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40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 06:29:53


Post by: cerbrus2


Weidekuh wrote:
Can Jink be modified?
For example with turboboosting going flatout (or Holofields for that matter).

That would give a Wave Serpent going flatout a 2+ cover save. Funky, if you use it as a real transport.


Jink is a solid 4+ save no matter what speed you go at. Modifiers still effect it though. Like the new night fighting rule of Everything has strealth.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 06:39:47


Post by: Spoletta


So i can ask on a 4+ to have my swarmy nids on a 2+ cover? Wow, guess nids are back to the swarmy way and to the old philosophy of "Ignore vehicles and swamp the board" now that effectively we can't hurt anything AV13+ in a decent way.

Who cares about synapse when riptides no longer are attached to buffmanders and your warriors have 2+ cover at all time?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 06:47:15


Post by: Brometheus


Does anyone have any clue where the Witchfires/Blessings/etc rulebook page is? I can't find it


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 06:48:33


Post by: cerbrus2


Spoletta wrote:
So i can ask on a 4+ to have my swarmy nids on a 2+ cover? Wow, guess nids are back to the swarmy way and to the old philosophy of "Ignore vehicles and swamp the board" now that effectively we can't hurt anything AV13+ in a decent way.

Who cares about synapse when riptides no longer are attached to buffmanders and your warriors have 2+ cover at all time?


Where are you getting the 2+ from? Stealth only grants a +1 bonus. Unless of course warriors have shrouded allready? and also nightfighting is only in effect for 1 turn.


Automatically Appended Next Post:
 Brometheus wrote:
Does anyone have any clue where the Witchfires/Blessings/etc rulebook page is? I can't find it


Page 26 Types of Pschic powers.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 06:57:38


Post by: darkbarb


Someone with the book doing live Q&A - answering alot, seems legit and nice load of information, hoping the Gurus can translate for the rest of us with regards to big sweeping changes!

http://www.3plusplus.net/2014/05/7th-edition-rulebook-in-hand-live-post/

PS. He's just heading out for 5hrs then he'll brb - but answered alot!


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 06:58:21


Post by: B0B MaRlEy


 cerbrus2 wrote:
Spoletta wrote:
So i can ask on a 4+ to have my swarmy nids on a 2+ cover? Wow, guess nids are back to the swarmy way and to the old philosophy of "Ignore vehicles and swamp the board" now that effectively we can't hurt anything AV13+ in a decent way.

Who cares about synapse when riptides no longer are attached to buffmanders and your warriors have 2+ cover at all time?


Where are you getting the 2+ from? Stealth only grants a +1 bonus. Unless of course warriors have shrouded allready? and also nightfighting is only in effect for 1 turn.


Automatically Appended Next Post:
 Brometheus wrote:
Does anyone have any clue where the Witchfires/Blessings/etc rulebook page is? I can't find it


Page 26 Types of Pschic powers.

Shrouded comes from Venomthropes I suppose


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 07:06:45


Post by: random_man


So D weapons got a royal nerf. Perhaps a needed one but that leaves some pretty expensive models that are currently way overpriced pointswise (Knight Titans/Shadowsword/Aquilla Strongpoint)

I hope people didn't throw away the Hellhammer parts in their Baneblade kit!


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 07:11:20


Post by: Trasvi


 Vector Strike wrote:
DarkLink (BOLS) did a probability table regarding psychic casting




Expect to see 3 dice for a WC1 power, 6 dice for a WC2, 8 dice for a WC3.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 07:11:22


Post by: Spoletta


The base 5+ comes from intervening models.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 07:19:52


Post by: cerbrus2


random_man wrote:
So D weapons got a royal nerf. Perhaps a needed one but that leaves some pretty expensive models that are currently way overpriced pointswise (Knight Titans/Shadowsword/Aquilla Strongpoint)

I hope people didn't throw away the Hellhammer parts in their Baneblade kit!


Its not that much of a nurf.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 07:22:50


Post by: Spoletta


And yes it's here!!

Move trough Cover - not slowed by charging through difficult terrain; Tyranids REJOICE; auto pass dangerous


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 07:24:29


Post by: angelofvengeance


Just been on GW site- Tactical cards sold out.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 07:26:03


Post by: Weidekuh


Trasvi wrote:
 Vector Strike wrote:
DarkLink (BOLS) did a probability table regarding psychic casting




Expect to see 3 dice for a WC1 power, 6 dice for a WC2, 8 dice for a WC3.


Thanks. This is what i tried to tell all those "OMG psykers will be the new OPness"-screamer since this new system is known. Casting powers got nerfed...a LOT!

1 masterylevel: D6+1 power dice. Average of 4.5 dice.
4.5 dice per warpcharge.

3 masterylevels: D6+3 power dice. Average of 6.5 dice.
2.167 dice per warpcharge.

5 masterylevels: D6+5 power dice. Average of 8.5 dice.
= 1.7 dice per warpcharge

10 masterylevels: D6+10 dice. Average of 13.5 dice.
= 1.35 dice per warpcharge.

The more psykers you have, the worse they get. Having many mastery levels is very unefficient.
In 6th you are able to succesfully cast most powers, even with 10 psykers in your army. In 7th you will only ever cast very few powers.

This could seriously impact Tyranids or Demons.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 07:26:22


Post by: ClockworkZion


From a comments thread on 3++ (link):

Most Important Rule still exists.

Turn is start of your turn, movement, psychic, shooting, assault, end of turn.

Turn still refers to player turn.

True Line of Sight still exists.

Unit coherency is 2" as per normal; 6" vertically.

has MC and multitrackers change for the purpose of shooting at shooting phase or overwatch

The wording is the same "in shooting phase"

Psykers can know more than their mastery level of powers ONLY if stated otherwise. Otherwise number is as per mastery level.

What are the basic rules for casting psychic powers? (Is it 4+ per die and need "successes" equal to the spell's WC, as rumored?) Is there any limit on power dice or dispel dice per turn?

4+ per die; need X successes where X is WC level

D6+masterys for power; D6 for dispel (each D6 is =)

How do Snap Shots function?

BS1

Can units consolidate into new combats? If so, how exactly does it work?

No

Psychic focus – generate all powers from one discipline (even one power); gain primars. If you gain another power from another discipline, lose psychic focus. Powers not part of a discipline do not count against this.

Chaos psychic focus – mark of chaos or being a daemon of a particular chaos god = auto primaris of that god in addition to others.

Powers generated beofre game and done openly. YOu choose the order generated.

Same as before – choose a discipline, roll a D6.

Generating warp charges – player turn rolls a D6; each player gains D6 warp charges. Player turn adds all mastery levels of psychic units (this includes!!!!!!! psychic pilot and brotherhood of psykers).

Attempt to manifest psychic powers until warp charge pool is 0. Cannot ATTEMPT to manifest same power twice.

Delcare a target and make a psy test followed by a deny the witch.

two or more 6s = perils.

Cannot psy power target a unit in a transport.

Taking psy test – declare how many warp charges you are spending and then remove from pool. Roll a number of D6 equal to points expended and for each 4+, you get one Warp charge point. If total is greater than or equal to the cost for the power, the psy test is successful.

Deny the witch is essentially the same (6+, +1 for being a psyker, +1 for higher mastery level, 1+ Adamtin will) but must equal or exceed the number of successful warp charges.

You can nullify blessings and conjurations; same process but without bonuses.

Psy hoods allow the wearer if within 12" to attempt to nullify the power as normal. Can only be used inside a vehicle if against vehicle.

All armies can generate from Daemonolgy except Tyranids. [Zion's Note: And non-psyker armies obviously]

GK can generate Santic as normal but none from Malefic. Other psy on Santic = perils on any doubles.

Daemon rule psykers can manifest Malefic as any other but not from Santic. Other psy = perils on any doubles.

Perils – roll D6; randomly applied for units with brotherhood.

1) ld test; pass = 1 wound/ glance with no saves of any kind; failed – removed from play and unit suffers D6 S6 AP1 hits (wound allocation from psyker
2) 1 wound / glance no save; randomly select one power and power is lost
3) 1 wound / glance no save; if currently psy phase roll D3 – number of warp charges lost from both players pool
4) 1 wound / glance no save
5) Ld test; suffers 1 wound / glance if failed; if passed – no ill effects
6) ld test; fail = 1 wound / glance; pass = 3+ invul, fleshbane, armourbane, smash until next friendly psy phase

weapons are fired individually within unit

BS6+ still works as before

Snap shot BS can be modified but only if rule states can modify snap shot BS

WOund allocation is the same – closest to closest.

25% is still cover percentage needed [Zion's Translation: Models need to be at least 25% obscured to claim cover?]

no changes to weapon types that i can see

Cannot declare charges against unreachable units or units it cannot see.

Overwatch is the same.

2D6 still for charge distance.

-2" for charging through terrain

You CANNOT consolidate into combat. Same as before.

Morale appears the same.

Unit types the same

FMCs:
-Deployment same. CANNOT charge the turn you change flight modes.
-If suffered one or more unsaved wounds during a phase; must take grounding test. 3+ all good, 1-2 as normal.
-You can be grounded and then charge the next turn.

All garg creatures have stomp and unstoppable.

Vehicle movement is the same as is combat speed and cruising speed. Stationary = all weapons. Combat = one plus snap shots; Crusising = all snap

Ordnance firing from vehicle = all others snap shots.

Flat out is the same.

Hull points are the same.

VD cha(r)t
1-3 shaken
4 stunned
5 weapon destroyed
6 immobilised
7 explodes (S4 within D6")

AP2 + 1 to damage chart; AP1 + 2

Vehicles are WS1

Rear armor in assault

Glancing counts as 1 wound and pen as 2 wounds for combat results

Emarking / disembarking is the same.

Transports bought for units count as their respective FoC

CHANGE – damage results of shaken/stunned/imob/weapon destroyed = Ld test for embarked passengers, if failed can only snap shot

Jink – declare before to hit rolls are made, all models gain a 4+ cover save but can only snap shot (during next shooting phase)

Cannot charge from stationary vehicles

Dozer blades +1 to AV WHEN RAMMING

Wounds from challenge carry over but the challenge remains ongoing until end of combat phase.

USRs:
Acute senses – same
AWill – same
ATSKNF – no more extra 3" on regroug
Assault vehicle – can assult from vehicle unless it arrived from reserve that turn
Armourbane – roll additional D6 for armor pen
Blasts – same with apoc crap thrown in
Blind – failed I; WS/BS1 until end of their next turn
Brotherhood – covered
Bulky / Very / Extremely – 2/3/5 for transport capacity
Barrage – same
Deep Strike – same
Concussive – I1 if hit by this until end of next assault phase
Counter-attack – same
Crusader – 2 dice for run, pick one; +D3 for sweeping advance
Daemon – 5+ invul and fear
D-weapon – 1 = nothing; 2-5 = pen hit with D3 HP; D3 wounds; 6 = pen hit D6+6 HP or wounds – no saves only from 6
EW – immune to instant death
Fear – Ld test; if failed WS1 for remainder of fight sub-phase
Fearless – same
FNP – 5+ same
Fleet – same
Fleshbane – Same
Gets Hot – same
Force – psy power as discussed
Furious Charge – +1S; no if disorderd charge
Graviation – same as SM book
Hammer of Wrath – models strength
Hatred – same
Haywire – same
H&R – same
Ignores cover – Same
Instant death – same
Independent Characters – WAIT FOR IT - cannot join infiltrate units if it does not have it. thanks for answering half the question. dicks however this to me identifies that an IC can confer it to a unit since they restricted only ICs joining if they do not have it; cannot join MCs
Infiltrate – same (as is outflank)
Interceptor – same but nothing to help shooting at ground targets
IWND – same
Jink – discussed already
Lance – vehicle armour values count as max of 12
Master-crafted – same
Mighty Bulwark – same
Melta – says against vehicle but otherwise same (im noting this as armourbane says armor values; not vehicle armour values)
Missile Lock – reroll to hit rolls when one use only weapons; D6" scatter instead of 2D6" for one use only
Monster Hunter – same
Move trhough Cover – not slowed by charging through difficult terrain; Tyranids REJOICE; auto pass dangerous
Night Vision – ignore Night Fight
Pinning – one or more from a weapon once firing unit has finished (one per unit)
Poisoned – same
PotMS – cannot be used if flat out or smoke lauchers used
Precision Shot – same
Preferred Enemy – same
Psy Pilot – discussed
Psyker – discussed
Rage – +2 on charge
Rampage – +D3 in fight subphase if outnumbered in combat; cannot gain if disorderd charge
Relentless – same
Rending – same
Repel the enemy – charge on turn disembarked from building
Sentry Defense System – can auot fire with weapons even if unoocupied
Shred – re-roll failed to wounds
SHrouded – +2 cover
Skilled Rider – +1 cover to Jink, ignore dangerous
SKyfire – normal BS against air; snap against ground
S&P – same
Smash – all attacks AP2 and can choose to replace with 1 Smash attack at double strength and can re-roll armor pen
Sniper – same
Scout – same looks like
Soul Blaze – same
Specialist Weapon – same
Split Fire – no ld check required
Stealth – +1 cover
Strafing run – same
Strikedown – same
Stubborn – Same
Superosnic – same
Swarms – same
Tank Hunters – against vehicles
Templates – looks same
Torrent – same
Twinlined- same
Twohanded – no +1A
Unwiedly – I1 unless MC/Walker
Vector Dance – second pivot
Vector Strike – 1 hit unless FMC or Flyer. AP2 at strength and random allocation. Ignores cover. counts as shooting a weapon but not against a target (i.e. can shoot another waepon at a different target)
Vortex – looks same
Zealout – looks same.


That's everything for now.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 07:27:20


Post by: BlaxicanX


Trasvi wrote:
 Vector Strike wrote:
DarkLink (BOLS) did a probability table regarding psychic casting




Expect to see 3 dice for a WC1 power, 6 dice for a WC2, 8 dice for a WC3.


That's a handy chart. Think I might pocket this for in-game use.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 07:36:41


Post by: coredump


Yes psychic powers are 'nerfed' in the sense they can't cast as many powers. (4 ML2 casters would successfully cast more spells in 6E than in 7E)
But usually when you have that many psykers, it is to make sure you get the 2-3 spells you really want. And you will have plenty of dice to cast those.



40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 07:41:51


Post by: dracpanzer


[
FMCs: CANNOT charge the turn you change flight modes.


This is new, isn't it?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 07:43:52


Post by: Mark kelly


Mark seeing as you never beat my in 6th Do you think you have a chance with 7th?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 07:45:02


Post by: schadenfreude


Trasvi wrote:
 Vector Strike wrote:
DarkLink (BOLS) did a probability table regarding psychic casting




Could you ask him to extend the chart out to 6 successes?

WC 2 and 3 powers are going to attract a lot of dispell dice. 4 and 5 successes might be needed.

Expect to see 3 dice for a WC1 power, 6 dice for a WC2, 8 dice for a WC3.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 07:50:59


Post by: Shandara


Spoletta wrote:
And yes it's here!!

Move trough Cover - not slowed by charging through difficult terrain; Tyranids REJOICE; auto pass dangerous


But still I1 for charging through difficult terrain?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 07:57:06


Post by: Weidekuh


coredump wrote:
Yes psychic powers are 'nerfed' in the sense they can't cast as many powers. (4 ML2 casters would successfully cast more spells in 6E than in 7E)
But usually when you have that many psykers, it is to make sure you get the 2-3 spells you really want. And you will have plenty of dice to cast those.



Sure, but how many points did you just pay for just those 2-3 spells? Wouldn't it be just better to use those points for more dakka?

As an example:
A 10 man Warlock Jetseer Council costs 110 Meltabombs. (Without Farseer)
You get 10 masterylevels: D6+10 dice. Average of 13.5 dice = 1.35 dice per warpcharge.
To reliably cast your powers you need 3 dice per power. Thats 3 powers. And you can't try the same power again if failed.

Casting 3 powers is more expensive than fielding 2 fully decked Wave Serpents and one Wraithknight. I know what of those I would buy.

Sure the Jetseer Council only really needs Fortune, Conceal and the Baron to be tough. But now you even have a chance to dispell Fortune. That alone is huge. Same for the Beaststar.


Also: If you peril with a Warlock he dies, the power doesn't go off. And it can't be cast again by another warlock in the same unit. There goes your Conceal.



40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 08:01:19


Post by: Trasvi


Weidekuh wrote:

Thanks. This is what i tried to tell all those "OMG psykers will be the new OPness"-screamer since this new system is known. Casting powers got nerfed...a LOT!

1 masterylevel: D6+1 power dice. Average of 4.5 dice.
4.5 dice per warpcharge.

3 masterylevels: D6+3 power dice. Average of 6.5 dice.
2.167 dice per warpcharge.

5 masterylevels: D6+5 power dice. Average of 8.5 dice.
= 1.7 dice per warpcharge

10 masterylevels: D6+10 dice. Average of 13.5 dice.
= 1.35 dice per warpcharge.

The more psykers you have, the worse they get. Having many mastery levels is very unefficient.
In 6th you are able to succesfully cast most powers, even with 10 psykers in your army. In 7th you will only ever cast very few powers.

This could seriously impact Tyranids or Demons.

You're doing the analysis wrong. Its more like:
1 Mastery Level = 4.5 Power dice = Can't reliably cast prescience.
3 Mastery Levels = 6.5 Power Dice = Can cast prescience.
This is something we've seen in Fantasy for the last 4+ editions: one Lv4 Wizard being funnelled power dice by 2-3 Lv2 'mana batteries'. You cast less spells than the total that you have, but you definitely end up casting more spells overall...

And on the other hand, denying just got a lot harder as well. The best you can hope for is dispelling a 1 WC power that only managed 1 success. If someone manages to cast a power with 3 successes at you, even rolling 10 dice to deny still has a less than 1/6 chance.

Here's a daemon army, I think something similar to this will be quite competitive:
Kairos
4x Lv3 Heralds
3x 11 Horrors
3x Lv3 Tzeentch Princes
^^ That should be a legal battleforged 1850 army, depending on upgrades. 31 + D6 power dice. Lets say with rolling large numbers, that is manifesting 3x Summoning/Incursion/Possession, 2x Cursed Ground, 1x Sacrifice. Calling it the Daemon Factory (House of Horrors?tm).

Of course this is pretty much the most psyker heavy battleforged army possible (I think 52 warlocks beats it nicely in unbound).
So I think we will have this weird middle ground of 2-4 psykers where you don't get much returns; 1 pskyer provides alright defense; but a full army of psykers like above will cast 4-6 awesome powers per turn.



40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 08:04:19


Post by: Shandara


Horrors are ML1 regardless of size aren't they? Unless their special rule translates properly into the new system?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 08:04:45


Post by: skint86


I'm not sure if it's been said but there is no charging on first game turn (not player like before) if you scouted or infiltrated.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 08:04:52


Post by: cerbrus2


Weidekuh wrote:
coredump wrote:
Yes psychic powers are 'nerfed' in the sense they can't cast as many powers. (4 ML2 casters would successfully cast more spells in 6E than in 7E)
But usually when you have that many psykers, it is to make sure you get the 2-3 spells you really want. And you will have plenty of dice to cast those.



Sure, but how many points did you just pay for just those 2-3 spells? Wouldn't it be just better to use those points for more dakka?

As an example:
A 10 man Warlock Jetseer Council costs 110 Meltabombs. (Without Farseer)
You get 10 masterylevels: D6+10 dice. Average of 13.5 dice = 1.35 dice per warpcharge.
To reliably cast your powers you need 3 dice per power. Thats 3 powers. And you can't try the same power again if failed.

Casting 3 powers is more expensive than fielding 2 fully decked Wave Serpents and one Wraithknight. I know what of those I would buy.

Sure the Jetseer Council only really needs Fortune, Conceal and the Baron to be tough. But now you even have a chance to dispell Fortune. That alone is huge. Same for the Beaststar.



You are not taking into account the fact that every turn the council could turn out around 100 points of daemons. and at this point i still have found nothing in this book that stops those daemons from also claiming objectives for you.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 08:05:06


Post by: Xca|iber


A while back we had a screen-cap from the preview that showed each detachment requiring units from the same Faction, and allied detachments requiring units from a different faction.

Do we know if Faction is just the new name for specific army books, or does it refer to the Allies chart breakdown?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 08:05:19


Post by: ausYenLoWang


Weidekuh wrote:
coredump wrote:
Yes psychic powers are 'nerfed' in the sense they can't cast as many powers. (4 ML2 casters would successfully cast more spells in 6E than in 7E)
But usually when you have that many psykers, it is to make sure you get the 2-3 spells you really want. And you will have plenty of dice to cast those.



Sure, but how many points did you just pay for just those 2-3 spells? Wouldn't it be just better to use those points for more dakka?

As an example:
A 10 man Warlock Jetseer Council costs 110 Meltabombs. (Without Farseer)
You get 10 masterylevels: D6+10 dice. Average of 13.5 dice = 1.35 dice per warpcharge.
To reliably cast your powers you need 3 dice per power. Thats 3 powers. And you can't try the same power again if failed.

Casting 3 powers is more expensive than fielding 2 fully decked Wave Serpents and one Wraithknight. I know what of those I would buy.

Sure the Jetseer Council only really needs Fortune, Conceal and the Baron to be tough. But now you even have a chance to dispell Fortune. That alone is huge. Same for the Beaststar.


Also: If you peril with a Warlock he dies, the power doesn't go off. And it can't be cast again by another warlock in the same unit. There goes your Conceal.



im looking at the option to stuff as many CSM Sorcs + cultist as i can, compared to the cost of 1ksons a bargain. and more ML... (wait whats NOT a bargain by comparison )
6 dice instead of 2, better power options etc. costs the price of in your scen, 60 MB roughly for 6 +D6 dice repeatable for as many points as you can waste into it, models you have.
are not the warlock/seer councils limited to 0-1 per army? and per dice almost twice the price?


Automatically Appended Next Post:
 Shandara wrote:
Horrors are ML1 regardless of size aren't they? Unless their special rule translates properly into the new system?


the more horrors per unit the higher the ML, up to 3


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 08:07:10


Post by: cerbrus2


 Xca|iber wrote:
A while back we had a screen-cap from the preview that showed each detachment requiring units from the same Faction, and allied detachments requiring units from a different faction.

Do we know if Faction is just the new name for specific army books, or does it refer to the Allies chart breakdown?


Yeah faction = codex army basicaly.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 08:07:12


Post by: Troike


 ClockworkZion wrote:
Yeah, Sisters didn't get a codex, they got an errata they had to pay for that dragged the army down an alley and beat it with a nerf bat.

That's... A very cynical view of it. Yes it wasn't on-par with other codexes, but it's still much better than the short, OOP WD codex. And I'm pretty sure it's regarded as similarly or more competetive than the WD codex.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 08:09:23


Post by: Backfire


 ClockworkZion wrote:

VD cha(r)t
1-3 shaken
4 stunned
5 weapon destroyed
6 immobilised
7 explodes (S4 within D6")

AP2 + 1 to damage chart; AP1 + 2


Okay, this is really bad. They changed the damage chart in worst possible way, by adding one more step of Shaken. What this means now is that units which rely on one big shot killing an enemy tank - such as Hammerhead and Vanquisher - are useless now, since their odds of destroying the enemy are dramatically lowered: by 1/3 for Railhead and 1/2 (!) for Vanquisher. There is now simply absolutely no point taking those units anymore since they're unable to perform their primary task. Only reliable way to kill vehicles now is glance them to death, which means spamming even more S7/S8 weapons than before. This was completely wrong way to fix vehicles. Also, they apparently did not change assaulting vehicles at all.

Another disappointing aspect is that USR's have apparently not been fixed at all. There are still all the same stuff which was annoying in 6th, such as Preferred Enemy being way too good, or Hatred being way too weak. Well, it's not like anyone was using Chaplains anymore.



40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 08:11:22


Post by: Barrogh


So, if Graviton stays the same, does it mean that it still ignores vechicle saves with impunity?

Also, I hope "Night vision ignores Night Fighting" isn't written like that in the book


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 08:12:03


Post by: Shandara


 ausYenLoWang wrote:
[

Automatically Appended Next Post:
 Shandara wrote:
Horrors are ML1 regardless of size aren't they? Unless their special rule translates properly into the new system?


the more horrors per unit the higher the ML, up to 3


That's not what my codex says, they get more old-style Warp Charges with unit size, their ML doesn't increase.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 08:12:12


Post by: Cilithan


Do we allready know how Conjured Units behave? I couldn't find anything.

- Can they move/cast/shoot/assault the turn they are summoned?
- Do they scatter or can you place them?
- Are they affected by terrain?
- Do Conjured troops have the superscoringrule?
- How do they interact with the rest of the force? (e.g. are Bloodthirsters friendly to your Imperial forces or is it more complicated?)

Thnx for any answers!

Cilithan


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


Post by: ausYenLoWang


 Shandara wrote:
 ausYenLoWang wrote:
[

Automatically Appended Next Post:
 Shandara wrote:
Horrors are ML1 regardless of size aren't they? Unless their special rule translates properly into the new system?


the more horrors per unit the higher the ML, up to 3


That's not what my codex says, they get more old-style Warp Charges with unit size, their ML doesn't increase.


thats true: i stand corrected.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 08:16:18


Post by: MarkyMark


Mark kelly wrote:
Mark seeing as you never beat my in 6th Do you think you have a chance with 7th?


IS that the all of 1 game?, maybe this time we will get the rules right and not give you a massive advantage my dear friend


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 08:24:11


Post by: Wayshuba


 insaniak wrote:
 pizzaguardian wrote:
Anything goes with orks really.

...which is exactly why them not having access to anything except for Daemonology and Force powers (when they don't even have Force weapons) is a bit of a strange design choice.


In game terms and fluff terms, yes, it is strange. In GW, "we need to sell more models to every player of an army terms", it makes perfect sense.

This is why I say with this, super heavies and D-Weapons becoming standard and, let's not forget, the silliness that Unbound will become that 40k is jumping the shark with this edition - just like WHFB jumped the shark with 8th edition.

Sure, there will be some who like it, but I am willing to bet that there will be far more who do not like that the fluff, structure and sanity of scale has been completely thrown out the window, and it will have more of the effect on 40k that 8th edition had on WHFB.

The next few months will be interesting.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 08:26:16


Post by: Spoletta


Seems like the chances to DtW are not so bad after all, at least it seems that WC 1 powers will be quite unreliable (going to be cast with 3 at 87% chance and denied at a 42% chance with the same amount of dices).

Deny 1 WC:

1: 16.6%
2: 30.6%
3: 42.1%
4: 51.5%
5: 60%
6: 65.3%
7: 73%

Deny 2 WC:

1 : 0
2 : 2.8%
3 : 7.4%
4 : 13%
5 : 19.2%
6 : 26.1%
7 : 34.6%
8 : 42.4%

Deny 3 WC:

1 : 0
2 : 0
3 : 0.4%
4 : 1.5%
5 : 3.2%
6 : 5.3%
7 : 7.8%
8 : 10.4%


Also, conjured demons are not part of the detachment, so i don't think that they are super scoring. Based on the Alliance matrix they could even be not scoring.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 08:26:31


Post by: Weidekuh


Spoiler:
Trasvi wrote:
Weidekuh wrote:

Thanks. This is what i tried to tell all those "OMG psykers will be the new OPness"-screamer since this new system is known. Casting powers got nerfed...a LOT!

1 masterylevel: D6+1 power dice. Average of 4.5 dice.
4.5 dice per warpcharge.

3 masterylevels: D6+3 power dice. Average of 6.5 dice.
2.167 dice per warpcharge.

5 masterylevels: D6+5 power dice. Average of 8.5 dice.
= 1.7 dice per warpcharge

10 masterylevels: D6+10 dice. Average of 13.5 dice.
= 1.35 dice per warpcharge.

The more psykers you have, the worse they get. Having many mastery levels is very unefficient.
In 6th you are able to succesfully cast most powers, even with 10 psykers in your army. In 7th you will only ever cast very few powers.

This could seriously impact Tyranids or Demons.

You're doing the analysis wrong. Its more like:
1 Mastery Level = 4.5 Power dice = Can't reliably cast prescience.
3 Mastery Levels = 6.5 Power Dice = Can cast prescience.
This is something we've seen in Fantasy for the last 4+ editions: one Lv4 Wizard being funnelled power dice by 2-3 Lv2 'mana batteries'. You cast less spells than the total that you have, but you definitely end up casting more spells overall...

And on the other hand, denying just got a lot harder as well. The best you can hope for is dispelling a 1 WC power that only managed 1 success. If someone manages to cast a power with 3 successes at you, even rolling 10 dice to deny still has a less than 1/6 chance.

Here's a daemon army, I think something similar to this will be quite competitive:
Kairos
4x Lv3 Heralds
3x 11 Horrors
3x Lv3 Tzeentch Princes
^^ That should be a legal battleforged 1850 army, depending on upgrades. 31 + D6 power dice. Lets say with rolling large numbers, that is manifesting 3x Summoning/Incursion/Possession, 2x Cursed Ground, 1x Sacrifice. Calling it the Daemon Factory (House of Horrors?tm).

Of course this is pretty much the most psyker heavy battleforged army possible (I think 52 warlocks beats it nicely in unbound).
So I think we will have this weird middle ground of 2-4 psykers where you don't get much returns; 1 pskyer provides alright defense; but a full army of psykers like above will cast 4-6 awesome powers per turn.



The new psychic phase is still a nerf to psychic heavy armies. No matter how you look at it. Sure a mastery level 3 psyker may have good chances to cast prescience. But before he could cast prescience AND two other powers.

A lvl 3 psyker may now cast one WC1 power around the same chance as he could cast three WC1 powers before. That's two less powers.
If you want to reliably cast a WC2 power (prescience) with 5 dice, you have a 81% chance of succes. A LD10 psyker had a 91% chance to cast the power in 6th. That's a 10% difference! You need 6-7 dice now to have around the same chance of success.
With 5 dice you have a 13% (!!!) chance of perils with worse potential results. 6 dice is 19% and your chance at casting a WC2 power is still worse than a ld10 psyker in 6th.
Deny the witch may be very slim on a blessing, but it's there.

So tell me, how in hell is a psychic army not nerfed in 7th? The only boon are the very powerful malefic powers.

Don't get me wrong, I think it's a good thing to nerf psyker spam. They are still very efficient in low numbers. Because the D6 roll is worth more with fewer psychers.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 08:26:33


Post by: ClockworkZion


 Troike wrote:
 ClockworkZion wrote:
Yeah, Sisters didn't get a codex, they got an errata they had to pay for that dragged the army down an alley and beat it with a nerf bat.

That's... A very cynical view of it. Yes it wasn't on-par with other codexes, but it's still much better than the short, OOP WD codex. And I'm pretty sure it's regarded as similarly or more competetive than the WD codex.

I could go through unit by unit and explain what's wrong, but to sum up: they nerfed Acts of Faith, they didn't lower points on anything other than the Exorcist (which was a nice touch but largely unneeded) they didn't bother keeping Kyrinov or the Seraphim Superior around and yanked them from the codex. I really don't feel it was better because it didn't address the problems the WD codex had, and in some respects made things worse (nuked Repentia from ever seeing the table at this point).

It's a codex so bad I shelved my army and don't have ANY desire to play them under this book. And I not only played the WD codex for it's entire run but added to my army. Now I just get depressed everytime I look at them. I can't even bring myself to paint them. It's just THAT bad. Hell the codex murdering my fun like it did made me take a step back from 40k and not play anything in nearly a year. I barely even paint and I love painting models.

Like I've said earlier, I'm sitting on the fence on if I'll even play 7th and the way the Sisters were handled was a major factor in that.

Just for fun, here are suggestions I sent into GW back in December for Sisters (link). I'll be tweaking it and resubmitting it for 7th as well as everything else I can think of rules wise to the GW Dev team. If anyone has any suggestions of things I should be aware of problem wise with a codex (beyond Wave Serpents, I know that one) PM me. Why am I mailing the stuff in by post? Because it's the only way I really know how make sure the Dev team actually sees it. The FAQs doesn't seem to get the point across so the best I can do is send them a small tome of information and feedback, If they don't like it, fine. But at least I'm communicating my grievances clearly and directly.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 08:30:22


Post by: Trasvi


Backfire wrote:
 ClockworkZion wrote:

VD cha(r)t
1-3 shaken
4 stunned
5 weapon destroyed
6 immobilised
7 explodes (S4 within D6")

AP2 + 1 to damage chart; AP1 + 2


Okay, this is really bad. They changed the damage chart in worst possible way, by adding one more step of Shaken. What this means now is that units which rely on one big shot killing an enemy tank - such as Hammerhead and Vanquisher - are useless now, since their odds of destroying the enemy are dramatically lowered: by 1/3 for Railhead and 1/2 (!) for Vanquisher. There is now simply absolutely no point taking those units anymore since they're unable to perform their primary task. Only reliable way to kill vehicles now is glance them to death, which means spamming even more S7/S8 weapons than before. This was completely wrong way to fix vehicles. Also, they apparently did not change assaulting vehicles at all.


Its surprising how such a small change can so significantly change the survivability of vehicles. And as you say, especially for these models whose sole aim was to 1-shot other tanks. Going to need to look into big melta squads or something now, especially with the impending rise of all-Russ armies.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 08:30:36


Post by: cerbrus2


People read far to much into Unbound. Its a 5 line passage in the rule book basically telling you that if you and your opponent agree you may use an unbound army. unbound troop choices aren't even denial units when going against a battle forged army.



40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 08:39:24


Post by: Wayshuba


 Blacksails wrote:
 H.B.M.C. wrote:


And I can't do it anymore!



I can't exalt this whole post enough.


Hear, hear. I feel the exact same after twenty years of seeing this happen repeatedly. The only difference now, however, is that GW is almost a one-trick pony (40k) now so they HAVE to keep up this pace even faster with 40k to make up for the absurd business decisions of putting all their eggs in one basket.

Right now with 40k kind of reminds me of just before 8th edition WHFB - and we know what that edition did to WHFB. I have a feeling 7th edition 40k is about to do the same for 40k.

The only thing they had left was the fluff, and that held many, now even that is being thrown out the window for the sake of "sell more models"!


Automatically Appended Next Post:
Weidekuh wrote:
Spoiler:
Trasvi wrote:
Weidekuh wrote:

Thanks. This is what i tried to tell all those "OMG psykers will be the new OPness"-screamer since this new system is known. Casting powers got nerfed...a LOT!

1 masterylevel: D6+1 power dice. Average of 4.5 dice.
4.5 dice per warpcharge.

3 masterylevels: D6+3 power dice. Average of 6.5 dice.
2.167 dice per warpcharge.

5 masterylevels: D6+5 power dice. Average of 8.5 dice.
= 1.7 dice per warpcharge

10 masterylevels: D6+10 dice. Average of 13.5 dice.
= 1.35 dice per warpcharge.

The more psykers you have, the worse they get. Having many mastery levels is very unefficient.
In 6th you are able to succesfully cast most powers, even with 10 psykers in your army. In 7th you will only ever cast very few powers.

This could seriously impact Tyranids or Demons.

You're doing the analysis wrong. Its more like:
1 Mastery Level = 4.5 Power dice = Can't reliably cast prescience.
3 Mastery Levels = 6.5 Power Dice = Can cast prescience.
This is something we've seen in Fantasy for the last 4+ editions: one Lv4 Wizard being funnelled power dice by 2-3 Lv2 'mana batteries'. You cast less spells than the total that you have, but you definitely end up casting more spells overall...

And on the other hand, denying just got a lot harder as well. The best you can hope for is dispelling a 1 WC power that only managed 1 success. If someone manages to cast a power with 3 successes at you, even rolling 10 dice to deny still has a less than 1/6 chance.

Here's a daemon army, I think something similar to this will be quite competitive:
Kairos
4x Lv3 Heralds
3x 11 Horrors
3x Lv3 Tzeentch Princes
^^ That should be a legal battleforged 1850 army, depending on upgrades. 31 + D6 power dice. Lets say with rolling large numbers, that is manifesting 3x Summoning/Incursion/Possession, 2x Cursed Ground, 1x Sacrifice. Calling it the Daemon Factory (House of Horrors?tm).

Of course this is pretty much the most psyker heavy battleforged army possible (I think 52 warlocks beats it nicely in unbound).
So I think we will have this weird middle ground of 2-4 psykers where you don't get much returns; 1 pskyer provides alright defense; but a full army of psykers like above will cast 4-6 awesome powers per turn.



The new psychic phase is still a nerf to psychic heavy armies. No matter how you look at it. Sure a mastery level 3 psyker may have good chances to cast prescience. But before he could cast prescience AND two other powers.

A lvl 3 psyker may now cast one WC1 power around the same chance as he could cast three WC1 powers before. That's two less powers.
If you want to reliably cast a WC2 power (prescience) with 5 dice, you have a 81% chance of succes. A LD10 psyker had a 91% chance to cast the power in 6th. That's a 10% difference! You need 6-7 dice now to have around the same chance of success.
With 5 dice you have a 13% (!!!) chance of perils with worse potential results. 6 dice is 19% and your chance at casting a WC2 power is still worse than a ld10 psyker in 6th.
Deny the witch may be very slim on a blessing, but it's there.

So tell me, how in hell is a psychic army not nerfed in 7th? The only boon are the very powerful malefic powers.

Don't get me wrong, I think it's a good thing to nerf psyker spam. They are still very efficient in low numbers. Because the D6 roll is worth more with fewer psychers.


Think of it this way instead, an Eldar army built for psychic will get one to two powers off per turn reliably (accounting for dispels, etc.) - which is less total than before but, let's say that power is summoning (which is a Primaris Power). That is 100-200 points of new models PER TURN being added to the table (which is EXACTLY what GW wants from this rule). Over the course of a battle, that is 600-1,200 points of NEW models being added to the game. Now, if dice rolling happens to be hot on a particular night, it will be even worse and, of course, since Chaos Daemons does not suffer from the extra perils, this just entirely changed a Daemons army to be a non-stop unit producing machine.

Oh, and the Sanctic Powers that many thought, until the powers were revealed, would be a counter - is it any surprise it is not? Banishment is a -1 to the invulnerable save roll. Oh boy, that really sounds like it is banishing something.

How anyone can not see this is going to entirely change a standard 40k battle is beyond me. Heck, even the designers at GW admit that Unbound and Daemonic entirely change the game! Yes, you will get off fewer powers than before, but some of those powers (like Summoning and Invisibility) are ridiculously game changing.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 08:55:06


Post by: bodazoka


 Wayshuba wrote:
Think of it this way instead, an Eldar army built for psychic will get one to two powers off per turn reliably (accounting for dispels, etc.) - which is less total than before but, let's say that power is summoning (which is a Primaris Power). That is 100-200 points of new models PER TURN being added to the table (which is EXACTLY what GW wants from this rule). Over the course of a battle, that is 600-1,200 points of NEW models being added to the game. Now, if dice rolling happens to be hot on a particular night, it will be even worse and, of course, since Chaos Daemons does not suffer from the extra perils, this just entirely changed a Daemons army to be a non-stop unit producing machine.

Oh, and the Sanctic Powers that many thought, until the powers were revealed, would be a counter - is it any surprise it is not? Banishment is a -1 to the invulnerable save roll. Oh boy, that really sounds like it is banishing something.

How anyone can not see this is going to entirely change a standard 40k battle is beyond me. Yes, you will get off fewer powers than before, but some of those powers (like Summoning and Invisibility) are ridiculously game changing.


This was covered many many pages ago. The Daemon summoning factory is a thing, but it isn't a game breaking thing. The maths for that were done and it didn't seem scary really neither did it seem points efficient. All though id love to play test it and confirm it for sure.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 08:57:29


Post by: Spoletta


Prescience is the most game changing power we got at the moment (and probably will still be). Re rolling to hit is just that good.
It's going from a LD10 test on any psyker to a WC2 power, meaning that it requires an army wide effort to cast it for non psyk focused armies with a high risk of peril. Also a non dedicated Psyk army will counter it 20% of the times.

Taking Coteaz in your army will no longer mean guaranteed Prescience, if you roll 1 or 2 on your dices that's quite a hard cast.

Having 3 lvl 1 IG psykers will no longer mean 3 presciences around, but maybe 1.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 08:58:52


Post by: Wayshuba


bodazoka wrote:
 Wayshuba wrote:
Think of it this way instead, an Eldar army built for psychic will get one to two powers off per turn reliably (accounting for dispels, etc.) - which is less total than before but, let's say that power is summoning (which is a Primaris Power). That is 100-200 points of new models PER TURN being added to the table (which is EXACTLY what GW wants from this rule). Over the course of a battle, that is 600-1,200 points of NEW models being added to the game. Now, if dice rolling happens to be hot on a particular night, it will be even worse and, of course, since Chaos Daemons does not suffer from the extra perils, this just entirely changed a Daemons army to be a non-stop unit producing machine.

Oh, and the Sanctic Powers that many thought, until the powers were revealed, would be a counter - is it any surprise it is not? Banishment is a -1 to the invulnerable save roll. Oh boy, that really sounds like it is banishing something.

How anyone can not see this is going to entirely change a standard 40k battle is beyond me. Yes, you will get off fewer powers than before, but some of those powers (like Summoning and Invisibility) are ridiculously game changing.


This was covered many many pages ago. The Daemon summoning factory is a thing, but it isn't a game breaking thing. The maths for that were done and it didn't seem scary really neither did it seem points efficient. All though id love to play test it and confirm it for sure.


Yes, it was discussed. But, to your point, until it is played (ala Tau-Eldar alliance of the 6th edition), no one truly knows how game breaking it will be (but heck, if it is, GW is going to sell A LOT of daemon box sets).

As for points efficiency, here is something most are forgetting - you agree to a game of 1,850 points. One side summons an additional 1,200 points during the game. How is one side having 3,050 point versus the other with 1,850 points not efficient?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 08:59:13


Post by: Basdano


Do you know anything about Chariots? Their vector strike, if they count as engage in combat, wich side of armour are you hitting....


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 09:09:37


Post by: bodazoka


 Wayshuba wrote:
Yes, it was discussed. But, to your point, until it is played (ala Tau-Eldar alliance of the 6th edition), no one truly knows how game breaking it will be (but heck, if it is, GW is going to sell A LOT of daemon box sets).

As for points efficiency, here is something most are forgetting - you agree to a game of 1,850 points. One side summons an additional 1,200 points during the game. How is one side having 3,050 point versus the other with 1,850 points not efficient?


Because you are not going to be able to summon that many extra points in your army when you count things like perils, psychic defense, dispel dice pool etc.. at the end of the day. Your Daemon's are the only guys who are going to reliably cast these powers (perils is brutal for your Eldar) also. We also don't know if these summoned unit's are scoring and how this daemon factory is going to work with the new missions. Still a long way off the sky falling in from this power, I would hold my powder untill the maths is done, the games are tested and the dust settles.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 09:12:30


Post by: Nem


As a Nid player I was ready to be shafted. FMC's and taking CtA allies is pretty nice, still restricted to Codex powers and WL traits, ok see it coming....

But they've been taking many rules and mechanics that make Tyranids cool and distributing for a while. We've seen more MC's being handed to other armies, even worse many have better stats than our supposedly strongest. Now having deathleapers rules , venomthrope rules, and the scoring rules from the skyblight dataslate have been handed out on different tables / down right in the basic rules with other unique elements which were just dropped (Dooooooooom)....

I can live with bad balance, bad power level, but this? ; ___ ;.

And I'm not negative often lol.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 09:15:18


Post by: N.I.B.


Hive Crone, meet shelf.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 09:26:38


Post by: the shrouded lord


anything new on the starter?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 09:29:03


Post by: Wayshuba


bodazoka wrote:
 Wayshuba wrote:
Yes, it was discussed. But, to your point, until it is played (ala Tau-Eldar alliance of the 6th edition), no one truly knows how game breaking it will be (but heck, if it is, GW is going to sell A LOT of daemon box sets).

As for points efficiency, here is something most are forgetting - you agree to a game of 1,850 points. One side summons an additional 1,200 points during the game. How is one side having 3,050 point versus the other with 1,850 points not efficient?


Because you are not going to be able to summon that many extra points in your army when you count things like perils, psychic defense, dispel dice pool etc.. at the end of the day. Your Daemon's are the only guys who are going to reliably cast these powers (perils is brutal for your Eldar) also. We also don't know if these summoned unit's are scoring and how this daemon factory is going to work with the new missions. Still a long way off the sky falling in from this power, I would hold my powder untill the maths is done, the games are tested and the dust settles.


If it works like fantasy, you in fact will be able to summon that many in a battle, accounting for dispels, etc. Psychic defense/Deny the Witch does nothing since the summoning does not target a model. Secondly, the Perils is not very effective against the Eldar when you have a Ghosthelm (thereby preventing the wound) and you have a ton of Warlocks to act as mana batteries for the high level psychers.

Less than a week ago, before the full powers were known, many were also saying Santic would balance it. Guess what, Sanctic doesn't do a thing to prevent it. Even "Banishment" only gives a -1 to an IS (doesn't sound like it is banishing anything to me).

One must remember, GW wants you to be able to summon that many during battle. They want it to be game breaking. They want it to throw the power curve out of whack so that others, to keep up, will also have to adapt to that power curve. This is what sells a ton of new models to someone who already owns 5,000 points of a particular army. It has been that way for 20 years with them and every edition. Why does anyone think it will be different THIS time?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 09:35:05


Post by: Crazyterran


I have a feeling that Tigurius is going to be one of the most powerful casters in the game, just due to his fancy psychic hood.

Even if it's just rerolling the power dice if you fail the psychic test, that's pretty damn good. If it's rerolling failed power dice...


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 09:37:34


Post by: Tyfus


Thanks for all the answers Markymark.

Could you check desparate allies. Are these scoring ? Are troops from desp.allies super scoring ?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 09:42:25


Post by: torgoch


Key thing is whether summoned creatures come with warp charge (I suspect not) or if they can charge? Has this been answered?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 09:48:22


Post by: Matt.Kingsley


Seeming Warp Charges aren't generated on a per-model basis and that they are generated at the start of the psychic phase, no, I doubt just-summoned psykers will have charges.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 09:49:29


Post by: Shandara


Did they fix how summoned units generate their powers?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 09:56:08


Post by: Spoletta


Demon factory will have many problems, mainly the fact that all those powers are WC 3. You are not going to summon more stuff than i can destroy in a turn, and you will do nothing in the mean time.

The only good power is sacrifice since it's WC 1, but it has it's downsides:

1) It comes after dice generation, so it will not contribute to that phase.
2) It's a fragile as hell model when you get it ML2, 2 guardsman can easily take him out. Worst of all he is conjured after the movement phase, so he can't be put inside a troop. He will NEVER make it to the next turn.

Also, what will you do when an assault army (which will now start appearing) gets on you? You are gonna defend with Tzeenthc heralds (without gifts) and pink horrors (without available dices)?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 09:56:37


Post by: Perfect Organism


 Wayshuba wrote:
As for points efficiency, here is something most are forgetting - you agree to a game of 1,850 points. One side summons an additional 1,200 points during the game. How is one side having 3,050 point versus the other with 1,850 points not efficient?

That doesn't take into account the fact that you need to tie resources up to summon additional forces and those same resources could be used to achieve other things, like killing the enemy or preserving your own forces.

If the same resources you use to summon one unit of a given value could instead be used to either kill an enemy unit of similar value or save an existing unit of similar value, the overall effect is pretty close.

Summoning is only broken if it allows you to call in additional forces that are more effective than what you could destroy or preserve with a similar investment in points and warp charges.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 09:59:22


Post by: zachwho


Spoletta wrote:
Demon factory will have many problems, mainly the fact that all those powers are WC 3. You are not going to summon more stuff than i can destroy in a turn, and you will do nothing in the mean time.

The only good power is sacrifice since it's WC 1, but it has it's downsides:

1) It comes after dice generation, so it will not contribute to that phase.
2) It's a fragile as hell model when you get it ML2, 2 guardsman can easily take him out. Worst of all he is conjured after the movement phase, so he can't be put inside a troop. He will NEVER make it to the next turn.

Also, what will you do when an assault army (which will now start appearing) gets on you? You are gonna defend with Tzeenthc heralds (without gifts) and pink horrors (without available dices)?



why do you think assault armies will start appearing now? I've seen nothing that has made them any better.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 10:02:07


Post by: MarkyMark


 torgoch wrote:
Key thing is whether summoned creatures come with warp charge (I suspect not) or if they can charge? Has this been answered?



They generate their powers when they appear, and no they cannot add to the warp charge pool or cast powers that psychic phase.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 10:06:55


Post by: Spoletta


 zachwho wrote:



why do you think assault armies will start appearing now? I've seen nothing that has made them any better.


Many small reasons (many gunlines nerfed, prescience less available, new move through cover, new night fighting rules etc...)
One BIG reason. Objectives are deployed before you choose your side of the field, this alone is almost game breaking toward assault armies.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 10:08:46


Post by: Crimson


So what 'faction' are summoned daemons part of? Do they count as being from the Daemon faction, thus being Apoc level allies to most armies, or are they treated as part of the same faction as the summoner?

And I'd still like to hear clarification on the scoring status of the transports. Do dedicated transports for troops get 'Objective Secured' in battleforged armies.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 10:09:25


Post by: loki old fart


Da Butcha wrote:
 H.B.M.C. wrote:
[
What I mean by "done" is that I've reached the point where I don't want to be burnt any more.


I guess I feel that way, but I'm lucky in that my favorite army has always, always been Orks. I've never been a strong tournament player, and I've always been a "Collect the models I like" guy.
I can stand all of their stupid practices with the orks,. I do have multiple units of boys and nobs . I'm looking forward to orks just to get new models!
You could have wrote this for me, The boyz rule, also I have some thousand sons on hold ATM.

Da Butcha wrote:

So, I'm pretty insulated from edition changes and power creep and meta shifts. I don't have a lot of 'good stuff' nor do I have a lot of 'bad stuff'. However, I can't imagine how frustrating this whole thing is for the person with a competitive army or a themed army. "Just start over" seems to be their mantra at GW.

I would just shut up about it if GW was doing great. If I don't like the direction of the game, but sales are great, and your market share is growing, and your stock price is up? Maybe I'm wrong, or maybe I'm just in the minority. When I don't like the direction of the game, and your share price is down, your sales are down, and your market share is shrinking? Maybe I'm onto something.

I really, really don't want to see GW go belly up, but they seem determined to get out of that hole by digging faster.

Couldn't have put it better, me too, Just start over is ok if your the one receiving the money not paying it. So far this edition they have sold me 1 set of tactical cards. The rest is meh, at best.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 10:13:26


Post by: Spoletta


 Crimson wrote:

And I'd still like to hear clarification on the scoring status of the transports. Do dedicated transports for troops get 'Objective Secured' in battleforged armies.


This. I feel that this is the main point that still has to be clarified. This will make the difference between an healthy meta or a double FOC 12x WS spam fest.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 10:15:05


Post by: torgoch


Can summoned demons charge the turn they appear? Whipping up 20 bloodletters in front of my opponent and then assaulting with them sounds pretty dangerous...


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 10:16:32


Post by: Leth


How is ramming different and are there any changes to walkers?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 10:19:33


Post by: L0rdF1end


Hmmmm, how can abuse battlebrothers with CSM/Daemons by putting some deamons in a LandRaider...


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 10:21:28


Post by: Shandara


 L0rdF1end wrote:
Hmmmm, how can abuse battlebrothers with CSM/Daemons by putting some deamons in a LandRaider...


Hmm.. now that's an idea...


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 10:27:36


Post by: MarkyMark


http://sanguinesons.blogspot.co.uk/2014/05/new-7th-ed-psychic-phase.html

Run down of how you now cast powers and how you deny them.


Automatically Appended Next Post:
 Crimson wrote:
So what 'faction' are summoned daemons part of? Do they count as being from the Daemon faction, thus being Apoc level allies to most armies, or are they treated as part of the same faction as the summoner?

And I'd still like to hear clarification on the scoring status of the transports. Do dedicated transports for troops get 'Objective Secured' in battleforged armies.


Already been answered to both questions.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 10:28:55


Post by: the shrouded lord


 Shandara wrote:
 L0rdF1end wrote:
Hmmmm, how can abuse battlebrothers with CSM/Daemons by putting some deamons in a LandRaider...


Hmm.. now that's an idea...

perhaps they wanted a ride to burger king?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 10:29:16


Post by: MarkyMark


 torgoch wrote:
Can summoned demons charge the turn they appear? Whipping up 20 bloodletters in front of my opponent and then assaulting with them sounds pretty dangerous...


Counts as coming from reserve so no.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 10:33:14


Post by: jspyd3rx


Can you give us any changes to chariots?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 10:33:14


Post by: HarryMason


Do Immobilised vehicles are scoring?

Precisely, do we, now, have to kill Drop Pods that arrive near objectives and have the Secured Objectives rules because their unit are a troops?

I read also that Heavy vehicle have some advantage at ramming, how does that works?

Concerning reserve, as it seems the 50% rules is gone, can a full Deathwing army in reserve is now possible or you auto-lose by not having unit on the table?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 10:38:39


Post by: jamopower


It looks like this will be the Warhammer 40.000 Rhana Dandra edition (http://wh40k.lexicanum.com/wiki/Rhana_Dandra)


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 11:27:04


Post by: Devil


Farseer with Spirit Stone can cast Presience with 1WC but my opponnent needs to roll 1 or 2 dices to deny?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 11:29:19


Post by: reds8n


I gather that whilst one can fire witchfire powers from fire points one cannot cast ANY other psychic powers whilst still embarked....?

Movement phase is before the mindmelt phase so you can disembark of course but ... still ....




40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 11:35:06


Post by: xttz


Devil wrote:
Farseer with Spirit Stone can cast Presience with 1WC but my opponnent needs to roll 1 or 2 dices to deny?


To deny you need to equal the number of successes the caster gets.

If he rolls two dice and one gets 4+, you need to roll at least one 6+ to deny, using as many dice as you want
If he rolls two dice and both get 4+, you need to roll at least two 6+ to deny, using as many dice as you want


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 11:36:07


Post by: demontalons


So let me get this straight, since Black Legion and Chaos Space Marines and Crimson Slaughter are in the same Faction then they go in the same Force Org under Combined Arms? So I could have a Sorceror with wargear from Black Legion and troops from Chaos Space Marines?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 11:38:14


Post by: tetrisphreak


 xttz wrote:
Devil wrote:
Farseer with Spirit Stone can cast Presience with 1WC but my opponnent needs to roll 1 or 2 dices to deny?


To deny you need to equal the number of successes the caster gets.

If he rolls two dice and one gets 4+, you need to roll at least one 6+ to deny, using as many dice as you want
If he rolls two dice and both get 4+, you need to roll at least two 6+ to deny, using as many dice as you want


The part I like is perils happening before the powers resolve. Players who use their Psykers (warlocks) haphazardly will lose them to the warp instead of summoning tons of daemons.


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


Post by: Loopstah


If you take multiple Allied detachments do they need to be from the same faction as each other? Could I take say Marines with a guard allied detachment and a sisters allied detachment?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 11:43:44


Post by: xttz


The D-weapon change made me think of something...

Since it inflicts D3 wounds with saves now allowed, how will you need to save against it? Is it:

A) Roll D3, roll one save per wound, unsaved wounds go through,
or
B) Roll save, if failed roll a D3 and apply that many wounds


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 11:46:52


Post by: MarkyMark


In the case of older publications, the faction of all the units described in a codex is the same as the codex title. In the case of supplements, the faction of all the units descibed in that publication is the same as the codex it is a supplement of.

Faction rules are under the detachment rules. I think factions is something that will be in new books (And of course affect supplements).


Automatically Appended Next Post:
You can have as many allies as you want....


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 11:50:10


Post by: tetrisphreak


 xttz wrote:
The D-weapon change made me think of something...

Since it inflicts D3 wounds with saves now allowed, how will you need to save against it? Is it:

A) Roll D3, roll one save per wound, unsaved wounds go through,
or
B) Roll save, if failed roll a D3 and apply that many wounds


If the chart is worded like the current one it would be apply d3 wounds after 1 save. But I am not sure either.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 11:51:04


Post by: MarkyMark


Nope its not like fantasy, you generate the wound pool then roll saves.


Automatically Appended Next Post:
So just imagine, one guard blob with Dragio, Azreal, Dante, Tiggy, Celestine, Calgar etc in it, LOL.

Also rhino rush may be back, 6 squads of 10 tac marines in rhinos, is 1050, combat squad everything and you have 18 scoring units there alone....


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 11:58:04


Post by: Mark kelly


Mark anything on the USR not the hole thing the big ones are hit and run and stealth/shrouding is it still one has it all have it?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 11:58:40


Post by: pizzaguardian


MarkyMark wrote:
Nope its not like fantasy, you generate the wound pool then roll saves.


Automatically Appended Next Post:
So just imagine, one guard blob with Dragio, Azreal, Dante, Tiggy, Celestine, Calgar etc in it, LOL.

Also rhino rush may be back, 6 squads of 10 tac marines in rhinos, is 1050, combat squad everything and you have 18 scoring units there alone....


Rhino rush has been a legitimate tactic for white scars since the 6th dropped. 6 tac marine squads ın rhınos wıth scout...


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 12:00:02


Post by: MarkyMark


 pizzaguardian wrote:
MarkyMark wrote:
Nope its not like fantasy, you generate the wound pool then roll saves.


Automatically Appended Next Post:
So just imagine, one guard blob with Dragio, Azreal, Dante, Tiggy, Celestine, Calgar etc in it, LOL.

Also rhino rush may be back, 6 squads of 10 tac marines in rhinos, is 1050, combat squad everything and you have 18 scoring units there alone....


Rhino rush has been a legitimate tactic for white scars since the 6th dropped. 6 tac marine squads ın rhınos wıth scout...


It has but hasnt done very well in the UK tourny scene.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 12:03:37


Post by: zachwho


demontalons wrote:
So let me get this straight, since Black Legion and Chaos Space Marines and Crimson Slaughter are in the same Faction then they go in the same Force Org under Combined Arms? So I could have a Sorceror with wargear from Black Legion and troops from Chaos Space Marines?


it appears that way, black legion sorcerer, crimson slaughter possessed as troops, cultists (or zombies) data slates, yada yada....

alot to chose from before you start adding in demon allies in landraiders, lulz!


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 12:07:40


Post by: Mr Morden


Spoletta wrote:
 zachwho wrote:



why do you think assault armies will start appearing now? I've seen nothing that has made them any better.


Many small reasons (many gunlines nerfed, prescience less available, new move through cover, new night fighting rules etc...)
One BIG reason. Objectives are deployed before you choose your side of the field, this alone is almost game breaking toward assault armies.


well as long as we don't have any the super gunline players crying beacuse they are not auto win..........

Which ones were nerfed?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 12:15:29


Post by: streamdragon


demontalons wrote:
So let me get this straight, since Black Legion and Chaos Space Marines and Crimson Slaughter are in the same Faction then they go in the same Force Org under Combined Arms? So I could have a Sorceror with wargear from Black Legion and troops from Chaos Space Marines?

My understanding is that each would be in the same FOC, but require their own detachment. So you couldn't cherry pick a Black Legion Sorcerer and Crimson Slaughter troops to fill a single FOC. You'd need a BL HQ and 2 BL Troops, along with a CS HQ and 2 CS Troops. But both of those would be under the single Combined Arms Force Org.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 12:23:47


Post by: Leth


Honestly that sounds fun as hell. Can run so many chaos hqs now might actually make chaos Marines playable. Or makes certain armies even more fun. Can literally have one HQ per troop now


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 12:26:27


Post by: djnord89


hi, what are the new reserve and night combat rules?? thx


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 12:29:11


Post by: Mr Morden


Does it still have that passengers are still affected by Shaken even if they disembark? As its more likey now thats annoying

edit just saw this - thats a bit better than before

CHANGE – damage results of shaken/stunned/imob/weapon destroyed = Ld test for embarked passengers, if failed can only snap shot


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 12:33:37


Post by: Spoletta


 Mr Morden wrote:


Which ones were nerfed?


Tau and Taudar mainly. The first due to the Buffamander not joining riptides, the second due to the nerf to prescience.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 12:35:30


Post by: Sigvatr


 Mr Morden wrote:
Does it still have that passengers are still affected by Shaken even if they disembark? As its more likey now thats annoying

edit just saw this - thats a bit better than before

CHANGE – damage results of shaken/stunned/imob/weapon destroyed = Ld test for embarked passengers, if failed can only snap shot


So basically, vehicle damage does nothing to passengers anymore.

Finally an edition that's dominated by transporters!


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 12:35:59


Post by: tetrisphreak


Spoletta wrote:
 Mr Morden wrote:


Which ones were nerfed?


Tau and Taudar mainly. The first due to the Buffamander not joining riptides, the second due to the nerf to prescience.


Taudar is nerfed because they're no longer battle brothers (rightfully so)


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 12:43:40


Post by: MadmanMSU


With the caveat that not everything is known yet, I think most of you are vastly overestimating assault.

Gunlines are still a thing. I never played my Tau with either Eldar or massive amounts of Riptides (usually just one) or a buffmander attached to a Riptide, and even still they are quite effective.

From what I've seen so far, assault is not intrinsically better than it was in 6th. With the (alleged) nerf to FMC and assaulting, will probably see less of those as well.

If anything, it's possible that the Landraider/Storm Raven assault ramps will become more valuable, depending on whether or not people react by bringing more melta.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 12:52:49


Post by: Lobokai


I will say for tournaments, there are some easy ways to keep the lid on psyker spamming (if it even becomes a problem), just limit the beginning net ML of lists, or disallow the net ML to increase during a game.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 12:53:09


Post by: Wilson


Sorry. Phone spasm = double post.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 12:55:26


Post by: Mr Morden


 tetrisphreak wrote:
Spoletta wrote:
 Mr Morden wrote:


Which ones were nerfed?


Tau and Taudar mainly. The first due to the Buffamander not joining riptides, the second due to the nerf to prescience.


Taudar is nerfed because they're no longer battle brothers (rightfully so)


hmm isn't that just brinign them back towards more normal armies - not sure Assault is that powerful - alot against it in games.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 13:04:50


Post by: optometris


Apologies as last night I was in a sleep deprived revision addled state fueled by naught but energy drink fumes, but I think i remember seeing open topped vehicles counting as assault vehicles - does that mean we can assault from say a rhino....


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 13:06:17


Post by: AkharaVect


 optometris wrote:
Apologies as last night I was in a sleep deprived revision addled state fueled by naught but energy drink fumes, but I think i remember seeing open topped vehicles counting as assault vehicles - does that mean we can assault from say a rhino....


Rhino isn't open-topped, so no. But open-topped vehicles counting as assault vehicles is already the case in the current rulebook.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 13:06:31


Post by: MadmanMSU


 Lobukia wrote:
I will say for tournaments, there are some easy ways to keep the lid on psyker spamming (if it even becomes a problem), just limit the beginning net ML of lists, or disallow the net ML to increase during a game.


I also wonder how Grey Knights will work. Isn't every basic troop choice a brotherhood, so effectively a lvl 1 psyker? Meaning a crap ton of dice for the psychic phase?


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


Post by: optometris


oh right fair enough - was getting all excited for my crusader squads


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 13:07:39


Post by: Leth


 Lobukia wrote:
I will say for tournaments, there are some easy ways to keep the lid on psyker spamming (if it even becomes a problem), just limit the beginning net ML of lists, or disallow the net ML to increase during a game.


Why would you put a cap on it? Per point there are HUGE diminishing returns built into psykers. 25 points per additional mastery level for most, not including initial cost of the actual psyker. Needing 2-3 dice per warp charge to reliably get one off means its going to require a minimum of 50-75 points dedicated per warp charge power. So if you want to get 10 warp charges worth of powers off you are dedicating at a minimum 500-700 points of your army towards that goal, mostly with little to no offensive power.

There is a built in balance to psykers with the D6 roll. I highly doubt psyker spam armies will be very effective.

Grey knights now have to activate their force weapons in the psychic phase which means that they can be denied, but it also will take 2-3 dice to get it off per unit with most units only contributing 1.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 13:10:18


Post by: Battlesong


 Xerics wrote:
 tetrisphreak wrote:
 Xerics wrote:
Hollismason wrote:
It's specifically probably written that way to prevent you from casting spells over and over and over again wtih Brotherhood of Psykers.


But warlocks don't have the brotherhood of psykers rule. It may be targeted at brotherhood of psykers only if that's the case.


A cheesy list you happen to like no longer works like it used to. That's a shame - but not a bad thing for the game as a whole.

Markymark - does a psychic power still go off if the caster perils? Perils and dies?


That's not the point I am making here. It doesn't make sense for one guy to be disallowed to manifest a power because another individual in his squad was denied the same power if they don't have brotherhood of psykers because only 1 guy was manifesting at the time of denial. If they had to manifest the power all together then it would make sense but they don't.

Bless your heart, you think GW writes rules to make sense.....I'm sure they didn't consider all of the ramifications when the rule was written. It may be FAQed, but this is the new GW, so I wouldn't hold my breath for that FAQ anytime soon


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 13:20:54


Post by: Super Newb


Kirby on 3++ or whatever his site is mentioned that psykers in transports can only cast witchfire powers provided there is a fire point. So no maledictions or blessings. Just witchfire while inside.

Can anyone who has the book confirm this? Does this mean that an embarked psyker can't even bless his own unit inside the transport?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 13:20:57


Post by: ChaosDog


Have a question about choosing Daemon psyker powers. Daemons with mark of X get the primeris X power as a freebie, then they choose their other powers. Say I have a level 3 Daemon Prince of Tzeentch. This mean I get Flickering Fire automatically. I then use my three rolls to get 3 Malefic powers. Because I use all three rolls on the Malefic table, does this mean that I get the Malefic primeris for free, or does automatically getting Flickering Fire preclude this?

Guess it all boils down to the exact wording of the rules that give you mark of X premeris and the rule that gives you the free power for using all your dice on a single chart.

Anyone with a rule book able to figure this out?


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


Post by: adamsouza


 Miguelsan wrote:

I don't want to go back to 2nd ed
M.


Too Late !!

7E is like 2E with better game mechanics, and I'm okay with that.

The real humor in this is that the vast majority of the 40K playerbase hasn't played 2E, so they don't know it.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 13:23:42


Post by: Spoletta


You are not considering the main point here: Objectives deployed before choosing side. This means that as an assault player i place 3 of the 6 objectives in the middle of the field and you are forced to go there with your gun line (every turn not just last turn grab) or i win by default. You can't hoard the other 3 objectives, since you don't know where you'll be (or you bet an immediate concede on a 4+).


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 13:25:57


Post by: Lobokai


Super Newb wrote:
Kirby on 3++ or whatever his site is mentioned that psykers in transports can only cast witchfire powers provided there is a fire point. So no maledictions or blessings. Just witchfire while inside.

Can anyone who has the book confirm this? Does this mean that an embarked psyker can't even bless his own unit inside the transport?


How does the underlined equate the italics? Pandas eat shoot and leaves, but don't eat, shoot, and leaves. Only casting witchfire from a fire point doesn't necessarily mean Only casting witchfires (of course I've not seen the rules, it might).


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 13:26:59


Post by: Rick_1138


 optometris wrote:
oh right fair enough - was getting all excited for my crusader squads


You could put crusader squad in a land raider crusader mind . sit that on an objective and have an armour 10 battle forged troop choice owning it


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 13:28:46


Post by: Leth


It was stated that a psyker in a transport can only cast witch fires, and only if there is a fire point. So no hiding in transports and buffing. Which in all honesty is no big deal as you will most likely be betting out of the transport before anything significant requires buffing.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 13:30:01


Post by: buddha


MarkyMark wrote:
http://sanguinesons.blogspot.co.uk/2014/05/new-7th-ed-psychic-phase.html

Run down of how you now cast powers and how you deny them.


Automatically Appended Next Post:
 Crimson wrote:
So what 'faction' are summoned daemons part of? Do they count as being from the Daemon faction, thus being Apoc level allies to most armies, or are they treated as part of the same faction as the summoner?

And I'd still like to hear clarification on the scoring status of the transports. Do dedicated transports for troops get 'Objective Secured' in battleforged armies.


Already been answered to both questions.


Can someone link where that has been posted? I'm very curious about that question myself.


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


Post by: Super Newb


 Lobukia wrote:
Super Newb wrote:
Kirby on 3++ or whatever his site is mentioned that psykers in transports can only cast witchfire powers provided there is a fire point. So no maledictions or blessings. Just witchfire while inside.

Can anyone who has the book confirm this? Does this mean that an embarked psyker can't even bless his own unit inside the transport?


How does the underlined equate the italics? Pandas eat shoot and leaves, but don't eat, shoot, and leaves. Only casting witchfire from a fire point doesn't necessarily mean Only casting witchfires (of course I've not seen the rules, it might).


Are you pulling my leg? I added the "provided there is a fire point" for clarity in case some bozo thought they could witchfire out of a vehicle with no fire points.




Automatically Appended Next Post:
 Leth wrote:
It was stated that a psyker in a transport can only cast witch fires, and only if there is a fire point. So no hiding in transports and buffing. Which in all honesty is no big deal as you will most likely be betting out of the transport before anything significant requires buffing.


I'm wondering if a psyker can buff his own unit inside that transport. It sounds like no, but I am still wondering.

Blessing stuff outside of the transport seems like a big giant no though.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 13:37:27


Post by: Thud


According to Kirby on 3++, Come The Apocalypse allies are still scoring and their troops still get objective secured.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 13:39:25


Post by: optometris


Rick_1138 wrote:
 optometris wrote:
oh right fair enough - was getting all excited for my crusader squads


You could put crusader squad in a land raider crusader mind . sit that on an objective and have an armour 10 battle forged troop choice owning it


ohhh keep forgetting everything is scoring


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


Post by: Backlash


So has there been any information on when warp charges are generated? Is it every player turn? Only your turn? Makes a very big difference.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 13:44:39


Post by: Super Newb


Backlash wrote:
So has there been any information on when warp charges are generated? Is it every player turn? Only your turn? Makes a very big difference.


Kirby said per player turn.

Edit - This is exactly what he said:

"STOP - Misread something;

EACH player adds their Mastery Levels each psy phase; so you get D6+ML for dispel as well.

Apologies this was wrong before when I said you only got D6."


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 13:46:28


Post by: xttz


Backlash wrote:
So has there been any information on when warp charges are generated? Is it every player turn? Only your turn? Makes a very big difference.


You generate charges on your own turn to cast powers with, and again in your opponents turn to deny with. The player whose turn it is rolls a D6 and both players get the same number of charges, plus their total psyker mastery levels.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 13:47:35


Post by: mercury14


So assaults can only glance or "pen" where penning does 2 HP and doesn't roll on the pen chart?

What if the assaulter is like the Avatar of Khaine and has an AP1 CC weapon, can it still not roll for pen effects?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 13:47:53


Post by: Leth


So my Inquisition deathcult assassins/crusaders/priest squad in land raider crusader might actually see tabletime with coteaz.......Sweeeeeeet throw in a mystic for dat warcharge and go to town.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 13:48:39


Post by: rabidguineapig


Grounding tests are now taken once at the end of the phase when a wound is allocated to the FMC right? Not when it takes an unsaved wound?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 13:59:12


Post by: tetrisphreak


Unsaved wound caused, the FMC Takes a ground check at end of phase. This is how Kirby from 3++ described it, and he posted proof he has the book.

To anyone here with the BRB. Does move through cover affect difficult terrain checks in the movement phase? Or, will my tyrants and carnifexes be walking 2d6 to get over a crater or bush?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 14:00:13


Post by: ClockworkZion


More from 3++ (yes, he has the book, image of it is on that page):
Any change to 2+ rerolls.

No.

In the psychic section do conjured units have a rule saying they don’t score?

No.

Do MC still get cover for a foot in terrain?

No – area terrain no longer exists.

Is fearless the same in close combat or did it revert to 5th?

Same as 6th

Could you enlighten us on desperate allies and scoring. Are DA scoring ? Are tropps from DA super-scoring ?

No restrictions on scoring for any allies. yes they get objective secured.

Allies:
Battle Bros – benefit from warlord trait; ICs can join; "friendly units" for psy powers, abilities, etc.; can use special abilities to repair vehicles; can use modifiers and re-rolls on reserve rolls; can embark on each other's transports

Allies of Con – treated as enemy units that cannot be charged, shot, attacked or targeted; cannot move within 1" of each other; no warlord, no IC joining, and basically none of the above stuff but are impacted by that effect enemy models.

Desperate – same as AOC plus if within 6" roll a D6, on a 1 they do nothing

Come the Apoc – same as Desperate but cannot deploy within 12" of each other.

No restrictions on scoring for any allies. yes they get objective secured.

Warlord Traits:
Warlord traits –
Tactical; 1) while alive, can discard up to 2 active tactical objectives (TO) instead of 1
2) one use only, end of your turn, opponent randomly selects TO and discards
3) generate one additional TO first turn
4) redraw all TO on first turn if you want
5) while alive, re-roll VP awarded for TO
6) +1 VP for objective secured TO by Warlord

Command –
1) 12" use of warlord Ld
2) 12" use of lowest Ld for enemies
3) 12" move through cover
4) +1" for run and charge within 12"
5) 12" bubble of shooting re-roll 1s to hit (suck it tau – this is permanent)
6) same as above but for assault

Personal –
1) Counter attack
2) Furious charge
3) outflank
4) 1VP for characters slain in combat
5) FNP
6) Fearless and IWND

Strategic –
1) stealth ruins + move through cover
2) choose for night attack and all models in your army have night vision
3) warlord + 3 units (non-vehicle) have infiltrate
4) +1 to seize and re-roll reserves if warlord alive
5) -1 to opponents reserves
6) first enemy turn, 3 enemy units take a pinning check

Under psychic powers conjuration is there anything that says conjured units can’t score?

No.

Under psychic powers does it say a unit can only attemp a psychic power once per phase? ie multiple IC can’t atttempt to cast the same power if they are in a unit.

Yes-UNIT

Under vehicles is there anything saying vehicles can’t score?

No.

Objectives deployed before table halves decided.

Who deploys first chooses who goes first or second after deployment.

How about close combat weapons? Power axes, mauls etc…

Same

Can you still move and fire rapid fire at full range?

Yes

Have sweeping advances changed?

No

Does fearless have the old no retreat rule again?

No

Has ATSKNF changed much?

No

Maelstrom of war missions are missions based upon Tactical Objectives.

Also can the "defending" player use his mastery levels to generate "dispel dice"?

No

Normal missions do NOT uses Tactical objectives.

When do you get your cards for Maelstorm missions? Before or after table sides/Deployment?

Beginning of turns.

Roll a D66 – consult table; can never roll the same one twice.

what does glancing hit actually do now?

Take a HP

Was the declaring jink for flyers or all skimmer and bikes. If so then serpent and bikes have lost some shine

Anything with the Jink rule – so skimers, bikse, flyers.

Can fliers still choose to shoot ground targets at regular BS?

Yes – choose skyfire or not.

What about Mixed Wounds and Fast Dice, does it still allow you to roll saves one at a time because there is different saves and/or a character?

Same as before.

What is the strength of the explosion of an open-topped vehicles for the passenger? (Was 3 in 5th ed gone to 4 in 6th ed)

4

Craters = 6+ no matter what; 4+ if GtG in craters.

Do weapons that have the Get Hot USR still cause a loss of HPs on vehicles on a 4+?

Loses HP on a 1,2,3

STOP – Misread something; EACH player adds their Mastery Levels each psy phase; so you get D6+ML for dispel as well. Apologies this was wrong before when I said you only got D6.

Any changes to walkers?

None that i saw

Is moving through difficult terrain in the movement phase 2d6 pick highest (as before) or -2" (as with charging)?

2d6

Does an Open-Topped Vehicle still add +1 to the Vehicle Penetration table? (Hadn't seen it on the VP table part. Asking just in case).

Yes.

"In some Army List Entries, a Psyker will have one or more specific psychic powers listed – where this is the case, it will be clearly stated. These Psykers always start the game with those psychic powers. Otherwise, a Pysker generates random psychic powers from amongst the psychic disciplines known to him."

Brotherhood and Pilot can manifest unless they have a specific power.

How D weapons work now?

6 only ignores invul/cover


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 14:01:10


Post by: jspyd3rx


Anyone know anything about how chariots have changed? Apparently, rumors are that it's a lot of changes.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 14:01:11


Post by: ClockworkZion


 tetrisphreak wrote:
Unsaved wound caused, the FMC Takes a ground check at end of phase. This is how Kirby from 3++ described it, and he posted proof he has the book.

To anyone here with the BRB. Does move through cover affect difficult terrain checks in the movement phase? Or, will my tyrants and carnifexes be walking 2d6 to get over a crater or bush?

As per Kirby:
Move trhough Cover – not slowed by charging through difficult terrain; Tyranids REJOICE; auto pass dangerous



Automatically Appended Next Post:
 jspyd3rx wrote:
Anyone know anything about how chariots have changed? Apparently, rumors are that it's a lot of changes.

Nothing confirmed yet.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 14:05:11


Post by: tetrisphreak


 ClockworkZion wrote:
 tetrisphreak wrote:
Unsaved wound caused, the FMC Takes a ground check at end of phase. This is how Kirby from 3++ described it, and he posted proof he has the book.

To anyone here with the BRB. Does move through cover affect difficult terrain checks in the movement phase? Or, will my tyrants and carnifexes be walking 2d6 to get over a crater or bush?

As per Kirby:
Move trhough Cover – not slowed by charging through difficult terrain; Tyranids REJOICE; auto pass dangerous


I was hoping there was more to it.

Oh well at least area terrain is gone so maybe there will be fewer things tripping up the movement phase.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 14:06:33


Post by: rabidguineapig


Well... Fateweaver will never touch the ground again.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 14:07:39


Post by: ClockworkZion


 tetrisphreak wrote:
 ClockworkZion wrote:
 tetrisphreak wrote:
Unsaved wound caused, the FMC Takes a ground check at end of phase. This is how Kirby from 3++ described it, and he posted proof he has the book.

To anyone here with the BRB. Does move through cover affect difficult terrain checks in the movement phase? Or, will my tyrants and carnifexes be walking 2d6 to get over a crater or bush?

As per Kirby:
Move trhough Cover – not slowed by charging through difficult terrain; Tyranids REJOICE; auto pass dangerous


I was hoping there was more to it.

Oh well at least area terrain is gone so maybe there will be fewer things tripping up the movement phase.

That's all that was posted so far on it. I assume there was no change and you just roll an extra die (for a total of 3d6) and take the highest in the movement phase like you have for the last two editions.


Automatically Appended Next Post:
 rabidguineapig wrote:
Well... Fateweaver will never touch the ground again.

Considering how bad he is at combat, why would he want to before? At least he can be grounded then assaulted to keep him from flying away again.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 14:10:34


Post by: Leth


Not with a 3+ with a re-roll he wont be. Not that I mind TBH. Status quo wont be changing much in regards to dealing with fateweaver.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 14:12:31


Post by: Nevelon


Did they change Rapid Fire? I’m pretty sure they’ve tweaked it in every single edition so far.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 14:13:32


Post by: rabidguineapig


That's what I'm saying, can he really be grounded reliably? Most people target him with the grimoire so more often than not he has a 2+++ so good luck hitting on 6's and getting a wound through on that. On top of it, grounding is still a 3+ and only once. Even if you fail grimoire he still has a 4++ and you can always fly him off the table if you fail and don't want him to get picked off.

You don't even want him on the ground, and he probably never will be more often than not in the new system. Even Tau would stuggle to bring him down/hurt him when his buffs go off. Kind of ridiculous...


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 14:15:40


Post by: ClockworkZion


 Leth wrote:
Not with a 3+ with a re-roll he wont be. Not that I mind TBH. Status quo wont be changing much in regards to dealing with fateweaver.

With the changes to Perils I see Mindstrike Missles being handy.

Or just flyers in general being the best anti-Fateweaver counter.

Also buffing himself and making his save rerollable is less reliable when looking at Psychic Powers as a whole. Sure it's a PITA to deny him, but it's not impossible.


Automatically Appended Next Post:
 Nevelon wrote:
Did they change Rapid Fire? I’m pretty sure they’ve tweaked it in every single edition so far.

Not this time.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 14:17:01


Post by: Colpicklejar


These new warlord traits are LUDICROUS. I'm not saying they're bad- I actually think they're all interesting and will significantly effect gameplay, but they're so absurdly out of line with previous book warlord traits-

Give warlord + 3 units infiltrate? Huron Blackheart, you're a joke.

Permanent 12'' re-roll 1s bubble? Tigurius, go home.

Night Vision!?!


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 14:19:08


Post by: bloodangel70


Any changes to Jump Packs? My Blood Angels are asking


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 14:19:20


Post by: ClockworkZion


 rabidguineapig wrote:
That's what I'm saying, can he really be grounded reliably? Most people target him with the grimoire so more often than not he has a 2+++ so good luck hitting on 6's and getting a wound through on that. On top of it, grounding is still a 3+ and only once. Even if you fail grimoire he still has a 4++ and you can always fly him off the table if you fail and don't want him to get picked off.

You don't even want him on the ground, and he probably never will be more often than not in the new system. Even Tau would stuggle to bring him down/hurt him when his buffs go off. Kind of ridiculous...

Lootas can ground him reliably thanks to volume of fire.

And a 2+ for anything isn't enough to make something invincible. If that was the case Terminators would be a lot better. And if they fail Grimoire he has his save decreased instead (likewise, the Warp Storm table can screw him over too). Yes, in a perfect scenario, he's hard to deal with, but not impossible. But he's in a codex with lots of random results tables too that can horrible screw him over too.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 14:19:31


Post by: Brachiaraidos


 Colpicklejar wrote:
These new warlord traits are LUDICROUS. I'm not saying they're bad- I actually think they're all interesting and will significantly effect gameplay, but they're so absurdly out of line with previous book warlord traits-

Give warlord + 3 units infiltrate? Huron Blackheart, you're a joke.

Permanent 12'' re-roll 1s bubble? Tigurius, go home.

Night Vision!?!


I guess it's GW's response to the BRB warlord traits being 90% useless to a lot of armies in 6th


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 14:21:29


Post by: ClockworkZion


bloodangel70 wrote:
Any changes to Jump Packs? My Blood Angels are asking

From earlier in this thread about that:
No its one or the other (move or assault), no jink


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 14:21:31


Post by: rabidguineapig


He doesn't typically need psychic powers to get his insane save. Just another FMC with Grimoire floating around near him. Seems pretty pointless to shoot piddly units at FMCs just to force grounding tests now though, which was typically my Imperial Guard's strategy in the past.

Mindstrikes are blasts and won't hit him in the air so you still have a get a wound through and ground him to do that, though flyers/skyfire are pretty much your only hope.

It's obviously not impossible, it just seems like they removed trying to ground him and kill him as a viable strategy which hurts quite a few armies/builds.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 14:25:11


Post by: ClockworkZion


 rabidguineapig wrote:
He doesn't typically need psychic powers to get his insane save. Just another FMC with Grimoire floating around near him.

Which is random and can actually WORSEN his invul save. Also, prioritize Grimoire if that's the case. The other Daemon won't be as durable and once gone Fateweaver becomes less durable.

You know, good target priority, one of the staples of being a good player?

 rabidguineapig wrote:
Seems pretty pointless to shoot piddly units at FMCs just to force grounding tests now though, which was typically my Imperial Guard's strategy in the past.

Take Hydras, keep shooting until he dies or falls or both. Seriously, Hydras are cheap enough to take a squadron of 3 and go to town with without screwing a list over.

 rabidguineapig wrote:
Mindstrikes are blasts and won't hit him in the air so you still have a get a wound through and ground him to do that, though flyers/skyfire are pretty much your only hope.

Fair point there.

 rabidguineapig wrote:
It's obviously not impossible, it just seems like they removed trying to ground him and kill him as a viable strategy which hurts quite a few armies/builds.

I think people are banking too hard on the Fateweaver only ever being at his best, and never at his worst (or even somewhere in between).


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 14:25:20


Post by: mercury14


is consolidating into combat a D6" move or a 6" move?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 14:26:40


Post by: Gorechild


If all unit types can score now, have they changed the 'big guns never tire' and 'scouring' missions?

One of their big differences was that HS/FA units could score in the respective missions if I'm remembering correctly. Seems pointless if everyone can score now anyway.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 14:27:42


Post by: ClockworkZion


mercury14 wrote:
is consolidating into combat a D6" move or a 6" move?

If you mean consolidation during combat, it was a 3" move unless it changes. There is no consolidation into a new combat though.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 14:27:59


Post by: tetrisphreak


mercury14 wrote:
is consolidating into combat a D6" move or a 6" move?


There isn't any consolidating into combat. Consolidating after cc hasn't been mentioned yet so it's probably still d6".


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 14:28:53


Post by: tag8833


 ClockworkZion wrote:
 rabidguineapig wrote:
That's what I'm saying, can he really be grounded reliably? Most people target him with the grimoire so more often than not he has a 2+++ so good luck hitting on 6's and getting a wound through on that. On top of it, grounding is still a 3+ and only once. Even if you fail grimoire he still has a 4++ and you can always fly him off the table if you fail and don't want him to get picked off.

You don't even want him on the ground, and he probably never will be more often than not in the new system. Even Tau would stuggle to bring him down/hurt him when his buffs go off. Kind of ridiculous...

Lootas can ground him reliably thanks to volume of fire.

No they can't. They can make him take a single 3+ roll for grounding. And he gets to reroll that. Plus Iron Arm is now a fixed +3 to toughness.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 14:29:32


Post by: tetrisphreak


 Gorechild wrote:
If all unit types can score now, have they changed the 'big guns never tire' and 'scouring' missions?

One of their big differences was that HS/FA units could score in the respective missions if I'm remembering correctly. Seems pointless if everyone can score now anyway.


If I were to guess I'd say those missions grant "objective secured" to HS/FA while also granting VPs for killing them.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 14:30:54


Post by: mercury14


 ClockworkZion wrote:
mercury14 wrote:
is consolidating into combat a D6" move or a 6" move?

If you mean consolidation during combat, it was a 3" move unless it changes. There is no consolidation into a new combat though.



Dag. Why was I thinking this was confirmed? :(

What about this question?

mercury14 wrote:
So assaults can only glance or "pen" where penning does 2 HP and doesn't roll on the pen chart?

What if the assaulter is like the Avatar of Khaine and has an AP1 CC weapon, can it still not roll for pen effects?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 14:31:09


Post by: buddha


Any word on how summoned darmons are treated for allied purposes?

Are fortifications added or removed? Curious given that stronghold assault added.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 14:32:04


Post by: ClockworkZion


tag8833 wrote:
 ClockworkZion wrote:
 rabidguineapig wrote:
That's what I'm saying, can he really be grounded reliably? Most people target him with the grimoire so more often than not he has a 2+++ so good luck hitting on 6's and getting a wound through on that. On top of it, grounding is still a 3+ and only once. Even if you fail grimoire he still has a 4++ and you can always fly him off the table if you fail and don't want him to get picked off.

You don't even want him on the ground, and he probably never will be more often than not in the new system. Even Tau would stuggle to bring him down/hurt him when his buffs go off. Kind of ridiculous...

Lootas can ground him reliably thanks to volume of fire.

No they can't. They can make him take a single 3+ roll for grounding. And he gets to reroll that. Plus Iron Arm is now a fixed +3 to toughness.

Sorry, they can reliably wound him because they fill the sky with more saves than he should normally make. Even with Iron Arm (which is deniable, and has to be rolled on the table to get).

And casting Psychic Powers got a lot less reliable with how it works, and more dangerous as well. You naturally want to throw more dice into the attempt to get them off, but then that can have them backfire horribly because more dice = more chances to perils.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 14:32:06


Post by: tetrisphreak


Those panned out false too. Cc vs vehicles works like it does in 6th except with a new damage chart.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 14:32:43


Post by: bloodangel70


 ClockworkZion wrote:
bloodangel70 wrote:
Any changes to Jump Packs? My Blood Angels are asking

From earlier in this thread about that:
No its one or the other (move or assault), no jink


Thanks,but Damn :(


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 14:33:28


Post by: ClockworkZion


mercury14 wrote:
 ClockworkZion wrote:
mercury14 wrote:
is consolidating into combat a D6" move or a 6" move?

If you mean consolidation during combat, it was a 3" move unless it changes. There is no consolidation into a new combat though.



Dag. Why was I thinking this was confirmed? :(

What about this question?

mercury14 wrote:
So assaults can only glance or "pen" where penning does 2 HP and doesn't roll on the pen chart?

What if the assaulter is like the Avatar of Khaine and has an AP1 CC weapon, can it still not roll for pen effects?

Assaults count glances as a wound, and a pen as 2 wounds for combat res, otherwise no confirmed changes as far as I've seen regarding how pens work.


Automatically Appended Next Post:
 buddha wrote:
Any word on how summoned darmons are treated for allied purposes?

Are fortifications added or removed? Curious given that stronghold assault added.

No.

And added. Kirby didn't cover them though.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 14:39:56


Post by: mercury14


Does smash at least cause a roll on the pen chart? :(


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 14:42:04


Post by: ClockworkZion


mercury14 wrote:
Does smash at least cause a roll on the pen chart? :(

Nothing has been confirmed that rolling in excess of the armour value of your target doesn't let you roll on the Pen chart AFAIK. There was a rumor, but that's it.

Smash is 1 attack at double strength with with a re-roll to armour pen.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 14:44:16


Post by: Battlesong


tag8833 wrote:
 Xerics wrote:
 stonehorse wrote:
tag8833 wrote:
[Smash being 1 attack is huge. The pen table needing a 7 is huge. TMCs seem to have taken it hard with the nerf bat. The scary world destroyers are going to have a rough time popping a rhino in close combat.


Those big scary nasty WS3 I2 A3 TMC that can be felled by the MIGHTY lasgun, sure did get balanced, boy, were they far too powerful before.

Sarcasm.


TMC didn't lose their effectiveness against infantry. They are just not able to one shot vehicles just like scatter lasers can't one shot rhinos anymore. Quit crying about your TMC's. The new damage chart effects everyone equally.

It does not. Most armies have access to AP2 shooting. In fact, many armies have AP1 melta. Tyranids don't. They had assault with MCs. MCs that are generally slower than the vehicles they are trying to pop. The only fast MCs are FMCs and they can no long assault after flying. Tyranids got the shaft on wargear options and that was a problem that has become more dire.

See this is where us Tyranid players are looking at this wrong. We're not supposed to look at what's not in OUR codex, but we should see what is in OTHER codices; I mean we can now Forge A Narrative by using the CtA rules. Want Melta: Forge a Narrative by allying your Nids with some Salamanders - that makes sense, right? How about Lances, I'm sure that the Eldar would leve to lend their Lances to a Tyranid force....now that would be Narrative! And if that doesn't do it for you, I'm sure you'll be happy to buy these Gargantuan creatures over here.......


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 14:45:02


Post by: rigeld2


Wait - no more area terrain?

So nidzilla is screwed completely? Awesome.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 14:45:14


Post by: rabidguineapig


 ClockworkZion wrote:
 rabidguineapig wrote:
He doesn't typically need psychic powers to get his insane save. Just another FMC with Grimoire floating around near him.

Which is random and can actually WORSEN his invul save. Also, prioritize Grimoire if that's the case. The other Daemon won't be as durable and once gone Fateweaver becomes less durable.

You know, good target priority, one of the staples of being a good player?

 rabidguineapig wrote:
Seems pretty pointless to shoot piddly units at FMCs just to force grounding tests now though, which was typically my Imperial Guard's strategy in the past.

Take Hydras, keep shooting until he dies or falls or both. Seriously, Hydras are cheap enough to take a squadron of 3 and go to town with without screwing a list over.

 rabidguineapig wrote:
Mindstrikes are blasts and won't hit him in the air so you still have a get a wound through and ground him to do that, though flyers/skyfire are pretty much your only hope.

Fair point there.

 rabidguineapig wrote:
It's obviously not impossible, it just seems like they removed trying to ground him and kill him as a viable strategy which hurts quite a few armies/builds.

I think people are banking too hard on the Fateweaver only ever being at his best, and never at his worst (or even somewhere in between).


Certainly taking down the grimoire prince should be your first order of business and is the quickest way to make Fatey your , but as long as it's there he has a good chance to be a flying troll machine.

I've also never seen Hydras in my local meta, though obviously everyone's is different. If you don't know what you're facing do you typically take 3 of them in the state they're in with no interceptor? There is a lot of other skyfire though and Vendettas/Flyers in general would be a surefire way to get some wounds on him reliably.

Fateweaver rarely has to be in a vulnerable spot if you don't want him to be (barring a wound getting through, and failing the grounding test which is obviously possible but not super likely if he's buffed). Yeah, he might be less useful for a turn but you still have the option of getting him to safety or off the board.

I really am not trying to say he's always super insanely invincible, just that the new rules are generally beneficial to him and make it near impossible to ground or even wound him when he's at his best. When everything doesn't go his way, you still have the option to move him wherever you want or even off the board for a turn to avoid getting cooked up for a Thanksgiving dinner.

We should probably stop clogging up the thread now though haha, but as a final point I do agree with you that there are plenty of ways to kill him if he's not at his best; but the new rules make him insanely durable when grimoire'd.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 14:48:09


Post by: mercury14


rigeld2 wrote:
Wait - no more area terrain?

So nidzilla is screwed completely? Awesome.




What?

MCs don't get area terrain anymore???


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 14:49:05


Post by: Leth


I honestly dont see the FMC spam armies that basically required fateweaver to be as big of a thing. Also I just ignore fateweaver most games, he does not actually do much damage and his buffing ability is mediocre.

Especially with the changes to FMC I really dont see it being much of a problem.

Nidzilla will be just fine, you just have to play it differently. No reduced charges for terrain, have the ability to buy lots of cover. Everything is scoring so its easy to play to objectives and just bum rush with a crap ton of monstrous creatures and just see them get through it all. Venomthropes to spice. Flying tyrants are still really good. Ability to take multiple force org charts as long as you get minimum troops. So for every two troops and one HQ you take you get a full org worth of things you can take(so three elites, three heavys, etc)

Yea I am not exactly crying for tyranids right now


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 14:49:14


Post by: Wayshuba


Spoletta wrote:
Demon factory will have many problems, mainly the fact that all those powers are WC 3. You are not going to summon more stuff than i can destroy in a turn, and you will do nothing in the mean time.

The only good power is sacrifice since it's WC 1, but it has it's downsides:

1) It comes after dice generation, so it will not contribute to that phase.
2) It's a fragile as hell model when you get it ML2, 2 guardsman can easily take him out. Worst of all he is conjured after the movement phase, so he can't be put inside a troop. He will NEVER make it to the next turn.

Also, what will you do when an assault army (which will now start appearing) gets on you? You are gonna defend with Tzeenthc heralds (without gifts) and pink horrors (without available dices)?


While we will have to see once it is in play, I don't agree currently. Summoning is only one aspect of the army. That is not all they do. So, while they are summoning they are using the rest of the army to also pound on yours. Summoning creates the classic war of attrition. You spend you psychic powers on offense or protection while the opponent focuses on summoning. Both your armies are focusing on killing one another but the summoning army continues to call in 100-300 points in new units a turn (depending on the dice, dispels, etc.). Over the course of a six turn game, the summoning army has added 600-1,800 additional points on the table. Meaning, they will win the war of attrition - every single time.

While you are focusing on killing the summoned units, it is firepower not being directed at their core army. So while you may kill the units summoned every turn, it is less of their core army you are killing as a result. In the meantime, all their firepower is always concentrated on your core army. If you don't focus on the summoned units, and instead on their core army, eventually you will have almost another entire army to deal with.

So summoning creates either great meat shields or, if ignored, will in fact become a serious problem once enough of them are in play.

While I am not saying it is the be all end all strategy, I can see how this can get abusive and very fast - especially in a Chaos Daemon army.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 14:52:52


Post by: ClockworkZion


mercury14 wrote:
rigeld2 wrote:
Wait - no more area terrain?

So nidzilla is screwed completely? Awesome.




What?

MCs don't get area terrain anymore???

NO ONE gets area terrain anymore.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 14:53:46


Post by: welshhoppo


Then how does cover work now?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 6097/06/13 16:07:31


Post by: mercury14


Can you still cast blessings inside transports?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 14:55:33


Post by: tetrisphreak


mercury14 wrote:
rigeld2 wrote:
Wait - no more area terrain?

So nidzilla is screwed completely? Awesome.




What?

MCs don't get area terrain anymore???


Nobody does - it's not a classification of terrain anymore.

However craters offer a 6+ save for standing in them and ruins grant 4+. So there will still be instances of toes-in for a save.

However - vehicles apparently no longer create craters upon exploding, and nothing yet has stated MTC still grants 3d6 when rolling difficult terrain, suggesting it has been lost. It's not all sunshine and roses right now for sure.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 14:57:56


Post by: don_mondo


 ClockworkZion wrote:

Assaults count glances as a wound, and a pen as 2 wounds for combat res, otherwise no confirmed changes as far as I've seen regarding how pens work.


Same as 6th, FYI.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:00:31


Post by: mercury14


 tetrisphreak wrote:
mercury14 wrote:
rigeld2 wrote:
Wait - no more area terrain?

So nidzilla is screwed completely? Awesome.




What?

MCs don't get area terrain anymore???


Nobody does - it's not a classification of terrain anymore.

However craters offer a 6+ save for standing in them and ruins grant 4+. So there will still be instances of toes-in for a save.

However - vehicles apparently no longer create craters upon exploding, and nothing yet has stated MTC still grants 3d6 when rolling difficult terrain, suggesting it has been lost. It's not all sunshine and roses right now for sure.



There's not area terrain that's a regular 5+ cover save?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:01:16


Post by: jamesk1973


So....assault armies are still getting the shaft.

Random assault distance and overwatch fire will continue to cause failed assaults but by golly we get to do TWO hull points of damage if our attack results in a penetrating hit!

smh

Also, looks like 7th is shaping up to be the "psyker" edition.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:01:21


Post by: ClockworkZion


 Wayshuba wrote:
While we will have to see once it is in play, I don't agree currently. Summoning is only one aspect of the army. That is not all they do. So, while they are summoning they are using the rest of the army to also pound on yours. Summoning creates the classic war of attrition. You spend you psychic powers on offense or protection while the opponent focuses on summoning. Both your armies are focusing on killing one another but the summoning army continues to call in 100-300 points in new units a turn (depending on the dice, dispels, etc.). Over the course of a six turn game, the summoning army has added 600-1,800 additional points on the table. Meaning, they will win the war of attrition - every single time.

While you are focusing on killing the summoned units, it is firepower not being directed at their core army. So while you may kill the units summoned every turn, it is less of their core army you are killing as a result. In the meantime, all their firepower is always concentrated on your core army. If you don't focus on the summoned units, and instead on their core army, eventually you will have almost another entire army to deal with.

So summoning creates either great meat shields or, if ignored, will in fact become a serious problem once enough of them are in play.

While I am not saying it is the be all end all strategy, I can see how this can get abusive and very fast - especially in a Chaos Daemon army.

Of course this is all assuming every summoning goes through with no Perils killing off your Psykers, or being denied, or just failing because of how easy it is to fail.

Yes, if dice go well you could easily end up with lots of models, but you're not really likely to. Pluse of you summon more psykers, how are they generating their powers? Last I knew, powers were generated at the start of the game, so unless something is in the rules for summoning that we haven't seen, summoned psykers have no psychic powers. Which means you just need to nuke that one psyker doing the summoning to stop it. Oh and one of the powers causes a wound to summon Heralds (even for Daemons) and the Greater Daemon causes a Perils. So you know, the only one that is "good" is the Summoning one to use, and even then you can focus on removing the Psykers that know it to eliminate the threat.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:01:27


Post by: Super Newb


mercury14 wrote:
Can you still cast blessings inside transports?


I asked this earlier today. No one with the book has said you could. But the context was that psykers inside transports can only cast witchfires. Maybe... maybe a psyker can bless his own unit inside a transport but it isn't looking likely right now.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:01:48


Post by: Tomb King


Battle Bros – benefit from warlord trait; ICs can join; "friendly units" for psy powers, abilities, etc.; can use special abilities to repair vehicles; can use modifiers and re-rolls on reserve rolls; can embark on each other's transports

Allies of Con – treated as enemy units that cannot be charged, shot, attacked or targeted; cannot move within 1" of each other; no warlord, no IC joining, and basically none of the above stuff but are impacted by that effect enemy models.

Desperate – same as AOC plus if within 6" roll a D6, on a 1 they do nothing

Come the Apoc – same as Desperate but cannot deploy within 12" of each other.

No restrictions on scoring for any allies. yes they get objective secured.


Also no limit to amount of FoC you can take... so can anyone point out the difference between unbound and bound armies again? You can pretty much take a bound army with everything you need. 40k as I currently know it has ended. Not sure what all is going to be used coming into this next GT season.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:02:04


Post by: tetrisphreak


Nope. Get behind walls, other models (25% obscured necessary) or bring a venomthrope along.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:03:13


Post by: Voodoo_Chile


Chaos psychic focus – mark of chaos or being a daemon of a particular chaos god = auto primaris of that god in addition to others.


This is really quite interesting. Anyone know if this takes up one of your powers or when they say "In addition" it is actually a freebie?

If so I look forward to the FAQs for CSM as it might make Thousand Sons somewhat useful to fulfill the Mark of Tzeentch requirement and allow a Maleficarum roll


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:03:56


Post by: ClockworkZion


jamesk1973 wrote:
Random assault distance and overwatch fire will continue to cause failed assaults but by golly we get to do TWO hull points of damage if our attack results in a penetrating hit!.

No, you don't do extra HP, you only count Pens as two wounds for combat res. Which only applies vs. Walkers.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:04:14


Post by: rigeld2


 Leth wrote:
Nidzilla will be just fine, you just have to play it differently. No reduced charges for terrain, have the ability to buy lots of cover.

Buy what cover? I haven't seen anything about purchasing terrain (anything new anyway)

Everything is scoring so its easy to play to objectives and just bum rush with a crap ton of monstrous creatures and just see them get through it all.

Apparently my opponents are very good at dealing with a bunch of T6 wounds because just bum rushing without cover means I lose - guaranteed.
Venomthropes to spice. Flying tyrants are still really good. Ability to take multiple force org charts as long as you get minimum troops. So for every two troops and one HQ you take you get a full org worth of things you can take(so three elites, three heavys, etc)

And Troops isn't a place where I like to devote a lot of points... you know - Nidzilla and all that. In addition, the Force Org wasn't a limiter for me (not really anyway) so that's a pointless thing to bring up.

But whatever - apparently it's all rosy for MCs even with the Smash nerf meaning only Carnifexes having any chance to kill a vehicle (including Dreads), loss of cover saves (so zero save against anti-tank weapons) and the FMC assault nerf.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:04:19


Post by: tetrisphreak


 Tomb King wrote:
Battle Bros – benefit from warlord trait; ICs can join; "friendly units" for psy powers, abilities, etc.; can use special abilities to repair vehicles; can use modifiers and re-rolls on reserve rolls; can embark on each other's transports

Allies of Con – treated as enemy units that cannot be charged, shot, attacked or targeted; cannot move within 1" of each other; no warlord, no IC joining, and basically none of the above stuff but are impacted by that effect enemy models.

Desperate – same as AOC plus if within 6" roll a D6, on a 1 they do nothing

Come the Apoc – same as Desperate but cannot deploy within 12" of each other.

No restrictions on scoring for any allies. yes they get objective secured.


Also no limit to amount of FoC you can take... so can anyone point out the difference between unbound and bound armies again? You can pretty much take a bound army with everything you need. 40k as I currently know it has ended. Not sure what all is going to be used coming into this next GT season.


feth em. Let the power gamers out-cheese each other ad infinitum.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:04:45


Post by: Colpicklejar


jamesk1973 wrote:
So....assault armies are still getting the shaft.

Random assault distance and overwatch fire will continue to cause failed assaults but by golly we get to do TWO hull points of damage if our attack results in a penetrating hit!

smh

Also, looks like 7th is shaping up to be the "psyker" edition.


Overwatch is unchanged and charges are still random, but I think the shape of the game as a whole is lending itself to more aggressive play, which should make assault a more viable option.

Objectives are going to be out in the open (at least in theory); armies are only further incentivized to hoof it to them with the new tac cards.

But I'm a visionless microbe so it could play it out in an entirely different fashion.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:05:52


Post by: mercury14


 tetrisphreak wrote:
Nope. Get behind walls, other models (25% obscured necessary) or bring a venomthrope along.



This makes no sense. No area terrain....

So Guardians have to just save against AP5 bolt guns with their 5+ armor save most of the time?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:06:20


Post by: sparrox


Disappointed with my Nids as is. All this new info is even worse. Codex psychic powers are rubbish except 2 not worth the risk that now comes with them. New warlord traits all 3 lists have practical uses, Nids are situational and even the good are weak in comparison. And D weapons. Where is the love for Nids. Best looking army, awesome miniatures, rules slapped together in an afternoon.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:06:24


Post by: Cryptek of Awesome


jamesk1973 wrote:

Also, looks like 7th is shaping up to be the "psyker" edition.


Welcome to 8th edition Fantasy-K.

Except in Fantasy, allies are an optional appendix rule and Unbound isn't a rule, it's just called 'messing around with friends'.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:07:30


Post by: tetrisphreak


 Colpicklejar wrote:
jamesk1973 wrote:
So....assault armies are still getting the shaft.

Random assault distance and overwatch fire will continue to cause failed assaults but by golly we get to do TWO hull points of damage if our attack results in a penetrating hit!

smh

Also, looks like 7th is shaping up to be the "psyker" edition.


Overwatch is unchanged and charges are still random, but I think the shape of the game as a whole is lending itself to more aggressive play, which should make assault a more viable option.

Objectives are going to be out in the open (at least in theory); armies are only further incentivized to hoof it to them with the new tac cards.

But I'm a visionless microbe so it could play it out in an entirely different fashion.


That's exactly it - objectives are plonked down before sides get picked. A player weighting one side or the other with objectives would be shooting themselves in the foot half the time.


Automatically Appended Next Post:
mercury14 wrote:
 tetrisphreak wrote:
Nope. Get behind walls, other models (25% obscured necessary) or bring a venomthrope along.



This makes no sense. No area terrain....

So Guardians have to just save against AP5 bolt guns with their 5+ armor save most of the time?


I just said ruins (4+) and craters (6+) have specific rules for standing in them. Why is that hard to grasp?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:09:26


Post by: coredump


 Leth wrote:
I honestly dont see the FMC spam armies that basically required fateweaver to be as big of a thing. Also I just ignore fateweaver most games, he does not actually do much damage and his buffing ability is mediocre.

Especially with the changes to FMC I really dont see it being much of a problem.
You mean the change where FLyrants need to give the opponent a 1-turn warning before assaulting? And be gliding to make it easy to kill the flyrant?
Or the change where Crones and flyrants have an all but useless Vector Strike?

Yes, FMCs are more resilient...but their offense has been nerfed so badly that no one will care that they are flying around.


Nidzilla will be just fine, you just have to play it differently. No reduced charges for terrain, have the ability to buy lots of cover. Everything is scoring so its easy to play to objectives and just bum rush with a crap ton of monstrous creatures and just see them get through it all.

I love the 'just learn to play' posts.... TMCs live an die by cover saves... with only 3+ save and no invulns, they need cover saves or they just get blown off the table.

Ability to take multiple force org charts as long as you get minimum troops. So for every two troops and one HQ you take you get a full org worth of things you can take(so three elites, three heavys, etc)
Yes, we are reading the same thread, we know the new rules.... so now we can take more of the same models that have been so heavily nerfed.... the point it that they have been heavily nerfed.



40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:11:56


Post by: MadmanMSU


 Leth wrote:
So my Inquisition deathcult assassins/crusaders/priest squad in land raider crusader might actually see tabletime with coteaz.......Sweeeeeeet throw in a mystic for dat warcharge and go to town.


Yep. Here's my hilarious first pass at GK. Grav guns will ruin this list, but its gonna be fun to play.

Coteaz
6x Deathcult Assassins
4x Crusaders
Storm Raven w/ Bolters and Psyammo

10x Purifers with Halberds and Psyammo
Storm Raven w/ Bolters and Psyammo

Dreadknight w/ Sword, Flamer, and Teleporter
Dreadknight w/ Sword, Flamer, and Teleporter
Dreadknight w/ Sword, Flamer, and Teleporter

EVERYTHING IS SCORING, HAHAHAHA


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:11:56


Post by: mercury14


 tetrisphreak wrote:


I just said ruins (4+) and craters (6+) have specific rules for standing in them. Why is that hard to grasp?



Lots of maps at tournaments, cons, etc don't have ruins or craters. They have trees, rocks, etc. I guess we all need to go out and buy ruins?

Just seems bizarre. What's gained by not having area terrain?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:12:54


Post by: Mij'aan


Wait, Wait.
Are you actually telling me I can ally my Tyranids and my Tau? And use both full force organization charts.

...?

I just don't even...


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:13:04


Post by: Super Newb


 Cryptek of Awesome wrote:
jamesk1973 wrote:

Also, looks like 7th is shaping up to be the "psyker" edition.


Welcome to 8th edition Fantasy-K.


Did you guys miss the charts with chance of success and chance of perils? To me, overall, it is pretty clear that psykers got a nerf rather than a buff.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:14:27


Post by: don_mondo


mercury14 wrote:
 tetrisphreak wrote:
Nope. Get behind walls, other models (25% obscured necessary) or bring a venomthrope along.



This makes no sense. No area terrain....

So Guardians have to just save against AP5 bolt guns with their 5+ armor save most of the time?


That, or buy the GW produced terrain that has specific cover values assigned. Hell, well over half of my terrain just became obsolete.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:14:31


Post by: Co'tor Shas


 Mij'aan wrote:
Wait, Wait.
Are you actually telling me I can ally my Tyranids and my Tau? And use both full force organization charts.

...?

I just don't even...

Tauranids!


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:15:44


Post by: Sasori


We will see how this Shakes out, but things aren't looking grand for my Tyranids.

Anyone see the Chariot Rules yet?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:15:45


Post by: Leth


rigeld2 wrote:
 Leth wrote:
Nidzilla will be just fine, you just have to play it differently. No reduced charges for terrain, have the ability to buy lots of cover.

Buy what cover? I haven't seen anything about purchasing terrain (anything new anyway)

Everything is scoring so its easy to play to objectives and just bum rush with a crap ton of monstrous creatures and just see them get through it all.

Apparently my opponents are very good at dealing with a bunch of T6 wounds because just bum rushing without cover means I lose - guaranteed.
Venomthropes to spice. Flying tyrants are still really good. Ability to take multiple force org charts as long as you get minimum troops. So for every two troops and one HQ you take you get a full org worth of things you can take(so three elites, three heavys, etc)

And Troops isn't a place where I like to devote a lot of points... you know - Nidzilla and all that. In addition, the Force Org wasn't a limiter for me (not really anyway) so that's a pointless thing to bring up.

But whatever - apparently it's all rosy for MCs even with the Smash nerf meaning only Carnifexes having any chance to kill a vehicle (including Dreads), loss of cover saves (so zero save against anti-tank weapons) and the FMC assault nerf.


You can buy venomthropes for cover as well as grenades. With enough elite slots you can buy them one each without losing out. two units of 10 termagaunts now opens up everything so whats that 100 points to get 3 of every other slot? Yea not seeing a lot of points spent in troops to make it work. In addition you can spam zoanthropes now for easy synapse and some of the cheapest access to 2 warp charges.

two x flying hive tyrants with double leech
3x venomthrope
2x zoanthrope
4x 10 man termagaunts
7x carnifex with adrenal split however you want
50 points to work with.

Not the best list, but it gives you an idea of what you can work with. Or you can go 3-6 exocrines and a skyshield landing pad with zoanthropes and venomthropes for a 2+ cover 4+ invul all the time potentially with FNP. The options go on for nidzilla.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:16:31


Post by: mercury14


 don_mondo wrote:
mercury14 wrote:
 tetrisphreak wrote:
Nope. Get behind walls, other models (25% obscured necessary) or bring a venomthrope along.



This makes no sense. No area terrain....

So Guardians have to just save against AP5 bolt guns with their 5+ armor save most of the time?


That, or buy the GW produced terrain that has specific cover values assigned. Hell, well over half of my terrain just became obsolete.



What GW terrain has a specific value other than craters?

Also "behind a rock" or "behind any solid thing" is a 4+ cover save? Even Behind another unit is a full-on 4+ cover save?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:18:30


Post by: SeanDrake


Got my book if any unanswered questions fire away.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:18:47


Post by: Trasvi


 Wayshuba wrote:
Spoletta wrote:
Demon factory will have many problems, mainly the fact that all those powers are WC 3. You are not going to summon more stuff than i can destroy in a turn, and you will do nothing in the mean time.

The only good power is sacrifice since it's WC 1, but it has it's downsides:

1) It comes after dice generation, so it will not contribute to that phase.
2) It's a fragile as hell model when you get it ML2, 2 guardsman can easily take him out. Worst of all he is conjured after the movement phase, so he can't be put inside a troop. He will NEVER make it to the next turn.

Also, what will you do when an assault army (which will now start appearing) gets on you? You are gonna defend with Tzeenthc heralds (without gifts) and pink horrors (without available dices)?


While we will have to see once it is in play, I don't agree currently. Summoning is only one aspect of the army. That is not all they do. So, while they are summoning they are using the rest of the army to also pound on yours. Summoning creates the classic war of attrition. You spend you psychic powers on offense or protection while the opponent focuses on summoning. Both your armies are focusing on killing one another but the summoning army continues to call in 100-300 points in new units a turn (depending on the dice, dispels, etc.). Over the course of a six turn game, the summoning army has added 600-1,800 additional points on the table. Meaning, they will win the war of attrition - every single time.

While you are focusing on killing the summoned units, it is firepower not being directed at their core army. So while you may kill the units summoned every turn, it is less of their core army you are killing as a result. In the meantime, all their firepower is always concentrated on your core army. If you don't focus on the summoned units, and instead on their core army, eventually you will have almost another entire army to deal with.

So summoning creates either great meat shields or, if ignored, will in fact become a serious problem once enough of them are in play.

While I am not saying it is the be all end all strategy, I can see how this can get abusive and very fast - especially in a Chaos Daemon army.


Focussing an army on summoning isn't going to work well for anything except for a Tzeentch Daemon list... You need 20+ power dice to summon 2 units per turn.
However another army that can get perhaps 10 warp charges, might be able to play a moderately normal game and summon in an extra unit every turn. You're still tying up 300+ points of models in to possibly summoning ~100pts per turn unless you get lucky and manage to get a cheap model with possession....
Yeah. I don't know. Definitely worth some playtesting.


I think it will only work for a Tzeentch Daemon army.. anything less than 20 warp charges isn't going to summon stuff


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:19:29


Post by: tetrisphreak


SeanDrake wrote:
Got my book if any unanswered questions fire away.


Full wording for move through cover?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:19:54


Post by: Thud


MarkyMark wrote:
http://sanguinesons.blogspot.co.uk/2014/05/biggest-change-in-7th.html

Something that has made me cry a little on the inside.


Ugh.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:21:31


Post by: Wayshuba


 ClockworkZion wrote:

Of course this is all assuming every summoning goes through with no Perils killing off your Psykers, or being denied, or just failing because of how easy it is to fail.

Yes, if dice go well you could easily end up with lots of models, but you're not really likely to. Pluse of you summon more psykers, how are they generating their powers? Last I knew, powers were generated at the start of the game, so unless something is in the rules for summoning that we haven't seen, summoned psykers have no psychic powers. Which means you just need to nuke that one psyker doing the summoning to stop it. Oh and one of the powers causes a wound to summon Heralds (even for Daemons) and the Greater Daemon causes a Perils. So you know, the only one that is "good" is the Summoning one to use, and even then you can focus on removing the Psykers that know it to eliminate the threat.


There are always a lot of ifs - If a peril kills your psycher (and you do not have wargear to compensate such as a ghost helm or Runes of Witnessing). As far as being denied, that won't happen since it doesn't target any enemy unit, though their are always dispels, but still, based on WHFB, that usually means at least 1-2 powers will still get off a turn. As for the generation of psychers, nothing I mentioned even considers this. Just summon units of bloodletters, or something similar, every single turn.

And nuking the one psycher isn't much easier than it may be depending on terrain and set up (not to mention the judicious use of Look Out Sir). Sure, there are ifs on both sides (for and against) but now we will just have to wait and see how it plays out in practice. Or if the army is psycher heavy, such as an Eldar army with two Farseers and ten Warlocks generating D6+16 dice for casting.

I'm not saying there aren't sound strategies to deal with it. But anything introduced that has the potential to add another 600-1,800 (assuming getting 1-3 units of bloodletters a turn) has the potential to seriously skew the balance of a game.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:21:54


Post by: mercury14


if there's no more area terrain and most cover relies on being behind stuff them barrage is going to absolutely massacre.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:22:03


Post by: slaede


I just need to know if an FMC in swoop mode can score/contest objectives, prz.


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


Post by: Accolade


 Thud wrote:
MarkyMark wrote:
http://sanguinesons.blogspot.co.uk/2014/05/biggest-change-in-7th.html

Something that has made me cry a little on the inside.


Ugh.


So Unbound won't be an issue...because people will just be able to abuse the out of Battle-Forged. Problem solved

/s


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


Post by: rabidguineapig


Ok so I know I'm beating Fateweaver to death with a dead horse while that dead horse is also being beaten, but... he is weird.

Anyone know how many warp charge dice he'll get? He is two ML4 psykers, but only generated 4 WC points in the past. I would assume it will still be 4, but does it say that you add up the mastery levels of your psykers to get the WC dice now? That would make 8. Maybe it will be in the FAQ.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:22:27


Post by: WrentheFaceless


Hmm these FOC Battle-forged things sound contrary to what they were supposed to be.

I hope people are just reading it wrong.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:22:59


Post by: Wayshuba


Deleted...accidental duplicate post.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:23:41


Post by: mercury14


Is there like, "rubble" with a 5+ save for being in it?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:23:52


Post by: Super Newb


SeanDrake wrote:
Got my book if any unanswered questions fire away.


Can you verify this? I've heard psykers inside transports can only cast witchfires. Is this true? As in can they not even bless their own unit which is with them inside the transport??


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:23:52


Post by: MarkyMark


 rabidguineapig wrote:
Ok so I know I'm beating Fateweaver to death with a dead horse while that dead horse is also being beaten, but... he is weird.

Anyone know how many warp charge dice he'll get? He is two ML4 psykers, but only generated 4 WC points in the past. I would assume it will still be 4, but does it say that you add up the mastery levels of your psykers to get the WC dice now? That would make 8. Maybe it will be in the FAQ.


Fatey will only generate 4 dice, unsure on how horrors will work with more then 11 models, it may be the case they are useless or you need more then 11 (or 16) to do the higher casting of flickering fire


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:24:11


Post by: undertow


MarkyMark, Psychic Phase happens before shooting, yes?

If so, do you see anything preventing a FMC from using Psychic Shooting Attacks in the psychic phase, then swooping off the board in the shooting phase?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:24:33


Post by: rabidguineapig


MarkyMark wrote:
 rabidguineapig wrote:
Ok so I know I'm beating Fateweaver to death with a dead horse while that dead horse is also being beaten, but... he is weird.

Anyone know how many warp charge dice he'll get? He is two ML4 psykers, but only generated 4 WC points in the past. I would assume it will still be 4, but does it say that you add up the mastery levels of your psykers to get the WC dice now? That would make 8. Maybe it will be in the FAQ.


Fatey will only generate 4 dice, unsure on how horrors will work with more then 11 models, it may be the case they are useless or you need more then 11 (or 16) to do the higher casting of flickering fire


Thanks!


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:26:11


Post by: SeanDrake


 tetrisphreak wrote:
SeanDrake wrote:
Got my book if any unanswered questions fire away.


Full wording for move through cover?


A unit that contains at least one with this rule rolls an extra d6 when rolling to move through difficult terrain and is not slowed by charging through difficult terrain. In most circumstances, this will mean that, when moving, the unit rolls 3d6 and picks the highest roll. Furthermore, a model with the special rule automatically passes dangerous terrain tests.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:27:03


Post by: MarkyMark


 undertow wrote:
MarkyMark, Psychic Phase happens before shooting, yes?

If so, do you see anything preventing a FMC from using Psychic Shooting Attacks in the psychic phase, then swooping off the board in the shooting phase?


Nope you are allowed. Also say screamer council or jetseer, can now shoot PSA then turbo boost in the shooting phase, or hive tyrant can cast PSA then shoot with two weapons in the shooting phase.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:27:08


Post by: jspyd3rx


Chariots!?! Seandrake!! Any changes please?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:27:12


Post by: ClockworkZion


SeanDrake wrote:
Got my book if any unanswered questions fire away.

People keep asking about Chariots, so I'd say that.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:27:54


Post by: MarkyMark


Lol, I did say before I havent touched on the vehicles side, I'll let Sean answer some questions


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:28:35


Post by: streamdragon


MarkyMark wrote:
http://sanguinesons.blogspot.co.uk/2014/05/biggest-change-in-7th.html

Something that has made me cry a little on the inside.


And all I have to do is kill a handful of cultists to prevent you from claiming objectives. Heldrakes are flyers, yes? So they can't claim objectives at all. Annoying? Most certainly. Unbeatable? Not even a little bit.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:28:43


Post by: ClockworkZion


 Wayshuba wrote:
 ClockworkZion wrote:

Of course this is all assuming every summoning goes through with no Perils killing off your Psykers, or being denied, or just failing because of how easy it is to fail.

Yes, if dice go well you could easily end up with lots of models, but you're not really likely to. Pluse of you summon more psykers, how are they generating their powers? Last I knew, powers were generated at the start of the game, so unless something is in the rules for summoning that we haven't seen, summoned psykers have no psychic powers. Which means you just need to nuke that one psyker doing the summoning to stop it. Oh and one of the powers causes a wound to summon Heralds (even for Daemons) and the Greater Daemon causes a Perils. So you know, the only one that is "good" is the Summoning one to use, and even then you can focus on removing the Psykers that know it to eliminate the threat.


There are always a lot of ifs - If a peril kills your psycher (and you do not have wargear to compensate such as a ghost helm or Runes of Witnessing). As far as being denied, that won't happen since it doesn't target any enemy unit, though their are always dispels, but still, based on WHFB, that usually means at least 1-2 powers will still get off a turn. As for the generation of psychers, nothing I mentioned even considers this. Just summon units of bloodletters, or something similar, every single turn.

And nuking the one psycher isn't much easier than it may be depending on terrain and set up (not to mention the judicious use of Look Out Sir). Sure, there are ifs on both sides (for and against) but now we will just have to wait and see how it plays out in practice. Or if the army is psycher heavy, such as an Eldar army with two Farseers and ten Warlocks generating D6+16 dice for casting.

I'm not saying there aren't sound strategies to deal with it. But anything introduced that has the potential to add another 600-1,800 (assuming getting 1-3 units of bloodletters a turn) has the potential to seriously skew the balance of a game.

Ghost Helms and Runes of Witnessing are both limited to the Eldar codex. The first eats Warp Charges, the latter is of limited use and we don't know how it'll be changed to work with the new rules.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:29:00


Post by: Voodoo_Chile


SeanDrake wrote:
Got my book if any unanswered questions fire away.


Hey man, can you give some info on the changes to the Chariot rules?

Edit: Opps sorry didn't see the number of other people asking, must be a lot of people with Burning Chariots of Tzeentch waiting to see if it now works


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:29:17


Post by: MadmanMSU


I want to know if its possible to buff your own unit in a transport as well.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:29:46


Post by: Mr Morden


mercury14 wrote:
 tetrisphreak wrote:


I just said ruins (4+) and craters (6+) have specific rules for standing in them. Why is that hard to grasp?



Lots of maps at tournaments, cons, etc don't have ruins or craters. They have trees, rocks, etc. I guess we all need to go out and buy ruins?

Just seems bizarre. What's gained by not having area terrain?


Thats a problem with most tournametns I have seen - they have mostly open boards - there should be a mixture of open, some terrain and cluttered boards - anything else is just promoting a certain play style whether by design or accident.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:29:49


Post by: mercury14


SeanDrake wrote:
Got my book if any unanswered questions fire away.


What different kinds of area terrain are there? Craters are 6+ cover? What else?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:29:52


Post by: Sigvatr


Forests no longer grant cover then? Uh? In the grim future of the 41st millenium, there are only ruins. And craters.



40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:29:57


Post by: streamdragon


SeanDrake wrote:
 tetrisphreak wrote:
SeanDrake wrote:
Got my book if any unanswered questions fire away.


Full wording for move through cover?


A unit that contains at least one with this rule rolls an extra d6 when rolling to move through difficult terrain and is not slowed by charging through difficult terrain. In most circumstances, this will mean that, when moving, the unit rolls 3d6 and picks the highest roll. Furthermore, a model with the special rule automatically passes dangerous terrain tests.

Oh man, I can already see the YMDC battle about whether "not slowed by charging through difficult terrain" includes being reduced to I1 or not.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:30:35


Post by: MarkyMark


 streamdragon wrote:
MarkyMark wrote:
http://sanguinesons.blogspot.co.uk/2014/05/biggest-change-in-7th.html

Something that has made me cry a little on the inside.


And all I have to do is kill a handful of cultists to prevent you from claiming objectives. Heldrakes are flyers, yes? So they can't claim objectives at all. Annoying? Most certainly. Unbeatable? Not even a little bit.


It was a example dude, I am sure you can create other spammed lists that will acutally be effective.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:31:01


Post by: mercury14


 Mr Morden wrote:
mercury14 wrote:
 tetrisphreak wrote:


I just said ruins (4+) and craters (6+) have specific rules for standing in them. Why is that hard to grasp?



Lots of maps at tournaments, cons, etc don't have ruins or craters. They have trees, rocks, etc. I guess we all need to go out and buy ruins?

Just seems bizarre. What's gained by not having area terrain?


Thats a problem with most tournametns I have seen - they have mostly open boards - there should be a mixture of open, some terrain and cluttered boards - anything else is just promoting a certain play style whether by design or accident.



Tournaments I play at have plenty of terrain on their boards. Just not always terrain that you can get obstruction from.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:31:47


Post by: Lobokai


mercury14 wrote:
 tetrisphreak wrote:
Nope. Get behind walls, other models (25% obscured necessary) or bring a venomthrope along.



This makes no sense. No area terrain....

So Guardians have to just save against AP5 bolt guns with their 5+ armor save most of the time?


Yeah, poor elder, now they suck.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:32:13


Post by: Brometheus


 Voodoo_Chile wrote:
Chaos psychic focus – mark of chaos or being a daemon of a particular chaos god = auto primaris of that god in addition to others.


This is really quite interesting. Anyone know if this takes up one of your powers or when they say "In addition" it is actually a freebie?

If so I look forward to the FAQs for CSM as it might make Thousand Sons somewhat useful to fulfill the Mark of Tzeentch requirement and allow a Maleficarum roll


It definitely needs a faq, along with the Black Staff... I hope Ahriman can take Divination. I wonder what, if anything, they'd make the Black Staff do? Same Witchfire multiple times? Spell familiar? Pick spells? Who knows.

But lets be honest... I'm sure they'll promptly put out a 7th faq for CSM, and just leave TS in the dust (lol?) so don't get your hopes up too much


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:32:38


Post by: Squidbot


MarkyMark wrote:
http://sanguinesons.blogspot.co.uk/2014/05/biggest-change-in-7th.html

Something that has made me cry a little on the inside.


Gork, no. That has to be wrong....


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:32:46


Post by: mercury14


What about focus fire? Any changes? Still in there?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:33:42


Post by: SeanDrake


Super Newb wrote:
SeanDrake wrote:
Got my book if any unanswered questions fire away.


Can you verify this? I've heard psykers inside transports can only cast witchfires. Is this true? As in can they not even bless their own unit which is with them inside the transport??


Psykers embarked on a transport cannot manifest any other kind of power than witchfire


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:34:32


Post by: Sigvatr


 Squidbot wrote:
MarkyMark wrote:
http://sanguinesons.blogspot.co.uk/2014/05/biggest-change-in-7th.html

Something that has made me cry a little on the inside.


Gork, no. That has to be wrong....


If that's not going to get FAQ'd, I'm looking forward to our next rules council.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:35:16


Post by: buddha


SeanDrake wrote:
Got my book if any unanswered questions fire away.


Thanks.

How are summoned daemons treated for allied purposes?

What, if any, are the changes with chariots?

Are any new fortifications added to the main rulebook?

How are ruins treated if there is no area cover anymore?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:36:09


Post by: MadmanMSU


SeanDrake wrote:
Super Newb wrote:
SeanDrake wrote:
Got my book if any unanswered questions fire away.


Can you verify this? I've heard psykers inside transports can only cast witchfires. Is this true? As in can they not even bless their own unit which is with them inside the transport??


Psykers embarked on a transport cannot manifest any other kind of power than witchfire


Are blessings magically witchfires now? Or is that just wishful thinking?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:36:30


Post by: MarkyMark


So the burning chariot is fixed. Riders always count as stationary when firing weapons.

Riders CANNOT disembark from the chariot.

IF either rider or chariot is killed both are removed from play.

When shooting at chariots keep the number of successful hits that have been caused, keep the dice in different wound pools based on str and ap basically.

The player controlling the chariot then allocates each hit pool to the rider OR the chariot of the cloest model in the unit, if more then one pool the attacking player decides what pool to resolve first,

Chariots can be locked in combat, Chariots fight like infantry models, and can sweeping advance, pile in console etc (unless stunned)

In CC against a chariot decide if attacking chariot or rider, model by model basis, always by the riders WS though. You use the chariots FA though

Hammer of wrath from chariot is d6 str 6 ap- can re roll charge distance as well!, rider has fearless and relentless and can fire overwatch but not with a weapon on the chariot.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:36:57


Post by: Vector Strike


SeanDrake wrote:
Got my book if any unanswered questions fire away.


Hello, kind sir! I have 2.

1. As already said, ICs cannot join MCs. But there is an IC MC (O'Vesa, from Farsight Enclaves Supplement). Is there any kind of exception for IC MCs regarding being joined by other ICs? Or MCs can never be joined whatsoever?

2. Now that Supplements are considered part of the same Faction of its 'mother' codex, there is the possibility of bringing, let's say, an Iron Hands and a Clan Raukaan separate detachments, but still as the primary one (no allies). But... how about Relics? Can I have a Chapter Master with Shield Eternal in my Iron Hands detachment and another one with Gorgon's Chain in the Clan Raukaan detachment?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:37:11


Post by: MarkyMark


mercury14 wrote:
What about focus fire? Any changes? Still in there?


Big change, removed from the book...


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:37:15


Post by: Brometheus


Also interested in chariots. I hate the heldrake, and will gladly use a Burning Chariot.

Edit: Very well, assembling Burning Chariot now


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:38:18


Post by: Voodoo_Chile


MarkyMark wrote:
So the burning chariot is fixed. Riders always count as stationary when firing weapons.

Riders CANNOT disembark from the chariot.

IF either rider or chariot is killed both are removed from play.

When shooting at chariots keep the number of successful hits that have been caused, keep the dice in different wound pools based on str and ap basically.

The player controlling the chariot then allocates each hit pool to the rider OR the chariot of the cloest model in the unit, if more then one pool the attacking player decides what pool to resolve first,

Chariots can be locked in combat, Chariots fight like infantry models, and can sweeping advance, pile in console etc (unless stunned)

In CC against a chariot decide if attacking chariot or rider, model by model basis, always by the riders WS though. You use the chariots FA though

Hammer of wrath from chariot is d6 str 6 ap- can re roll charge distance as well!, rider has fearless and relentless and can fire overwatch but not with a weapon on the chariot.


Tears of joy ladies and gentlemen, tears of joy...


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:38:21


Post by: jamesk1973


 Sigvatr wrote:
Forests no longer grant cover then? Uh? In the grim future of the 41st millenium, there are only ruins. And craters.



I felt despair also, for a moment.

Then I thought, no one is forcing us to use multistory ruins.

What if I take my forest terrain (formerly area terrain) and glue a few low lying pieces of debris to it?

I then have an "area" of ruins. Simple 4+ cover save...until the D weapon arrives that is...


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:38:26


Post by: MarkyMark


 Vector Strike wrote:
SeanDrake wrote:
Got my book if any unanswered questions fire away.


Hello, kind sir! I have 2.

1. As already said, ICs cannot join MCs. But there is an IC MC (O'Vesa, from Farsight Enclaves Supplement). Is there any kind of exception for IC MCs regarding being joined by other ICs? Or MCs can never be joined whatsoever?

2. Now that Supplements are considered part of the same Faction of its 'mother' codex, there is the possibility of bringing, let's say, a Iron Hands and a Clak Raukaan separate detachments, but still as the primary one (no allies). But... how about Relics? Can I have a Chapter Master with Shield Eternal in my Iron Hands detachment and another one with Gorgon's Chain in the Clan Raukaan detachment?


Ovesa star is dead mate, you cannot join IC's to a unit with MC's in it there is no exception.

Thats a codex question rather then rule book, it is not covered in the BRB.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:38:31


Post by: tag8833


 ClockworkZion wrote:
tag8833 wrote:
 ClockworkZion wrote:
 rabidguineapig wrote:
That's what I'm saying, can he really be grounded reliably? Most people target him with the grimoire so more often than not he has a 2+++ so good luck hitting on 6's and getting a wound through on that. On top of it, grounding is still a 3+ and only once. Even if you fail grimoire he still has a 4++ and you can always fly him off the table if you fail and don't want him to get picked off.

You don't even want him on the ground, and he probably never will be more often than not in the new system. Even Tau would stuggle to bring him down/hurt him when his buffs go off. Kind of ridiculous...

Lootas can ground him reliably thanks to volume of fire.

No they can't. They can make him take a single 3+ roll for grounding. And he gets to reroll that. Plus Iron Arm is now a fixed +3 to toughness.

Sorry, they can reliably wound him because they fill the sky with more saves than he should normally make. Even with Iron Arm (which is deniable, and has to be rolled on the table to get).

I think you missed something important. 1 Grounding check per turn, not per wound. That means they can make him take a single 3+ roll for grounding per turn. He can re-roll that if he uses his reroll there. The odds of failing a rerollable 3+ is only 11.11%. So Lootas, if they manage to cause a wound, have a 11.11% to ground Fateweaver.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:38:42


Post by: slaede


My question got buried, but I'd like to know if FMC's score while swooping if anyone knows, pls. Thx.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:39:22


Post by: MarkyMark


I do have two burning chariots, and cut up the third to make something else but that can still be used as one I guess, time to dust them off!.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:39:51


Post by: Sigvatr


About chariots...so...basically, I can redirect any lascannon hit to, e.g., my Overlord riding the CCB and his 3++? Uhm...


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


Post by: Super Newb


MadmanMSU wrote:
SeanDrake wrote:
Super Newb wrote:
SeanDrake wrote:
Got my book if any unanswered questions fire away.


Can you verify this? I've heard psykers inside transports can only cast witchfires. Is this true? As in can they not even bless their own unit which is with them inside the transport??


Psykers embarked on a transport cannot manifest any other kind of power than witchfire


Are blessings magically witchfires now? Or is that just wishful thinking?


LOL.


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


Post by: jamesk1973


MarkyMark wrote:
mercury14 wrote:
What about focus fire? Any changes? Still in there?


Big change, removed from the book...


So, it reverted back to 5th edition default for shooting at units in cover. Interesting.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:40:58


Post by: SeanDrake


slaede wrote:
I just need to know if an FMC in swoop mode can score/contest objectives, prz.


Swooping FMC or zooming flyer cannot score


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:41:27


Post by: slaede


SeanDrake wrote:
slaede wrote:
I just need to know if an FMC in swoop mode can score/contest objectives, prz.


Swooping FMC or zooming flyer cannot score


You are very kind.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:41:40


Post by: MarkyMark


slaede wrote:
My question got buried, but I'd like to know if FMC's score while swooping if anyone knows, pls. Thx.


It has been answered before buddy, no it is not scoring.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:43:26


Post by: Sasori


MarkyMark wrote:
So the burning chariot is fixed. Riders always count as stationary when firing weapons.

Riders CANNOT disembark from the chariot.

IF either rider or chariot is killed both are removed from play.

When shooting at chariots keep the number of successful hits that have been caused, keep the dice in different wound pools based on str and ap basically.

The player controlling the chariot then allocates each hit pool to the rider OR the chariot of the cloest model in the unit, if more then one pool the attacking player decides what pool to resolve first,

Chariots can be locked in combat, Chariots fight like infantry models, and can sweeping advance, pile in console etc (unless stunned)

In CC against a chariot decide if attacking chariot or rider, model by model basis, always by the riders WS though. You use the chariots FA though

Hammer of wrath from chariot is d6 str 6 ap- can re roll charge distance as well!, rider has fearless and relentless and can fire overwatch but not with a weapon on the chariot.


That's some interesting changes. My overlord getting killed from a lucky shot to the chariot seems pretty silly, but being a lot better in CC is also a boon. Also, not disembarking is really Awkward.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:43:51


Post by: rigeld2


 Leth wrote:
You can buy venomthropes for cover as well as grenades. With enough elite slots you can buy them one each without losing out. two units of 10 termagaunts now opens up everything so whats that 100 points to get 3 of every other slot? Yea not seeing a lot of points spent in troops to make it work. In addition you can spam zoanthropes now for easy synapse and some of the cheapest access to 2 warp charges.

two x flying hive tyrants with double leech
3x venomthrope
2x zoanthrope
4x 10 man termagaunts
7x carnifex with adrenal split however you want
50 points to work with.

Not the best list, but it gives you an idea of what you can work with. Or you can go 3-6 exocrines and a skyshield landing pad with zoanthropes and venomthropes for a 2+ cover 4+ invul all the time potentially with FNP. The options go on for nidzilla.

Oh boy - 7 Carnifexes that will do jack all over the course of the game. Well built list. Truly you understand the ins and outs of the Tyranid codex.
hint: the Shrouded bubble is pretty small. And having 2 Synapse is just a bad idea (the 2 Flyrants can't be counted on because they move fast).
But that's okay. You schooled me well.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:44:54


Post by: mercury14


jamesk1973 wrote:
 Sigvatr wrote:
Forests no longer grant cover then? Uh? In the grim future of the 41st millenium, there are only ruins. And craters.



I felt despair also, for a moment.

Then I thought, no one is forcing us to use multistory ruins.

What if I take my forest terrain (formerly area terrain) and glue a few low lying pieces of debris to it?

I then have an "area" of ruins. Simple 4+ cover save...until the D weapon arrives that is...



If focus fire is unchanged it probably wont matter. It will be impossible in most circumstances to get many models hidden. People will just shoot the guys who aren't obscured......

Dude with the book: is focus fire changed?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:44:54


Post by: streamdragon


jamesk1973 wrote:
MarkyMark wrote:
mercury14 wrote:
What about focus fire? Any changes? Still in there?


Big change, removed from the book...


So, it reverted back to 5th edition default for shooting at units in cover. Interesting.


I think someone said earlier that cover is on a model by model basis now, and you still remove from the front first.

So make sure your special weapons dudes are in the trees I guess?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:45:57


Post by: Voodoo_Chile


 Sasori wrote:
MarkyMark wrote:
So the burning chariot is fixed. Riders always count as stationary when firing weapons.

Riders CANNOT disembark from the chariot.

IF either rider or chariot is killed both are removed from play.

When shooting at chariots keep the number of successful hits that have been caused, keep the dice in different wound pools based on str and ap basically.

The player controlling the chariot then allocates each hit pool to the rider OR the chariot of the cloest model in the unit, if more then one pool the attacking player decides what pool to resolve first,

Chariots can be locked in combat, Chariots fight like infantry models, and can sweeping advance, pile in console etc (unless stunned)

In CC against a chariot decide if attacking chariot or rider, model by model basis, always by the riders WS though. You use the chariots FA though

Hammer of wrath from chariot is d6 str 6 ap- can re roll charge distance as well!, rider has fearless and relentless and can fire overwatch but not with a weapon on the chariot.


That's some interesting changes. My overlord getting killed from a lucky shot to the chariot seems pretty silly, but being a lot better in CC is also a boon. Also, not disembarking is really Awkward.


It'll be interesting how they FAQ Reanimation Protocols around this (if they do).
Given that if the rider eats a Lascannon hit and dies, he still has his Reanimation Protocol at the end of the phase. Does the Chariot die and then he can get back up without it or does it wait for the Everliving token to be removed? Or illogically do both come back if the RP roll is successful.

I hope GW have put the year without FAQ to good use cause if not it's going to get complicated.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 0007/05/22 15:46:24


Post by: mercury14


 streamdragon wrote:
jamesk1973 wrote:
MarkyMark wrote:
mercury14 wrote:
What about focus fire? Any changes? Still in there?


Big change, removed from the book...


So, it reverted back to 5th edition default for shooting at units in cover. Interesting.


I think someone said earlier that cover is on a model by model basis now, and you still remove from the front first.

So make sure your special weapons dudes are in the trees I guess?



So a unit in forest with modeled trees gets no cover save at all except for individual models which happen to be partially obscured? That seems silly.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:47:53


Post by: Vector Strike


MarkyMark wrote:
mercury14 wrote:
What about focus fire? Any changes? Still in there?


Big change, removed from the book...


To add, a user from Warseer posted that you deal with cover as model per model basis. If a squad of orks has 3 behind ruins and 2 exposed, these 2 get no cover at all. Now, if you make a look out sir roll and the new target has a cover save... will it be able to use it?

MarkyMark wrote:Ovesa star is dead mate, you cannot join IC's to a unit with MC's in it there is no exception.

Thats a codex question rather then rule book, it is not covered in the BRB.


Ok. Never used O'Vesa star, just asking because it makes impossible to use the 'the Eight' bodyguard complete unit . Gonna wait for a FAQ

Regarding the Relics, I think this is a broader situation. SM, Tau, Eldar and CSM have supplements that change the selection of Relics. If we'll be able to cherry-pick Relics from the main codex and from its supplements... it would be glorious, lol.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:49:20


Post by: streamdragon


mercury14 wrote:
 streamdragon wrote:
jamesk1973 wrote:
MarkyMark wrote:
mercury14 wrote:
What about focus fire? Any changes? Still in there?


Big change, removed from the book...


So, it reverted back to 5th edition default for shooting at units in cover. Interesting.


I think someone said earlier that cover is on a model by model basis now, and you still remove from the front first.

So make sure your special weapons dudes are in the trees I guess?



So a unit in forest with modeled trees gets no cover save at all except for individual models which happen to be partially obscured? That seems silly.

Yes and no. I think the "Citadel Wood" model gets special rules giving everyone in the area a 5+ cover save. (I.e. the old cover rules; I suspect few groups will have issues using those same rules for their non-Citadel Wood models)

You have a unit of 10 dudes, 5 in the trees and 5 out of the trees. The 5 dudes out of the trees are closest to the enemy unit shooting at them. Those 5 dudes would not benefit from cover saves against enemy shooting, and would be the first 5 casualties removed.


At least in my understanding, keep in mind I don't have my book yet.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:49:24


Post by: MarkyMark


 Voodoo_Chile wrote:
 Sasori wrote:
MarkyMark wrote:
So the burning chariot is fixed. Riders always count as stationary when firing weapons.

Riders CANNOT disembark from the chariot.

IF either rider or chariot is killed both are removed from play.

When shooting at chariots keep the number of successful hits that have been caused, keep the dice in different wound pools based on str and ap basically.

The player controlling the chariot then allocates each hit pool to the rider OR the chariot of the cloest model in the unit, if more then one pool the attacking player decides what pool to resolve first,

Chariots can be locked in combat, Chariots fight like infantry models, and can sweeping advance, pile in console etc (unless stunned)

In CC against a chariot decide if attacking chariot or rider, model by model basis, always by the riders WS though. You use the chariots FA though

Hammer of wrath from chariot is d6 str 6 ap- can re roll charge distance as well!, rider has fearless and relentless and can fire overwatch but not with a weapon on the chariot.


That's some interesting changes. My overlord getting killed from a lucky shot to the chariot seems pretty silly, but being a lot better in CC is also a boon. Also, not disembarking is really Awkward.


It'll be interesting how they FAQ Reanimation Protocols around this (if they do).
Given that if the rider eats a Lascannon hit and dies, he still has his Reanimation Protocol at the end of the phase. Does the Chariot die and then he can get back up without it or does it wait for the Everliving token to be removed? Or illogically do both come back if the RP roll is successful.

I hope GW have put the year without FAQ to good use cause if not it's going to get complicated.


It is in the BRB mate, if you pass the reainmation test you come back with 1 HP and 1 wound


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 4242/05/22 15:50:45


Post by: ClockworkZion


tag8833 wrote:
 ClockworkZion wrote:
tag8833 wrote:
 ClockworkZion wrote:
 rabidguineapig wrote:
That's what I'm saying, can he really be grounded reliably? Most people target him with the grimoire so more often than not he has a 2+++ so good luck hitting on 6's and getting a wound through on that. On top of it, grounding is still a 3+ and only once. Even if you fail grimoire he still has a 4++ and you can always fly him off the table if you fail and don't want him to get picked off.

You don't even want him on the ground, and he probably never will be more often than not in the new system. Even Tau would stuggle to bring him down/hurt him when his buffs go off. Kind of ridiculous...

Lootas can ground him reliably thanks to volume of fire.

No they can't. They can make him take a single 3+ roll for grounding. And he gets to reroll that. Plus Iron Arm is now a fixed +3 to toughness.

Sorry, they can reliably wound him because they fill the sky with more saves than he should normally make. Even with Iron Arm (which is deniable, and has to be rolled on the table to get).

I think you missed something important. 1 Grounding check per turn, not per wound. That means they can make him take a single 3+ roll for grounding per turn. He can re-roll that if he uses his reroll there. The odds of failing a rerollable 3+ is only 11.11%. So Lootas, if they manage to cause a wound, have a 11.11% to ground Fateweaver.

And I think you're misreading that post. The wound part was a correction in the second post.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:51:04


Post by: mercury14


 streamdragon wrote:


So a unit in forest with modeled trees gets no cover save at all except for individual models which happen to be partially obscured? That seems silly.

Yes and no. I think the "Citadel Wood" model gets special rules giving everyone in the area a 5+ cover save. (I.e. the old cover rules; I suspect few groups will have issues using those same rules for their non-Citadel Wood models)

You have a unit of 10 dudes, 5 in the trees and 5 out of the trees. The 5 dudes out of the trees are closest to the enemy unit shooting at them. Those 5 dudes would not benefit from cover saves against enemy shooting, and would be the first 5 casualties removed.


At least in my understanding, keep in mind I don't have my book yet.



Ah, so there's 5+ area cover after all


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:53:09


Post by: Samurai_Eduh


mercury14 wrote:
 streamdragon wrote:
jamesk1973 wrote:
MarkyMark wrote:
mercury14 wrote:
What about focus fire? Any changes? Still in there?


Big change, removed from the book...


So, it reverted back to 5th edition default for shooting at units in cover. Interesting.


I think someone said earlier that cover is on a model by model basis now, and you still remove from the front first.

So make sure your special weapons dudes are in the trees I guess?



So a unit in forest with modeled trees gets no cover save at all except for individual models which happen to be partially obscured? That seems silly.


Yeah, thats my biggest WTF right now.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:53:36


Post by: Sasori


Can you assault Via Outflank now?

I'm not sure if the assault from reserves has been covered and this is a rather monstrous thread.

Thanks Mark for the Necron info. I'm a bit undecided on the Chariot, especially since you can't disembark.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:54:18


Post by: Voodoo_Chile


MarkyMark wrote:
 Voodoo_Chile wrote:
 Sasori wrote:
MarkyMark wrote:
So the burning chariot is fixed. Riders always count as stationary when firing weapons.

Riders CANNOT disembark from the chariot.

IF either rider or chariot is killed both are removed from play.

When shooting at chariots keep the number of successful hits that have been caused, keep the dice in different wound pools based on str and ap basically.

The player controlling the chariot then allocates each hit pool to the rider OR the chariot of the cloest model in the unit, if more then one pool the attacking player decides what pool to resolve first,

Chariots can be locked in combat, Chariots fight like infantry models, and can sweeping advance, pile in console etc (unless stunned)

In CC against a chariot decide if attacking chariot or rider, model by model basis, always by the riders WS though. You use the chariots FA though

Hammer of wrath from chariot is d6 str 6 ap- can re roll charge distance as well!, rider has fearless and relentless and can fire overwatch but not with a weapon on the chariot.


That's some interesting changes. My overlord getting killed from a lucky shot to the chariot seems pretty silly, but being a lot better in CC is also a boon. Also, not disembarking is really Awkward.


It'll be interesting how they FAQ Reanimation Protocols around this (if they do).
Given that if the rider eats a Lascannon hit and dies, he still has his Reanimation Protocol at the end of the phase. Does the Chariot die and then he can get back up without it or does it wait for the Everliving token to be removed? Or illogically do both come back if the RP roll is successful.

I hope GW have put the year without FAQ to good use cause if not it's going to get complicated.


It is in the BRB mate, if you pass the reainmation test you come back with 1 HP and 1 wound


Wow I'm really surprised GW had that covered. Thank you very much for answering these questions.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:54:45


Post by: Dracos


What about assaulting out of transports, or disembarking/embarking? Any change to how one disembarks/embarks and how far one can move after? Shooting out of moving vehicles, any change there?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:55:21


Post by: streamdragon


mercury14 wrote:
 streamdragon wrote:


So a unit in forest with modeled trees gets no cover save at all except for individual models which happen to be partially obscured? That seems silly.

Yes and no. I think the "Citadel Wood" model gets special rules giving everyone in the area a 5+ cover save. (I.e. the old cover rules; I suspect few groups will have issues using those same rules for their non-Citadel Wood models)

You have a unit of 10 dudes, 5 in the trees and 5 out of the trees. The 5 dudes out of the trees are closest to the enemy unit shooting at them. Those 5 dudes would not benefit from cover saves against enemy shooting, and would be the first 5 casualties removed.


At least in my understanding, keep in mind I don't have my book yet.



Ah, so there's 5+ area cover after all

Someone with the book would have to verify. I tried to search, but either I dreamed the post talking about terrain effects for specific GW terrain or search is broken.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:56:32


Post by: Samurai_Eduh


mercury14 wrote:
 streamdragon wrote:


So a unit in forest with modeled trees gets no cover save at all except for individual models which happen to be partially obscured? That seems silly.

Yes and no. I think the "Citadel Wood" model gets special rules giving everyone in the area a 5+ cover save. (I.e. the old cover rules; I suspect few groups will have issues using those same rules for their non-Citadel Wood models)

You have a unit of 10 dudes, 5 in the trees and 5 out of the trees. The 5 dudes out of the trees are closest to the enemy unit shooting at them. Those 5 dudes would not benefit from cover saves against enemy shooting, and would be the first 5 casualties removed.


At least in my understanding, keep in mind I don't have my book yet.



Ah, so there's 5+ area cover after all


Of course, should have suspected it given the Wood Elf book specifies you have to use a citidel wood as your woods. Well, looks like I'll be buying one, then just making MDF bases of the same shape with homemade trees on it.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:57:28


Post by: Vector Strike


mercury14 wrote:


Ah, so there's 5+ area cover after all


IIRC, any kind of terrain that obscures 25% or more of a model gives it 5+ cover now. What we lost was the type of terrain called 'Area Terrain' - the one that just having a toe inside gave 5+ cover AND +2 if you GtG. There isn't any kind of auto-cover now.
Oh and the disappearance of Area Terrain throws away the situation of having +1 or +2 for GtG in Ruins with Area Terrain. The only way to get +2 cover when GtG is with craters, barricades/defence lines or made-up terrain


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


Post by: Nostromodamus


Next edition will require you to use the Realm of Battle as your table...


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 15:59:01


Post by: MarkyMark


What was area terrain before is now difficult terrain, you have to be 25% obsurced to get 5+ cover (no +2 bonus for GTG either) and of course difficult terrain tests.


Outflank and assault from vehicles has been answered many times before people.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 16:00:14


Post by: Vector Strike


Sasori wrote:Can you assault Via Outflank now?

I'm not sure if the assault from reserves has been covered and this is a rather monstrous thread.

Thanks Mark for the Necron info. I'm a bit undecided on the Chariot, especially since you can't disembark.


Cannot charge from any kind of reserves.

Dracos wrote:What about assaulting out of transports, or disembarking/embarking? Any change to how one disembarks/embarks and how far one can move after? Shooting out of moving vehicles, any change there?


Unless it is an Assault Vehicle, can't charge from it even if Stationary. (buildings are ok). No other changes


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 16:00:49


Post by: tag8833


It is my opinion that the new Battle Forged FOC is essentially unplayable in any games in which lists are not thoroughly pre-negotiated.

We thought Double FOC at 2000 points was broke before. Now we have unlimited FOC at any point level.

We thought 5 Riptides were bad before. How does 9 sound?

I'm sure my gaming group will houserule it in some fashion to make our games playable again. Are there people out there who are inclined to play it straight out of the rule book?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 16:02:57


Post by: Samurai_Eduh


tag8833 wrote:
It is my opinion that the new Battle Forged FOC is essentially unplayable in any games in which lists are not thoroughly pre-negotiated.

We thought Double FOC at 2000 points was broke before. Now we have unlimited FOC at any point level.

We thought 5 Riptides were bad before. How does 9 sound?

I'm sure my gaming group will houserule it in some fashion to make our games playable again. Are there people out there who are inclined to play it straight out of the rule book?


Hell no.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 16:03:09


Post by: Lobokai


tag8833 wrote:
It is my opinion that the new Battle Forged FOC is essentially unplayable in any games in which lists are not thoroughly pre-negotiated.

We thought Double FOC at 2000 points was broke before. Now we have unlimited FOC at any point level.

We thought 5 Riptides were bad before. How does 9 sound?

I'm sure my gaming group will houserule it in some fashion to make our games playable again. Are there people out there who are inclined to play it straight out of the rule book?


Who thought double force org was broken? Everyone freaked out about it the first month or two of 6th, actually got some games in, and then realized it was no big deal (not saying triple force org at 1850 won't be crazy, but lets give it some time... conventional wisdom was so wrong about double force org last time, after all).


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 16:03:19


Post by: rabidguineapig


May have missed it, but what happens after an FMC gets grounded? I saw that they can assault or be assaulted, but are they able to immediately start flying again on their next turn?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 16:04:05


Post by: MarkyMark


 rabidguineapig wrote:
May have missed it, but what happens after an FMC gets grounded? I saw that they can assault or be assaulted, but are they able to immediately start flying again on their next turn?


Yep, or they CAN assault.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 16:06:17


Post by: demontalons


Regarding the Combined Arms and FoC slots. If you have units from the same Faction do they work under one FoC? Say I have Black Legion Sorceror for my HQ and 2 Crimson SLaughter Chaos Marines as my Troops. Or would it be that each Codex got its own FoC?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 16:07:23


Post by: rabidguineapig


MarkyMark wrote:
 rabidguineapig wrote:
May have missed it, but what happens after an FMC gets grounded? I saw that they can assault or be assaulted, but are they able to immediately start flying again on their next turn?


Yep, or they CAN assault.


Awesome, thanks again!


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 16:07:54


Post by: MarkyMark


One faction.

IF using allies, they CANNOT have the same faction as those in your primary detachment, so no ally with yourself by the looks.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 16:07:56


Post by: Loopstah


tag8833 wrote:
It is my opinion that the new Battle Forged FOC is essentially unplayable in any games in which lists are not thoroughly pre-negotiated.

We thought Double FOC at 2000 points was broke before. Now we have unlimited FOC at any point level.


This is GW way of telling all the 1999 +1 crowd they were doing it wrong


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 16:08:38


Post by: DarknessEternal


 Battlesong wrote:

See this is where us Tyranid players are looking at this wrong. We're not supposed to look at what's not in OUR codex, but we should see what is in OTHER codices; I mean we can now Forge A Narrative by using the CtA rules. Want Melta: Forge a Narrative by allying your Nids with some Salamanders - that makes sense, right? How about Lances, I'm sure that the Eldar would leve to lend their Lances to a Tyranid force....now that would be Narrative!

Are you completely unaware of what Genestealers do? Or are you just being deliberately obtuse because you think it's funny?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 16:11:20


Post by: demontalons


But if you cant ally with yourself then why be able to be battle brothers with yourself (ala nids)?

It seems odd that GW would say you cant Ally with yourself. Would you mind putting a pic of the detachment rules up?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 16:12:23


Post by: Sarigar


Can somebody give more precise details regarding terrain. It was posted that AREA TERRAIN no longer exists. This could have very significant ramifications. Confirmation on this?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 16:13:52


Post by: MarkyMark


models in ruins are 4+ if you can see them fully or not, still 4+
area terrain is basically diffcult terrain still, but you have to be 25% obsurced to get a 5+ cover save


then you get to use the rules for it from battlefield terrain section, you get a 5+ for standing in it LOL
but it does say composition, Citadel wood....


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 16:14:07


Post by: warboss


 Lobukia wrote:
tag8833 wrote:
It is my opinion that the new Battle Forged FOC is essentially unplayable in any games in which lists are not thoroughly pre-negotiated.

We thought Double FOC at 2000 points was broke before. Now we have unlimited FOC at any point level.

We thought 5 Riptides were bad before. How does 9 sound?

I'm sure my gaming group will houserule it in some fashion to make our games playable again. Are there people out there who are inclined to play it straight out of the rule book?


Who thought double force org was broken? Everyone freaked out about it the first month or two of 6th, actually got some games in, and then realized it was no big deal (not saying triple force org at 1850 won't be crazy, but lets give it some time... conventional wisdom was so wrong about double force org last time, after all).


Plenty of people didn't like double force org at 2000pts. It's why so many tournies did 1999(+1)pts. Anything that allows you to spam the same stupid supposedly "elite" and rare overpowered thing OVER and OVER and OVER and OVER and OVER and OVER and OVER (two force orgs plus allies!) instead of encouraging diversity in the list is bad for random pickup games. Now you can add another OVER and OVER and OVER to that since you can feasibly get another 3 of whatever broken you wish in there with a third force org as long as you min/max the other choices. Balance within a codex has never been perfect but now has absolutely no reason to exist and gives GW and easy out since you can take pretty much anything from anywhere instead. Widening the "choices" of players as standard isn't the panacea that some folks think it is.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 16:14:27


Post by: ClassicCarraway


My question got buried several pages back, so I'll repeat it (along with another one).

Did the Sweeping Advance rules get cleaned up to end the SA versus Everliving debate; ie, does it give examples of special rules that can't be used or futher clarify if a rule that revives a model can be used or not.

Also, for Smash, is it truly double Strength or is it capped off at 10 as before?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 16:14:38


Post by: Sigvatr


 Sasori wrote:
Can you assault Via Outflank now?

I'm not sure if the assault from reserves has been covered and this is a rather monstrous thread.

Thanks Mark for the Necron info. I'm a bit undecided on the Chariot, especially since you can't disembark.


Tbf, CCB got a pretty big buff. 4++ Jinx instead of 5++ (3++ if flat-out?), vehicle damage table now going up to 7 with Living Metal ignoring most damage results and you can now get protection from getting shot at after swooping by going straight into melee. On the other hand, there still is the 100p tax for taking one. Hm.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 16:14:56


Post by: mercury14


 Vector Strike wrote:
mercury14 wrote:


Ah, so there's 5+ area cover after all


IIRC, any kind of terrain that obscures 25% or more of a model gives it 5+ cover now. What we lost was the type of terrain called 'Area Terrain' - the one that just having a toe inside gave 5+ cover AND +2 if you GtG. There isn't any kind of auto-cover now.
Oh and the disappearance of Area Terrain throws away the situation of having +1 or +2 for GtG in Ruins with Area Terrain. The only way to get +2 cover when GtG is with craters, barricades/defence lines or made-up terrain




Can someone with the book confirm how GTG and GTG in area cover (if there is such a thing) works?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 16:16:00


Post by: MarkyMark


str is capped at 10.

The rules for allied detachment is page 122.

All units chosen must have a different faction to any of the units in your primary detachment (or no faction).

Looks like you cannot ally with yourself, but as per my link to the blog earlier you can take mutlple FOCs in your primary detachment.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 16:16:04


Post by: WrentheFaceless


 Sigvatr wrote:
 Sasori wrote:
Can you assault Via Outflank now?

I'm not sure if the assault from reserves has been covered and this is a rather monstrous thread.

Thanks Mark for the Necron info. I'm a bit undecided on the Chariot, especially since you can't disembark.


Tbf, CCB got a pretty big buff. 4++ Jinx instead of 5++ (3++ if flat-out?), vehicle damage table now going up to 7 with Living Metal ignoring most damage results and you can now get protection from getting shot at after swooping by going straight into melee. On the other hand, there still is the 100p tax for taking one. Hm.


Think it was stated that movement speed doesnt affect Jinx, its 4+ regardless of how fast you move.


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


Post by: streamdragon


MarkyMark wrote:
models in ruins are 4+ if you can see them fully or not, still 4+
area terrain is basically diffcult terrain still, but you have to be 25% obsurced to get a 5+ cover save


then you get to use the rules for it from battlefield terrain section, you get a 5+ for standing in it LOL
but it does say composition, Citadel wood....

Ah! That's what I was looking for. I thought someone had posted a few examples earlier in the thread somewhere but couldn't find them.

I highly doubt that most groups will have an issue saying "this thing that we always used as a wood? It now counts as a Citadel Wood".


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 16:17:19


Post by: Sarigar


How does Barrage interact with this then? Do you determine if the model is obscured from the final position of the center of the blast marker?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 16:17:23


Post by: mercury14


MarkyMark wrote:
models in ruins are 4+ if you can see them fully or not, still 4+
area terrain is basically diffcult terrain still, but you have to be 25% obsurced to get a 5+ cover save


then you get to use the rules for it from battlefield terrain section, you get a 5+ for standing in it LOL
but it does say composition, Citadel wood....



Do you mean models where LOS goes through ruins? Or based ruins? Can you even be in unbased ruins?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 16:17:31


Post by: MarkyMark


mercury14 wrote:
 Vector Strike wrote:
mercury14 wrote:


Ah, so there's 5+ area cover after all


IIRC, any kind of terrain that obscures 25% or more of a model gives it 5+ cover now. What we lost was the type of terrain called 'Area Terrain' - the one that just having a toe inside gave 5+ cover AND +2 if you GtG. There isn't any kind of auto-cover now.
Oh and the disappearance of Area Terrain throws away the situation of having +1 or +2 for GtG in Ruins with Area Terrain. The only way to get +2 cover when GtG is with craters, barricades/defence lines or made-up terrain




Can someone with the book confirm how GTG and GTG in area cover (if there is such a thing) works?


There is no area terrain so no bonus for going to ground in what was once area terrain

basically GTG is flat +1 always.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 16:19:41


Post by: SeanDrake


 streamdragon wrote:
mercury14 wrote:
 streamdragon wrote:


So a unit in forest with modeled trees gets no cover save at all except for individual models which happen to be partially obscured? That seems silly.

Yes and no. I think the "Citadel Wood" model gets special rules giving everyone in the area a 5+ cover save. (I.e. the old cover rules; I suspect few groups will have issues using those same rules for their non-Citadel Wood models)

You have a unit of 10 dudes, 5 in the trees and 5 out of the trees. The 5 dudes out of the trees are closest to the enemy unit shooting at them. Those 5 dudes would not benefit from cover saves against enemy shooting, and would be the first 5 casualties removed.


At least in my understanding, keep in mind I don't have my book yet.



Ah, so there's 5+ area cover after all

Someone with the book would have to verify. I tried to search, but either I dreamed the post talking about terrain effects for specific GW terrain or search is broken.



Difficult terrain gives 5+


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 16:20:08


Post by: MarkyMark


mercury14 wrote:
MarkyMark wrote:
models in ruins are 4+ if you can see them fully or not, still 4+
area terrain is basically diffcult terrain still, but you have to be 25% obsurced to get a 5+ cover save


then you get to use the rules for it from battlefield terrain section, you get a 5+ for standing in it LOL
but it does say composition, Citadel wood....



Do you mean models where LOS goes through ruins? Or based ruins? Can you even be in unbased ruins?


You will have to agree with your opponent if the base counts as the ruin or not.. If you are in a ruin say 2nd floor but not 25% cover you still get the ruin cover save.


Automatically Appended Next Post:
SeanDrake wrote:
 streamdragon wrote:
mercury14 wrote:
 streamdragon wrote:


So a unit in forest with modeled trees gets no cover save at all except for individual models which happen to be partially obscured? That seems silly.

Yes and no. I think the "Citadel Wood" model gets special rules giving everyone in the area a 5+ cover save. (I.e. the old cover rules; I suspect few groups will have issues using those same rules for their non-Citadel Wood models)

You have a unit of 10 dudes, 5 in the trees and 5 out of the trees. The 5 dudes out of the trees are closest to the enemy unit shooting at them. Those 5 dudes would not benefit from cover saves against enemy shooting, and would be the first 5 casualties removed.


At least in my understanding, keep in mind I don't have my book yet.



Ah, so there's 5+ area cover after all

Someone with the book would have to verify. I tried to search, but either I dreamed the post talking about terrain effects for specific GW terrain or search is broken.



Difficult terrain gives 5+


Only if 25% cover by it.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 16:25:46


Post by: coredump


MarkyMark wrote:
http://sanguinesons.blogspot.co.uk/2014/05/biggest-change-in-7th.html

Something that has made me cry a little on the inside.


Yep, same as I have been saying.


6 flyrants
6 x 10 gaunts
2 crones

This is *battle forged* (Not saying it is a great list for winning.... just stupid that *this* is the 'restricted' version.)


Or my favorite so far, and if I can manage to pull it off...

4 Flyrants
4 x 10 gaunts

Chaplain Cassius
1 x 4 Tyrannic War Vets (Ultra marine formation)
6 Scouting Stormtalon gunships.


Yep, I plan on having Ultramarine Tyrannic war vets helping my Nid army kill space marines...

Because thats the way I Forge A Narrative!! <Drop Mic>



40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 16:26:09


Post by: Drakmord


Was there confirmation on how Heavy vehicles work? Do they have any new interactions with Ordnance weapons?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 16:26:44


Post by: rigeld2


 DarknessEternal wrote:
 Battlesong wrote:

See this is where us Tyranid players are looking at this wrong. We're not supposed to look at what's not in OUR codex, but we should see what is in OTHER codices; I mean we can now Forge A Narrative by using the CtA rules. Want Melta: Forge a Narrative by allying your Nids with some Salamanders - that makes sense, right? How about Lances, I'm sure that the Eldar would leve to lend their Lances to a Tyranid force....now that would be Narrative!

Are you completely unaware of what Genestealers do? Or are you just being deliberately obtuse because you think it's funny?

Die handily to the ever present bolter fire?
Have you seen any genestealer armies in 6th?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 16:27:36


Post by: mercury14


SeanDrake wrote:


Difficult terrain gives 5+


So any model standing in difficult terrain gets a 5+ cover save just for standing in it?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/22 16:28:27


Post by: buddha


Most tournies had been moving to a 2 detachment max after Adepticon so I expect a similar stance as we move forward with 7th.