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40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/20 22:15:57


Post by: DireAvenger20


On a sort of related notes in the picture in the White Dwarf Daily refers to BA Death Company Squads as "Cursed Squads." Is the new name change hint at a sooner then later codex release?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/20 22:16:35


Post by: Drakmord


Heh, I just noticed that snippet on the ally matrix picture about Dante and the Silent King.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/20 22:19:53


Post by: DireAvenger20


Drakmord wrote:
Heh, I just noticed that snippet on the ally matrix picture about Dante and the Silent King.




40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/20 22:24:00


Post by: Happygrunt


This ally chart makes me very happy WITH THE EXCEPTION of it 86ing traitor guard. Guard should have had it's own box so Tau and Chaos could get them as allies. Other than that, it is a good chart.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/20 22:24:09


Post by: ClockworkZion


 azreal13 wrote:
 ClockworkZion wrote:
 azreal13 wrote:
Really, two pages and nobody did this?

Spoiler:


Tsk, shame on you!


Beat me too it!

That's what I get for playing video games instead of obsessively refreshing the page I suppose.


Lol, I've been painting and watching TV.

You Yanks just don't have the innate good timing of the British is all!

Tell you what, when it gets reported to Photobucket tomorrow and taken down, you can out up the next version.

I usually have very good timing abut I'm playing Assassins Creed Brotherhood and I guess that mixed me up a bit.

And do you mean this version that I was already uploading when I saw your post?
Spoiler:


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/20 22:29:00


Post by: WrentheFaceless


I need to buy some expendable AM for my Grey Knights to kill at the end of each round.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/20 22:31:42


Post by: Unseeablething


I'm going to say the reason the word Codex was replaced with Faction is because of the new ally matrix. Imperial is multiple Codices.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/20 22:32:53


Post by: Vector Strike


 Happygrunt wrote:
This ally chart makes me very happy WITH THE EXCEPTION of it 86ing traitor guard. Guard should have had it's own box so Tau and Chaos could get them as allies. Other than that, it is a good chart.


Instead of putting everything together, they could have condensed the Imperium in 3 factions:
- Adeptus Astartes (including LotD and all SM flavors, except GK)
- Astra Militarum (including MT)
- Magna Imperium (AS, Inq, IK, GK)

Regarding Tau (for example), they would be AoC, BB (or AoC) and DA, in that order.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/20 22:35:06


Post by: ninjafiredragon


 azreal13 wrote:
Really, two pages and nobody did this?



Tsk, shame on you!


Ugg that is a much uglier allie chart, and it hurts my color blind eyes.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/20 22:39:26


Post by: Razerous


Yaaaaaay for Tyranids!


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/20 22:41:25


Post by: WrentheFaceless


Now we just need a leak of the Sanctic chart


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/20 22:43:48


Post by: Sir Arun


Bunching all IoM armies into "Imperials" was the stupidest thing they could do.

With every edition they are continuing to axe the unique flavor of each army and turn it all into monotony. I'll be the first and say Warhammer 40,000 8th edition will have all armies classified into 3 groups: Imperials, Xenos and Ruinous Powers.



Now GKs are bestest buddies with IG even though there's enough fluff to justify a AoC disposition, given how they operate in secrecy and mindwipe, if not outright kill eyewitnesses.

And yeah, SoB AoC with an army full of witches (Eldar) is another example of GW not understanding its own fluff.

I used to think the old allies chart needed improvement but this new one actually makes me appreciate the old one even more. The only 2 good things about the new allies chart is: 1) No Taudar and 2), No Marinetau. But on the other hand battle brothers now share even more stuff like transports etc. How do you like the thought of a Land Raider spewing forth Guardsmen or Bloodletters? I for one think its ridiculous.



40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/20 22:44:14


Post by: xttz


From /tg/

No proof with it though:

-Sanctic:
Primaris – Banishment -> anti-demon (-1 invuln)
Gate of Infinity
Hammerhand
Str D Vortex.
Sanctuary, iirc makes demon within 12″ all move through difficult terrain.
Cleansing Flame (some nova)
One more spell, you target an opponent, both roll dice and add to ld, if you’re higher than him, he auto losses a W, no saves.

-Precision shot is a USR now, so guards need 6s to do precision after that Order.

-Str D now only ignores all saves on a six. If not a six, the Str D weapon profile’s AP is followed. Str D is also assumed to be S10, so T6+ will be safe from ID.

-Deny the Witch for passive spells, like blessings are denied on a six. However offensive/directed/maledictions spells that target you, is a different matter, your DTW rolls can be improved by brother ofpsyker +1, psyker mastery level being higher than the offensive caster+1 and adamantium will +1. So you could technically go up to a 3+ dtw against offensive powers.

-Smash, only one attack. rest of it same.

-Vector Strike. 1A only unless against a flier -then D3, AP2 Ignore Cover.

-Ignore Cover – No change.

-ICs cannot be in the same unit as a MC anymore.

-Telepathy Powers Invisisbilty – makes others snapfire at you. Shrouding – gives you shrouded only.

Prescience is still a Primaris

- mc's cant be joined by ICs, flying MCs cannot charge the turn they change flight mode

-Jump infantry now can use the jumpack both in movement and assault phases. Also it has jink.


>Snapshots are at BS1

>Psyker's level, Adamantium Will... only affect dispelling attempt when you are targeted by the power, dispelling Blessing requires natural rolls of 6

>Chariots now gives Relentless to the passenger, their rules were totally reworked so that they are more of a single entity with their passenger.

>Perils table, only a third is a real issue and a decent leadership severely diminish its impact. worse, one effect turns your psyker into superman for a turn. Another drains psychic dice for both players.

>Most Perils are a leadership test, with different results for success and failure, most of the better successes are lose a wound or hull point, best one gives you 3++ and possibly Smash, Armorbane, and Fleshbane until the start of the next Psychic Phase

>Imperial forces are all Battle Brothers with each other, non-Imperial seems to have made out relatively worse

>Battle Brothers share basically everything, Powers, abilities, transports, Warlord traits, Reserve altering effects.

>Sisters are acknowledged as an Imperial faction in the book (Including for whiners)

>Immobilized Flyers now have a chance to Crash and Burn

>Old Aquila Lander crash scenery has rules

>Gate of Infinity is now a Sanctic power, another is a strength D Vortex, most of the Grey Knight powers might be included as well

>Now when you activate a Force Weapon, you active all of them in a unit

>Chariot rider may not be able to disembark

>Missile Lock apparently effects more than just Blasts now

>To Deny the Witch you must match your opponent's number of successes, number you have to roll is a 6, having a higher Mastery Level Psyker in the unit dispelling, Adamantium Will, or being within range of a Psychic Hood each give you +1 to your roll, again except for dispelling Blessings

>Defending player apparently gets to choose how hits are allocated between passenger and Chariot


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/20 22:50:58


Post by: Happygrunt


 xttz wrote:
From /tg/

No proof with it though:

-Sanctic:
Primaris – Banishment -> anti-demon (-1 invuln)
Gate of Infinity
Hammerhand
Str D Vortex.
Sanctuary, iirc makes demon within 12″ all move through difficult terrain.
Cleansing Flame (some nova)
One more spell, you target an opponent, both roll dice and add to ld, if you’re higher than him, he auto losses a W, no saves.

-Precision shot is a USR now, so guards need 6s to do precision after that Order.

-Str D now only ignores all saves on a six. If not a six, the Str D weapon profile’s AP is followed. Str D is also assumed to be S10, so T6+ will be safe from ID.

-Deny the Witch for passive spells, like blessings are denied on a six. However offensive/directed/maledictions spells that target you, is a different matter, your DTW rolls can be improved by brother ofpsyker +1, psyker mastery level being higher than the offensive caster+1 and adamantium will +1. So you could technically go up to a 3+ dtw against offensive powers.

-Smash, only one attack. rest of it same.

-Vector Strike. 1A only unless against a flier -then D3, AP2 Ignore Cover.

-Ignore Cover – No change.

-ICs cannot be in the same unit as a MC anymore.

-Telepathy Powers Invisisbilty – makes others snapfire at you. Shrouding – gives you shrouded only.

Prescience is still a Primaris

- mc's cant be joined by ICs, flying MCs cannot charge the turn they change flight mode

-Jump infantry now can use the jumpack both in movement and assault phases. Also it has jink.




AND BA GET A BUFF!


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/20 22:54:16


Post by: Vector Strike


-Jump infantry now can use the jumpack both in movement and assault phases. Also it has jink.


Jump with Jink? Man, Assault Marines got much more interesting now


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/20 22:54:21


Post by: Puscifer


WHAT?!?

Jump Infantry can use the pack in both phases (fair enough), but JINK

I'll be in my bunk.

July/August can't get here sooner.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/20 22:55:10


Post by: portugus


 Vector Strike wrote:
coredump wrote:
 tetrisphreak wrote:
I suspect summoned daemons will be held akin to any allies relationships they have on the chart, so bringing in a unit can cause them to roll on the "one eye open" rule as well as suffer any scoring penalties for not being buddies (if any such penalties still exist)

Further, the bigger picture here is that all armies are BB with their own faction - we have seen the army list page that says you may take as many detachments in a battle forged army as you like.

Think for a second -- 2x hive tyrant, 2x gaunt units, then ally detachments of 1 tyrant and 1 gaunt unit until your points are full. Bam! Battle forged.

Unbound will be accepted because in the end it will be no worse than legal battle forged forces.


Not so fast there sparky....

The Allied Detachment FOC specifically states it must be from a different faction. Further, while you can take multiple detachments, we don't know if you can take multiple allied detachments, or multiple combined armes detachments....



Is there any rule regarding supplements? Should I treat Farsight Enclaves as Tau faction, adding a normal Detachment instead of the Allies' one?


Yes if you looked at the new allies page that was linked it says they count as the faction they are a supplement of. So Tau are BB with Farsight

Ninja'ed


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/20 22:57:09


Post by: Crablezworth


As much as I like the idea of jump infantry getting jink... the other part about all jump infantry basically getting raven guard chapter traits seems a bit wishlisty to me.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/20 22:58:41


Post by: WrentheFaceless


Rofl Dreadknights with teleporters get a jink? Or Riptides for that matter ick


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/20 22:59:02


Post by: Vaktathi


Jump infantry get Jink and get to use jumppacks in both phases?

It would seem there would be *zero* point to using tac's and equivalents after that, especially given how Assault Marines/Raptors are like 2ppm more.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/20 23:00:18


Post by: Vector Strike


 WrentheFaceless wrote:
Rofl Dreadknights with teleporters get a jink? Or Riptides for that matter ick


Riptides are Jet Pack. Now, Wraithknights are Jump. Lucky us Jump Monstrous Creatures don't get it... do they?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/20 23:01:45


Post by: WrentheFaceless


 Vector Strike wrote:
 WrentheFaceless wrote:
Rofl Dreadknights with teleporters get a jink? Or Riptides for that matter ick


Riptides are Jet Pack. Now, Wraithknights are Jump. Lucky us Jump Monstrous Creatures don't get it... do they?


Well it says they act as Jump Infantry for movement purposes....maybe?


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


Post by: buddha


Since everything is scoring I'm curious how level of allies matter between allies of convenience and desperate allies beyond just the "one eye open" rule if it still exists.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/20 23:02:33


Post by: Puscifer


 Vaktathi wrote:
Jump infantry get Jink and get to use jumppacks in both phases?

It would seem there would be *zero* point to using tac's and equivalents after that, especially given how Assault Marines/Raptors are like 2ppm more.


I'd use one Tac squad in a BA list to hold a home objective, but other than that, Tac squads are pointless in BA.

In Chaos, Plague Marines to hold objectives, Raptors with Mark of Slaanesh for Fast Attack, all of which using the Crimson Slaughter book


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/20 23:10:07


Post by: loki old fart


I see orks get on better with chaos, rather than eldar or imperium.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/20 23:10:17


Post by: Mr.Omega


 Vaktathi wrote:
Jump infantry get Jink and get to use jumppacks in both phases?

It would seem there would be *zero* point to using tac's and equivalents after that, especially given how Assault Marines/Raptors are like 2ppm more.



Doom! DOOM! The end is nigh!

Tacticals have objective secured scoring, can take specials/heavies, and don't get all of their effectiveness from being able to kill in CC where most often being hit back is guaranteed and meeting far killier CC threats is likely.

Plus, I'm pretty sure I've read somewhere that jink got changed to be voluntary and that there's a few nerfs to the unit as a result.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/20 23:10:57


Post by: clively


Does Come the Apocalypse still mean that you can't drop those armies on the table together?

If so, how long until we see a question in YMDC about what happens when a marine summons a blood thirster? In other words, is the blood thirster considered to be part of the Armies of the Imperium for all rule purposes (I just had to put that in there) OR is it a part of the Daemon faction and therefore can't be part of the army?

If the latter, it seems like the blood thirster would have to be immediately removed from play otherwise the game implodes....


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/20 23:11:08


Post by: Vector Strike


 WrentheFaceless wrote:
 Vector Strike wrote:
 WrentheFaceless wrote:
Rofl Dreadknights with teleporters get a jink? Or Riptides for that matter ick


Riptides are Jet Pack. Now, Wraithknights are Jump. Lucky us Jump Monstrous Creatures don't get it... do they?


Well it says they act as Jump Infantry for movement purposes....maybe?


Hm... another buff to the Eldar team? (chomp!)

4+ cover in exchange for snap fire in a T8 W6 model... oh my.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/20 23:12:21


Post by: Leth


Grey knights are gonna have a few nice elements for certain imperial armies. Will need to see the rules changes and FAQs, but I could see some meaness coming out of that. Also Assassins FINALLY. I can make some fun lists with that change.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/20 23:13:00


Post by: Vector Strike


clively wrote:
Does Come the Apocalypse still mean that you can't drop those armies on the table together?

If so, how long until we see a question in YMDC about what happens when a marine summons a blood thirster? In other words, is the blood thirster considered to be part of the Armies of the Imperium for all rule purposes (I just had to put that in there) OR is it a part of the Daemon faction and therefore can't be part of the army?

If the latter, it seems like the blood thirster would have to be immediately removed from play otherwise the game implodes....


No. CtA is treated as DA in all forms, except when you deploy (12" from each other)


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/20 23:14:31


Post by: A Town Called Malus


 Mr.Omega wrote:
 Vaktathi wrote:
Jump infantry get Jink and get to use jumppacks in both phases?

It would seem there would be *zero* point to using tac's and equivalents after that, especially given how Assault Marines/Raptors are like 2ppm more.



Doom! DOOM! The end is nigh!

Tacticals have objective secured scoring, can take specials/heavies, and don't get all of their effectiveness from being able to kill in CC where most often being hit back is guaranteed and meeting far killier CC threats is likely.

Plus, I'm pretty sure I've read somewhere that jink got changed to be voluntary and that there's a few nerfs to the unit as a result.


The rumour was that using Jink meant you had to use snap shots the following turn. That isn't really a nerf for Assault squads who probably aren't going to be in range with their guns when jinking anyway. What would be better:

1) Getting a 4+ cover save, mitigating losses from enemy shooting and not firing your bolt pistols (or having them less effective) the next turn and therefore not killing enemy models which means you have less of a charge distance to cover

or

2) Not having a 4+ cover save and so losing some more models, firing your bolt pistols at full effectiveness and possibly killing some enemy models and therefore making your required charge distance greater before overwatch even begins


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/20 23:16:02


Post by: Puscifer


 A Town Called Malus wrote:
 Mr.Omega wrote:
 Vaktathi wrote:
Jump infantry get Jink and get to use jumppacks in both phases?

It would seem there would be *zero* point to using tac's and equivalents after that, especially given how Assault Marines/Raptors are like 2ppm more.



Doom! DOOM! The end is nigh!

Tacticals have objective secured scoring, can take specials/heavies, and don't get all of their effectiveness from being able to kill in CC where most often being hit back is guaranteed and meeting far killier CC threats is likely.

Plus, I'm pretty sure I've read somewhere that jink got changed to be voluntary and that there's a few nerfs to the unit as a result.


The rumour was that using Jink meant you had to use snap shots the following turn. That isn't really a nerf for Assault squads who probably aren't going to be in range with their guns when jinking anyway. What would be better, getting a 4+ cover save and not firing your bolt pistols (or having them less effective) the next turn or not having a 4+ cover save, firing your bolt pistols at full effectiveness, posibbly killing some enemy models and therefore making your required charge distance greater before overwatch even begins?


You beat me to it.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/20 23:31:31


Post by: portugus


 Leth wrote:
Grey knights are gonna have a few nice elements for certain imperial armies. Will need to see the rules changes and FAQs, but I could see some meaness coming out of that. Also Assassins FINALLY. I can make some fun lists with that change.


Assassins finally? Is something removing their "unique" limitation letting you take more than 1 of a type in a army? Or do you have something else in mind? Curious as I play henchmen with assassins.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/20 23:42:09


Post by: AlmightyWalrus


Templars and Sisters can finally ally without hating each other. Let the purgation begin!


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/20 23:42:59


Post by: Sir Arun


speaking of which, I am sure GW will release a Codex: Assassinorum before they release the next GK codex


Automatically Appended Next Post:
 AlmightyWalrus wrote:
Templars and Sisters can finally ally without hating each other. Let the purgation begin!


they already could in the last edition after september 13 when black templars as a unique faction ceased to exist.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/20 23:44:31


Post by: Leth


 portugus wrote:
 Leth wrote:
Grey knights are gonna have a few nice elements for certain imperial armies. Will need to see the rules changes and FAQs, but I could see some meaness coming out of that. Also Assassins FINALLY. I can make some fun lists with that change.


Assassins finally? Is something removing their "unique" limitation letting you take more than 1 of a type in a army? Or do you have something else in mind? Curious as I play henchmen with assassins.


Well before they took an allied slot, but didnt synergize well with the other imperial armies so the cost to take an assassin was pretty high.

Now I can do something like take a librarian, get a assassin, and then something like a terminator squad or something integrate that into my army. Also if scoring turns into objective secured(100% guess on my part) (like sternguard) then it would be interesting to get a dreadknight with objective secured. Or an interceptor squad with objective secured. Really help you play to the mission cards with super mobile elements.



40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/20 23:49:32


Post by: Xerics


 A Town Called Malus wrote:
 Mr.Omega wrote:
 Vaktathi wrote:
Jump infantry get Jink and get to use jumppacks in both phases?

It would seem there would be *zero* point to using tac's and equivalents after that, especially given how Assault Marines/Raptors are like 2ppm more.



Doom! DOOM! The end is nigh!

Tacticals have objective secured scoring, can take specials/heavies, and don't get all of their effectiveness from being able to kill in CC where most often being hit back is guaranteed and meeting far killier CC threats is likely.

Plus, I'm pretty sure I've read somewhere that jink got changed to be voluntary and that there's a few nerfs to the unit as a result.


The rumour was that using Jink meant you had to use snap shots the following turn. That isn't really a nerf for Assault squads who probably aren't going to be in range with their guns when jinking anyway. What would be better:

1) Getting a 4+ cover save, mitigating losses from enemy shooting and not firing your bolt pistols (or having them less effective) the next turn and therefore not killing enemy models which means you have less of a charge distance to cover

or

2) Not having a 4+ cover save and so losing some more models, firing your bolt pistols at full effectiveness and possibly killing some enemy models and therefore making your required charge distance greater before overwatch even begins


Assault marines might actually make it back into lists! Its a shame I don't have any good melee jinkers like that... Come to think of it Shining Spears may actually be halfway decent, but they always had a jink save with the jetbikes they are on and warp spiders will probably still outshine them.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/20 23:51:13


Post by: MeanGreenStompa


So, the entire Imperium gets thrown together to mix and match at will, with plenty of allies.

The rest of the armies get nerfs, with the minor exception for nids.

What a pile of gak. So my Blood Axes are ruined. I cannot even begin to fathom how they managed to take the previous allies chart and MAKE IT WORSE?!?

Very angry.




40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/20 23:51:13


Post by: AlmightyWalrus


 Sir Arun wrote:

Automatically Appended Next Post:
 AlmightyWalrus wrote:
Templars and Sisters can finally ally without hating each other. Let the purgation begin!


they already could in the last edition after september 13 when black templars as a unique faction ceased to exist.


Except for the part where they couldn't, but let's not go down that rabbit hole again.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/20 23:53:23


Post by: Madcat87


So now that there is exactly zero ambugity with SoB and Black Templar being best of buds and allying together I have a request. Would the people that argued that them not being good allies in 6th edition makes sense due to fluff reasons please try and agrue their point again using the exact same logic.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/20 23:54:34


Post by: conker249


 AlmightyWalrus wrote:
 Sir Arun wrote:

Automatically Appended Next Post:
 AlmightyWalrus wrote:
Templars and Sisters can finally ally without hating each other. Let the purgation begin!


they already could in the last edition after september 13 when black templars as a unique faction ceased to exist.


Except for the part where they couldn't, but let's not go down that rabbit hole again.

One of the more heated debates, at least it's over.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/20 23:59:37


Post by: Jimsolo


 MeanGreenStompa wrote:
So, the entire Imperium gets thrown together to mix and match at will, with plenty of allies.

The rest of the armies get nerfs, with the minor exception for nids.

What a pile of gak. So my Blood Axes are ruined. I cannot even begin to fathom how they managed to take the previous allies chart and MAKE IT WORSE?!?

Very angry.




I'm saying. Almost every rumor I've heard so far goes in the 'I hope that isn't true' category. Sincerely hoping those pictures were faked...


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 00:02:07


Post by: Bladed Crescent


So, I was just flipping through the Daemons Codex earlier and I had a thought about 7th edition and the new Psychic phase...

...did the Blue Scribes just get a buff? Scrolls of Sorcery means they automatically manifest a power from any discipline - you just roll a D6 to see what power you get. It means that you can have them rolling for Daemonancy powers every turn without needing to set aside Warp Charges for the high-end abilities. Of course, you can't get the Primaris on them and Dark Flame and Eternal Gaze aren't as good as new herlads/fast attack units... but the chance to automatically bring in new units each turn isn't bad, nor is buffing every unit within 12" with Cursed Earth. They can be Denied, so your opponent will have to choose to use warp charges to deny the Blue Scribes' automatically-manifesting ability or hold them back for the rest of your casters. For 81 points, having a 4/6 chance a turn to buff a chunk of the army or bring in another unit is a steal. Plus, since it automatically manifests, you can use the Scribes' first without risking the power failing and being inaccessible to the rest of the army that turn...


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 00:06:56


Post by: whembly


 MeanGreenStompa wrote:
So, the entire Imperium gets thrown together to mix and match at will, with plenty of allies.

The rest of the armies get nerfs, with the minor exception for nids.

What a pile of gak. So my Blood Axes are ruined. I cannot even begin to fathom how they managed to take the previous allies chart and MAKE IT WORSE?!?

Very angry.



Calm down brother...

With the new Ork codex around the corner... We can take 'em all down!!!

Nothing will be able to stop the new green tide!!!!


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 00:08:47


Post by: Hollismason


There's a lot of stuff in the Daemon codex that if not rewritten is basically useless.

For example, +3 LD for Tzeentch, etc..

Collars of Khorne? How the feth does that work now.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 00:12:04


Post by: MWHistorian


Actually, I really like this new allies matrix. This is the first thing I've seen that they've fixed something from 6th.

I'm genuinely surprised.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 00:18:15


Post by: tomjoad


I suspect that if Assault Marines actually are getting to Jink that they will be barred from declaring charges in the next turn.


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


Post by: Ferrum_Sanguinis


While ASM getting jinx MIGHT be true, no way in hell do I believe all ASM being able to use their jump packs twice. WTF are Raven Guard gonna do then?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 00:24:04


Post by: Uriels_Flame


Maybe just jink vs. overwatch?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 00:29:29


Post by: Tomb King


Santic powers with anyone but grey knights perils on any doubles. Even if successful or not. Ouch! Malefic is any doubles = perils for anyone but models with the daemon special rule.

Going to cost you on those crazy tables gents!


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 00:31:52


Post by: Desubot


Woops i cant read Edit:


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 00:57:17


Post by: bodazoka


I wonder if Jump pack infantry get Jink as well?

Shrikes, Sky Slashers, Gargoyles got allot more survivable if that is the case...



40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 01:06:09


Post by: BlaxicanX


It's very interesting to me that the Dakka Dakka community thinks having things like Bro-fisting Ultramarine/Tau and Black Templars preferring to fight alongside Eldar over Sisters of Battle is more sensible than all Imperial armies preferring to work with one another than with aliens and abominations.

Methinks the Dakka Dakka community needs to sit the feth down and think about that.

 Desubot wrote:
 BlaxicanX wrote:
 A Town Called Malus wrote:


Except on every encounter with Necrons the Tau have been slaughtered.


There is only a single fluff-recorded encounter between the Tau and the Necrons, as far as I'm aware.


And how did it end?


Pretty much the same as all Tau interactions with other races go.

I guess Tau should just be CtA with every race.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 01:07:18


Post by: Crablezworth


 BlaxicanX wrote:
It's very interesting to me that the Dakka Dakka community thinks having things like Bro-fisting Ultramarine/Tau and Black Templars preferring to fight alongside Eldar over Sisters of Battle is more sensible than than all Imperial armies preferring to work with one another than with aliens and abominations.

Methinks the Dakka Dakka community needs to sit the feth down and think about that.


It doesn't, and on a side note, the entire concept of allies is stupid and flawed.


Allies should have been an expansion.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 01:08:57


Post by: BlaxicanX


I agree.

That said, the new allies chart is an improvement over the last one.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 01:12:10


Post by: Ferrum_Sanguinis


 BlaxicanX wrote:
I agree.

That said, the new allies chart is an improvement over the last one.


The only thing I don't like about it is that Eldar and DE are still BB, which means they still get their ridiculous Baron Cheese deathstars.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 01:14:34


Post by: Vector Strike


found the entire page with the allies matrix. /tg/ delivers



 BlaxicanX wrote:
It's very interesting to me that the Dakka Dakka community thinks having things like Bro-fisting Ultramarine/Tau and Black Templars preferring to fight alongside Eldar over Sisters of Battle is more sensible than all Imperial armies preferring to work with one another than with aliens and abominations.

Methinks the Dakka Dakka community needs to sit the feth down and think about that.


I agree with the sentiment. but putting all in one basket was too much, I think.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 01:15:19


Post by: TiamatRoar


 undertow wrote:
Loopstah wrote:
 undertow wrote:
General Duf wrote:
I am suddenly very sad inside. I'd been putting money away to buy some Traitor guardsmen.

Same. I'm now 'Come the Apocalypse' with guard for my Daemons. Oh well, I'll figure something else out. Maybe I'll go outside more often.


Or you could use your Guard psykers to summon your daemons?

I could. But the thing that attracted me to Daemons in the first place was the Monstrous Creatures. I'm not really interested in playing IG and summoning a bunch of small daemons.

I wanted to splash in a few vehicles and some cultists as guardsmen. I'll probably try out a daemon summoning factory now. I need to get a closer look at the rules for each ally type to see if I still want to add some IG. I'm just glad I held off on purchasing any models until after 7th dropped.


Use the Renegades and Heretics list from Forge World? They ally with daemons as BB


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 01:22:37


Post by: l0k1


So, GKs will get lots of access to D strength Vortex powers. VORTEX. Lol What? That can't be right.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 01:24:25


Post by: greyknight12


What I see from the new allies chart:
TauDar is gone.
Nids can ally with themselves (or you can field 12 wave serpents)
Nemesis warding staves got awesome (throw a priest in that paladin-star )
Orks can be friends with almost everyone!

Really the only change will be if you want to throw sisters or GK into an imperial army, it's a little easier now, and I feel like the most abusive combos probably already exist with IG and SM. The negative of course is not being able to run traitor guard, but maybe GW will re-release a lost and damned codex for some easy money.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 01:26:20


Post by: Sinful Hero


 Vector Strike wrote:
found the entire page with the allies matrix. /tg/ delivers



 BlaxicanX wrote:
It's very interesting to me that the Dakka Dakka community thinks having things like Bro-fisting Ultramarine/Tau and Black Templars preferring to fight alongside Eldar over Sisters of Battle is more sensible than all Imperial armies preferring to work with one another than with aliens and abominations.

Methinks the Dakka Dakka community needs to sit the feth down and think about that.


I agree with the sentiment. but putting all in one basket was too much, I think.

So anyone can ally with anyone! Interesting.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 01:41:43


Post by: warriorpriest


Wait Necrons and Tau are allies of Convenience??

Odd choice, but OK.....


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 01:44:31


Post by: tetrisphreak


 warriorpriest wrote:
Wait Necrons and Tau are allies of Convenience??

Odd choice, but OK.....


They're allies of convenience now as well.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 01:49:59


Post by: warriorpriest


 tetrisphreak wrote:
 warriorpriest wrote:
Wait Necrons and Tau are allies of Convenience??

Odd choice, but OK.....


They're allies of convenience now as well.


Shows you how much 6th edition I play. Still odd choice either way.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 01:51:43


Post by: Byte


 warriorpriest wrote:
Wait Necrons and Tau are allies of Convenience??

Odd choice, but OK.....


Same as 6th. Trons.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 01:56:55


Post by: insaniak


 BlaxicanX wrote:
It's very interesting to me that the Dakka Dakka community thinks having things like Bro-fisting Ultramarine/Tau and Black Templars preferring to fight alongside Eldar over Sisters of Battle is more sensible than all Imperial armies preferring to work with one another than with aliens and abominations.

The 'Dakka Dakka community' thinks no such thing. The opinions of individual posters here are a reflection of the opinions of those posters, not of the entirety of the community.



The complaints about all Imperials being able to ally are more to do with the imbalance created through this system rather than how it applies to the fluff. Sure, it's fluffy to allow Imperial Armies to all be Battle Brothers. But in a system where non-Imperial armies pretty much aren't Battle Brothers with anyone except themselves, that creates a fairly massive power divide.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 01:57:49


Post by: MeanGreenStompa


 BlaxicanX wrote:
It's very interesting to me that the Dakka Dakka community thinks having things like Bro-fisting Ultramarine/Tau and Black Templars preferring to fight alongside Eldar over Sisters of Battle is more sensible than all Imperial armies preferring to work with one another than with aliens and abominations.

Methinks the Dakka Dakka community needs to sit the feth down and think about that.


I sat the feth down and thought about it.

I considered all the various imperium factions, the combinations that will now be possible from mixing and matching them as you want, I thought about all the folks that are going to enjoy that. Then I thought about my own army, my orks with IG allies, representing a Blood Axe army. I thought about the forge world tanks I'd bought for it, I considered the time and effort I'd put into it.

Then I considered how much effort it would have taken to realize that there are mercenary factions listed in the Necron, Dark Eldar and Ork books, coupled with the Gue'vesa and the renegade Imperial Guard regiments.

I wondered, in a book that's talked about the clear linear distinctions between the 'no holds barred' unbound vs the 'structured' battleforged armies, just how totally unbalanced an imperium army just became vs a xenos army, in it's choices and ability to min/max with other imperial faction, allies, knights and inquisition.

Because you're right, the previous allies chart did have some ass-stupid things in it. Taking notions of balance and ejecting them out the bloody window doesn't fix that.

Giving imperium armies a hottub love-in is great, but doing it whilst taking away from the other armies is yet again, further unbalance.

Also, who the feck says 'methinks' except the comic shop guy from the Simpsons?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 02:03:21


Post by: BlaxicanX


 insaniak wrote:
 BlaxicanX wrote:
It's very interesting to me that the Dakka Dakka community thinks having things like Bro-fisting Ultramarine/Tau and Black Templars preferring to fight alongside Eldar over Sisters of Battle is more sensible than all Imperial armies preferring to work with one another than with aliens and abominations.

The 'Dakka Dakka community' thinks no such thing. The opinions of individual posters here are a reflection of the opinions of those posters, not of the entirety of the community.



The complaints about all Imperials being able to ally are more to do with the imbalance created through this system rather than how it applies to the fluff. Sure, it's fluffy to allow Imperial Armies to all be Battle Brothers. But in a system where non-Imperial armies pretty much aren't Battle Brothers with anyone except themselves, that creates a fairly massive power divide.
You may be right, but I don't see it, honestly.

As far as power levels are concerned, what xenos faction is getting shafted here? Daemons still have their screamerstar and their FMC/Heldrake Circus, Deldar still exists, Necrons still have their tournament winning Flying Bakery, etc.

I can't really think of any xenos army that *depended* on allies to be a strong army. Taudar is a thing of the past, but both Eldar and Tau are god-tier armies on their own. Orks, maybe? Even with allies, I never saw ork armies getting anywhere in a competitive setting.

 MeanGreenStompa wrote:


I sat the feth down and thought about it.

I considered all the various imperium factions, the combinations that will now be possible from mixing and matching them as you want, I thought about all the folks that are going to enjoy that. Then I thought about my own army, my orks with IG allies, representing a Blood Axe army. I thought about the forge world tanks I'd bought for it, I considered the time and effort I'd put into it.

Then I considered how much effort it would have taken to realize that there are mercenary factions listed in the Necron, Dark Eldar and Ork books, coupled with the Gue'vesa and the renegade Imperial Guard regiments.

I wondered, in a book that's talked about the clear linear distinctions between the 'no holds barred' unbound vs the 'structured' battleforged armies, just how totally unbalanced an imperium army just became vs a xenos army, in it's choices and ability to min/max with other imperial faction, allies, knights and inquisition.

Because you're right, the previous allies chart did have some ass-stupid things in it. Taking notions of balance and ejecting them out the bloody window doesn't fix that.

Giving imperium armies a hottub love-in is great, but doing it whilst taking away from the other armies is yet again, further unbalance.


Frankly, I think allies should either just not exist or they should feth it and just have zero ally tiers whatsoever, for pretty much this very reason. You want a blood-axe IG army? I want Black Templars to be BB with Daemons, so that I can play my army of Templars who's love of close-combat has corrupted them into joining Khorne and now they fight alongside Bloodletters. I want Tau to be able to ally with Tyranids so I can forge a narrative and have an army of Tau who broke away from the Empire and have a bunch of Tyranid organisms they experiment on and field-test on the field of battle.

Once you start delving into obscure, uncommon alliances like Black TemplarsXKhorne, or Blood Axes X Imperial Guard, why even bother having ally restrictions? 40K is a massive mythos with tons of material, you can probably find or make plausible fluff to justify any allied combination.

Also, who the feck says 'methinks' except the comic shop guy from the Simpsons?
I am the comicbook guy from the Simpsons.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 02:05:04


Post by: bodazoka


I understand you are pissed because you can not now field your blood axes (you can of course against an opponent who is willing to let you do that, I would for example) but I don't see how just because an imperial can battle brother that means there power level is now unbalanced v a xenos army.

Eldar are still amazing, Tau are still amazing, Necrons are still amazing and now all xenos armies can ally with themselves (Tyranids).


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 02:06:16


Post by: tetrisphreak


Alright, I think this is something both groups (lovers and haters) have missed: scoring.

In 6th, the "one eye open" rule was NOT what stopped players from taking desperate allies - it was the fact that they couldn't score or contest objectives.

In 7th, EVERY unit is scoring. If that holds true, then taking desperate allies still works for effective games. Even CtA allies count as desperate, just with a deployment restriction.

We need more info but those traitor guard armies and blood axes will still be able to win games.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 02:06:56


Post by: Uriels_Flame


And it seems it all circles back around to not everyone liking what GW does rules wise and they dont care about the money you have previously spent, only the money you haven't.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 02:10:33


Post by: bodazoka


TOF reporting now that FMC's cant charge the turn that they change there flight modes.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 02:10:42


Post by: MeanGreenStompa


 BlaxicanX wrote:


Frankly, I think allies should either just not exist or they should feth it and just have zero ally tiers whatsoever, for pretty much this very reason.


I like the idea of an ally chart, it is an interesting opportunity to collect just a few minis from a range you like and also to keep your army 'vital' if the codex is getting on in years. It's just the implementation is so totally dire. They should just scrap the types of ally and either have Allies or CtA.

 BlaxicanX wrote:

Also, who the feck says 'methinks' except the comic shop guy from the Simpsons?
I am the comicbook guy from the Simpsons.



Worst. Comeback. Ever.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 02:12:38


Post by: tetrisphreak


bodazoka wrote:
TOF reporting now that FMC's cant charge the turn that they change there flight modes.


Would be an interesting balance to the new grounding test mechanic.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 02:18:37


Post by: coredump


bodazoka wrote:
TOF reporting now that FMC's cant charge the turn that they change there flight modes.
He is just repeating them from somewhere else posting them.

And at least one (maelstrom) is provably false from the released scans of the rulebook.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 02:39:19


Post by: Hollismason


I'm more interested in what if any changes have been made to vehicle facings for Flyers and any rules changes to beasts or anything that affects Necrons.

I like that I can now ally with myself and get an additional Annihilation barge if I want.

Also hearing rumours they killed Spyderstar as ICs cannot join MC units.

On the other hand ... Spyders got a bit of a buff with their denial of the witch/ force thing but not really.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 02:42:04


Post by: Uriels_Flame


So any other new snipets posted yet?

Trying to watch the season finale of ink master.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 02:44:08


Post by: bodazoka


Hollismason wrote:
I'm more interested in what if any changes have been made to vehicle facings for Flyers and any rules changes to beasts or anything that affects Necrons.

I like that I can now ally with myself and get an additional Annihilation barge if I want.

Also hearing rumours they killed Spyderstar as ICs cannot join MC units.

On the other hand ... Spyders got a bit of a buff with their denial of the witch/ force thing but not really.


I think it's just single MC units? so you can join an IC to a spyder unit as long as there are 2 or more models maybe?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 02:51:19


Post by: Hollismason


I hope so. Kind of sucks that we'll never at least if the rumours are correct have more than 1d6 Warp Charge and only nullify on 6s , which is actually almost impossible if someone has a level 3 Warp Charge.

This is if, you know the rumour of you having to roll a number of 6s equal to their successes.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 02:54:46


Post by: portugus


 l0k1 wrote:
So, GKs will get lots of access to D strength Vortex powers. VORTEX. Lol What? That can't be right.


In 6th ed the vortex of doom is a WC 2, 12" Str 10 Ap1 small blast that if you fail your psychic check is centered on the psyker with no scatter. I don't think it'll be "D" strength in 7th. The grey knight's librarian has a WC1 version, but I doubt it'll stay the same WC level. I would bet WC 4, and even at WC 3 that is still pretty hard to make and if you fail you are killing yourself and your unit.

Also if by "lots of access" you mean hoping to roll a six on the psychic chart, nope.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 03:05:07


Post by: TiamatRoar


 MeanGreenStompa wrote:

I sat the feth down and thought about it.

I considered all the various imperium factions, the combinations that will now be possible from mixing and matching them as you want, I thought about all the folks that are going to enjoy that. Then I thought about my own army, my orks with IG allies, representing a Blood Axe army. I thought about the forge world tanks I'd bought for it, I considered the time and effort I'd put into it.

Then I considered how much effort it would have taken to realize that there are mercenary factions listed in the Necron, Dark Eldar and Ork books, coupled with the Gue'vesa and the renegade Imperial Guard regiments.

I wondered, in a book that's talked about the clear linear distinctions between the 'no holds barred' unbound vs the 'structured' battleforged armies, just how totally unbalanced an imperium army just became vs a xenos army, in it's choices and ability to min/max with other imperial faction, allies, knights and inquisition.

Because you're right, the previous allies chart did have some ass-stupid things in it. Taking notions of balance and ejecting them out the bloody window doesn't fix that.

Giving imperium armies a hottub love-in is great, but doing it whilst taking away from the other armies is yet again, further unbalance.

Also, who the feck says 'methinks' except the comic shop guy from the Simpsons?


Blood Axe supplement where they can ally with the Imperium is in the rumour mill, at least. I dunno the reliability of it, though.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 03:08:45


Post by: Leth


Also you can still field them, nothing is stopping that. All that you have to do is not have them within 12. for come the apocalypse. How is that different from now?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 03:33:27


Post by: bullyboy


regarding the jink save for assault marines, it did say jump infantry right? In which case wraithknights etc don;t benefit because they are not infantry they are jump monstrous creatures. I can see how hard it would be to hit an assault marine in the air, but not a giant wraithknight!
Love the rule for sure, I've always love the idea of assault marines.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 03:38:02


Post by: Leth


Honestly if the jink rule means you have to snap shot I am fine with a wraith knight getting it. Especially when they can just stick a toe in cover for a similar save


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 04:03:44


Post by: Da Butcha


I do think this allies chart is better than the old one (even though I also wish that Orks had a higher alliance level with Imperial Guard for the Blood Axes among us).

However, I am disappointed that they decided to keep the same symmetrical alliance. I still think that an asymmetrical alliance chart, while a teeny-weeny bit more complicated, would have captured a lot of cool ideas better.

For example, you could have Primary Detachment IG being Battle Brothers with Space Marines (if they hadn't mashed them all together as Imperial). This would reflect the hero worship and reverence that the 'normal humans' have for the Space Marines, allowing them to embark on their vehicles and taking orders from them. Then you could have the Space Marines only having an alliance of convenience with the Imperial Guard, reflecting the fact that the marines aren't going to take orders from IG commanders, nor allow IG troops to tromp around in a Land Raider.

I think it would have had a lot more 'narrative' backing, with very, very little added complexity, but it's at least a bit better than last time.


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


Post by: H.B.M.C.


I think lumping all the armies of the Imperium into one group is a mistake. Marines are Guardsmen and vice versa. There's no room for 'traitor Guard' in there, as it assumes that all people who aren't Marines/Sisters are always loyal all the time. Now Wolves are best buds with the Inquisition, and the Sisters are crushing on the Sister-slaying blood-ritual-enacting Grey Knights. This is stupid.

Trust GW to fix one problem by creating another.




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


Post by: gigasnail


^this. Helsreach is a good novelization of asymetrical allies. Grimauldus does what Grimauldus wants to do.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 04:26:13


Post by: Leth


Where are you guys missing that they can still take those allies in a battle forged army, they just cant deploy within 12 of each other.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 04:32:09


Post by: coredump


Hollismason wrote:


I like that I can now ally with myself and get an additional Annihilation barge if I want.

.
Nope. Ally detachment FOC requires being a different faction from the primary.



Automatically Appended Next Post:
 Leth wrote:
Where are you guys missing that they can still take those allies in a battle forged army, they just cant deploy within 12 of each other.


And don't get within 6" during the game or risk going catotonic.




40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 04:51:57


Post by: Hollismason


coredump wrote:
Hollismason wrote:


I like that I can now ally with myself and get an additional Annihilation barge if I want.

.
Nope. Ally detachment FOC requires being a different faction from the primary.



Automatically Appended Next Post:
 Leth wrote:
Where are you guys missing that they can still take those allies in a battle forged army, they just cant deploy within 12 of each other.


And don't get within 6" during the game or risk going catotonic.




Where are you getting this at because multiple people have pointed out Tyranids allying with themselves.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 04:56:37


Post by: warboss


 insaniak wrote:
 BlaxicanX wrote:
It's very interesting to me that the Dakka Dakka community thinks having things like Bro-fisting Ultramarine/Tau and Black Templars preferring to fight alongside Eldar over Sisters of Battle is more sensible than all Imperial armies preferring to work with one another than with aliens and abominations.

The 'Dakka Dakka community' thinks no such thing. The opinions of individual posters here are a reflection of the opinions of those posters, not of the entirety of the community.



The complaints about all Imperials being able to ally are more to do with the imbalance created through this system rather than how it applies to the fluff. Sure, it's fluffy to allow Imperial Armies to all be Battle Brothers. But in a system where non-Imperial armies pretty much aren't Battle Brothers with anyone except themselves, that creates a fairly massive power divide.


I actually very much disagree that it is fluffy. Space Marines other than maybe ultras and fists view unmodified humans with cool neglect and don't really regard them as useful for much. IG treat Marines with varying degress of awe, fear, and jealousy. To say that the Space Wolves or Dark Angels and Inquisition have a close working relationship pretty much blatantly ignores the fluff. The simple catch all of "all imperials are bestest buddies" isn't fluffy at all. I'd say as a general rule (with some obvious exceptions) that the Inquisition, IG, and SOB might be BB to each other and in general Space Marines are to each other as well. Crossing between the two categories (Astartes and normal humans) is more accurately described as Allies of Convience IMO.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 05:06:35


Post by: MWHistorian


 warboss wrote:
 insaniak wrote:
 BlaxicanX wrote:
It's very interesting to me that the Dakka Dakka community thinks having things like Bro-fisting Ultramarine/Tau and Black Templars preferring to fight alongside Eldar over Sisters of Battle is more sensible than all Imperial armies preferring to work with one another than with aliens and abominations.

The 'Dakka Dakka community' thinks no such thing. The opinions of individual posters here are a reflection of the opinions of those posters, not of the entirety of the community.



The complaints about all Imperials being able to ally are more to do with the imbalance created through this system rather than how it applies to the fluff. Sure, it's fluffy to allow Imperial Armies to all be Battle Brothers. But in a system where non-Imperial armies pretty much aren't Battle Brothers with anyone except themselves, that creates a fairly massive power divide.


I actually very much disagree that it is fluffy. Space Marines other than maybe ultras and fists view unmodified humans with cool neglect and don't really regard them as useful for much. IG treat Marines with varying degress of awe, fear, and jealousy. To say that the Space Wolves or Dark Angels and Inquisition have a close working relationship pretty much blatantly ignores the fluff. The simple catch all of "all imperials are bestest buddies" isn't fluffy at all. I'd say as a general rule (with some obvious exceptions) that the Inquisition, IG, and SOB might be BB to each other and in general Space Marines are to each other as well. Crossing between the two categories (Astartes and normal humans) is more accurately described as Allies of Convience IMO.

I think we're dealing with relativity here. Relative to all xenos and heretic factions, Imperial factions are best of friends. Before we had xenocidal space marines on better terms with xenos than Sisters of Battle. This new chart is much better.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 05:09:38


Post by: Leth


coredump wrote:
Hollismason wrote:


I like that I can now ally with myself and get an additional Annihilation barge if I want.

.
Nope. Ally detachment FOC requires being a different faction from the primary.



Automatically Appended Next Post:
 Leth wrote:
Where are you guys missing that they can still take those allies in a battle forged army, they just cant deploy within 12 of each other.


And don't get within 6" during the game or risk going catotonic.




That was not the complaint. It was that they could not take the models that they owned. There are still ways to play it and possibly make it work


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 05:25:50


Post by: warboss


 MWHistorian wrote:

I think we're dealing with relativity here. Relative to all xenos and heretic factions, Imperial factions are best of friends. Before we had xenocidal space marines on better terms with xenos than Sisters of Battle. This new chart is much better.


I agree that it is better but that isn't hard to do since it is like walking into a room with rotten food and spending time in a room filled with roadkill. It's obviously better but not pleasant. I still think most every Imperial/Xenos should be at best desperate allies when they do actually occasionally work together against a common enemy (like Tau and SM teaming up versus Nids... or IG and Eldar facing chaos) or come the apoc when they don't infamously team up.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 05:38:47


Post by: ausYenLoWang


coredump wrote:
Hollismason wrote:


I like that I can now ally with myself and get an additional Annihilation barge if I want.

.
Nope. Ally detachment FOC requires being a different faction from the primary.



Automatically Appended Next Post:
 Leth wrote:
Where are you guys missing that they can still take those allies in a battle forged army, they just cant deploy within 12 of each other.


And don't get within 6" during the game or risk going catotonic.




from what was said earlier though, there was no limit on primary/secondary detachments, sure it comes with the HQ + Troop tax, BUT you can then field as many detachments as you have points to spend, so you COULD take 3 hq 6 troops and 9 HS if you so desired... there is no need to ally with yourself.

and remember the wording is now FACTION, not Codex. so IOM can take whatever it pleases from within the faction as allies or detachments. making their life much easier...


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 05:43:16


Post by: generalchaos34


 warboss wrote:
 insaniak wrote:
 BlaxicanX wrote:
It's very interesting to me that the Dakka Dakka community thinks having things like Bro-fisting Ultramarine/Tau and Black Templars preferring to fight alongside Eldar over Sisters of Battle is more sensible than all Imperial armies preferring to work with one another than with aliens and abominations.

The 'Dakka Dakka community' thinks no such thing. The opinions of individual posters here are a reflection of the opinions of those posters, not of the entirety of the community.



The complaints about all Imperials being able to ally are more to do with the imbalance created through this system rather than how it applies to the fluff. Sure, it's fluffy to allow Imperial Armies to all be Battle Brothers. But in a system where non-Imperial armies pretty much aren't Battle Brothers with anyone except themselves, that creates a fairly massive power divide.


I actually very much disagree that it is fluffy. Space Marines other than maybe ultras and fists view unmodified humans with cool neglect and don't really regard them as useful for much. IG treat Marines with varying degress of awe, fear, and jealousy. To say that the Space Wolves or Dark Angels and Inquisition have a close working relationship pretty much blatantly ignores the fluff. The simple catch all of "all imperials are bestest buddies" isn't fluffy at all. I'd say as a general rule (with some obvious exceptions) that the Inquisition, IG, and SOB might be BB to each other and in general Space Marines are to each other as well. Crossing between the two categories (Astartes and normal humans) is more accurately described as Allies of Convience IMO.


Im going to assume if a space marine regardless of faction showed up and said to a bunch of guardsman "Form up, im leading you into battle" ......im sure they will agree with him regardless of what their personal feelings are. If an Imperial Guard commander saw some Sisters hanging out and went up to them and said "stop being awesome over here and start being awesome while killing these xenos for me" they are probably going to follow him since he's a higher rank. Same goes for if an Inquisitor walked up to a bunch of Dark Angels, waved his Rosette in the faces and said "stop cutting yourself, we've got some heretics to face murder" they might grumble but im sure they are going to form up and follow him since he has the authority to do so. When it comes down to it i think all the Imperium armies respect the Chain-O-Command to a great degree and will follow any human of some rank or prestige even if grudgingly into battle, since that is what they are trained to do.

Now that dosent mean that this is a permanent alliance, it just means that for some reason or another certain imperial factions are in the same warzone and their combat elements are being tapped for the success of the campaign. If a Colonel needs anti-psyker support hes going to call command and ask for some sisters or request an inquisitor. As far as chapters working together regardless of whether or not they hate each other they will still fight like Pros on the battlefield until after the fighting has stopped. Just because the Sallies HATE the Marines Malevolent dosen't mean they aren't going to fight with them to stop the invasion of Armageddon.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 05:54:12


Post by: Perfect Organism


 ausYenLoWang wrote:
and remember the wording is now FACTION, not Codex. so IOM can take whatever it pleases from within the faction as allies or detachments. making their life much easier...

I don't think that the different parts of the Imperium are the same faction just because they use the same line on the allies matrix.

I also seem to remember something about allied detachments having to come from a different faction to your primary detachment.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 06:04:29


Post by: Troike


Just saw the allies matrix, am liking it a lot. Seems closer to the fluff than the last one, and I like that all Imperials are battle brothers with each other now. Opens up some very cool allying options for my Sisters.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 06:06:01


Post by: Chrysis


 Perfect Organism wrote:
 ausYenLoWang wrote:
and remember the wording is now FACTION, not Codex. so IOM can take whatever it pleases from within the faction as allies or detachments. making their life much easier...

I don't think that the different parts of the Imperium are the same faction just because they use the same line on the allies matrix.

I also seem to remember something about allied detachments having to come from a different faction to your primary detachment.


They aren't, it says as much on the leaked page. "Faction" == "Codex title" for now. "Armies of the Imperium" (the entry on the allies matrix) is made up of the imperial factions, it isn't a faction in and of itself.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 06:06:16


Post by: ausYenLoWang


 Perfect Organism wrote:
 ausYenLoWang wrote:
and remember the wording is now FACTION, not Codex. so IOM can take whatever it pleases from within the faction as allies or detachments. making their life much easier...

I don't think that the different parts of the Imperium are the same faction just because they use the same line on the allies matrix.

I also seem to remember something about allied detachments having to come from a different faction to your primary detachment.


but your secondary detachment does not have to be allies it can be from the same faction, and allies need to be faction/alliable. if i remember reading something right, and i dont remember there being a limit on the number of allies, or add to taht you can take whatever formations you like, and guess who has the most of them... yep IOM. so that further makes their life easier.

edit: so referenceing the above then, we have factions ( codecies) but they in their allies chart make IOM all in one. so for me from taht i see the option for Sm to take say GK allies, with a IG formation and has the limit on number of detachments there yet? because last i saw we could take say 1 SM primary, multiple allied and as many formations as you please.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 06:10:14


Post by: TheKbob


 Troike wrote:
Just saw the allies matrix, am liking it a lot. Seems closer to the fluff than the last one, and I like that all Imperials are battle brothers with each other now. Opens up some very cool allying options for my Sisters.


All I see it Deathstars taking a cheap wound soak in St. Celestine and using her for hit &r run while stacking priests with the Litanies of Faith.

So Padadins, Centurionstars, TH/SS termies, etc. with Hit&Run on a durable gal with reroll everything in close combat automatically, forgoing the new psychic power phase. Pile that into a LRC, since the rumor stats battle bros can ride dirty in their pals vehicles... boom.

So basically, Squad of Paladins w/ Psycannons + Warding Staves in LRC, w/ 2 Priests, St Celestine, and Draigo. Burst out and move from combat to combat with rerollable 2+ armor / 2++ invulnerable. Break out, shoot your target down, club them with staves, rinse, repeat. Break apart in the back field with Draigo to cause double havoc. Include an Inquisitor or Tech Marine for grenade fun. Make sure a banner is in there so you auto-pass your Force Weapon checks. Ta-da, forgone the entire psychic phase and you can reap all the benefits.

It's 1K of points, sure, but support it with Exorcists, Dominions, and 20 girl sister squads camping objectives... Have some fun...


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 06:13:57


Post by: Crablezworth


Deathstar 40k is dead, long live deathstar 40k.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 06:15:18


Post by: BlaxicanX


So Grey Knights may be competitive now?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 06:20:54


Post by: Puscifer


That Celestine/Draigo combo is an abomination in my eyes.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 06:21:35


Post by: TheKbob


 BlaxicanX wrote:
So Grey Knights may be competitive now?


I did well with a Draigowing throughout 6E. Just sucked against Gravspam White Scars/Centurionstars. A 20pt+ marine with standard 3+ armor will continue to be kinda crappy, though.


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


Post by: Puscifer


Also, what's the big news on Warding Staves?

A lot of people saying they got buffed.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 06:22:54


Post by: TheKbob


Puscifer wrote:
That Celestine/Draigo combo is an abomination in my eyes.


Great, I'll be running it very soon.

Spoiler:

PEGASUS, AWAY!



Automatically Appended Next Post:
Puscifer wrote:
Also, what's the big news on Warding Staves?

A lot of people saying they got buffed.


You can now put SoB/IG priests into units of Grey Knights. They have an ability called War Hymns, one of which allows rerolled failed armor/invuln saves. Staves give a 2++ save in close combat. If you take the SoB priests with Litanies of Faith, they automatically pass War Hymns tests for their unit.

Hence that terrible unit inside of a LRC. Also, add in an Inquisitor with the Liber Heresius. Now it's a SCOUTING Land Raider Crusader.



40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 06:25:10


Post by: Leth


Puscifer wrote:
Also, what's the big news on Warding Staves?

A lot of people saying they got buffed.


Throw in a priest for re-roll savfes.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 06:27:30


Post by: AlexHolker


 generalchaos34 wrote:
When it comes down to it i think all the Imperium armies respect the Chain-O-Command to a great degree and will follow any human of some rank or prestige even if grudgingly into battle, since that is what they are trained to do.

That is not how the Imperium's chain of command works. All three branches are defined by treason, and the Imperium's attempts to prevent such treason in the future. It's why there are only a thousand Space Marines in a Chapter, why the Sisters and Imperial Guard rely on the Imperial Navy for transport, why the Imperial Army became the Imperial Guard. The Inquisition has the authority to boss everyone around, but anyone else should be a step below Battle Brothers at best.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 06:30:36


Post by: Thokt


 TheKbob wrote:
 Troike wrote:
Just saw the allies matrix, am liking it a lot. Seems closer to the fluff than the last one, and I like that all Imperials are battle brothers with each other now. Opens up some very cool allying options for my Sisters.


All I see it Deathstars taking a cheap wound soak in St. Celestine and using her for hit &r run while stacking priests with the Litanies of Faith.

So Padadins, Centurionstars, TH/SS termies, etc. with Hit&Run on a durable gal with reroll everything in close combat automatically, forgoing the new psychic power phase. Pile that into a LRC, since the rumor stats battle bros can ride dirty in their pals vehicles... boom.

So basically, Squad of Paladins w/ Psycannons + Warding Staves in LRC, w/ 2 Priests, St Celestine, and Draigo. Burst out and move from combat to combat with rerollable 2+ armor / 2++ invulnerable. Break out, shoot your target down, club them with staves, rinse, repeat. Break apart in the back field with Draigo to cause double havoc. Include an Inquisitor or Tech Marine for grenade fun. Make sure a banner is in there so you auto-pass your Force Weapon checks. Ta-da, forgone the entire psychic phase and you can reap all the benefits.

It's 1K of points, sure, but support it with Exorcists, Dominions, and 20 girl sister squads camping objectives... Have some fun...


Please don't do that. Don't talk about it, don't think about it. Awful.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 06:31:45


Post by: Blacksails


 Thokt wrote:
 TheKbob wrote:
 Troike wrote:
Just saw the allies matrix, am liking it a lot. Seems closer to the fluff than the last one, and I like that all Imperials are battle brothers with each other now. Opens up some very cool allying options for my Sisters.


All I see it Deathstars taking a cheap wound soak in St. Celestine and using her for hit &r run while stacking priests with the Litanies of Faith.

So Padadins, Centurionstars, TH/SS termies, etc. with Hit&Run on a durable gal with reroll everything in close combat automatically, forgoing the new psychic power phase. Pile that into a LRC, since the rumor stats battle bros can ride dirty in their pals vehicles... boom.

So basically, Squad of Paladins w/ Psycannons + Warding Staves in LRC, w/ 2 Priests, St Celestine, and Draigo. Burst out and move from combat to combat with rerollable 2+ armor / 2++ invulnerable. Break out, shoot your target down, club them with staves, rinse, repeat. Break apart in the back field with Draigo to cause double havoc. Include an Inquisitor or Tech Marine for grenade fun. Make sure a banner is in there so you auto-pass your Force Weapon checks. Ta-da, forgone the entire psychic phase and you can reap all the benefits.

It's 1K of points, sure, but support it with Exorcists, Dominions, and 20 girl sister squads camping objectives... Have some fun...


Please don't do that. Don't talke about it, don't think about. Awful.


#Forgingthenarrative


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 06:33:58


Post by: TheKbob


I put a Paladin playing Yu-Gi-Oh wearing fluorescent yellow armor with green tinting on the table.

I take my narratives dead fething seriously.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 06:34:17


Post by: Puscifer


 Leth wrote:
Puscifer wrote:
Also, what's the big news on Warding Staves?

A lot of people saying they got buffed.


Throw in a priest for re-roll savfes.


Now that's brilliant. Perverse, but brilliant.

As for Centurionstar, how's that working out for people?


Automatically Appended Next Post:
 Leth wrote:
Puscifer wrote:
Also, what's the big news on Warding Staves?

A lot of people saying they got buffed.


Throw in a priest for re-roll savfes.


Now that's brilliant. Perverse, but brilliant.

As for Centurionstar, how's that working out for people?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 06:35:08


Post by: Blacksails


 TheKbob wrote:
I put a Paladin playing Yu-Gi-Oh wearing fluorescent yellow armor with green tinting on the table.

I take my narratives dead fething seriously.


I like the cut of your jib.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 06:35:10


Post by: Mavnas


 TheKbob wrote:

You can now put SoB/IG priests into units of Grey Knights. They have an ability called War Hymns, one of which allows rerolled failed armor/invuln saves. Staves give a 2++ save in close combat. If you take the SoB priests with Litanies of Faith, they automatically pass War Hymns tests for their unit.

Hence that terrible unit inside of a LRC. Also, add in an Inquisitor with the Liber Heresius. Now it's a SCOUTING Land Raider Crusader.


So like Screamerstar, but without any pesky rolling to see if you get your rerollable 2++ or enemy denying you during the psychic phase.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 06:37:12


Post by: TheKbob


 Blacksails wrote:
 TheKbob wrote:
I put a Paladin playing Yu-Gi-Oh wearing fluorescent yellow armor with green tinting on the table.

I take my narratives dead fething seriously.


I like the cut of your jib.


Summon Exodia on the dual disk.

No half-bummed narratives in my house; thank you, good sah!




Automatically Appended Next Post:
Mavnas wrote:
 TheKbob wrote:

You can now put SoB/IG priests into units of Grey Knights. They have an ability called War Hymns, one of which allows rerolled failed armor/invuln saves. Staves give a 2++ save in close combat. If you take the SoB priests with Litanies of Faith, they automatically pass War Hymns tests for their unit.

Hence that terrible unit inside of a LRC. Also, add in an Inquisitor with the Liber Heresius. Now it's a SCOUTING Land Raider Crusader.


So like Screamerstar, but without any pesky rolling to see if you get your rerollable 2++ or enemy denying you during the psychic phase.


Correct. But only in close combat. Hence the LRC and Hit & Run abuse, assuming they didn't nerf Hit & Run like they should have.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 06:42:01


Post by: Puscifer


I fully expect some errata to come out regarding this new combo.

I can't see it sticking, it's too powerful.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 06:42:33


Post by: TheKbob


Puscifer wrote:
I fully expect some errata to come out regarding this new combo.

I can't see it sticking, it's too powerful.




You are joking, right?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 06:47:12


Post by: Puscifer


 TheKbob wrote:
Puscifer wrote:
I fully expect some errata to come out regarding this new combo.

I can't see it sticking, it's too powerful.




You are joking, right?


Digs out Paladins and Priests.

Of course.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 06:47:14


Post by: Blacksails


 TheKbob wrote:
Puscifer wrote:
I fully expect some errata to come out regarding this new combo.

I can't see it sticking, it's too powerful.




You are joking, right?


Can't feel despair without hope, right?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 06:50:33


Post by: Puscifer


Wait a minute...

This combo isn't that great.

Staves are 2++ in CC.

OK, so you get 2+ rerolled... Grav Weapons don't care.

Please correct me if I'm wrong.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 06:52:35


Post by: BlaxicanX


Yes, if you can manage to shoot them to death before they reach you in melee and tear you a new donkey-cave, then you're good to go.



40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 06:55:29


Post by: Puscifer


 BlaxicanX wrote:
Yes, if you can manage to shoot them to death before they reach you in melee and tear you a new donkey-cave, then you're good to go.



LMAO!!!

Considering I have Raukaan CentStar and Vindicators, I should be ok.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 07:01:56


Post by: Sinful Hero


 TheKbob wrote:
 Troike wrote:
Just saw the allies matrix, am liking it a lot. Seems closer to the fluff than the last one, and I like that all Imperials are battle brothers with each other now. Opens up some very cool allying options for my Sisters.


All I see it Deathstars taking a cheap wound soak in St. Celestine and using her for hit &r run while stacking priests with the Litanies of Faith.

So Padadins, Centurionstars, TH/SS termies, etc. with Hit&Run on a durable gal with reroll everything in close combat automatically, forgoing the new psychic power phase. Pile that into a LRC, since the rumor stats battle bros can ride dirty in their pals vehicles... boom.

So basically, Squad of Paladins w/ Psycannons + Warding Staves in LRC, w/ 2 Priests, St Celestine, and Draigo. Burst out and move from combat to combat with rerollable 2+ armor / 2++ invulnerable. Break out, shoot your target down, club them with staves, rinse, repeat. Break apart in the back field with Draigo to cause double havoc. Include an Inquisitor or Tech Marine for grenade fun. Make sure a banner is in there so you auto-pass your Force Weapon checks. Ta-da, forgone the entire psychic phase and you can reap all the benefits.

It's 1K of points, sure, but support it with Exorcists, Dominions, and 20 girl sister squads camping objectives... Have some fun...

I'd play against it. I'd also make sure that 1k points would be walking after the first turn. #godilovemylancespam


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 07:05:01


Post by: 44Ronin


 BlaxicanX wrote:
Yes, if you can manage to shoot them to death before they reach you in melee and tear you a new donkey-cave, then you're good to go.



Heh. double sixes on shokk attack gun.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 07:11:18


Post by: bodazoka


As soon as you blow up that Land Raider (as you would first turn) they are a point sink foot slogging across the board with relatively poor shooting.

The 6th ed death stars are good because most of them can move super fast. This one does not.

Necron flyer list, FMC spam etc.. would just run rings around it.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 07:20:27


Post by: Puscifer


Is CronAir still a thing ?

I haven't seen Crons in over a year.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 07:23:56


Post by: wallygator


 44Ronin wrote:
 BlaxicanX wrote:
Yes, if you can manage to shoot them to death before they reach you in melee and tear you a new donkey-cave, then you're good to go.



Heh. double sixes on shokk attack gun.


haha, yezzz! and gakloads of cheap dakka. make them throw ones


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 07:42:29


Post by: Tonberry7


 BlaxicanX wrote:
Yes, if you can manage to shoot them to death before they reach you in melee and tear you a new donkey-cave, then you're good to go.



Pardon my ignorance, but what is a donkey-cave exactly?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 07:45:14


Post by: wana10


Well, donkeys are also called a 3 letter word that starts with a** and a cave is a hole in the ground. I'll let you work it out from there.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 07:45:53


Post by: Maddermax


 Tonberry7 wrote:
 BlaxicanX wrote:
Yes, if you can manage to shoot them to death before they reach you in melee and tear you a new donkey-cave, then you're good to go.



Pardon my ignorance, but what is a donkey-cave exactly?


Another word for a cave is a hole. Another word for a donkey is... Well, you can put it together at that point.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 07:59:44


Post by: Troike


That leaked allies matrix is from a WD, right? When's that WD out?

Apologies, haven't really kept up with the new WD.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 08:00:34


Post by: BlaxicanX


 Tonberry7 wrote:
 BlaxicanX wrote:
Yes, if you can manage to shoot them to death before they reach you in melee and tear you a new donkey-cave, then you're good to go.



Pardon my ignorance, but what is a donkey-cave exactly?


It's dakka's censor. It automatically changes "a-hole" into donkey-cave.



40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 08:22:47


Post by: Tonberry7


 BlaxicanX wrote:
 Tonberry7 wrote:
 BlaxicanX wrote:
Yes, if you can manage to shoot them to death before they reach you in melee and tear you a new donkey-cave, then you're good to go.



Pardon my ignorance, but what is a donkey-cave exactly?


It's dakka's censor. It automatically changes "a-hole" into donkey-cave.



Ok I see now, thanks. The substitution doesn't really make sense where I'm from that's all.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 08:22:54


Post by: Crablezworth


It was less depressing without the article :(


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 08:27:10


Post by: RoninXiC


Everyone does everything! All the time, everywhere. Whatever you want!
No, no, we really don't care what you do. Just do it. For the narration! For the mone..... for the emperor!


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 08:29:56


Post by: portugus


 Blacksails wrote:
 Thokt wrote:
 TheKbob wrote:
 Troike wrote:
Just saw the allies matrix, am liking it a lot. Seems closer to the fluff than the last one, and I like that all Imperials are battle brothers with each other now. Opens up some very cool allying options for my Sisters.


All I see it Deathstars taking a cheap wound soak in St. Celestine and using her for hit &r run while stacking priests with the Litanies of Faith.

So Padadins, Centurionstars, TH/SS termies, etc. with Hit&Run on a durable gal with reroll everything in close combat automatically, forgoing the new psychic power phase. Pile that into a LRC, since the rumor stats battle bros can ride dirty in their pals vehicles... boom.

So basically, Squad of Paladins w/ Psycannons + Warding Staves in LRC, w/ 2 Priests, St Celestine, and Draigo. Burst out and move from combat to combat with rerollable 2+ armor / 2++ invulnerable. Break out, shoot your target down, club them with staves, rinse, repeat. Break apart in the back field with Draigo to cause double havoc. Include an Inquisitor or Tech Marine for grenade fun. Make sure a banner is in there so you auto-pass your Force Weapon checks. Ta-da, forgone the entire psychic phase and you can reap all the benefits.

It's 1K of points, sure, but support it with Exorcists, Dominions, and 20 girl sister squads camping objectives... Have some fun...


Please don't do that. Don't talke about it, don't think about. Awful.


#Forgingthenarrative


I got that at 1310 points not counting St. Celestine and assuming the priests are 25pts each.

10 paladins w/apothecary, 4 psycannons, 1 stave and Draigo = 1000pts
2 priests = 50pts
Landraider Crusader w/psybolt ammo = 260pts

You can thankfully only buy one staff per squad but 2+ armor re-rolling is bad enough. St. Celestine is only Toughness 3 so gets instant killed easily. You would have to be playing a pretty high point game to get your other required troops 1850-2k maybe even more if you wanted exorcists. It would be very hard to kill but at that points level it should be.

Another pretty nasty build for the same points which is legal now.
Pask punisher, relic plated = 213pts
2 executioners w/ plasma sponsons, relic plated = 376pts (get to re-roll gets hot due to preferred enemy)
Surrounded by 50 conscripts w/commissar and priest = 200pts
platoon command for FrFsrF! order = 30pts
2 infantry squads = 100pts
Dark Angels Librarian with power field generator = 95points (in infantry squad out of line of sight behind one of the tanks)
Dark Angels Tech Marine with power field generator = 85pts (in other infantry squad out of LOS)
5 man scout squad with camo and snipers (just cause I need a troop from DA)
3 primaris psykers to get divination powers maybe 4+ invul for the conscripts too but mainly for prescience on pask
1310 points, I should be able to get a demolisher for St Celestine's points or there abouts.

So we got 3 tanks that have preferred enemy, 4+ invul save, and a 4+ deny the witch from the relic armor and psychic hood from the libby, surrounded by 50 fearless dudes with a demolisher right behind them also with a 4+ invul save and a 4+ deny the witch. The libby and techmarine have 2+ LOS to 20 dudes with 4+ invuls as well.

Point being at around 1500 points it's a whole army and should be doing an armies worth of damage and taking an equal amount of punishment in return.



40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 08:38:53


Post by: Nem


CtA Alliance with Tyranids is pretty good. We have a serious lack of backfield long range dakka, backfield is normally populated with pointless units, just standing there with there super short range guns. Now we just take front field Nid's (Which is most of the codex) and backfield *Whatever is best*


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 08:42:03


Post by: portugus


Tau broadsides? Pask in a vanquisher? 70pt conversion beamer inquisitors?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 08:42:38


Post by: AkharaVect


 Nem wrote:
CtA Alliance with Tyranids is pretty good. We have a serious lack of backfield long range dakka, backfield is normally populated with pointless units, just standing there with there super short range guns. Now we just take front field Nid's (Which is most of the codex) and backfield *Whatever is best*


How about Longfangs


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 08:45:18


Post by: reds8n


 MeanGreenStompa wrote:
So, the entire Imperium gets thrown together to mix and match at will, with plenty of allies.

The rest of the armies get nerfs, with the minor exception for nids.

What a pile of gak. So my Blood Axes are ruined. I cannot even begin to fathom how they managed to take the previous allies chart and MAKE IT WORSE?!?

Very angry.





One would suggest the cruel irony here is that you can indeed field your guard/ork force, by fielding an Unbound army.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 08:48:47


Post by: focusedfire




Hi, there, Have you heard about our new product???

No? Oh well, I must tell you. It is Called Imperium-hammer. It is a book that takes you to a magical place not bound by reason or consideration of others. No, no, there is no time for such because in Imperium-hammer there is only time for the Imperium. Yes, it is all Imperium and nothing but Imperium here in Imperium-hammer.

Tired of struggling to beat those pesky xenos, Don't worry. Here in the realm of Imperium-hammer you won't have to worry about playing with other factions. You see here, all the Imperium factions can play with themselves for as long as they want. No worry of being interrupted by non-Imperium players,....well except for those comic clowns of the Waaughsup. But don't worry, Their codex is gonna get the old 'nids treatment if ya know what I mean. Wink, wink, nudge nudge.



40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 09:02:14


Post by: portugus


Not for nothing but I've never seen a xenos player ally with any imperium faction before, never.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 09:05:08


Post by: loki old fart


 reds8n wrote:
 MeanGreenStompa wrote:
So, the entire Imperium gets thrown together to mix and match at will, with plenty of allies.

The rest of the armies get nerfs, with the minor exception for nids.

What a pile of gak. So my Blood Axes are ruined. I cannot even begin to fathom how they managed to take the previous allies chart and MAKE IT WORSE?!?

Very angry.





One would suggest the cruel irony here is that you can indeed field your guard/ork force, by fielding an Unbound army.

Unbound make the whole allies chart irrelevant, if you put it that way.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 09:17:53


Post by: Leth


Right because not having a re-rollable 2++ in close combat is ALL draigowing needed to be a top tier army.

That is all that was keeping them out of the top tables. One second let me get back inside before the sky falls.

I love how so many people who were complaining about the rules being about "forging a narrative" are now bitching about the fact that they cant forge their specific narrative. Its quite hilarious


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


Post by: Do_I_Not_Like_That


A couple of pages back, somebody posted a super-duper death star list. So my question is: is the new edition of 40k broken before it even hits the shelves?

That must be some kind of record.

As for allies, I will say this. If I got back into 40k (and it's as about as likely as me making a run for the white house in 2016) I would draw a line in the sand. No allies, no mutants, no abhumans, no psykers, no nothing that wasn't human. Racial purity would be the order of the day!


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 09:29:14


Post by: bodazoka


 Do_I_Not_Like_That wrote:
A couple of pages back, somebody posted a super-duper death star list. So my question is: is the new edition of 40k broken before it even hits the shelves?

That must be some kind of record.

As for allies, I will say this. If I got back into 40k (and it's as about as likely as me making a run for the white house in 2016) I would draw a line in the sand. No allies, no mutants, no abhumans, no psykers, no nothing that wasn't human. Racial purity would be the order of the day!


Super duper death star was quickly shot down a page after.



40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 09:30:41


Post by: H.B.M.C.


And Dark Eldar can still side with Chaos. How does that make any sense...

 MeanGreenStompa wrote:
I cannot even begin to fathom how they managed to take the previous allies chart and MAKE IT WORSE?!?


Uhh... welcome to the Games Workshop HHHobby?

*runs*




40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 09:44:04


Post by: Shandara


My Sisters welcome their new Imperium overlords. Being able to use better transports is a killer.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 10:12:23


Post by: Do_I_Not_Like_That


bodazoka wrote:
 Do_I_Not_Like_That wrote:
A couple of pages back, somebody posted a super-duper death star list. So my question is: is the new edition of 40k broken before it even hits the shelves?

That must be some kind of record.

As for allies, I will say this. If I got back into 40k (and it's as about as likely as me making a run for the white house in 2016) I would draw a line in the sand. No allies, no mutants, no abhumans, no psykers, no nothing that wasn't human. Racial purity would be the order of the day!


Super duper death star was quickly shot down a page after.



I'm forging a narrative here - those shots missed, and the death star rumbles on!


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


Post by: Yonan


Don't necrons hate chaos? Why would they be allies of convenience with CSM? No renegade guard though... yay. No gue'vesa either.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 10:26:29


Post by: bodazoka


 Do_I_Not_Like_That wrote:
I'm forging a narrative here - those shots missed, and the death star rumbles on!


haha I re roll my re rolls of my re rolls so my narrative wins!


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 10:35:09


Post by: H.B.M.C.


 Yonan wrote:
Don't necrons hate chaos? Why would they be allies of convenience with CSM? No renegade guard though... yay. No gue'vesa either.


Because, as is becoming increasingly apparent as time goes on and with each new release, the people making 40K don't really understand what they're doing. To put it in 40K parlance, they're the Technomats of the Adeptus Mechanicus, hopelessly and endlessly attempting to recreate something without knowing how it works or even what it's supposed to do.


"Forge a Narrative"? "Cinematic Gaming"? These are the oft-recited catechisms of those who do what they do only because they know they have to, not because it makes any sense to them.



40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 10:37:39


Post by: jackblg


Iam liking all this, dont see why everyones so hating on it.. Ah well must just be me...


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 10:39:56


Post by: H.B.M.C.


 jackblg wrote:
Iam liking all this, dont see why everyones so hating on it.. Ah well must just be me...


Two things:

1. Really? You "don't see" why people have problems with this? You've read those posts right, and possess the requisite reading comprehension to understand why people are saying what they're saying, yes? And you still don't see any reason, at all, whatsoever, why people might have some issues or concerns with the new allied chart?
2. Dismissing criticism as 'hate' is a bad thing to do. I'd advise against it.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 10:42:23


Post by: Nem


 jackblg wrote:
Iam liking all this, dont see why everyones so hating on it.. Ah well must just be me...


Not everyone hates everything. There will be different elements in each release some people don't like, and others that some people do - people are more likely to talk about what they don't like. This can be said for every release, things are different.

I like, and dislike some things. These are based on my own play experience, my meta, the army I play and my preferences - they won't be replicated by everyone.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 11:04:24


Post by: Spoletta


Well honestly this 7Th is looking quite good and exactly what was asked by the playerbase (no i'm not joking). I'm actually starting to believe that they really took player's feedback into account when writing this. Let's check our wishlist for the new edition:

1) Deathstard addressed: Done. All existing stars were completely debunked one way or the other.
2) Assault buffed: Done. Jink saves changed and applied to jump inf is quite a big deal for assault. Difficult terrain to a flat -2 (and probably going to be ignored with MTC). Objectives being deployed before you choose your side, this is HUGE for assault armies, close to an auto win against gun lines.

Those were the most glaring problems of 6E. There is also the problem with battle brothers, supplements, dataslates and so on, which hasn't really been addressed, but you can't have everything.
There is also the point of the game balance, but that's mostly dependent on the codexes, what could be done via Rulebook has been done. Vehicle buff, walkers buff (smash nerf), diminishing return on psykers, FMC more survivable but less lethal.

My only fear left is the WS spam. That has yet to be correctly addressed and with double FOC you can spam them even more.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 11:05:00


Post by: Leth


 H.B.M.C. wrote:
 jackblg wrote:
Iam liking all this, dont see why everyones so hating on it.. Ah well must just be me...


Two things:

1. Really? You "don't see" why people have problems with this? You've read those posts right, and possess the requisite reading comprehension to understand why people are saying what they're saying, yes? And you still don't see any reason, at all, whatsoever, why people might have some issues or concerns with the new allied chart?
2. Dismissing criticism as 'hate' is a bad thing to do. I'd advise against it.


Sure I can see some valid reasons for having critisisms but the constant repetition, the over-reaching, constant making of negative assumptions and the shooting down of and insulting of people who enjoy the hobby is taking it to far IMO.

I dont mind valid criticism when it is sticking to the criticism but when it just becomes general insults it falls into the hate category.

"I dont approve of the random nature of the card system I think it has serious potential to cause unbalanced missions" - Valid criticism

"What the feth is GW thinking, this is an obvious money grab by offering these cards that are just going to ruin the game. Seriously how much of an idiot is GW. Making people buy more than just the overpriced piece of crap that is the rulebook just to play the game is bs. God just further proof they hate the tyranids. Seriously I cant believe anyone who is not legally slowed could enjoy this game" - Hate and yes typing as an indirect insult is still an insult dont even try to pretend otherwise.

Also just a heads up I am pretty sure the Q and A from Nafka is a troll so just best to ignore the answers.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 11:05:45


Post by: optometris


If you read the text above the chart, it sounds like they're finally moving the story on abit.

Paraphrasing, it says the allies from 6th may have blossomed (imperium) or fallen apart (taudar), and some armies would never fight each unless it was the end times.

-Well now its the end times so some armies are forging alliances (nids) (Chaoscrons). That with some hints from newer codices (DA - The lion) maybe points towards them mixing things up a bit in terms of fluff progression.

Although, maybe, just maybe - I'm being too hopeful lol


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 11:07:23


Post by: Puscifer


Don't get me started in GW's "Forging a Narrative" or "Cinematic Gaming".

As a Scriptwriter for film and video games, I can tell you they haven't got a clue how to do either.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 11:32:16


Post by: Sarigar


Spoletta wrote:
Well honestly this 7Th is looking quite good and exactly what was asked by the playerbase (no i'm not joking). I'm actually starting to believe that they really took player's feedback into account when writing this. Let's check our wishlist for the new edition:

1) Deathstard addressed: Done. All existing stars were completely debunked one way or the other.
2) Assault buffed: Done. Jink saves changed and applied to jump inf is quite a big deal for assault. Difficult terrain to a flat -2 (and probably going to be ignored with MTC). Objectives being deployed before you choose your side, this is HUGE for assault armies, close to an auto win against gun lines.

Those were the most glaring problems of 6E. There is also the problem with battle brothers, supplements, dataslates and so on, which hasn't really been addressed, but you can't have everything.
There is also the point of the game balance, but that's mostly dependent on the codexes, what could be done via Rulebook has been done. Vehicle buff, walkers buff (smash nerf), diminishing return on psykers, FMC more survivable but less lethal.

My only fear left is the WS spam. That has yet to be correctly addressed and with double FOC you can spam them even more.



I may have missed it. Where have deathstars been addressed? Tau were removed from the deathstar equation but it seems like the Imperial armies are cleared to run deathstar.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 11:34:44


Post by: jackblg


 H.B.M.C. wrote:
 jackblg wrote:
Iam liking all this, dont see why everyones so hating on it.. Ah well must just be me...


Two things:

1. Really? You "don't see" why people have problems with this? You've read those posts right, and possess the requisite reading comprehension to understand why people are saying what they're saying, yes? And you still don't see any reason, at all, whatsoever, why people might have some issues or concerns with the new allied chart?
2. Dismissing criticism as 'hate' is a bad thing to do. I'd advise against it.


Nope sorry I dont see why (fine i wont use everyone) SOME people are (fine i wont use hate) DISLIKING it quite so much, its the allied chart its hardly like they have massively changed it so now the whole thing is bb or cta. Still I dont ally with anyone, in fact only 1 person at my local gaming club dos.

If some one would point of why people are disliking the allied chart and perhaps explain it in a rational way... I might understand it better...


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 11:35:03


Post by: Leth


Currently the imperium doesn't really have any death stars that are points efficient for what they do. Powers are not as reliable to cast for Eldar and Daemons nor will they be able to cast in as great of numbers.

Once the tau fire power gets reduced and the wave serpent fire power is also reduced(via jink saves nerf). Then the need for and ability of deathstars to dominate will decrease. The things that shut down death stars will be playable once that overwhelming firepower is not as strong.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 11:36:54


Post by: Green is Best!


 Shandara wrote:
My Sisters welcome their new Imperium overlords. Being able to use better transports is a killer.


Dare I dream? Repentia in a land raider..... they might actually get to use an assault vehicle.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 11:36:59


Post by: AkharaVect


 Leth wrote:
Currently the imperium doesnt really have any death stars that are points efficient for what they do.


Centurion-Star can be rather good if used well. But I agree, Xenos are far better at Death-Staring.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 11:38:43


Post by: Leth


 AkharaVect wrote:
 Leth wrote:
Currently the imperium doesnt really have any death stars that are points efficient for what they do.


Centurion-Star can be rather good if used well. But I agree, Xenos are far better at Death-Staring.


It can be, but its only really good against death star armies. MSU and hordes make a mockery of that list, with the nerf to Tau shooting as well as Wave serpents and mission changes death stars will be on a significant decline.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 11:39:59


Post by: tetrisphreak


Beast star and screamer star and jetseer council will still exist with this matrix. The key element here is how functional the psychic phase is when it comes to denying blessings.

For example - if the rule says you compare the successful psychic dice vs the successful deny dice to see if the power works, that's good.

If you have to block Every successful psychic dice to deny the witch, then powers will almost never get blocked which is bad.



40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 11:42:43


Post by: Uriels_Flame


 optometris wrote:
If you read the text above the chart, it sounds like they're finally moving the story on abit.

Paraphrasing, it says the allies from 6th may have blossomed (imperium) or fallen apart (taudar), and some armies would never fight each unless it was the end times.

-Well now its the end times so some armies are forging alliances (nids) (Chaoscrons). That with some hints from newer codices (DA - The lion) maybe points towards them mixing things up a bit in terms of fluff progression.

Although, maybe, just maybe - I'm being too hopeful lol


The only thing being moved along is the gravy train. A simple FAQ would have fixed more problems instead of making it a cash grab.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 11:43:41


Post by: Thud


Spoletta wrote:
1) Deathstard addressed: Done. All existing stars were completely debunked one way or the other.


How are Beastpacks, Seer Councils and Centurionstars "debunked"? Am I missing something?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 11:50:43


Post by: TimmyIsChaos


So now I can run Cypher in a Dark Angels list, right? Makes sense.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 11:51:06


Post by: Sarigar


There are several existing Deathstars currently and other than the Tau Battle Brother change, there will still exist several Deathstars. For Imperials, there are several MORE deathstar builds than just Centurian-star.

The change to psychics have the potential to hinder Eldar/DE deathstars. Additionally, it will be very important to see how Hit and Run works.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 11:51:30


Post by: Spoletta


Seer council gets hit harshly by the diminishing return of Psyker's dices. In 6E 2 farseers + 6 warlocks equal 12 WC worth of powers each turn. That same setup in 7E is around 5 WC each turn and i can probably single out and deny that one blessing i really don't want around. No i don't think it's going to work any more.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 11:53:40


Post by: tetrisphreak


Spoletta wrote:
Seer council gets hit harshly by the diminishing return of Psyker's dices. In 6E 2 farseers + 6 warlocks equal 12 WC worth of powers each turn. That same setup in 7E is 4 WC each turn and i can probably single out and deny that one blessing i really don't want around. No i don't think it's going to work any more.


Uh, no - they still generate 12 dice +D6 more. If all they need are 2 powers (Protect, fortune) the unit will have ample dice to cast with, leaving enough for ghost helms to protect the farseers.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 11:53:58


Post by: Davor


 jackblg wrote:
Iam liking all this, dont see why everyones so hating on it.. Ah well must just be me...


Lets forge a Narrative. The USA allies with the Taliban to go against the British. This makes sense?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 11:56:55


Post by: AkharaVect


Would be interesting to see if Battle Brothers also share Warp Charges. So if I use a Farseer as an Ally in my DE army, will his Mastery Level count towards my WC pool? And how will it work with the other levels of Allies (convenience, desperate etc.)?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 11:58:11


Post by: Spoletta


 tetrisphreak wrote:
Spoletta wrote:
Seer council gets hit harshly by the diminishing return of Psyker's dices. In 6E 2 farseers + 6 warlocks equal 12 WC worth of powers each turn. That same setup in 7E is 4 WC each turn and i can probably single out and deny that one blessing i really don't want around. No i don't think it's going to work any more.


Uh, no - they still generate 12 dice +D6 more. If all they need are 2 powers (Protect, fortune) the unit will have ample dice to cast with, leaving enough for ghost helms to protect the farseers.


It's still quite a fair deal of curses i'm not getting afflicted with.

Also:

 Leth wrote:


...with the nerf to Tau shooting as well as Wave serpents...


Did i miss some rumor??


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 12:13:56


Post by: Leth


Spoletta wrote:
 tetrisphreak wrote:
Spoletta wrote:
Seer council gets hit harshly by the diminishing return of Psyker's dices. In 6E 2 farseers + 6 warlocks equal 12 WC worth of powers each turn. That same setup in 7E is 4 WC each turn and i can probably single out and deny that one blessing i really don't want around. No i don't think it's going to work any more.


Uh, no - they still generate 12 dice +D6 more. If all they need are 2 powers (Protect, fortune) the unit will have ample dice to cast with, leaving enough for ghost helms to protect the farseers.


It's still quite a fair deal of curses i'm not getting afflicted with.

Also:

 Leth wrote:


...with the nerf to Tau shooting as well as Wave serpents...


Did i miss some rumor??


MCs can not be joined by ICs. Most of the tau super abilities were from 1-2 riptides being joined by a buff commander. Without the ignore cover there they are much less strong and will have to rely on much less reliable methods of ignore cover while also not having weapons that are as good as destroying tanks. Sure they can still get in broadsides, but broadsides are not even in the same league for problems as the riptide.

Wave serpents are now having to further choose between durability and fire power. With so many points invested in wave serpents they need those to be a source of fire power. Get them to jink and then move on, or they cant risk firing their shield. Tau were the only real death star that had large amount of killing power on top of mobility.

In addition with a reduction in the reliability of the shooting armies to remove large numbers of models from the table MSU and horde armies will be able to function better, which is the natural counter to death star armies. In addition the change to progressive missions more so than end of game shenanigans severely reduces the ability of death stars to win. So an individual change is not necessarily going to directly impact the ability of deathstars to function but a mix of rules. Add in the reduce reliability of psychic powers and the increased dangers of the perils chart death stars relying on psykers are not going to be able to function as well.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 12:15:34


Post by: jackblg


Davor wrote:
 jackblg wrote:
Iam liking all this, dont see why everyones so hating on it.. Ah well must just be me...


Lets forge a Narrative. The USA allies with the Taliban to go against the British. This makes sense?


No that dosnt make sence. I never thought eldar should be bb with tau and yet 6th ed they are. 7th there now not. It could just be me, guess i should go ask my local gaming club about it see if they can enlighten me..


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 12:24:03


Post by: angelofvengeance


TimmyIsChaos wrote:
So now I can run Cypher in a Dark Angels list, right? Makes sense.


Unbound- still feels unlikely since his rules say- any other chapter except Dark Angels or their successors.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 12:24:04


Post by: GoDz BuZzSaW


 jackblg wrote:
Davor wrote:
 jackblg wrote:
Iam liking all this, dont see why everyones so hating on it.. Ah well must just be me...


Lets forge a Narrative. The USA allies with the Taliban to go against the British. This makes sense?


No that dosnt make sence. I never thought eldar should be bb with tau and yet 6th ed they are. 7th there now not. It could just be me, guess i should go ask my local gaming club about it see if they can enlighten me..


Actually, Eldrad himself said that the Tau will rise and eventually be the race that puts an end to Chaos. Therefore Eldar feel they have a duty to protect the Tau and work together as they could release them from the clutches of Slaanesh, Tau are willing to ally with any race and make frequent attempts to do so, so having the two of them as Battle Brothers made some sort of sense from a fluff perspective. Compare that to the likes of now (Chaos & Necrons) and you'll find that the fluff contradicts with the design GW is trying to implement.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 12:30:05


Post by: Yonan


 H.B.M.C. wrote:
Two things:

I swear a vein popped in my forehead when I read what you were replying to hahaha, And yeah, pretty much what I was thinking wrt your answer for my questions.
 Leth wrote:
"What the feth is GW thinking, this is an obvious money grab by offering these cards that are just going to ruin the game. Seriously how much of an idiot is GW. Making people buy more than just the overpriced piece of crap that is the rulebook just to play the game is bs. God just further proof they hate the tyranids. Seriously I cant believe anyone who is not legally slowed could enjoy this game" - Hate and yes typing as an indirect insult is still an insult dont even try to pretend otherwise.

Source? Looks like hyperbole to me.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 12:30:07


Post by: mercury14


Why are people saying jump units get jink? Where's the evidence of that?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 12:33:13


Post by: Uriels_Flame


I think Fluff/Design should be better left out of the overall conversation.

At this point, fluff does nothing but drive the divide even wider from what the design team is putting out (unless it's in a codex, where all bets are off).

Cash cow currently is the HH, where they don't tend to "re-write" history.

It almost seems they are forcing those who want to yearn for yesteryear to Forgeworld to pay/play 30k vs. the current system.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 12:36:38


Post by: jackblg


 GoDz BuZzSaW wrote:
 jackblg wrote:
Davor wrote:
 jackblg wrote:
Iam liking all this, dont see why everyones so hating on it.. Ah well must just be me...


Lets forge a Narrative. The USA allies with the Taliban to go against the British. This makes sense?


No that dosnt make sence. I never thought eldar should be bb with tau and yet 6th ed they are. 7th there now not. It could just be me, guess i should go ask my local gaming club about it see if they can enlighten me..


Actually, Eldrad himself said that the Tau will rise and eventually be the race that puts an end to Chaos. Therefore Eldar feel they have a duty to protect the Tau and work together as they could release them from the clutches of Slaanesh, Tau are willing to ally with any race and make frequent attempts to do so, so having the two of them as Battle Brothers made some sort of sense from a fluff perspective. Compare that to the likes of now (Chaos & Necrons) and you'll find that the fluff contradicts with the design GW is trying to implement.



AH now I understand. Thank You so much.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 12:37:17


Post by: Leth


 Yonan wrote:
 H.B.M.C. wrote:
Two things:

I swear a vein popped in my forehead when I read what you were replying to hahaha, And yeah, pretty much what I was thinking wrt your answer for my questions.
 Leth wrote:
"What the feth is GW thinking, this is an obvious money grab by offering these cards that are just going to ruin the game. Seriously how much of an idiot is GW. Making people buy more than just the overpriced piece of crap that is the rulebook just to play the game is bs. God just further proof they hate the tyranids. Seriously I cant believe anyone who is not legally slowed could enjoy this game" - Hate and yes typing as an indirect insult is still an insult dont even try to pretend otherwise.

Source? Looks like hyperbole to me.


I have been reading this page since the beginning, you will find plenty of evidence of each type throughout the entire thread I just limited to an example of the types of things that pop up constantly not specifics.

But for example:

Here is what was said "Iam liking all this, dont see why everyones so hating on it.. Ah well must just be me..."

questioning the reading comprehension is a indirect or direct insult of an individuals intelligence. From the context of what was actually said the individual does not place as much emphasis or important on the problems people have listed and so cant understand the level of venom. It shows being able to read so what was stated was not necessary. Now addressing them calling it hate would be fine. But an insult not based on anything said sounds closer to hate to me than criticism. Also personal attacks I believe are against forum rules, but I might be wrong.

Oddly enough it made it easy to flag people as ignored. When they engaged in examples of the above consistently I just ignored them. Made it a lot easier to be on these forums

I also have criticisms of the game, there are some things I don't like and could be done better. However those criticisms don't outweigh the benefits and joys I get from playing so I choose to focus on the positive. If the negatives started outweighing the benefits I would stop playing and drop it from my life as I have done periodically in the past.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 12:38:45


Post by: Thud


 Leth wrote:
MCs can not be joined by ICs. Most of the tau super abilities were from 1-2 riptides being joined by a buff commander. Without the ignore cover there they are much less strong and will have to rely on much less reliable methods of ignore cover while also not having weapons that are as good as destroying tanks. Sure they can still get in broadsides, but broadsides are not even in the same league for problems as the riptide.


I'm gonna hold off judgment on this until I actually see it, though. It's based on one dude having (supposedly) read the rules book, and I've seen my fair share of people being convinced that ICs can't join MCs in 6th due to misreading the current rules. We'll see.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 12:44:04


Post by: AkharaVect


There is a guy doing QnA over at Natfka. Comment section is hilarious. Im not buying anything he is saying though, unless I get proof he really has a rulebook.

http://natfka.blogspot.de/2014/05/the-7th-edition-codex-qna-from-someone.html


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 12:44:46


Post by: Hybrid Son Of Oxayotl


 Green is Best! wrote:
 Shandara wrote:
My Sisters welcome their new Imperium overlords. Being able to use better transports is a killer.


Dare I dream? Repentia in a land raider..... they might actually get to use an assault vehicle.

You would still have T3 no armor save 17 points models that attacks at I1. What kind of even vaguely CC unit would not be able to completely refund itself if charged by repentia? Maybe expensive T5/6 MC and walkers. Gaunts, orks, even assault marines or terminators would just decimate the unit.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 12:48:13


Post by: Squidbot


 AkharaVect wrote:
There is a guy doing QnA over at Natfka. Comment section is hilarious. Im not buying anything he is saying though, unless I get proof he really has a rulebook.

http://natfka.blogspot.de/2014/05/the-7th-edition-codex-qna-from-someone.html


Allegedly the same guy on BoLs has stated that this is all a massive troll, to prove how nasty other people are. Pretty amusing, seeing as all it's proven is that he's an unpleasant, rude attention whore.


Automatically Appended Next Post:
Seems people are getting new WD today. Anyone got theirs yet? Anything interesting, other than the new SM Captain?

I'll leave these here. Just the cover and some close ups of the new Terminator Captain. Looks to be part of a new Ternminator box.
Found on the web.
Spoiler:




40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 13:03:36


Post by: MadmanMSU


 Squidbot wrote:
 AkharaVect wrote:
There is a guy doing QnA over at Natfka. Comment section is hilarious. Im not buying anything he is saying though, unless I get proof he really has a rulebook.

http://natfka.blogspot.de/2014/05/the-7th-edition-codex-qna-from-someone.html


Allegedly the same guy on BoLs has stated that this is all a massive troll, to prove how nasty other people are. Pretty amusing, seeing as all it's proven is that he's an unpleasant, rude attention whore.


Automatically Appended Next Post:
Seems people are getting new WD today. Anyone got theirs yet? Anything interesting, other than the new SM Captain?

I'll leave these here. Just the cover and some close ups of the new Terminator Captain. Looks to be part of a new Ternminator box.
Found on the web.
Spoiler:



I'll never understand why people do stuff like this. This guy actually gave up his free time to spend it posting this kind of stuff? Must not have much else to do.

That and Faeit will post anything.

Though I will say, based on my past personal experiences, today is the first day that I would start expecting a rules leak. I used to routinely get my GW items (codex, rulebook, etc) from the store on Wednesdays. Helps if you make friends with the manager.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 13:04:28


Post by: optometris


Cool, I kind of like the new captain sculpt, its not too ott. And thank feth his scabbard/cape isn't plastered in skulls


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 13:04:38


Post by: Squidbot


It does really prove Faeit will put any crap up.
"Here's a guy that is willing to lie and insult you all"
I can get that at work every day!


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 13:08:01


Post by: Vector Strike


Looks like he's chomping on a sausage.


Samurai_Eduh was supposed to receive his copy of the rulebook yesterday night... hoping he'll post some stuff for us


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


Post by: paqman


 Squidbot wrote:
It does really prove Faeit will put any crap up.
"Here's a guy that is willing to lie and insult you all"
I can get that at work every day!


I like the guy(Natfka) but this "article" is really a huge missed opportunity to pass on some "insider" input.

Anyways, just a few more days to wait (maybe hours if we consider someone having the book early)


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 13:12:31


Post by: MWHistorian


 Leth wrote:
 Yonan wrote:
 H.B.M.C. wrote:
Two things:

I swear a vein popped in my forehead when I read what you were replying to hahaha, And yeah, pretty much what I was thinking wrt your answer for my questions.
 Leth wrote:
"What the feth is GW thinking, this is an obvious money grab by offering these cards that are just going to ruin the game. Seriously how much of an idiot is GW. Making people buy more than just the overpriced piece of crap that is the rulebook just to play the game is bs. God just further proof they hate the tyranids. Seriously I cant believe anyone who is not legally slowed could enjoy this game" - Hate and yes typing as an indirect insult is still an insult dont even try to pretend otherwise.

Source? Looks like hyperbole to me.


I have been reading this page since the beginning, you will find plenty of evidence of each type throughout the entire thread I just limited to an example of the types of things that pop up constantly not specifics.

But for example:

Here is what was said "Iam liking all this, dont see why everyones so hating on it.. Ah well must just be me..."

questioning the reading comprehension is a indirect or direct insult of an individuals intelligence. From the context of what was actually said the individual does not place as much emphasis or important on the problems people have listed and so cant understand the level of venom. It shows being able to read so what was stated was not necessary. Now addressing them calling it hate would be fine. But an insult not based on anything said sounds closer to hate to me than criticism. Also personal attacks I believe are against forum rules, but I might be wrong.

Oddly enough it made it easy to flag people as ignored. When they engaged in examples of the above consistently I just ignored them. Made it a lot easier to be on these forums

I also have criticisms of the game, there are some things I don't like and could be done better. However those criticisms don't outweigh the benefits and joys I get from playing so I choose to focus on the positive. If the negatives started outweighing the benefits I would stop playing and drop it from my life as I have done periodically in the past.

Your reading comprehension was questioned because you said you don't see why people are complaining. There have been many rational and legitimate criticisms and you made it sound as if you didn't understand any of it. The misunderstanding was on you and they called you on it. Next time be more precise and less condescending and you'll be alright.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 13:15:12


Post by: Samurai_Eduh


I'm going to call up and see if I can pick up the book today. Had it shipped to my local shop. Fedex says its on the truck for delivery today.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 13:15:48


Post by: Squidbot


 paqman wrote:
 Squidbot wrote:
It does really prove Faeit will put any crap up.
"Here's a guy that is willing to lie and insult you all"
I can get that at work every day!


I like the guy(Natfka) but this "article" is really a huge missed opportunity to pass on some "insider" input.

Anyways, just a few more days to wait (maybe hours if we consider someone having the book early)


Obviously I don't know the circumstances, but you'd think he'd ask for proof.


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


Post by: paqman


 Samurai_Eduh wrote:
I'm going to call up and see if I can pick up the book today. Had it shipped to my local shop. Fedex says its on the truck for delivery today.


Crap, I just spent 10 minutes looking back in the thread for who said he was supposed to have his book today. When I come back to the end of the thread, you posted! LOL.
Anyways, can't wait to read from you tonight


Automatically Appended Next Post:
 Squidbot wrote:
 paqman wrote:
 Squidbot wrote:
It does really prove Faeit will put any crap up.
"Here's a guy that is willing to lie and insult you all"
I can get that at work every day!


I like the guy(Natfka) but this "article" is really a huge missed opportunity to pass on some "insider" input.

Anyways, just a few more days to wait (maybe hours if we consider someone having the book early)


Obviously I don't know the circumstances, but you'd think he'd ask for proof.


I think these days he's working on automated mode. Anything that gets thrown at him is redirected to his blog... its unfortunate. I prefered his older style where I had the impression that he was filtering what was posted.


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


Post by: Sigvatr


Closely watching /tg/ now!

Allies chart:

Spoiler:


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


Post by: Leth


 MWHistorian wrote:
 Leth wrote:
 Yonan wrote:
 H.B.M.C. wrote:
Two things:

I swear a vein popped in my forehead when I read what you were replying to hahaha, And yeah, pretty much what I was thinking wrt your answer for my questions.
 Leth wrote:
"What the feth is GW thinking, this is an obvious money grab by offering these cards that are just going to ruin the game. Seriously how much of an idiot is GW. Making people buy more than just the overpriced piece of crap that is the rulebook just to play the game is bs. God just further proof they hate the tyranids. Seriously I cant believe anyone who is not legally slowed could enjoy this game" - Hate and yes typing as an indirect insult is still an insult dont even try to pretend otherwise.

Source? Looks like hyperbole to me.


I have been reading this page since the beginning, you will find plenty of evidence of each type throughout the entire thread I just limited to an example of the types of things that pop up constantly not specifics.

But for example:

Here is what was said "Iam liking all this, dont see why everyones so hating on it.. Ah well must just be me..."

questioning the reading comprehension is a indirect or direct insult of an individuals intelligence. From the context of what was actually said the individual does not place as much emphasis or important on the problems people have listed and so cant understand the level of venom. It shows being able to read so what was stated was not necessary. Now addressing them calling it hate would be fine. But an insult not based on anything said sounds closer to hate to me than criticism. Also personal attacks I believe are against forum rules, but I might be wrong.

Oddly enough it made it easy to flag people as ignored. When they engaged in examples of the above consistently I just ignored them. Made it a lot easier to be on these forums

I also have criticisms of the game, there are some things I don't like and could be done better. However those criticisms don't outweigh the benefits and joys I get from playing so I choose to focus on the positive. If the negatives started outweighing the benefits I would stop playing and drop it from my life as I have done periodically in the past.

Your reading comprehension was questioned because you said you don't see why people are complaining. There have been many rational and legitimate criticisms and you made it sound as if you didn't understand any of it. The misunderstanding was on you and they called you on it. Next time be more precise and less condescending and you'll be alright.


Actually I didnt post the original comment, but nothing in the comment warranted an insult. If you actually read, he didnt see why people were hating TO THE EXTENT that they were, not that he couldnt see why people were hating. "so hating" is not the same as "hating".


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 13:26:41


Post by: Sigvatr


Necron and BA BFF confirmed in new WD.





40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 13:32:48


Post by: sleekid


As for deathstar power decrease i agree :
- beaststar and seerstar need the reroll on save, now it can be denied potentially and you can only cast once per turn so if you miss or peril, there go the deathstar. Its not automatically dead as a build, but it is now possible to counter it much more easily
- many deathstar used the Tau toolbox commander and cant anymore (whether allied or with riptide)
- devstar is not hurt as much (only the fact that the ignore cover/ prescience can be denied)



40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 13:33:51


Post by: TheKbob


The negativity from people is a showing that we still care and also secretly hope it's not hot street trash.

But $85 for a quality unseen is too rich for my tastes. Will enjoy the leaks coming soon...

... I remember the last few death throws of "false hope" when 6E released. The "Hold On, Hold On... we don't know everything yet!" that proved fatalistic and the much wanted changes were just wish listing turn rumors, much like the ignores cover save being -2 to your save.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 13:35:47


Post by: Vector Strike


Found this at http://www.frontlinegaming.org/2014/05/21/7th-edition-is-starting-to-look-pretty-cool/#comment-273000. Dunno if accurate:

Just got a quick glance in the new rulebook and can confirm a few things:
- New table for Perils, on a roll of 1 psyker takes a Ld, fail the Ld and the psyker dies instantly and any unit he/she is in takes d6 S6 AP1 hits. Roll a 2 and you loose the power and takes a wound. On the other hand, roll a 6 and you get 3+ invul and Fleshbane.
- New table for vehicle damage, indeed explodes is 7+ (6 is Immobilised)
- Santic powers looks alot lite Grey Knights old powers, spotted at least Hammerhand.
- FMC’s, one ground per phase and only on inflicted wounds. So worst case one test in psychic and one in shooting.
- Prescience is now 2 warpcharges.
- Battlebrothers, same as before BUT you can embark on your bro’s transport.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 13:37:48


Post by: Leth


 TheKbob wrote:
The negativity from people is a showing that we still care and also secretly hope it's not hot street trash.

But $85 for a quality unseen is too rich for my tastes. Will enjoy the leaks coming soon...

... I remember the last few death throws of "false hope" when 6E released. The "Hold On, Hold On... we don't know everything yet!" that proved fatalistic and the much wanted changes were just wish listing turn rumors, much like the ignores cover save being -2 to your save.


Which is fair enough but when you are looking for trash and expecting trash it is much easier to focus in on the trash disregarding everything else.

Anyway for people on the fence I recommend checking out the live streams I am listing and collecting here. Very competitive players will be picking apart the rulebook and showing live practice games, I recommend checking them out at some point during the weekend.

http://www.dakkadakka.com/dakkaforum/posts/list/595981.page


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


Post by: Green is Best!


 Hybrid Son Of Oxayotl wrote:
 Green is Best! wrote:
 Shandara wrote:
My Sisters welcome their new Imperium overlords. Being able to use better transports is a killer.


Dare I dream? Repentia in a land raider..... they might actually get to use an assault vehicle.

You would still have T3 no armor save 17 points models that attacks at I1. What kind of even vaguely CC unit would not be able to completely refund itself if charged by repentia? Maybe expensive T5/6 MC and walkers. Gaunts, orks, even assault marines or terminators would just decimate the unit.


Don't hate on my sisters who are trying to redeem themselves in battle. And keep in mind those are T3 no armor save 17 point models with feel no pain.... thank you very much.

They may be awful, but they are a little less awful in a land raider.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 13:42:10


Post by: Rick_1138


 Squidbot wrote:
 AkharaVect wrote:
There is a guy doing QnA over at Natfka. Comment section is hilarious. Im not buying anything he is saying though, unless I get proof he really has a rulebook.

http://natfka.blogspot.de/2014/05/the-7th-edition-codex-qna-from-someone.html


Allegedly the same guy on BoLs has stated that this is all a massive troll, to prove how nasty other people are. Pretty amusing, seeing as all it's proven is that he's an unpleasant, rude attention whore.


Automatically Appended Next Post:
Seems people are getting new WD today. Anyone got theirs yet? Anything interesting, other than the new SM Captain?

I'll leave these here. Just the cover and some close ups of the new Terminator Captain. Looks to be part of a new Ternminator box.
Found on the web.
Spoiler:




I hope he is a clamshell IC to buy and not a 'online only spend X to get' deal, I will be happy to grab him and some other stuff with my voucher


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 13:45:35


Post by: TheKbob


 Leth wrote:


Which is fair enough but when you are looking for trash and expecting trash it is much easier to focus in on the trash disregarding everything else.

Anyway for people on the fence I recommend checking out the live streams I am listing and collecting here. Very competitive players will be picking apart the rulebook and showing live practice games, I recommend checking them out at some point during the weekend.

http://www.dakkadakka.com/dakkaforum/posts/list/595981.page


To ignore the actions and releases of Games Workshop over the past 6 months to a year would be to ignore a massive trend of worsening releases. Nothing about this release screams "change for the better." At most, it's amazingly neutral. GW needed to come out and say "We heard you, this is broke, here's a list of things that are making you all rabble-rousers..." Then they imply with their tone "Wasn't 6E Great?! Guess what, it gets even GREATERER!"

I'll wait for the shortened battle reports that TeamSG does. I'll be out playing games from companies that can at least pretend to care or working on hobby time, etc.


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


Post by: tetrisphreak


The new terminator captain is exclusive to the strike force ultra box.
Captain
10x tactical terminators
10x assault terminators
Venerable dread
Storm raven
Land raider crusader
$325 US


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 13:47:29


Post by: Squidbot


Rick_1138 wrote:
*SNIP*

I hope he is a clamshell IC to buy and not a 'online only spend X to get' deal, I will be happy to grab him and some other stuff with my voucher


Looking in the other thread (New Terminator Captain), it looks like he may be part of a kind of Battleforce box.

Edit: Ninja! What he said


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 13:51:33


Post by: Rick_1138


Ah well, wont be getting him then.

Bit daft of GW to be putting this out the week after the new edition as many people simply wont spend about £70 on book and cards, then another £200 on a strike force set.

I would love a termy army as I love the playstyle but I just grabbed the munitorum edition so GW got my birthday spends...although they have given me a £50 voucher and I COULD ebay the standard rulebook for £30....and sell some stuf....hmmm


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 13:55:11


Post by: andrewm9


 Green is Best! wrote:


Don't hate on my sisters who are trying to redeem themselves in battle. And keep in mind those are T3 no armor save 17 point models with feel no pain.... thank you very much.

They may be awful, but they are a little less awful in a land raider.


Once per game in the Assault phase if they pass a Leadership test. Truly sad.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 13:55:47


Post by: Uriels_Flame


 TheKbob wrote:
 Leth wrote:


Which is fair enough but when you are looking for trash and expecting trash it is much easier to focus in on the trash disregarding everything else.

Anyway for people on the fence I recommend checking out the live streams I am listing and collecting here. Very competitive players will be picking apart the rulebook and showing live practice games, I recommend checking them out at some point during the weekend.

http://www.dakkadakka.com/dakkaforum/posts/list/595981.page


To ignore the actions and releases of Games Workshop over the past 6 months to a year would be to ignore a massive trend of worsening releases. Nothing about this release screams "change for the better." At most, it's amazingly neutral. GW needed to come out and say "We heard you, this is broke, here's a list of things that are making you all rabble-rousers..." Then they imply with their tone "Wasn't 6E Great?! Guess what, it gets even GREATERER!"

I'll wait for the shortened battle reports that TeamSG does. I'll be out playing games from companies that can at least pretend to care or working on hobby time, etc.


I would take it step farther and say anything since the Chapterhouse debacle.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 14:01:12


Post by: coredump


Hollismason wrote:
coredump wrote:
Hollismason wrote:


I like that I can now ally with myself and get an additional Annihilation barge if I want.

.
Nope. Ally detachment FOC requires being a different faction from the primary.



Automatically Appended Next Post:
 Leth wrote:
Where are you guys missing that they can still take those allies in a battle forged army, they just cant deploy within 12 of each other.


And don't get within 6" during the game or risk going catotonic.




Where are you getting this at because multiple people have pointed out Tyranids allying with themselves.

People point out a lot of things... often because they are jumping the gun on parital information.

In this case, the ALlied detachment FOC specifically restricts it to a different faction than the primary. So no, Nids can't ally with Nids.





Automatically Appended Next Post:
 Leth wrote:
coredump wrote:
Hollismason wrote:


I like that I can now ally with myself and get an additional Annihilation barge if I want.

.
Nope. Ally detachment FOC requires being a different faction from the primary.



Automatically Appended Next Post:
 Leth wrote:
Where are you guys missing that they can still take those allies in a battle forged army, they just cant deploy within 12 of each other.


And don't get within 6" during the game or risk going catotonic.




That was not the complaint. It was that they could not take the models that they owned. There are still ways to play it and possibly make it work


Regardless, your response was inaccurate, so I corrected it. They don't "just" have to deploy 12" away, they also need to deal with the Desparate Allies restrictions. Which this edition means staying away from each other or test for going catatonic.



Automatically Appended Next Post:
 ausYenLoWang wrote:
coredump wrote:
Hollismason wrote:


I like that I can now ally with myself and get an additional Annihilation barge if I want.

.
Nope. Ally detachment FOC requires being a different faction from the primary.



Automatically Appended Next Post:
 Leth wrote:
Where are you guys missing that they can still take those allies in a battle forged army, they just cant deploy within 12 of each other.


And don't get within 6" during the game or risk going catotonic.




from what was said earlier though, there was no limit on primary/secondary detachments, sure it comes with the HQ + Troop tax, BUT you can then field as many detachments as you have points to spend, so you COULD take 3 hq 6 troops and 9 HS if you so desired... there is no need to ally with yourself.

and remember the wording is now FACTION, not Codex. so IOM can take whatever it pleases from within the faction as allies or detachments. making their life much easier...


If you read the page with the ally chart, the 'faction' issue is pretty well dealt with. A Faction is a codex and its supplements.

Those that are assuming you can just take an unlimited number of Combined Arms detachments are making quite a leap based on a partial scan of incomplete rules. It *may* be true, but seems pretty unlikely. Why bother with any Ally Detachment at all, if you can just take another Combined Arms detachment....??


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 14:11:22


Post by: Lobokai


@coredump... aren't you allowed to take two full detachments (double FoC) at any point level in 7th? Not necessarily allying with yourself, but yeah, you are.

ninja'd by your edit....

I've not seen anything to imply you can't. It actually says it be have any of the following... does any mean "only one"? (not saying it doesn't, typical GW rules vagueness)


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


Post by: tag8833


 Vector Strike wrote:
- New table for vehicle damage, indeed explodes is 7+ (6 is Immobilised)

And Tyranids take a big nerf. Heavy Venom Cannon, and Rupture Cannon are now worthless. Warp Lance is nerfed even further. Even Close combat will have trouble popping vehicles. Way to go GW!

A dakkafex charging a Land Raider currently has about 20% chance of exploding it, and generally will do 1.5 Hull points. Now the chance to explode drops to 7.5%. So, it will take 3 Carnifexes charging a Land Raider to have a reasonable chance to destroy it.

A dakkafex vs a Lemun Russ is similar. Currently have a 81.5% chance of exploding it. That drops to 29.6%. On the plus side, it will still do 3.89 Hull Points to back armor 11.

The biggest problem is that most vehicles (transports especially) are faster than MC's. So we are luck to get a charge on them by turn 4. Giving us one turn to pop them.

If you operate in a meta that likes to spam Land Raiders as much as mine (40% of all lists have 1, 15% of all lists have 2, 2% of all lists have 3), this change is going to make for a very long winter for Tyranids. We don't have Melta wargear of any sort. Our High strength shooting is all AP:4, except for warp lance which is 18" S10 AP:2 and a psychic shooting attack (Mastery Level 2) carried by a standard infantry unit with no deployment options besides walking across the board. If we can roll Mastery Level +1 dice for psychic powers and need 4s it means that warp lance will fail to cast 50% of the time.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 14:18:53


Post by: Da Butcha


 optometris wrote:
If you read the text above the chart, it sounds like they're finally moving the story on abit.

Paraphrasing, it says the allies from 6th may have blossomed (imperium) or fallen apart (taudar), and some armies would never fight each unless it was the end times.

-Well now its the end times so some armies are forging alliances (nids) (Chaoscrons). That with some hints from newer codices (DA - The lion) maybe points towards them mixing things up a bit in terms of fluff progression.

Although, maybe, just maybe - I'm being too hopeful lol



If you would like to look at Warhammer Fantasy, which has been in 'The End Times' for an entire edition so far, I think you are being too hopeful. They aren't moving the story on a bit, since they've had the 13th Black Crusade at Cadia in 999 of M41 since 5th edition. They haven't moved past the last 0.01% of the 41st Millennium since the Eye of Terror campaign.

Honestly, as much as I think that is dumb, it doesn't bother me.

What bothers me is building up everything (13th Black Crusade, Tau expansion, Hive Fleet incursions, Necron awakening, failing Golden Throne) and then NOT RESOLVING ANYTHING. In the latest White Dwarf (not the one that hits the stands on the 24th), Mat Ward says "...it's like the all-out action scenes at the end of an amazing action movie. It's the big fight we've all been waiting for."

Yes, Mat. All-out action scenes in movies always stop midway. All the amazing action movies always conclude in mid-fight, leaving the entire situation unresolved.

Does he have an overactive bladder? Has he been forced to leave during every action movie in his lifetime, only to return during the credits? My condolences, Mr. Ward.


If you're not going to resolve a massive, pivotal, galaxy-changing event, then don't introduce one. It's Warhammer 40,000. There's a whole THOUSAND years of war, and the dolts at the studio insist on focusing all their energy on about 10 years at one end of it. Weren't their battles throughout the entire millennium? What happened in those? Even if, for whatever dorky reason, you refuse to talk about ANYTHING that happened in the 42nd millennium*, you have a THOUSAND FRICKING YEARS of war. Why put all of the stuff in one end bit?

For that matter, given the popularity of the Horus Heresy, why not provide sourcebooks for the 40th millennium, or the 39th?

*
Spoiler:
Of course, this being the Time of Ending, obviously, nothing happens in the 42nd millennium. Everything ends in the Time of Ending. Nothing happens ever again.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 14:19:16


Post by: Spoletta


tag8833 wrote:
 Vector Strike wrote:
- New table for vehicle damage, indeed explodes is 7+ (6 is Immobilised)

And Tyranids take a big nerf. Heavy Venom Cannon, and Rupture Cannon are now worthless. Warp Lance is nerfed even further. Even Close combat will have trouble popping vehicles. Way to go GW!

A dakkafex charging a Land Raider currently has about 20% chance of exploding it, and generally will do 1.5 Hull points. Now the chance to explode drops to 7.5%. So, it will take 3 Carnifexes charging a Land Raider to have a reasonable chance to destroy it.

A dakkafex vs a Lemun Russ is similar. Currently have a 81.5% chance of exploding it. That drops to 29.6%. On the plus side, it will still do 3.89 Hull Points to back armor 11.

The biggest problem is that most vehicles (transports especially) are faster than MC's. So we are luck to get a charge on them by turn 4. Giving us one turn to pop them.

If you operate in a meta that likes to spam Land Raiders as much as mine (40% of all lists have 1, 15% of all lists have 2, 2% of all lists have 3), this change is going to make for a very long winter for Tyranids. We don't have Melta wargear of any sort. Our High strength shooting is all AP:4, except for warp lance which is 18" S10 AP:2 and a psychic shooting attack (Mastery Level 2) carried by a standard infantry unit with no deployment options besides walking across the board. If we can roll Mastery Level +1 dice for psychic powers and need 4s it means that warp lance will fail to cast 50% of the time.


I doubt it. No one would be able to cast WC 3.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 14:23:43


Post by: Hollismason


That's not how psychic powers work at all. I don't know why people keep regurgitating this ML +1 as it would make the statements they made about using 6 dice to power a Psychic Power just blatantly false.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 14:32:19


Post by: Leth


 TheKbob wrote:
 Leth wrote:


Which is fair enough but when you are looking for trash and expecting trash it is much easier to focus in on the trash disregarding everything else.

Anyway for people on the fence I recommend checking out the live streams I am listing and collecting here. Very competitive players will be picking apart the rulebook and showing live practice games, I recommend checking them out at some point during the weekend.

http://www.dakkadakka.com/dakkaforum/posts/list/595981.page


To ignore the actions and releases of Games Workshop over the past 6 months to a year would be to ignore a massive trend of worsening releases. Nothing about this release screams "change for the better." At most, it's amazingly neutral. GW needed to come out and say "We heard you, this is broke, here's a list of things that are making you all rabble-rousers..." Then they imply with their tone "Wasn't 6E Great?! Guess what, it gets even GREATERER!"

I'll wait for the shortened battle reports that TeamSG does. I'll be out playing games from companies that can at least pretend to care or working on hobby time, etc.


and to be fair that is your perspective. I have not had any troubles with the last 6 months of releases. I think tyranids had some shortcomings but if some of the rumored changes are true a lot of units make a lot more sense. I think IG is fantastic and obviously presented in a way that limits FAQs required as much as possible so close to 7tth. I enjoyed the options offered by the dataslates that are not 100% mandatory in any way shape or form but offer options. I also throughly enjoyed the space marine release and felt that it was a fantastic book. I was upset about the lack of FAQs but if they knew they were working on a new edition I understand. Customer service has always been top notch, I just called up saying that I got 3 miscast crusaders and they are sending me three new ones. No returns required no hassle on my part. Now how many companys let you keep the faulty product AND send you a replacement questions unasked nor pictures required? With a little work I can now get 6 crusaders out of the deal.

They are not coming out and directly saying they made a mistake and you know what I wouldnt expect them to, overall I thought the edition was very enjoyable. In this release they are trying to address a lot of the problems in the game, maybe not all of them, but a lot of them. They are working on sharing the rules in advance, especially for new units so you have an idea if they are worth it. They are working on improving the digital experience for everyone releasing e-books that I have taken full advantage of. Instead of selling the thick hardcover rulebook and then having to get the thin little one for convenience I now can just get the big hardcover I was going to get anyway and not have to get the small rulebook later.

I throughly enjoyed 6th edition, I found that the problems were mainly in two aspects: The overly simple missions, and the lack of terrain mainly LOS blocking, only one of which was GWs fault and I can understand why they went with simple missions for casual players. When both of those are on the table all of a sudden completely different armies are winning and much more variety can compete. Raven Guard made it to the top table of a GT against a field full of Ovesa Star and Seer Star as well as knights for flip sake, considered one of the worst chapter tactics.

The models and kits in general have just gotten better and better, offering more customization options and ability to cross kit than any other range out there,

So for all the negatives that you are focusing on, you have to recognize is that it is your opinion on how things have been going it which is 100% A-OK. Just because people don't have your interpretation or view of things does not make them inferior. It just means that YOU are not getting what you want from the game. I heartily endorse spending your time and effort where you are going to get the most enjoyment.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 14:33:25


Post by: undertow


 TheKbob wrote:
 Leth wrote:


Which is fair enough but when you are looking for trash and expecting trash it is much easier to focus in on the trash disregarding everything else.

Anyway for people on the fence I recommend checking out the live streams I am listing and collecting here. Very competitive players will be picking apart the rulebook and showing live practice games, I recommend checking them out at some point during the weekend.

http://www.dakkadakka.com/dakkaforum/posts/list/595981.page


To ignore the actions and releases of Games Workshop over the past 6 months to a year would be to ignore a massive trend of worsening releases. Nothing about this release screams "change for the better." At most, it's amazingly neutral. GW needed to come out and say "We heard you, this is broke, here's a list of things that are making you all rabble-rousers..." Then they imply with their tone "Wasn't 6E Great?! Guess what, it gets even GREATERER!"

I'll wait for the shortened battle reports that TeamSG does. I'll be out playing games from companies that can at least pretend to care or working on hobby time, etc.
For me it comes down to the fact that I really enjoyed 6th Ed. I thought it was a huge improvement over 5th (the edition I started playing in). I still want to continue to play the game and I know that I'll buy the rulebook eventually so why not just buy it on release day.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 14:56:24


Post by: tag8833


Spoletta wrote:
tag8833 wrote:
 Vector Strike wrote:
- New table for vehicle damage, indeed explodes is 7+ (6 is Immobilised)

And Tyranids take a big nerf. Heavy Venom Cannon, and Rupture Cannon are now worthless. Warp Lance is nerfed even further. Even Close combat will have trouble popping vehicles. Way to go GW!

A dakkafex charging a Land Raider currently has about 20% chance of exploding it, and generally will do 1.5 Hull points. Now the chance to explode drops to 7.5%. So, it will take 3 Carnifexes charging a Land Raider to have a reasonable chance to destroy it.

A dakkafex vs a Lemun Russ is similar. Currently have a 81.5% chance of exploding it. That drops to 29.6%. On the plus side, it will still do 3.89 Hull Points to back armor 11.

The biggest problem is that most vehicles (transports especially) are faster than MC's. So we are luck to get a charge on them by turn 4. Giving us one turn to pop them.

If you operate in a meta that likes to spam Land Raiders as much as mine (40% of all lists have 1, 15% of all lists have 2, 2% of all lists have 3), this change is going to make for a very long winter for Tyranids. We don't have Melta wargear of any sort. Our High strength shooting is all AP:4, except for warp lance which is 18" S10 AP:2 and a psychic shooting attack (Mastery Level 2) carried by a standard infantry unit with no deployment options besides walking across the board. If we can roll Mastery Level +1 dice for psychic powers and need 4s it means that warp lance will fail to cast 50% of the time.


I doubt it. No one would be able to cast WC 3.

My guess (pure speculation) is that there is some sort of affinity that gives you success on 3+ rather than 4+ if you draw all of your powers from one psychic table. That would mean that ML:3 caster casting a WC 3 power could use 4 dice, and would have a 59.3% chance of getting off a Warp Charge 3 spell. The comment is that the WC3 spells are too powerful, but if they only work about 1/2 of the time, that would make them just fine. If there is no 3+ for affinity, the chance of a ML:3 psyche casting a WC 3 spell on ML+1 (4) dice would be 31.3%.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 15:03:53


Post by: Leth


tag8833 wrote:
Spoletta wrote:
tag8833 wrote:
 Vector Strike wrote:
- New table for vehicle damage, indeed explodes is 7+ (6 is Immobilised)

And Tyranids take a big nerf. Heavy Venom Cannon, and Rupture Cannon are now worthless. Warp Lance is nerfed even further. Even Close combat will have trouble popping vehicles. Way to go GW!

A dakkafex charging a Land Raider currently has about 20% chance of exploding it, and generally will do 1.5 Hull points. Now the chance to explode drops to 7.5%. So, it will take 3 Carnifexes charging a Land Raider to have a reasonable chance to destroy it.

A dakkafex vs a Lemun Russ is similar. Currently have a 81.5% chance of exploding it. That drops to 29.6%. On the plus side, it will still do 3.89 Hull Points to back armor 11.

The biggest problem is that most vehicles (transports especially) are faster than MC's. So we are luck to get a charge on them by turn 4. Giving us one turn to pop them.

If you operate in a meta that likes to spam Land Raiders as much as mine (40% of all lists have 1, 15% of all lists have 2, 2% of all lists have 3), this change is going to make for a very long winter for Tyranids. We don't have Melta wargear of any sort. Our High strength shooting is all AP:4, except for warp lance which is 18" S10 AP:2 and a psychic shooting attack (Mastery Level 2) carried by a standard infantry unit with no deployment options besides walking across the board. If we can roll Mastery Level +1 dice for psychic powers and need 4s it means that warp lance will fail to cast 50% of the time.


I doubt it. No one would be able to cast WC 3.

My guess (pure speculation) is that there is some sort of affinity that gives you success on 3+ rather than 4+ if you draw all of your powers from one psychic table. That would mean that ML:3 caster casting a WC 3 power could use 4 dice, and would have a 59.3% chance of getting off a Warp Charge 3 spell. The comment is that the WC3 spells are too powerful, but if they only work about 1/2 of the time, that would make them just fine. If there is no 3+ for affinity, the chance of a ML:3 psyche casting a WC 3 spell on ML+1 (4) dice would be 31.3%.


ML+1 was debunked in the white dwarf. Any caster can use as many dice as they want.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 15:03:56


Post by: rigeld2


tag8833 wrote:
My guess (pure speculation) is that there is some sort of affinity that gives you success on 3+ rather than 4+ if you draw all of your powers from one psychic table. That would mean that ML:3 caster casting a WC 3 power could use 4 dice, and would have a 59.3% chance of getting off a Warp Charge 3 spell. The comment is that the WC3 spells are too powerful, but if they only work about 1/2 of the time, that would make them just fine. If there is no 3+ for affinity, the chance of a ML:3 psyche casting a WC 3 spell on ML+1 (4) dice would be 31.3%.

A better guess would be that WC+1 is flat out made up because one of the WD talks about rolling 6 dice for a power iirc.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 15:07:29


Post by: ClockworkZion


 Troike wrote:
That leaked allies matrix is from a WD, right? When's that WD out?

Apologies, haven't really kept up with the new WD.

It's the one coming out at the end of the week.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 15:11:50


Post by: Garion


From the twitterverse.. It's just me or there is a 3rd new discipline??


[Thumb - BoKlBYzIUAAzhyY.jpg]


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 15:12:39


Post by: sleekid


it is for force weapons


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 15:13:41


Post by: tag8833


 Thud wrote:
Spoletta wrote:
1) Deathstard addressed: Done. All existing stars were completely debunked one way or the other.


How are Beastpacks, Seer Councils and Centurionstars "debunked"? Am I missing something?

All of those deathstars rely on psychic powers for effectiveness. If the psychic phase makes it harder for them to get off the important psychic powers, then they are just powerful conventional units. Beastpack will still be good, but not unbeatable. Likewise Centurionstar. Seer Council might not be worth it at all. Ovesastar is blatantly outlawed.

I'm sure deathstars will still exist in some form, but if they are less dominant, everyone will be happier.

Now if 7th just fixes Wave Serpent Spam, Tau Gunline, Demon Flying Circus (nerfed by psychic changes), and Necron Flying Circus. The game will be blown wide open for lots of lists.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 15:15:25


Post by: Garion


sleekid wrote:
it is for force weapons


Oh I see...


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 15:16:12


Post by: Voodoo_Chile


 Garion wrote:
From the twitterverse.. It's just me or there is a 3rd new discipline??



Wow I wonder if they will do away with the Chaos Daemon's restriction based on god (Unlikely)? Does this reference potential access in the way that a Chaos Space Marine faction has the potential to access divination or if they are redoing access across the board.
I would imagine they are as to the best of my knowledge, Orks don't have Force Weapons...


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 15:17:31


Post by: whembly


tag8833 wrote:
 Thud wrote:
Spoletta wrote:
1) Deathstard addressed: Done. All existing stars were completely debunked one way or the other.


How are Beastpacks, Seer Councils and Centurionstars "debunked"? Am I missing something?

All of those deathstars rely on psychic powers for effectiveness. If the psychic phase makes it harder for them to get off the important psychic powers, then they are just powerful conventional units. Beastpack will still be good, but not unbeatable. Likewise Centurionstar. Seer Council might not be worth it at all. Ovesastar is blatantly outlawed.

I'm sure deathstars will still exist in some form, but if they are less dominant, everyone will be happier.

Now if 7th just fixes Wave Serpent Spam, Tau Gunline, Demon Flying Circus (nerfed by psychic changes), and Necron Flying Circus. The game will be blown wide open for lots of lists.

*meh*

I think the most game changing aspect of 7ed, is simply that most models are scoring now. I'm guessing that we'll rarely see most lists having purchased more than 2 troop slots per attachment. The available points can be easily shifted to the other slots now.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 15:20:33


Post by: buddha


 Garion wrote:
From the twitterverse.. It's just me or there is a 3rd new discipline??



Thanks for posting. Anyone else think it's wierd that chaos marines can use sanctic?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 15:22:19


Post by: Accolade


Looking at the US GW website, I'm surprised to see they are listing 416 copies of the Munitorum Edition. There are only supposed to be 2000 copies of this worldwide, right? Or it is 2000 per region? (i.e. US, UK, Europe, Australia).

If it's 2000 worldwide, then the US would have gotten something like 500 copies total I would have to guess. I mean, I'm sure they'll sell when they move to stores, but I believe in the past these things sold out very quickly.

 buddha wrote:
 Garion wrote:
From the twitterverse.. It's just me or there is a 3rd new discipline??



Thanks for posting. Anyone else think it's wierd that chaos marines can use sanctic?


That really doesn't make a ton of sense.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 15:22:53


Post by: Hulksmash


I'm hoping this is an across the board change for access. And that it's noted as such. Honestly I like it. And I'm assuming Orks, on top of summoning or banishing daemons will have their own psychic powers.

And I could see Chaos using Santic. I mean you've got those legions that didn't go full daemon darkside. Plus you wanna make sure you can keep them little beasts in line. Makes sense to me.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 15:24:37


Post by: kronk


 Hulksmash wrote:
I'm hoping this is an across the board change for access. And that it's noted as such. Honestly I like it. And I'm assuming Orks, on top of summoning or banishing daemons will have their own psychic powers.

And I could see Chaos using Santic. I mean you've got those legions that didn't go full daemon darkside. Plus you wanna make sure you can keep them little beasts in line. Makes sense to me.


Give us the Foot of Mork!


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


Post by: Sinful Hero


tag8833 wrote:
 Vector Strike wrote:
- New table for vehicle damage, indeed explodes is 7+ (6 is Immobilised)

And Tyranids take a big nerf. Heavy Venom Cannon, and Rupture Cannon are now worthless. Warp Lance is nerfed even further. Even Close combat will have trouble popping vehicles. Way to go GW!

A dakkafex charging a Land Raider currently has about 20% chance of exploding it, and generally will do 1.5 Hull points. Now the chance to explode drops to 7.5%. So, it will take 3 Carnifexes charging a Land Raider to have a reasonable chance to destroy it.

A dakkafex vs a Lemun Russ is similar. Currently have a 81.5% chance of exploding it. That drops to 29.6%. On the plus side, it will still do 3.89 Hull Points to back armor 11.

The biggest problem is that most vehicles (transports especially) are faster than MC's. So we are luck to get a charge on them by turn 4. Giving us one turn to pop them.

If you operate in a meta that likes to spam Land Raiders as much as mine (40% of all lists have 1, 15% of all lists have 2, 2% of all lists have 3), this change is going to make for a very long winter for Tyranids. We don't have Melta wargear of any sort. Our High strength shooting is all AP:4, except for warp lance which is 18" S10 AP:2 and a psychic shooting attack (Mastery Level 2) carried by a standard infantry unit with no deployment options besides walking across the board. If we can roll Mastery Level +1 dice for psychic powers and need 4s it means that warp lance will fail to cast 50% of the time.

Did you in luxe numbers for wrecking vehicles? I assume that happens on a 6 now, but I don't have proof of that currently.

Whoops, nevermind me! Immobilized on a six!


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 15:25:25


Post by: whembly


 Hulksmash wrote:
I'm hoping this is an across the board change for access. And that it's noted as such. Honestly I like it. And I'm assuming Orks, on top of summoning or banishing daemons will have their own psychic powers.

And I could see Chaos using Santic. I mean you've got those legions that didn't go full daemon darkside. Plus you wanna make sure you can keep them little beasts in line. Makes sense to me.


I just cannot WAIT for with the new Ork codex drops!


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 15:29:26


Post by: Hulksmash


@Whembly

Agreed! I played orks a ton back when they had clanz and then at the beginning of 5th. I would love, love, love to build a new army of them (sold the old one off)!


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 15:32:50


Post by: Vector Strike


 Garion wrote:
From the twitterverse.. It's just me or there is a 3rd new discipline??



SM with divination? woot!


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 15:43:27


Post by: Herzlos


 Accolade wrote:
Looking at the US GW website, I'm surprised to see they are listing 416 copies of the Munitorum Edition. There are only supposed to be 2000 copies of this worldwide, right? Or it is 2000 per region? (i.e. US, UK, Europe, Australia).

If it's 2000 worldwide, then the US would have gotten something like 500 copies total I would have to guess. I mean, I'm sure they'll sell when they move to stores, but I believe in the past these things sold out very quickly.


It's website only I think, so might not make it to stores. With 2000 worldwide I'd expect about 500 to go to the US too, but that means they've only sold 84?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 15:47:08


Post by: WrentheFaceless


Grey Knights cant use Biomancy? Thats a bit odd. Though I dont think we could anyways so meh haha

Edit: Hmm Sanctuary on Sanctic looks nice...

Hammerhand got a buff +2 str


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 15:47:09


Post by: rigeld2


That's a huge buff for Force. Holy crap.

re-reading it's still a buff, but not as massive as I thought it was. I missed that it only hits weapons with the Force rule.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 15:47:47


Post by: Kanluwen


So Sanctic is literally just the Grey Knight Psyker abilities.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 15:51:06


Post by: Azreal13


Take aways so far..

Sanctic isn't the daemon hosing I feared.

Snap shots are 100% still at BS1 (due to wording of Foreboding)

There's a power with a 9" range? Seems unusual and may mean they've re-thought the standard 6" or multiples thereof weapon ranges.

Force is now a blessing, so you must decide in advance if you want to fire it up or not, dedicate resources to it and have a possibility of your opponent countering it, but one cast covers a whole unit.

Puppet Master has gone.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 15:52:12


Post by: WrentheFaceless


 Kanluwen wrote:
So Sanctic is literally just the Grey Knight Psyker abilities.


Except they're better

+1 invul for sanctuary and +2 str for hammerhand now. Purge soul looks funny too.



40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 15:54:22


Post by: Uriels_Flame


I was upset about the lack of FAQs but if they knew they were working on a new edition I understand.


Now lets think this through working backwards. They are releasing the new ed now which means it had to go to the printer 6mths ago or so to get worlwide distirbution done? Then there is the R&D time to develop an overall new edition and giving them a generous amount of planning lets say that was 6mths as well.

So GW has been developing this new ed for the last year. Which tells me they knew 6th was a turd but put it out there anyway.

When the player base states as much they go in hyper mode and basically dont communicate with the player base with updated FAQ and just decide to make everyone by everything all over again and say "You thought 6th was great, just wait a year until 7th!"

Adding to this any of the codexs thrown out in this same amount of time GW already knew they would be going to a new edition as well!

Im not an eloquent person but you just cant be more plain than this: who the hell is driving this bus?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 15:55:42


Post by: zachwho


Hmmm terrify lost the losses fearless ability in its descriptive text, but maybe the fear special rule grants it now?? one could hope.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 15:55:48


Post by: Vector Strike




Thanks for sharing!

I've written a quick review:

Telepathy:
Psychic Shriek - 18" from 12". Buff
Dominate - Psychic Tests are prone to Ld test. Buff
Terrify -1 Ld instead of not counting on Fearless. Nerf
Invisibility - no Stealth nor Shrouded, no Counter-Attack negating. Only hit in CC with 6s instead of WS 1. Can only be fired upon with Snap Shots (Deathleaper has been giving lessons). Better Snap Shots than 4+ cover, but I'd say is worse for melee. So-so change
Puppet Master is gone. There's Shrouding now - Psyker and friends models within 6" get Shrouded (Mr. Venomthrope too gives lessons now). Great power, but Puppet Master was good as well...
Hallucination
1. Make Pinning test instead of automatically Pinned. Nerf
2. Instead of not acting, lose -1 WS, BS, I and A (min 1). Nerf
3. Pretty nerfed. Now you need to have a character in the unit, and only it suffers the hits (at S3) per model in the unit. If no character, use 2.


Biomancy:
Smite - 18" from 12". Buff
Iron Arm - +3 S/T and Smash instead of +d3 S/T and Eternal Warrior. Makes more sense, but Eternal Warrior was soo good. So-so
Life Leech - 18" from 12". Buff.
Endurance - Aah, here it is, Eternal Warrior! And with Fnp (4+) and Relentless. Goodbye, IWND. Oh, and it's WC 2. Buff?
Warp Speed - +3 to I/A instead of +3d I/A. Buff
Haemorrhage - 18". must pass TWO Toughness tests to suffer damage, the others need 1 test. WC 2. Pretty nerfed

Divination:
Prescience - WC 2. Needed Nerf
Misfortune - WC 2, and instead of re-rolling saves (bu-bye, Seer/Beaststar!), all attacks hitting the target have Rending. Nerf, but quite useful
Scrier's Gaze - WC 2, re-roll Reserves, Outflank and Mysterious Objectives, while helping with Tactical Cards. WC 2, though. More useful

Pyromancy:
Fiery Form - Lost the +2S; instead, re-rolls other Pryromancy To Wound rolls. More useful to the school, but less in combat
Spontaneous Combustion - S6 AP3 Soul Blaze wound instead of auto-wound. Spilled damage is S5 AP4 + Soul Blaze, from S4 AP5. Nerf main, buff secondary
Inferno - Large Blast, but AP2. So-so
Fire Shield - 4+ cover save helps even against Melta and Soul Blaze, but lost the auto-hits for 6" Dangerous Terrain area. Nerf (especially with Difficult Terrain only giving -2 to Charge)
Sunburst - 9" from 6", lost Blind for Soul Blaze. Nerf

Telekinesis:
Shockwave - 6" from 9", S4 and Assault 2d6. Buff
Telekine Dome - now targets the Psyker and its unit, don't bounce damage within 6". WC 2. Nerf
Objuration Mechanicum - Gets Hot to ranged weapons instead of re-rolling 6s in To Hit and To Wound. Pretty nerfed
Gate of Infinity is gone. Got Levitation - Psyker and unit get 12" move, cannot charge if use this, count as moved, Dangerous Terrain applies as normal. WC 1. Worse than Gate of Infinity, I'd say
Vortex of Doom is gone. Got Pychic Maelstrom - 12", S10, AP1, Assault 1, Barrage, Large Blast. WC 3, though. Safer and more damage, at the cost of more WC. Buff



40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 15:58:28


Post by: Sigvatr


A S D psychic power. Legit.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 16:01:22


Post by: Squidbot


 whembly wrote:
 Hulksmash wrote:
I'm hoping this is an across the board change for access. And that it's noted as such. Honestly I like it. And I'm assuming Orks, on top of summoning or banishing daemons will have their own psychic powers.

And I could see Chaos using Santic. I mean you've got those legions that didn't go full daemon darkside. Plus you wanna make sure you can keep them little beasts in line. Makes sense to me.


I just cannot WAIT for with the new Ork codex drops!


You and me both. And the rumours about the new Ork models have me very excited.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 16:07:57


Post by: Perfect Organism


 azreal13 wrote:
There's a power with a 9" range? Seems unusual and may mean they've re-thought the standard 6" or multiples thereof weapon ranges.
They broke with that trend last edition with 8" grenade ranges.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 16:09:21


Post by: WrentheFaceless


Thanks for the rehost Pretre


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 16:09:29


Post by: Mavnas


Hammer hand is now +2, I wonder if inquisitors can still auto choose it.

It feels like biomancy is the best tree now, but invisibility... Put that on your rerollable 2++ star...


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 16:11:39


Post by: WrentheFaceless


Mavnas wrote:
Hammer hand is now +2, I wonder if inquisitors can still auto choose it.

It feels like biomancy is the best tree now, but invisibility... Put that on your rerollable 2++ star...


That is a good question, I wonder if my Gks have to roll on tables now or will still all get hammerhand as standard


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 16:11:54


Post by: Hulksmash


Biomancy got a bit better. Pyromancy and Telekenisis are pointless still (especially since they moved gate). Changes to Telepathy are welcome and it's still a solid power set. Santic is solid and I like my GK's getting +2 strength. Liking the idea of allied GK/Inquisition. IG blobs be scary! Divination took a bit of a hit but is still a super good power set.

Overall I wish they'd fixed the two bad power groups but I'll happily take the others.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 16:12:00


Post by: Leth


Other than pyromancy all of those disciplines are looking pretty damn good. 2,4,5,and 6 are looking really good on telekinisis.

With three warp charge two powers divination is still looking powerful but MUCH more difficult to get things off in large numbers. Scryers also applying to the tactical cards is pretty huge. I like it

If codex inquisition gets access to santic without perils risk I am a happy camper, that is an overall good discipline, even though the primaris is kinda in regular games.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 16:12:20


Post by: Lobokai


 Accolade wrote:
Looking at the US GW website, I'm surprised to see they are listing 416 copies of the Munitorum Edition. There are only supposed to be 2000 copies of this worldwide, right? Or it is 2000 per region? (i.e. US, UK, Europe, Australia).

If it's 2000 worldwide, then the US would have gotten something like 500 copies total I would have to guess. I mean, I'm sure they'll sell when they move to stores, but I believe in the past these things sold out very quickly.

 buddha wrote:
 Garion wrote:
From the twitterverse.. It's just me or there is a 3rd new discipline??



Thanks for posting. Anyone else think it's wierd that chaos marines can use sanctic?


That really doesn't make a ton of sense.


You don't think Word Bearers could banish a daemon? Makes sense to me


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 16:12:25


Post by: Njal Stormpuppy


Someone please let me know, have the new rules actually been branded as 7ed by gw yet?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 16:13:34


Post by: sleekid


For the one who mentionned : Now if 7th just fixes Wave Serpent Spam, Tau Gunline, Demon Flying Circus (nerfed by psychic changes), and Necron Flying Circus. The game will be blown wide open for lots of lists.

I think it is the case for quite a few of those :
- serpent are harshly nerfed (if you jinx then only snapshot) so either you are tough or shooty, not both
- Demon flying circus is more resilient but they got nerfed with the smash attack change and the fact they cant charge the turn they land
- Tau gunline is not really nerfed but they will be hurt a lot by psychic phase as they have little possibility to denie
- necron flyer spam is not really nerfed but at least a damage that immobilise it will have a chance to hurt the flyer, and if VP are done at End of Turn, they cant just arrive on last turn, while annihilation barges are nerfed with the change to jinx


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 16:15:51


Post by: Squidbot


 Njal Stormpuppy wrote:
Someone please let me know, have the new rules actually been branded as 7ed by gw yet?


Are you serious?
Yes. Very much so. Just go to the GW site....


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 16:19:49


Post by: Da Butcha


Once again, my orks are confused.

I'm sure that something will be explained/FAQed/fixed in the new codex, but my weirdboy is weirded out.

Wot you mean I can summon weird-things?

And I get the two disciplines which are most likely to make my head explode, and Force, which has one power. \

Now I know how Tyranid players feel when they look at an allies chart.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 16:20:27


Post by: tag8833


sleekid wrote:
For the one who mentionned : Now if 7th just fixes Wave Serpent Spam, Tau Gunline, Demon Flying Circus (nerfed by psychic changes), and Necron Flying Circus. The game will be blown wide open for lots of lists.

I think it is the case for quite a few of those :
- serpent are harshly nerfed (if you jinx then only snapshot) so either you are tough or shooty, not both

Jinking only affects one wave serpent. It is a nerf but not that much of a nerf, especially because of twin-linking.

sleekid wrote:
- Demon flying circus is more resilient but they got nerfed with the smash attack change and the fact they cant charge the turn they land

1) Are the smash attack changes confirmed? They looked like one of the least credible rumors to me.
2) Who is saying that they can't charge on the turn they land? I haven't seen that anywhere. That would be such an extreme nerf, perhaps an over-reaction. Of course with the giant buffs to biomancy, and reduced grounding checks, it might not matter much. Going to be pretty hard to bring a flying DP down.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 16:21:06


Post by: BeeCee


sleekid wrote:
For the one who mentionned : Now if 7th just fixes Wave Serpent Spam, Tau Gunline, Demon Flying Circus (nerfed by psychic changes), and Necron Flying Circus. The game will be blown wide open for lots of lists.

I think it is the case for quite a few of those :
- serpent are harshly nerfed (if you jinx then only snapshot) so either you are tough or shooty, not both
- Demon flying circus is more resilient but they got nerfed with the smash attack change and the fact they cant charge the turn they land
- Tau gunline is not really nerfed but they will be hurt a lot by psychic phase as they have little possibility to denie
- necron flyer spam is not really nerfed but at least a damage that immobilise it will have a chance to hurt the flyer, and if VP are done at End of Turn, they cant just arrive on last turn, while annihilation barges are nerfed with the change to jinx


Just remember that the jink and smash/VS rumors are not confirmed.


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


Post by: whembly


 Hulksmash wrote:
Biomancy got a bit better. Pyromancy and Telekenisis are pointless still (especially since they moved gate). Changes to Telepathy are welcome and it's still a solid power set. Santic is solid and I like my GK's getting +2 strength. Liking the idea of allied GK/Inquisition. IG blobs be scary! Divination took a bit of a hit but is still a super good power set.

Overall I wish they'd fixed the two bad power groups but I'll happily take the others.

Re: Biomancy... I like it better now, especially Endurance (Eternal Warrior!). In 6th, I always seems to roll that power.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 16:23:40


Post by: zachwho


has the fmc change about assault been confirmed, or still just rumor?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 16:24:00


Post by: Perfect Organism


Is it just me or did Astropaths get really good? They can actually use Invisibility now and Psychic Shriek got even better.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 16:25:30


Post by: WrentheFaceless


So draigowing with sactuary making a come back? lol

=/


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 16:25:48


Post by: prowla


Da Butcha wrote:
Once again, my orks are confused.

I'm sure that something will be explained/FAQed/fixed in the new codex, but my weirdboy is weirded out.

Wot you mean I can summon weird-things?


Maybe the things Orks can summon are daemons of Gork and Mork. Who knew, but apparently they exist!

I think I already found my Greater Daemon of Kho.. I mean Gork



40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 16:26:32


Post by: Smitty


This makes me wonder...

Are they going to FAQ the Imperial Guard psykers now? Because that card states that the guard can use both Sanctic AND Malefic Daemonology as psychic powers.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 16:27:27


Post by: Chad Warden


so i guess Force Weapons can be nullified now?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 16:28:49


Post by: rabidguineapig


If the brotherhood banner still auto activates force weapons I will be all over them.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 16:28:53


Post by: tag8833


Chad Warden wrote:
so i guess Force Weapons can be nullified now?

Now I understand why they have a psychic card. That is a big deal for my Tyranids when facing Grey Knights. Also Demons.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 16:29:00


Post by: whembly


Chad Warden wrote:
so i guess Force Weapons can be nullified now?

Looks like it.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 16:29:35


Post by: Thud


Gate of Infinity... Looks like the Psyker can't bring his unit with him anymore... Or?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 16:29:42


Post by: jifel


Biomancy... holy mother of the Emperor. Endurance now gives 4+ FNP and EW, Iron Arm just gave +3 Toughness instead of d3, Warp Speed is also +3... Guys, I think Daemon MC spam just won the game.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 16:30:59


Post by: kronk


Chad Warden wrote:
so i guess Force Weapons can be nullified now?


I am not sure where you are getting that. They're still just as deadly.

The Force power clearly works in a similar fashion (and is better, to be honest since for 1 WC, all Force Weapons in the unit are empowered). You just cast it during the Psychic Phase instead during combat and it lasts for 1 turn.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 16:31:27


Post by: Leth


 Smitty wrote:
This makes me wonder...

Are they going to FAQ the Imperial Guard psykers now? Because that card states that the guard can use both Sanctic AND Malefic Daemonology as psychic powers.


They could always use both, its just only Grey KNights/Daemons dont get the perils on any double


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 16:32:02


Post by: undertow


 zachwho wrote:
has the fmc change about assault been confirmed, or still just rumor?

Thus far I have seen no confirmation. It seems like a ludicrous change, basically ending all assaults for FMCs.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 16:32:59


Post by: Mavnas


 whembly wrote:
 Hulksmash wrote:
Biomancy got a bit better. Pyromancy and Telekenisis are pointless still (especially since they moved gate). Changes to Telepathy are welcome and it's still a solid power set. Santic is solid and I like my GK's getting +2 strength. Liking the idea of allied GK/Inquisition. IG blobs be scary! Divination took a bit of a hit but is still a super good power set.

Overall I wish they'd fixed the two bad power groups but I'll happily take the others.

Re: Biomancy... I like it better now, especially Endurance (Eternal Warrior!). In 6th, I always seems to roll that power.


That power always gave EW. It's only marginally more powerful now, but twice as expensive.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 16:33:48


Post by: whembly


 kronk wrote:
Chad Warden wrote:
so i guess Force Weapons can be nullified now?


I am not sure where you are getting that. They're still just as deadly.

The Force power clearly works in a similar fashion (and is better, to be honest since for 1 WC, all Force Weapons in the unit are empowered). You just cast it during the Psychic Phase instead during combat and it lasts for 1 turn.

It's a Blessing... and evidently, your opponent can try to DtW that on a natural roll of sixes.


Automatically Appended Next Post:
Mavnas wrote:
 whembly wrote:
 Hulksmash wrote:
Biomancy got a bit better. Pyromancy and Telekenisis are pointless still (especially since they moved gate). Changes to Telepathy are welcome and it's still a solid power set. Santic is solid and I like my GK's getting +2 strength. Liking the idea of allied GK/Inquisition. IG blobs be scary! Divination took a bit of a hit but is still a super good power set.

Overall I wish they'd fixed the two bad power groups but I'll happily take the others.

Re: Biomancy... I like it better now, especially Endurance (Eternal Warrior!). In 6th, I always seems to roll that power.


That power always gave EW. It's only marginally more powerful now, but twice as expensive.

O.o... I believe it was Iron Arm in 6th that granted EW.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 16:34:54


Post by: MRPYM


Does anyone know if witchblades are now force?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 16:35:35


Post by: zachwho


 undertow wrote:
 zachwho wrote:
has the fmc change about assault been confirmed, or still just rumor?

Thus far I have seen no confirmation. It seems like a ludicrous change, basically ending all assaults for FMCs.


that rule alone would probably make me rage quit.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 16:36:10


Post by: ClockworkZion


 kronk wrote:
Chad Warden wrote:
so i guess Force Weapons can be nullified now?


I am not sure where you are getting that. They're still just as deadly.

The Force power clearly works in a similar fashion (and is better, to be honest since for 1 WC, all Force Weapons in the unit are empowered). You just cast it during the Psychic Phase instead during combat and it lasts for 1 turn.

They're probably getting that idea from it being a Blessing. And Blessings can be denied now. We don't have anything on that card that says its immune to denial after all.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 16:37:15


Post by: Mavnas


tag8833 wrote:
Chad Warden wrote:
so i guess Force Weapons can be nullified now?

Now I understand why they have a psychic card. That is a big deal for my Tyranids when facing Grey Knights. Also Demons.


It also means it only costs 1 to activate the whole unit. Multi- psyker units seem like a thing you will see more of.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 16:38:03


Post by: WrentheFaceless


Does seem that Force weapons are counterable now on 6s,

But that did clear up a question I had regarding when and how you would activate them.

Seems clearer and a bit stronger. Sure its counterable, but now I dont have to wound to activate, its already on and you'll die if i hit and wound


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 16:40:03


Post by: Smitty


 Leth wrote:
 Smitty wrote:
This makes me wonder...

Are they going to FAQ the Imperial Guard psykers now? Because that card states that the guard can use both Sanctic AND Malefic Daemonology as psychic powers.


They could always use both, its just only Grey KNights/Daemons dont get the perils on any double


The point I was trying to make is that as far as I'm aware, the Imperial Guard doesn't have any psykers who can use those disciplines.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 16:40:36


Post by: kronk


 ClockworkZion wrote:
 kronk wrote:
Chad Warden wrote:
so i guess Force Weapons can be nullified now?


I am not sure where you are getting that. They're still just as deadly.

The Force power clearly works in a similar fashion (and is better, to be honest since for 1 WC, all Force Weapons in the unit are empowered). You just cast it during the Psychic Phase instead during combat and it lasts for 1 turn.

They're probably getting that idea from it being a Blessing. And Blessings can be denied now. We don't have anything on that card that says its immune to denial after all.


Now I got ya.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 16:41:25


Post by: WrentheFaceless


 Smitty wrote:
 Leth wrote:
 Smitty wrote:
This makes me wonder...

Are they going to FAQ the Imperial Guard psykers now? Because that card states that the guard can use both Sanctic AND Malefic Daemonology as psychic powers.


They could always use both, its just only Grey KNights/Daemons dont get the perils on any double


The point I was trying to make is that as far as I'm aware, the Imperial Guard doesn't have any psykers who can use those disciplines.


Not in 6th no, they may not have access to those tables now but it sounds like they will in 7th


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 16:43:58


Post by: Uriels_Flame


Vortex = Purple Sun

Nice, only 12" though.



40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 16:45:57


Post by: Vector Strike


Found this (Faeit). New Vehicle Damage Table:

OK, the vehicle damage chart really is simple, but has a few surprises.
1-3 Crew Shaken: vehicle only firing snap shots like normal
4 Crew Stunned: vehicle only firing snap shots and cannot move or pivot. Zooming flyers cannot turn and must move 18".
5 Weapon Destroyed: as normal and if all weapons have run out of ammunition or or already destroyed count as immobilized
6 Immobilized: Chariots count as Crew Stunned, Flyers 1-2 flyer crashes with Crash and Burn rule. 3+ it counts as crew stunned.An already immobilized vehicle suffering another immobilized result loses an additional hull point.

7+Explodes: D6 radius for a Strenth 4 hit on nearby units. vehicle destroyed

Crash and Burn: lg blast and scatters 2d6 for S6 hits.

Wrecked vehicles are those that lose all their hull points. becomes scenery

Perfect Organism wrote:Is it just me or did Astropaths get really good? They can actually use Invisibility now and Psychic Shriek got even better.


Still with Ld 7 :/

Smitty wrote:This makes me wonder...

Are they going to FAQ the Imperial Guard psykers now? Because that card states that the guard can use both Sanctic AND Malefic Daemonology as psychic powers.


Dunno why would they. The Psychic table card clearyl shows AM have access to both disciplines.

MRPYM wrote:Does anyone know if witchblades are now force?


It's a possibility, as Eldar has access to the Force card... But then I hope they'll lose Flesh/Armourbane!


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 16:46:20


Post by: Hollismason


If they didn't have access to those disciplines that quick reference chart would not make a whole lot of sense.

Just want to point out that if Chaos Daemon Pink Horrors get access to biomancy it can be one of the best units in the game. In a group of 20 it generates 3 Warp Charge, biomancy has two shooting attacks. There's nothing bad on that chart that they could roll that would hinder the unit.

Sure youcan counter on 6s but I have 3 units that have that.


Daemons and Grey Knights became insanely powerful.



40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 16:50:35


Post by: Red Corsair


Wow, invisibility is broken as feth! If you thought killing seer councils was difficult before, try needing 6's to hit them in hth and shooting as well as template immunity... I'll even go so far as to say they no longer need fortune as long as they are invisible....


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 16:53:38


Post by: Mr Morden


Thanks very much for the Psyker info guys...........


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 16:55:19


Post by: Vector Strike


Sanctuary, inside Sanctic, looks very good. WC 1 for +1 Invul will look good with Forewarning (just 2 dice to reliably cast it). It's worth the chance for perils.
Paladins with 4++ with Sanctuary?

Is there any word about a psyker still being able to roll only powers they have ML <= WC? Or can a ML 1 Libby pick up a WC 3 power?