a very long time.
Just noticed that they reverted the text change to GK's Grand Strategy. The way it reads now, it sounds like if you give scoring to some of your units with Grand Strategy, they will benefit from Objective Secured. This makes sense since everything is scoring now so otherwise it wouldn't do anything.
Super-scoring Dreadknights/Dreadnoughts/Interceptors is a neat boost, assuming you can get them to survive.
Drakmord wrote: So the Necron FAQ is basically just changes to CCBs and who can take them. Is there something in 7th that would have created conflict if an SC got in a chariot?
Trazyn's "scoring" rule now does nothing. I was hoping that it would become Objective Secured, and since they went and changed Symbiotic Repair I was really expecting to see something.
Pedro Kantor got 'Objective Secured' Sternguard (which was actually the one thing I hoped these FAQs would do.) Trazyn not getting it seems like an oversight.
sfshilo wrote: I wouldn't go purchasing pink horrors quite yet.....no way that is going to stay. It is a generic comment that some moron at gw didnt think about.
It has a direct rule in the daemon dex that says it can only generate.
You tourney runners out there need to shut that one down until it is fixed.
First, this logic doesn't really hold. In every codex now it specifies which disciplines each psyker can roll on. Horrors are not unique. And surprise, surprise, none of them mentioned Daemonology. So either you're saying that literally NO ONE gets Daemonology, in spite of FAQs stating that EVERYONE gets Daemonology, or your argument makes no sense from the start. Even without the FAQ, rules as written, Horrors got Daemonology, and with the FAQ it's crystal clear. There's zero ambiguity.
Second, the Daemon bomb works equally well whether Horrors can summon or not. You can cram an insane number of heralds into a list, even into a Battle Forged list. You're trying to bail a sinking ship with a thimble if you think Horrors having Daemonology makes things any more broken.
GW's intention is clear - EVERYONE gets Daemonology (except Tyranids). This was RAW before the FAQ and it's entirely unambiguous now.
Just to beat a dead horse. I'm completely annoyed about losing all my Wolves psychic powers. I have no interest in the rulebook ones save for the Divination Primaris which now I apparently don't get unless I dedicate that Rune Priest to the Divination branch of powers. It stinks and I hate it.
There are however some pros.
Ragnar's Insane Bravado is just absolutely awesome and he will just have an insane amount of attacks and I think I might use him more often.
Master of Runes is now half off so IF I find a power set I like maybe it won't be so bad (gonna cross my fingers I get my powers back in the new codex).
Still, generally not happy about this at all.
This is exactly what I feel GW is doing to the Wolves and the others who got screwed over by this update:
i think you can still get the primaris by swapping one of your rolled powers for it. you just don't get it for free, unless of course you roll on divination for all your powers.
I notice they have added the exalted flamer as a hq.
This is noteworthy because it was originally a dataslate in the white dwarf that made this possible.
Its actually great news that they take the time to include WD rules in an faq (even if its a rather odd rule to care about; perhaps unbound can do som funny flamer lists now)
Brometheus wrote: Yeah no way Ahriman is using over 4 powers, but triple Shriek followed by a Breath of Chaos would be fun if you have the charge for it.
Actually using, maybe not. But attempting to use more than that makes some degree of sense.
Say you've got 6 Warp Charge dice and Arhiman has four WC 1 witchfire powers. You can either try and cast three powers with two dice each and average 2.25 castings with a small chance of perils or try and cast six powers with one dice each and average three castings with no risk of perils.
I play against Necrons on a regular basis, and I'm not gonna lie, I do NOT look forward to facing the new FAQed CCB with a suped-up Overlord riding around. Why did they allow the CCB to keep sweep attacks but all other Chariots lost them? Three S7 AP1 Armourbane auto hits on an AV13 fast skimmer with a 4+ jink save (and can opt to tank those lascannon shots using a 2+/3++ save)??!? Expensive, yes, but jeez o' pete that thing can be nasty.
Kain wrote: Who's ready for GK Preds and Vindicators?
Did the guy who wrote this FAQ have even a passing familiarity with the game?
Isn't it obvious that you don't outsource the FAQ writing to an unpaid intern who's never touched a model in his life?
"
In case no one remembers, the same-day Errata and FAQ that came out the day that 6th was released was horrible too. Those were obviously written by different people that didn't confer on how certain identical rules written in different codexes were supposed to work. One of the more glaring examples was the Skies of Blood/Dark Skies/grav chute insertion, all three had wildly different rules. Grav chute's errata broke all the rules for movement and disembarkation. Took over a month for them to correct the errors and some were never corrected until the 7th ed Errata and FAQ came out.
Automatically Appended Next Post:
Thorgrim Bloodcrow wrote: Just to beat a dead horse. I'm completely annoyed about losing all my Wolves psychic powers. I have no interest in the rulebook ones save for the Divination Primaris which now I apparently don't get unless I dedicate that Rune Priest to the Divination branch of powers. It stinks and I hate it.
That's a GW marketing ploy. Invalidate a necessary part of existing material and provide a replacement....That'll be $85.
Thorgrim Bloodcrow wrote: Just to beat a dead horse. I'm completely annoyed about losing all my Wolves psychic powers. I have no interest in the rulebook ones save for the Divination Primaris which now I apparently don't get unless I dedicate that Rune Priest to the Divination branch of powers. It stinks and I hate it.
There are however some pros.
Ragnar's Insane Bravado is just absolutely awesome and he will just have an insane amount of attacks and I think I might use him more often.
Master of Runes is now half off so IF I find a power set I like maybe it won't be so bad (gonna cross my fingers I get my powers back in the new codex).
Still, generally not happy about this at all.
This is exactly what I feel GW is doing to the Wolves and the others who got screwed over by this update:
Spoiler:
Ragnars Insane Bravado looks completely the same except they switched it from "squad" to "unit with Space Wolf Faction", unless I'm missing something?
sfshilo wrote: It has a direct rule in the daemon dex that says it can only generate.
Why do people keep saying this, it's completely false. I'm looking at the codex right now, and it says exactly this: "Pink Horrors generate powers from the Change discipline"
That's all it says. Notice that the word 'only' isn't there at all. It uses the exact same language to describe what powers Horrors can take as any other psyker unit. For example:
"A Herald of Tzeentch generates powers from the Divination and Change disciplines."
"A Great Unclean One generates his powers from the Biomancy and Plague disciplines."
I know you really don't want Horrors to have access to Daemonology, but just accept it, it's legal. Even if it hadn't been explicitly legalized in the FAQ, you'd still have zero rules support for denying it.
Ah my timing is immaculate as ever, haven't actually played a game yet with my Space Wolves, and part of the reason I went for them (unique psychic abilities) has been FAQ'd away.
I for one will be ignoring the "missile lock" dark Angel faq, the New missile lock actually helped make the nephilim more useable and the idiots kept the faq the same from last edition.
Formosa wrote: I for one will be ignoring the "missile lock" dark Angel faq, the New missile lock actually helped make the nephilim more useable and the idiots kept the faq the same from last edition.
O dear...I'm afraid to play you if your picking and choosing rules to abide by and ignore lol. Might be an interesting game.
Captain Blood wrote: Ah my timing is immaculate as ever, haven't actually played a game yet with my Space Wolves, and part of the reason I went for them (unique psychic abilities) has been FAQ'd away.
ah well, c'est la vie.
Grey Hunter Drop Pod army is still viable either as main detachment or allied to other Imperial Army, and then just wait to see what the next SW Codex gives us, will they throw us a bone?
Captain Blood wrote: Ah my timing is immaculate as ever, haven't actually played a game yet with my Space Wolves, and part of the reason I went for them (unique psychic abilities) has been FAQ'd away.
ah well, c'est la vie.
Grey Hunter Drop Pod army is still viable either as main detachment or allied to other Imperial Army, and then just wait to see what the next SW Codex gives us, will they throw us a bone?
To be honest viability has never been a big thing for me, I like the character of the different forces, and I don't want the Wolves to be just Space Marines with beards. As you say though, new codex at some point so we will have see what that may bring.
Formosa wrote: I for one will be ignoring the "missile lock" dark Angel faq, the New missile lock actually helped make the nephilim more useable and the idiots kept the faq the same from last edition.
Captain Blood wrote: Ah my timing is immaculate as ever, haven't actually played a game yet with my Space Wolves, and part of the reason I went for them (unique psychic abilities) has been FAQ'd away.
ah well, c'est la vie.
Grey Hunter Drop Pod army is still viable either as main detachment or allied to other Imperial Army, and then just wait to see what the next SW Codex gives us, will they throw us a bone?
To be honest viability has never been a big thing for me, I like the character of the different forces, and I don't want the Wolves to be just Space Marines with beards. As you say though, new codex at some point so we will have see what that may bring.
Well, logans ability to take terminator wg as troops is pretty much pointless with everything scoring and unbound. Uniqe psychic abilities are out. Njal basicly a lv2 wizz. 4 hq ability is pointless with unbound. We still got wolfriders and longfangs, so expect them to get nerfed in upcoming dex.
Well, logans ability to take terminator wg as troops is pretty much pointless with everything scoring and unbound. Uniqe psychic abilities are out. Njal basicly a lv2 wizz. 4 hq ability is pointless with unbound. We still got wolfriders and longfangs, so expect them to get nerfed in upcoming dex.
100% customizable super scoring troops in a battleforged list is pointless? Granted the battleforged benefits pale in regards to the Wisconsin levels of cheese you can make in unbound lists but Logan's WG got slightly better... definitely not worse. If you thought they were pointless before then that's a different story but they didn't become pointless IMO with these changes.
ClassicCarraway wrote: I play against Necrons on a regular basis, and I'm not gonna lie, I do NOT look forward to facing the new FAQed CCB with a suped-up Overlord riding around. Why did they allow the CCB to keep sweep attacks but all other Chariots lost them? Three S7 AP1 Armourbane auto hits on an AV13 fast skimmer with a 4+ jink save (and can opt to tank those lascannon shots using a 2+/3++ save)??!? Expensive, yes, but jeez o' pete that thing can be nasty.
Probably because the Necron codex had its own sweep attacks rule for the CCB before even 6th edition dropped.
Eldarain wrote: Out of random curiosity what FaQ rulings have gone against Necrons?
- Named characters cannot take CCBs anymore (Kulakh excluded, IA 12 FAQ pending)
- Gauss Sentry Pylons got a massive nerf due to Interceptor changes (IA 12 FAQ HOPEFULLY pending)
Thorgrim Bloodcrow wrote: Just to beat a dead horse. I'm completely annoyed about losing all my Wolves psychic powers. I have no interest in the rulebook ones save for the Divination Primaris which now I apparently don't get unless I dedicate that Rune Priest to the Divination branch of powers. It stinks and I hate it.
There are however some pros.
Ragnar's Insane Bravado is just absolutely awesome and he will just have an insane amount of attacks and I think I might use him more often.
Master of Runes is now half off so IF I find a power set I like maybe it won't be so bad (gonna cross my fingers I get my powers back in the new codex).
Still, generally not happy about this at all.
This is exactly what I feel GW is doing to the Wolves and the others who got screwed over by this update:
Spoiler:
Ragnars Insane Bravado looks completely the same except they switched it from "squad" to "unit with Space Wolf Faction", unless I'm missing something?
My mistake, thought I read something I hadn't. Nevermind, back to hating everything again. Might go find a hole to sulk in, let me know when the new codex comes out.
Formosa wrote: I for one will be ignoring the "missile lock" dark Angel faq, the New missile lock actually helped make the nephilim more useable and the idiots kept the faq the same from last edition.
O dear...I'm afraid to play you if your picking and choosing rules to abide by and ignore lol. Might be an interesting game.
As always discuss the game and any houserules before playing.
Ok let's be clear I usually look at faq's as a good thing I welcome the clarification of rules.
WARNING NERD RAGE FOLLOWS
This set of rules is the most fracked up set of faq's I have ever seen. Typically a new edition comes out and it nerfs one of my armies I shrug my shoulders and grab one of my other armies but what the heck am I supposed to do now, I own Blood Angels, Space Wolves, Tyranids, And just recently bought everything to finish my super psyker Grey Knights army. I mean seriously does GW watch what I have bought and say " HA now we have him take all if his armies in one fell swoop he will no choice but to start a new one, mwahahahaha!!!". I mean I know EVENTUALLY I will get new codecies for my armies( except tyranids poor little bugs can't get a break) but seriously to kill soooo many integral parts if those armies in one set of faq's is truly an atrocity. I mean for goodness sake no army specific psychic powers heck unless I am mistaken both SW and BA have no IC's and BA lost all there fast vehicles sorry if these seems to be over reactive but to be honest I am just really angry at this whole situation.
Yea, removing several armies' entire psychic repertoire and basically leaving them with nothing until their next codex finally hits (which won't be for months if not a year+ for some of them) was a pretty male-anatomy move.
Thorgrim Bloodcrow wrote: Just to beat a dead horse. I'm completely annoyed about losing all my Wolves psychic powers. I have no interest in the rulebook ones save for the Divination Primaris which now I apparently don't get unless I dedicate that Rune Priest to the Divination branch of powers. It stinks and I hate it.
There are however some pros.
Ragnar's Insane Bravado is just absolutely awesome and he will just have an insane amount of attacks and I think I might use him more often.
Master of Runes is now half off so IF I find a power set I like maybe it won't be so bad (gonna cross my fingers I get my powers back in the new codex).
Still, generally not happy about this at all.
This is exactly what I feel GW is doing to the Wolves and the others who got screwed over by this update:
Spoiler:
That might be down to the need that they're due an update, and might get a new list of psychic powers? That's what I'm going with for Blood Angels, anyway
evildrcheese wrote: I'm hoping the lack of BA fast vehicles is just a copy/paste error. Anyone use Facebook? Maybe contact the digital editions page and point it out?
As has been pointed out, the fact that the GKFAQ includes Whirlwinds and Predator stats seems to indicate that the BA issue is similarly FAQ-ed up. If it isn't though...
Formosa wrote: I for one will be ignoring the "missile lock" dark Angel faq, the New missile lock actually helped make the nephilim more useable and the idiots kept the faq the same from last edition.
O dear...I'm afraid to play you if your picking and choosing rules to abide by and ignore lol. Might be an interesting game.
It's ok our group does it all the time, if gdub are too stupid to sort out things properly we do it ourselves, it's called house rules and every group/club/tourny does it
Keep on buying those models, boys! Nothing says "I love how you do things" better than keeping the GW think tank in the black...
I think it's pretty universal throughout this thread and the TO thread no one is playing 7th Ed according to how it's written - so what's the point again?
TiamatRoar wrote: Yea, removing several armies' entire psychic repertoire and basically leaving them with nothing until their next codex finally hits (which won't be for months if not a year+ for some of them) was a pretty male-anatomy move.
Sort of like when 6th hit and instead of FAQing in some Anti-Air ability for the Codexes, they just figured to leave them alone until the respective Codexes got their updates. That was a brilliant move that didn't make CronAir popular...right?
Hopefully they'll get around to adding Fast back to the Blood Angel rhino chassis tanks if it is indeed a simple error and not mustache twirling villainy as Yakface suggested.
easysauce wrote: come on guys, it took them 3 days to get a FQ up, and 3 days or so to update them a bit.
give it some time, hopefully this means no more years without updates.
ALso, FYI, go look in the GKfaq regarding combat squads.... pretty sure that missed the copy/paste into other marine dexes
It's not as if they didn't know what was changing in the rules until they were released for sale. These rules have been finalised since they went to be printed. That was probably what, a month ago? Maybe more?
So I think them not having a proper, complete FAQ and Errata which fixes all of the problems for old codices on day one is pretty terrible. If we can spot mistakes and omissions in these FAQs on a quick glance through (which takes less than 5 minutes) when we've only had the new rulebook for 3 days then GW has no excuse.
easysauce wrote: come on guys, it took them 3 days to get a FQ up, and 3 days or so to update them a bit.
give it some time, hopefully this means no more years without updates.
ALso, FYI, go look in the GKfaq regarding combat squads.... pretty sure that missed the copy/paste into other marine dexes
It's not as if they didn't know what was changing in the rules until they were released for sale. These rules have been finalised since they went to be printed. That was probably what, a month ago? Maybe more?
So I think them not having a proper, complete FAQ and Errata which fixes all of the problems for old codices on day one is pretty terrible. If we can spot mistakes and omissions in these FAQs on a quick glance through (which takes less than 5 minutes) when we've only had the new rulebook for 3 days then GW has no excuse.
The rules must have been finalised easily 4-6 months ago, since they were probably printed in China and shipped and will have been sitting in Nottingham awaiting release.
So there's really no reason that correct FAQ's weren't available on launch day, other than they the intern probably never got round to it
Although it still pains me that people seem to think that because something that was previously an errata is now no longer in the 7th edition errata it means categorically that those things have 'changed back'.
That isn't what it means. Those things that were previously put in the errata *have* been changed in the digital publications already and presumably also in the newer printings of the physical versions of the codexes. Now, should GW have dropped those things from the 7th edition errata? Of course not, it is completely confusing and a terrible situation, but it is *not* a case of things being 'changed back'. It is a case of one version of the book (the old print ones) not matching the newer versions of the same book (the digital and presumably the newer printings of the print books).
And while it is terrible to have people running around with old books not knowing which things should be updated or not, the updated version would still be the most current version of the codex, and therefore take precedence over the older versions.
This could actually be a good sign. IIRC when GW was handling it we got updates very rarely. Now that Black Library is handling it ... they have updated stuff fixing mistakes that were made fairly quickly .... I am honestly in the 'hopeful' corner.
BlackRaven1987!! wrote: I mean seriously does GW watch what I have bought and say " HA now we have him take all if his armies in one fell swoop he will no choice but to start a new one, mwahahahaha!!!".
Actually yes they do. If you buy from a GW store they take your name down. (I always thought this was to give you bonus points or something. Man how I was wrong) It seems they have an account of what everyone purchases from a GW store if you give your name. Also if you don't give your name or buy else where, they still keep tallies of what is being sold and know the exact number of what is being sold and can base what to change on this information.
I guess not a lot of vehicles were being sold in 6th so they rebuffed them again for 7th so more vehicles can be sold. Also their numbers probably told them they have too much daemons in stock so did a bit of tinkering in the rules so more daemons can be sold. How do you sell daemons to non daemon players? I wonder what GW can do to do this? (I bet nobody would have thought of an answer to GW solution. )
Sigvatr wrote: Good move by GW. It still is a rather prompt reaction to the problem and it was swiftly solved.
Now, to fix the Demon problem
I think GW's Daemon problem is WHAT ARE WE GOING TO DO WITH ALL THIS EXTRA CASH!?!! Wooooooo!!
Seriously, I've already been hearing stories of daemons being sold out in a lot of FLGS. Let no 40k player fool you, they all want to win just as bad as the next guy
OIIIIIIO wrote: This could actually be a good sign. IIRC when GW was handling it we got updates very rarely. Now that Black Library is handling it ... they have updated stuff fixing mistakes that were made fairly quickly .... I am honestly in the 'hopeful' corner.
You know they're the same company, right? FAQs are only on the Black Library site because no one thought to build document-sharing functionality into the fancy new web shop for the main GW site. It'll be the same people handling updates as before.
Seriously, I've already been hearing stories of daemons being sold out in a lot of FLGS. Let no 40k player fool you, they all want to win just as bad as the next guy
It would only take a single player per FLGS to wipe them out.
A daemon factory list uses more daemons than the average FLGS keeps on the shelf.
I'd have to wipe out the nearest 3 FLGS to get enough, the way they are stocked. (No more than 2 of any particular thing)
My only complaint with these FAQs is they are not incrementing the version number when they do these small correction updates.
Neither BA nor Space Wolves got incremented and the BA didn't even get magenta text. I don't see the point of sticking a version number on there if you're not going to use it or identify changes.
adamsouza wrote: It would only take a single player per FLGS to wipe them out.
A daemon factory list uses more daemons than the average FLGS keeps on the shelf.
I'd have to wipe out the nearest 3 FLGS to get enough, the way they are stocked. (No more than 2 of any particular thing)
It is like I buy the cheap IG/AM 5 man 3 piece per guy kits but would have to buy 2 every week (all they would stock) for a month to get enough.
I have a ton of the old metal daemons but refused to play them again when removed from the CSM codex.
Happy times again...
Seriously, I've already been hearing stories of daemons being sold out in a lot of FLGS. Let no 40k player fool you, they all want to win just as bad as the next guy
It would only take a single player per FLGS to wipe them out.
A daemon factory list uses more daemons than the average FLGS keeps on the shelf.
I'd have to wipe out the nearest 3 FLGS to get enough, the way they are stocked. (No more than 2 of any particular thing)
Oh sure, most of them don't carry a lot. I still wouldn't be surprised if GW has seen a significant uptick in Daemon sales- which is good for them, I'm almost positive it was their intended goal.
And yeah, Daemons could turn out to be a bust in terms of the competitive scene, but right now they're the hotness!
Sigvatr wrote: Good move by GW. It still is a rather prompt reaction to the problem and it was swiftly solved.
Now, to fix the Demon problem
I think GW's Daemon problem is WHAT ARE WE GOING TO DO WITH ALL THIS EXTRA CASH!?!! Wooooooo!!
Seriously, I've already been hearing stories of daemons being sold out in a lot of FLGS. Let no 40k player fool you, they all want to win just as bad as the next guy
I don't think its people are switching whole hog to Chaos Daemon armies, I think they are just buying enough units to use for summoning with their existing armies (again, most likely GW's intent). Luckily for me, I already had about 3K worth of daemons (mostly basic infantry as I never play Flying Circus), so no extra purchases for me!
Crazyterran wrote: Blood Angel one is up and fixed; Rhino Chassis are all fast again.
Before and after this update they were Fast anyway, its called the Lucius pattern engine thats wargear for Rhino chassis vehicles, which gives them Fast. Seeing as how they didn't FAQ that wargear out you never really lost Fast in the first place, but by all means keep celebrating over just a trifle.