84789
Post by: Powerfisting
So, we don't have the full rules yet so everything is speculative, but I've been itching to see what other people have speculated so far.
My personal prediction is that infantry blobs and light vehicles will be slightly better. Tar pits will be harder to pull off, but falling back out of combat will allow gunline armies to actually have real decisions to make.
I predict that most weapons will fall very clearly inside "high ROF, low damage" and "Low ROF, High Damage," causing a sweet spot to emerge in units of multiple 2-4 wound models. I totally see SM/GK players just taking 34 terminators. Also, IG sentinels will be secretly awesome for this same reason.
61618
Post by: Desubot
Im most excited from the prospect of terminators and dreadnoughts being viable.
also not grav spamming but i have no idea what they are going to do.
87291
Post by: jreilly89
Running the traditional fluff lists, i.e. Tactical marines w/ Flamers or Plasma, Dreadnoughts, and Terminators, and not having them get curbstomped.
40509
Post by: G00fySmiley
battle wagon rush being viable again also green tide
111244
Post by: jeff white
jreilly89 wrote:Running the traditional fluff lists, i.e. Tactical marines w/ Flamers or Plasma, Dreadnoughts, and Terminators, and not having them get curbstomped. Automatically Appended Next Post: Desubot wrote:Im most excited from the prospect of terminators and dreadnoughts being viable.
also not grav spamming but i have no idea what they are going to do.
These two.
91290
Post by: Kap'n Krump
Deff dreads. I have 10, and I'd love for once for them to not suck.
Same for orkanauts, though I actually do run them every so often.
53744
Post by: rollawaythestone
I'm excited to play with my Hormagaunts, Swarmlord, and other close combat bugs!
14031
Post by: LiberatedObject
I am tickled to break out my Orks and being able to hopefully play more than one type of list (based on collection) and not get stomped.
I'm curious how my Ad Mech will play.
Space Wolves will be fun and more varied now. Maybe I'll throw down some Dreads and Wolf Guard Termies.
95451
Post by: alex0911
LiberatedObject wrote:I am tickled to break out my Orks and being able to hopefully play more than one type of list (based on collection) and not get stomped.
I'm curious how my Ad Mech will play.
Space Wolves will be fun and more varied now. Maybe I'll throw down some Dreads and Wolf Guard Termies.
I m really looking forward to play OP biovores
106803
Post by: ILegion
I'm really excited to finally be able to play all my Deathwing again. Land Raiders, Dreads, etc. By far some of the coolest models in the DA line to not play with.
34801
Post by: MechaEmperor7000
The Movement stat opens up so many possibilities for a lot of armies, especially the Tyranids (who has always been hamstrung by the lack of movement modifiers for their big hitters). The new revamped AP system also has me excited, as it means a lot of weapons previously thought useless or overcosted (Angelus Bolter, almost all Nid Ranged Weapons, Heavy Bolter, etc) might not only see play, but will probably become the core of a lot of strategies due to how prolific they are. While the Bolter itself took a nerf, if something like the Gauss Flayer breaks away from the "xenos bolter" mold and retains similar stats, it can be devastating and possibly make Necron Warriors a superior troop choice compared to Immortals.
70069
Post by: Rippy
Nurgle Terminators! I don't own any yet, as never bothered with termies in their current state, though those new models and rules should make them super fun!
93456
Post by: Guardsmanwaffle
Taking 5000 points of nothing but guardsmen and focus firing for the WH40k version of a deathstar laser. I know it may not be the most competitive move but God-Emperor dammit the thought of when all else fails THROW FETHING GUARDSMEN AT IT is gonna be a thing, gives me a stiffy big enough to hang a regimental standard off it.
106803
Post by: ILegion
Guardsmanwaffle wrote:Taking 5000 points of nothing but guardsmen and focus firing for the WH40k version of a deathstar laser. I know it may not be the most competitive move but God-Emperor dammit the thought of when all else fails THROW FETHING GUARDSMEN AT IT is gonna be a thing, gives me a stiffy big enough to hang a regimental standard off it.
Love this. Have an exalt haha
56924
Post by: Captyn_Bob
My Defiler
110703
Post by: Galas
Using Vespids and Kroot with my Breacher Teams in Devilfish and Hammerhead tanks again.
29408
Post by: Melissia
I'm hoping for plastic sisters.
110797
Post by: lolman1c
Y-you mean I can take heavy units without people looking weirdly at me and confused why I don't want bikes as DA player? Like seriously, I know Bikes are useful! Please people stop telling me this! But I don't want that, I want both the cool looking green and white DA with the heavy cool looking units!
90435
Post by: Slayer-Fan123
I want more news on how Necrons are going to function.
108023
Post by: Marmatag
Land Raiders & Terminators. Although i did have someone throw 6 melta dice in melta range at my land raider and not kill it. That was funny as hell.
23979
Post by: frozenwastes
Tzeentch mixed. Daemons, thousand sons, other non-rubric tzeentch marines, tzaangors, cultists, traitor guard all together.
NuMarines if they are 40mm based miniatures with matching wounds. Basically if they end up being the equivalent of Stormcast Eternals but for 40k. Where their basic trooper is multiwound on a 40mm base.
79409
Post by: BrianDavion
Desubot wrote:Im most excited from the prospect of terminators and dreadnoughts being viable.
also not grav spamming but i have no idea what they are going to do.
yeah being able to finally run space marines like the god emperor intended!
111961
Post by: Inquisitor Lord Katherine
30 Repentia and 30 Vigilators, all in transports, backed up by Dominions and Seraphim.
Also, the Armoured Battlegroup.
44276
Post by: Lobokai
Guillimarines better not screw over Chapter Marines. As long as they're something like an elite choice... im happy
18080
Post by: Anpu42
My Space Puppies
Team Edward
My Grey Knight
CREEDDDD!!!!!!
108023
Post by: Marmatag
Oh yeah, definitely Grey Knights. Here's to hoping Sanctic Daemonology gets refactored into just "Sanctic," and the effects are expanded to all chaos + daemons + xenos.
18080
Post by: Anpu42
I forgot my Emo Marines
92798
Post by: Traditio
My Crimson Fists missile launcher gun line should actually be viable this edition.
70069
Post by: Rippy
 They are in the plastic Thunderhawk
84472
Post by: Wolf_in_Human_Shape
Hordes of berzerkers.
20 Berzerkers in a Kharybdis, and ~40-60 on foot. If transports are good, I got 3 Rhinos and a Land Raider to mount them in. Backed up by 3 Maulerfiends, and who knows what else based on points. Hopefully Lord on Juggernaut is still an option.
92104
Post by: r_squared
Killa Kanz, Deff Dreads, Orkanauts and stompa.
Trukks full of Boyz whizzing about firing off dakka in all directions, and not getting blown up turn 1.
Flashgitz, StormBoyz, burnaboyz, shokk attack gun, squiggoths.
Pretty much the whole current codex.
88026
Post by: casvalremdeikun
I am excited, but tomorrow's article on the Assault Phase is going to be the kicker. Will my Blood Angels be worth it? How about my close combat Crimson Fists units? I am hopeful. I am seriously considering modifying some of my Blood Angels Sergeants to have special pistols now that they can fire them in close combat. I might be making a new Command Squad for my Crimson Fists as well. Rather than have Plasmaguns, they might have Plasma Pistols and Power Weapons. The ability to attack first on the charge has possibly made Power Fists on Sergeants a thing for me. It always made me sad that I didn't have much of any Power Fists in my Crimson Fists army. That might change now. I might be making a Crimson Fists Assault Squad with a Power Fist on the Sergeant. Lots of modeling opportunities ahead.
I am also hoping the humble Rhino will be good. I want my Tactical Squads in Rhinos again.
104305
Post by: Dakka Wolf
High speed Gaunts.
Fielding Hormagaunts to do something other than cripple my Nids for newbies who choose to try my Space Wolves.
70069
Post by: Rippy
Just look at this cute guy!
Soon... Soon.......
95410
Post by: ERJAK
Powerfisting wrote:So, we don't have the full rules yet so everything is speculative, but I've been itching to see what other people have speculated so far.
My personal prediction is that infantry blobs and light vehicles will be slightly better. Tar pits will be harder to pull off, but falling back out of combat will allow gunline armies to actually have real decisions to make.
I predict that most weapons will fall very clearly inside "high ROF, low damage" and "Low ROF, High Damage," causing a sweet spot to emerge in units of multiple 2-4 wound models. I totally see SM/ GK players just taking 34 terminators. Also, IG sentinels will be secretly awesome for this same reason.
I'm most excited about the fact that they HAVE TO, HAVE TO rewrite the Sisters of Battle Army list. Just putting us into the same decade would be awesome.
110118
Post by: Saturmorn Carvilli
I got myself a couple of Rhinos and a Land Raider. I want to load them up hate-filled Black Legionary Marines and Terminators to rip and tear anyone or anything that dares oppose them. Yelling, " We have Metal Bawkes! Tremble and despair you cowards, you fools!" is totally optional.
Also, I really want to make use of my Warp Talons, Forgefiend and Hellbrute.
19370
Post by: daedalus
I might be reading a little too much into what I've seen thus far, but Guardsmen. Every. Single. Guardsman.
70069
Post by: Rippy
Saturmorn Carvilli wrote:I got myself a couple of Rhinos and a Land Raider. I want to load them up hate-filled Black Legionary Marines and Terminators to rip and tear anyone or anything that dares oppose them. Yelling, " We have Metal Bawkes! Tremble and despair you cowards, you fools!" is totally optional.
Also, I really want to make use of my Warp Talons, Forgefiend and Hellbrute.
You are right! I need to get myself a Land Raider... Unless Spartan Assault Tanks are usable by chaos in 8th...
51205
Post by: UrsoerTheSquid
My rough riders, ratings and bulgryns!
75903
Post by: KommissarKiln
I already run Bullgryns, even in my most competitive list. I have lauded them as the Mighty Punchers of Riptides. I plan on using, and possibly even converting Rough Riders as long as they get bumped up to 2W and aren't overcosted. My greatest desire is to see Rough Riders suddenly dominate the IG meta and be considered an auto-include in competitive lists...
I have also had ludicrously good luck with basic Guardsmen against all sorts of much fiercer threats. I'm glad that I'll always be able to shoot at something, and that I can have a few desperate Guardsmen clubbing a vastly superior CC unit to death (as they already have on more than one occasion!). On the other hand, while I'm happy that my own tanks will be fairly safe from instant destruction, I'll miss the stray meltagun snapshot exploding a key enemy vehicle or flyer...
Also, I haven't played my Orks outside of Kill Team in 7th, so I guess I won't understand the great struggles of the past when I start fielding them in 8th, but I'm a big fan of the idea that they won't be a joke/super weak army.
111377
Post by: Doctoralex
Running a gunline of Guardsman behind an Aegis Defence Line with loads of artillery behind them.
And not get slaughtered by turn 1 charging formations.
And actually having a shot at winning if two of my objectives are in/close to the defence line (by effectively shooting enemies of objective markers).
95410
Post by: ERJAK
Not if the numpties in the charge phase thread have anything to say about it.
26018
Post by: Vryce
Heavy Rail Rifles. Heavy Rail Rifles as far as the eye can see... Dual flamer XV-8's. More Breachers in more Devilfish. Squadrons of Hammerheads. Hell, squadrons of SKYRAYS! Basically all the under-utilized options in my Tau codex. Not to say that I don't run some of these now (I had to make one of my XV-88 teams HRR, because they just look amazeballs!), but after seeing the preview of the Lascannon the other day, I started to salivate profusely that HRR's would have similar rules.
109185
Post by: Sensual_T_Rex
My DKoK becoming an actual competitive army instead of the cool fluffy army that almost always loses that it currently is.
84851
Post by: Tiberius501
Sensual_T_Rex wrote:My DKoK becoming an actual competitive army instead of the cool fluffy army that almost always loses that it currently is.
This. Can't wait to field them with all new rules
58596
Post by: Badablack
Black Templars horde army. Assuming they keep the same army structure, just waves of black and white meat shields.
96881
Post by: Grimgold
Tanks not being made of spit and bailing wire:
97843
Post by: oldzoggy
It might just make an ork walker army viable : )
95410
Post by: ERJAK
I want an excuse to buy penitent engines and multi meltas.
110995
Post by: Ghorros
Noise Marines!
No Initiative and no Fearless. That means Noise Marines are going to change pretty radically.
70069
Post by: Rippy
ERJAK wrote:I want an excuse to buy penitent engines and multi meltas.
Shouldn't need an excuse to buy the coolest model GW sell!!
I was thinking of converting a penitent engine for my Nurgle
98186
Post by: nateprati
Yarrick leading the charge while other commisar backed blobs follow and sentinels flank. Also Sgt harker grav dropping in behind enemy lines and digging in until pask gets there.
Penitent engines priests and repentia.
Meganobz, every ork plane , squiggoths, biker's.
Man I'm excited. I really feel they are promoting diverse armies
81025
Post by: koooaei
It will all depend on the race cause the mob rule phase pretty much screws lightly-armored large footslogging units if they don't get some sort of battleshock mitigation.
56277
Post by: Eldarain
Nids without wings.
26657
Post by: malamis
Superheavy tanks without it breaking the game.
56277
Post by: Eldarain
Knights as an army being an interesting game instead of a binary board wipe one way or the other would be great too.
77846
Post by: Poly Ranger
I have 6 Baal Preds that are currently one of the most overcosted vehicles in the game. They were ok-ish when they had scout and took up a FA slot. Exterminatus gave that option back... at the cost of a Techmarine+Landraider tax! Another one of the most overcosted vehicles in the game. Would love to field my BA Armoured Column with ASM/DC support again (who all used to be troops).
70436
Post by: D6Damager
I really want to see Orks and Tyranids be viable this edition.
53816
Post by: Rezyn
I cant wait for Blood Angels to make a come back.
Assault marines with pistols firing while locked in combat here we come!!
95877
Post by: jade_angel
For Eldar: Spiritseers, Shining Spears, Howling Banshees, Dark Reapers, Wraithlords, Guardians! I want my Fire Prism to actually be good. (And I don't mean 7e Eldar good, I mean "as good as anyone else".)
For Tau: Stealth suits without the OSC. Fire warriors. VESPIDS! Give me a reason to want Vespids. Make Kroot decent at anti-assault defense. Crisis suits should be as good as Riptides, not the thing I take when I'm gimping myself. Riptides should be short-medium range fire soaks, not the Tau be-all-end-all.
For Sisters: Repentia and Penitent Engines. Battle Conclaves would be nice too. Give me a reason to bother with Celestians.
For Dark Eldar: Please make the whole army not a mountain of dead goombas on fire? Specifically, I want Wyches to be useful. I want Kabalite Trueborn to be scary. I want Scourges to be something other than expensive suicide squads that don't usually even kill their target. Archons should, y'know, direct armies and skillfully assassinate enemy leaders. Haemonculi should be creepy and weird. Lelith Hesperax should be genuinely scary in melee.
For Space Marines: Give me a reason to want something other than grav, grav, grav with a side of grav and maybe the odd melta here or there. Drop pods should be good, but not the only option. Missile launchers or plasma cannons on tac squads should, y'know, actually make sense.
11860
Post by: Martel732
I wouldn't count on any of this yet. We haven't seen a SINGLE Eldar or Tau weapon system yet. GW will make all these announcements and then forget to mention that Eldar have -4 AP on all their guns because Eldar have to win.
99971
Post by: Audustum
GK Terminators, GK Terminators, GK Terminators, GK Terminators!
29784
Post by: timetowaste85
Anything I want from my daemon army! Maybe alongside Magnus or Kharne or Lucius!!
55701
Post by: paqman
Kilakans, Deff dreads, terminators, vanguard veterans, assault marines, kabalite warriors, whyches, non op eldars.
76717
Post by: CrownAxe
It would be nice to be able to run Pink Horrors as a gun line again
104305
Post by: Dakka Wolf
Martel732 wrote:I wouldn't count on any of this yet. We haven't seen a SINGLE Eldar or Tau weapon system yet. GW will make all these announcements and then forget to mention that Eldar have -4 AP on all their guns because Eldar have to win.
Don't be such a cynic Martel, you still have that fluff where they kill off your Blood Angels and my Space Wolves to look forwards to.
11860
Post by: Martel732
I can ignore that as I do most of the fluff as long as they keep making models.
54884
Post by: supreme overlord
I'm excited to use my Dark Eldar without the help of their craftworld cousins
100524
Post by: Robin5t
I'm looking forward to seeing what changes we get for the Phoenix Lords. They're guaranteed to get a major rule update here and they've been needing one for a long time.
20983
Post by: Ratius
I simply want these guys to be usable and fun again. All of them.....
109196
Post by: Freddy Kruger
I just want to try Necron Monoliths without being laughed at and being asked "why?"
Also, I want to use the C'Tan, especially the night bringer. I'm hoping for less lol-random powers and more OMGWTFBBQ powers of pure ownage. I really want pariahs to return too, as us Necrons really need some anti psyker stuff...
6454
Post by: Cryonicleech
Probably going to use Death Guard with some Nurgle Daemons to dip my toe into the edition, especially since they're in the starter.
But if all goes well I'd like to run some Speed Freaks or possibly Tyranids.
98665
Post by: SpinCycleDreadnought
Speedy Dark Eldar- Hellions, Jetbikes, Raiders, Venoms, and Kabalites packing heat in the form of dark lances.
Mainly I want army construction to be firmly intermingled with the Rule of Cool, which means a ravager and voidraven are future purchases
Unsure on grotesques/talos/haemonculi stuff as converting the former needs the second plus something decent to convert with. Maybe down the track once everything is painted. We haven't seen Xeno weapon profiles, have we?
73007
Post by: Grimskul
All the Ork walkers, mobz of boyz, normal nobz squads now that instant death is off the table, hopefully with some buffs like -1 rend for big choppas.
38859
Post by: plagueknight
Running Land raiders again will be pretty awesome maybe even the Forgeworld proteus should be good for my plague marines . Also seems like my wide range of chaos walkers won't be as useless as they are at the moment
79409
Post by: BrianDavion
plagueknight wrote:Running Land raiders again will be pretty awesome maybe even the Forgeworld proteus should be good for my plague marines . Also seems like my wide range of chaos walkers won't be as useless as they are at the moment
I do think the godhammer land raider will suffer from it's useal problem of "anti tank weapons, when it would benifit from having anti infantry instead"
54671
Post by: Crazyterran
I have a bunch if unbuilt tactical marines waiting to be built. Was going to build a battle company, but now i might wait to see what is good with the new edition.
Part of me hopes power armoured marines are good, but part of me knows itll be the potato faced scouts. Again.
Maybe my Vindicators can come out of retirement. Or i can run a Land Raider with Terminators and Calgar without feeling like I gimped myself.
I own like ten Dreadnoughts. Being able to use them would be nice.
104305
Post by: Dakka Wolf
Freddy Kruger wrote:I just want to try Necron Monoliths without being laughed at and being asked "why?"
Also, I want to use the C'Tan, especially the night bringer. I'm hoping for less lol-random powers and more OMGWTFBBQ powers of pure ownage. I really want pariahs to return too, as us Necrons really need some anti psyker stuff...
Necrons need a bit of what the Silent Sisters have.
Wytchfire - Null. Units with keyword Necrons cannot be targeted.
Malediction - Null. Units with keyword Necrons cannot be targeted.
Blessing - Null. Can't be activated within 12" of units with keyword Necrons. Cease to work within 3" of units with keyword Necrons.
Summoning - Null. Just for gaks and giggles, cannot be cast within 12" of units with keyword Necrons and cannot land within 12" of units with keyword Necrons.
105
Post by: Sarigar
Multiple Wraith knights in a LoW detachment. I think this detachment will have to exist for the IK players. Maybe the detachment won't be faction specific.
84789
Post by: Powerfisting
Sarigar wrote:Multiple Wraith knights in a LoW detachment. I think this detachment will have to exist for the IK players. Maybe the detachment won't be faction specific. if the LoW detachment is literally 2-5 LoW, 0-5 Troops and 0-3 of everything else, for no command points, assuming command points end up representing a real trade off, I would be fine with this. I have a friend who got into 40k because of IKs and owns 2 of the GW main Knights and 3 different FW knights. It would be a shame if he had to build a whole token allied force just to run his $1000 army.
92530
Post by: The Deer Hunter
Dakka Wolf wrote: Freddy Kruger wrote:I just want to try Necron Monoliths without being laughed at and being asked "why?"
Also, I want to use the C'Tan, especially the night bringer. I'm hoping for less lol-random powers and more OMGWTFBBQ powers of pure ownage. I really want pariahs to return too, as us Necrons really need some anti psyker stuff...
Necrons need a bit of what the Silent Sisters have.
Wytchfire - Null. Units with keyword Necrons cannot be targeted.
Malediction - Null. Units with keyword Necrons cannot be targeted.
Blessing - Null. Can't be activated within 12" of units with keyword Necrons. Cease to work within 3" of units with keyword Necrons.
Summoning - Null. Just for gaks and giggles, cannot be cast within 12" of units with keyword Necrons and cannot land within 12" of units with keyword Necrons.
I hope Necrons and/or Nids have some heavy anti-psy, I don't want to see 80% of HQ choices being Psykers like in 7ed.
105
Post by: Sarigar
Powerfisting wrote: Sarigar wrote:Multiple Wraith knights in a LoW detachment. I think this detachment will have to exist for the IK players. Maybe the detachment won't be faction specific.
if the LoW detachment is literally 2-5 LoW, 0-5 Troops and 0-3 of everything else, for no command points, assuming command points end up representing a real trade off, I would be fine with this. I have a friend who got into 40k because of IKs and owns 2 of the GW main Knights and 3 different FW knights. It would be a shame if he had to build a whole token allied force just to run his $1000 army.
I do think it will exist. I agree the Command Points could be the real game changer. I have 4 Wraithknights and a FW Avatar I like to just try on the table. About 1500 points in the current system.
101420
Post by: Haechi
Vryce wrote:Heavy Rail Rifles. Heavy Rail Rifles as far as the eye can see...
Dual flamer XV-8's. More Breachers in more Devilfish. Squadrons of Hammerheads. Hell, squadrons of SKYRAYS!
Basically all the under-utilized options in my Tau codex. Not to say that I don't run some of these now (I had to make one of my XV-88 teams HRR, because they just look amazeballs!), but after seeing the preview of the Lascannon the other day, I started to salivate profusely that HRR's would have similar rules.
That's exactly everything I'm going for with this edition.
Flamers crisis everywhere and Skyrays backed up by pathfinders.
104305
Post by: Dakka Wolf
The Deer Hunter wrote: Dakka Wolf wrote: Freddy Kruger wrote:I just want to try Necron Monoliths without being laughed at and being asked "why?"
Also, I want to use the C'Tan, especially the night bringer. I'm hoping for less lol-random powers and more OMGWTFBBQ powers of pure ownage. I really want pariahs to return too, as us Necrons really need some anti psyker stuff...
Necrons need a bit of what the Silent Sisters have.
Wytchfire - Null. Units with keyword Necrons cannot be targeted.
Malediction - Null. Units with keyword Necrons cannot be targeted.
Blessing - Null. Can't be activated within 12" of units with keyword Necrons. Cease to work within 3" of units with keyword Necrons.
Summoning - Null. Just for gaks and giggles, cannot be cast within 12" of units with keyword Necrons and cannot land within 12" of units with keyword Necrons.
I hope Necrons and/or Nids have some heavy anti-psy, I don't want to see 80% of HQ choices being Psykers like in 7ed.
Shadow in the warp...
I've always read it as Psychic feedback that drives Psykers up the wall. Null doesn't quite fit, suggestions?
98665
Post by: SpinCycleDreadnought
Maybe Necrons increase the casting value (or whathaveyou) for psykers to use their powers nearby, and the larger units such as the command barges, monoliths and lords themselves flat out create bubbles of no psychic abilities whatsoever.
Shadow in the warp always sounded like pressing the mute button on a tv. It's not negating the warp, just preventing it from being accessed due to the sheer psychic presence of the Hive Mind. Ruleswise, I'd expect both to work in the same way.
104305
Post by: Dakka Wolf
SpinCycleDreadnought wrote:Maybe Necrons increase the casting value (or whathaveyou) for psykers to use their powers nearby, and the larger units such as the command barges, monoliths and lords themselves flat out create bubbles of no psychic abilities whatsoever.
Shadow in the warp always sounded like pressing the mute button on a tv. It's not negating the warp, just preventing it from being accessed due to the sheer psychic presence of the Hive Mind. Ruleswise, I'd expect both to work in the same way.
I like that.
Making it harder to cast could get on people's nerves more than outright denying them. Failure sometimes cuts worse than not being able to try. Makes them feel like they've overcome something when they succeed too.
98665
Post by: SpinCycleDreadnought
Yeah, I get that. But I'd rather there be a slim chance than no chance at all- knowing the "fan"base of 40k you'd have people crying that Necrons/Tyranids are OP because their SUPA-COMBO failed to work due to not being able to use said psychic powers. Or at least it would give an incentive to target said psychic-nullifying units first.
53740
Post by: ZebioLizard2
Why would they be null to everything!? They are resistant to corrupting effects of it, they don't ignore Warp Lightning blasting them just because.
I'd rather they just bring back Crypteks back to 5th edition and give them their fancy necron magic technology that they had before but with more options.
72525
Post by: Vector Strike
Tanks. I have 4 Tau tanks and all I have used is a Devilfish here and there.
30490
Post by: Mr Morden
Dakka Wolf wrote: Freddy Kruger wrote:I just want to try Necron Monoliths without being laughed at and being asked "why?"
Also, I want to use the C'Tan, especially the night bringer. I'm hoping for less lol-random powers and more OMGWTFBBQ powers of pure ownage. I really want pariahs to return too, as us Necrons really need some anti psyker stuff...
Necrons need a bit of what the Silent Sisters have.
Wytchfire - Null. Units with keyword Necrons cannot be targeted.
Malediction - Null. Units with keyword Necrons cannot be targeted.
Blessing - Null. Can't be activated within 12" of units with keyword Necrons. Cease to work within 3" of units with keyword Necrons.
Summoning - Null. Just for gaks and giggles, cannot be cast within 12" of units with keyword Necrons and cannot land within 12" of units with keyword Necrons.
Tryanaids maybe with their "shadow in the Warp"
Pylons should have an effect as seen in the Gathering Storm. Otherwise Necrons are in the fluff pretty vulnerable to Pskyers
4139
Post by: wuestenfux
ZebioLizard2 wrote:Why would they be null to everything!? They are resistant to corrupting effects of it, they don't ignore Warp Lightning blasting them just because.
I'd rather they just bring back Crypteks back to 5th edition and give them their fancy necron magic technology that they had before but with more options.
But I guess they will be ICs and an IC could be sniped off as said elsewhere.
67755
Post by: JohnU
Small blast templates. The new flamers went about as I expected so I'm really curious to see what they do here.
SBT were generally garbage, but there's definitely potential depending on how GW handles it. Plasma cannons, frag missiles/kannon batteries, and especially grotzookas and thunderfire cannons.
Regardless, with the new wound chart there will be a lot more room for weapon diversity.
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Post by: Nazrak
Based on what we've seen in the last couple of days, I'm excited for Orkanauts and Tac squads.
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Post by: casvalremdeikun
I am excited to have a reason to run my Lascannon Devastators again. Also, I might just look into adding a Heavy Weapons to my Tactical Squads, should I increase their Squad sizes and give them a Rhino instead of a Razorback. The choices just went up.
My Skitarii are going to get an overhaul in terms of how I run them. The fact the Special Weapons no longer will limit what Squads can do, I might bring more Arquebuses than I originally planned. Also, if Dunecrawlers can still be taken in Squads, I might run one AA and two Neutron Lasers. Should be fun.
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Post by: Ankhalagon
An AdMechlist that actually doesn´t look glued together.
No formations anymore. No D-weapons anymore.
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Post by: casvalremdeikun
Ankhalagon wrote:An AdMechlist that actually doesn´t look glued together.
No formations anymore. No D-weapons anymore.
Explain your first comment. Glued together in what way?
I just hope I don't HAVE to bring CultMech in order to run my Skitarii. Techpriest don't belong on the ground!
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Post by: Vitali Advenil
Kan walls, multiple dreads, morkanauts, basically just a horde of ork walkers. I love how they look and now they actually have a shot at surviving. Here come da boyz!
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Post by: Ankhalagon
casvalremdeikun wrote: Ankhalagon wrote:An AdMechlist that actually doesn´t look glued together.
No formations anymore. No D-weapons anymore.
Explain your first comment. Glued together in what way?
Two books that should be one anyway.....
I just hope I don't HAVE to bring CultMech in order to run my Skitarii. Techpriest don't belong on the ground!
They still do. Technically even a Magos or Archmagos. Doesn´t mean that there could not be any Skitarii- HQ. In Skitarius and Techpriest are some Alpha Primes on the ground.
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Post by: casvalremdeikun
Ankhalagon wrote: casvalremdeikun wrote: Ankhalagon wrote:An AdMechlist that actually doesn´t look glued together.
No formations anymore. No D-weapons anymore.
Explain your first comment. Glued together in what way?
Two books that should be one anyway.....
I just hope I don't HAVE to bring CultMech in order to run my Skitarii. Techpriest don't belong on the ground!
They still do. Technically even a Magos or Archmagos. Doesn´t mean that there could not be any Skitarii- HQ. In Skitarius and Techpriest are some Alpha Primes on the ground.
If they make the Techpriest have a separate datasheet called a Skitarii Alpha Prime rather than making it a Techpriest Dominus, I will be happy. I wouldn't mind being able to use an Enginseer as a Techpriest Alpha Prime either. The Enginseer definitely has the right aesthetic to go along with Skitarii.
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Post by: gossipmeng
I'm very excited to scrap all my spam lists. The 2 greatest changes are the universal adoption of wounds and split fire. Vehicles like dreads/sentinels will fair far better than before.
The split fire means that lists can become much more fluffy while remaining competitive. It also opens up many possibilities that never would have been explored before like railrifles.
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Post by: TheLumberJack
I've always wanted to play an army of khorne berzerkers, raptors, and maulerfiends so im excoted that i can do that
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Post by: Valhalla130
With today's info, I'm happy to have Tactical Marines be good again. I've always like fluffy marine squads, terminators and dreadnoughts. Here's hoping my including them will be useful now.
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Post by: Slayer le boucher
Defilers and maulerfiends that can last more then 1 turn on the table.
Zerkers better at combat.
Maybe using termies more often?, apart for termicide when i need the extra points to fill a list, i don't play termies like they should since 4th Ed...
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Post by: admironheart
Dire Avengers or bust!
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