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2017/05/30 14:08:59
Subject: Warhammer 40k 8th Edition Summary - 29 May 2017: Tons of faction/rules leaks! (all info in OP)
SirDalavar wrote: Is anyone able to read/trans the small section above these psykic powers? it mentions something about D3
You either select the powers you want or you select them randomly using a D3
?!!
That's a pretty big "or".
(assuming it let's you choose instead of making to roll, why would anyone ever want to roll?)
It says you have the option to roll a D3 to randomly select your power or you can just choose.
The reason you should roll is exactly why they introduced randomly generated power in the first place; so that the best ones aren't auto-include (and all that can entail) and the rest languish. It's the AoS model. However, if not forced to roll and generate powers randomly, then yes, I don't see why anyone would ever do it.
2017/05/30 14:11:25
Subject: Re:Warhammer 40k 8th Edition Summary - 29 May 2017: Tons of faction/rules leaks! (all info in OP)
casvalremdeikun wrote: From 4chan: >ghost arc: w14 s6 t6 4+ >living metal, quantum shielding >you can still make reanimation protocols for the embarked unit >also at the end of the movement phase you can choose an unit within 3 for additional reanimation protocol rolls (doesn't stack with the resurrection globe)
>you can choose one unit to hold in reverses "on the tomb world"; it can come out within 3 of the monolith but more than 1 from the enemy at the start of the movement phase
>boyz cost the same with slugga, choppa and bomms; hit on 3+, shoot on 5+; if 20 or more gain an additional attack >nobz 17ppm, 3 models minimum
>old one eye: 10w r7 >ws3+, gives +1 to hit on carnifices within 6 >his charge does d3 mortal wounds on a 4+ instead of 1 >each attack that hits generate another attack to resolve with the same weapon against the same target >140pts
>kantor same characteristics of other chapter masters (w6 ws2+ s4 t4 4++) >crimson fists within 6 get another attack and reroll to hit >dorn's arrow: 24" ass4 s4 ap-1 d1
>sternguards same stats as marines but with ld8(-9 sergeant) >specialist requiem: rapid fire1 s4 ap-2 d1 >up to 2 can have heavy flamers, heavy weapons, special weapons or combi-weapons >everyone can have combi-weapons >16ppm without weapons (which go from 11ppm to 15 ppm respectively for combiflamer and combiplasma)
>vanguards are almost the same but can get any weapon combination between melee and pistols >yes twin pistols too
Arks are still transports? That's annoying. I hated that necrons still used conventional transports, instead of teleport shenanigans. If you can manipulate time and space, why would you ride around on a vehicle that could be destroyed like a peasant? Especially if said transport clearly has no space to carry models due to the wreckages, and lore wise is basically a corpse wagon. Not one of the better designed vehicles, and necron vehicles aren't well designed to begin with. Except for the monolith. That one is special.
This message was edited 1 time. Last update was at 2017/05/30 14:15:47
What I have
~4100
~1660
Westwood lives in death!
Peace through power!
A longbeard when it comes to Necrons and WHFB. Grumble Grumble
2017/05/30 14:14:57
Subject: Warhammer 40k 8th Edition Summary - 29 May 2017: Tons of faction/rules leaks! (all info in OP)
casvalremdeikun wrote: Yeah, those are some crazy high points values. Hopefully Centurions pack rules to make it worth it. Given how Grav was nerfed into Oblivion, I really doubt Centurions (the most egregious users of Grav) will survive without a heavy nerfing as well. At any rate, I am thinking I am going to make a Bolter spam squad of Centurions.
Nerfed into oblivion or brought down from it's sky-high perch? You're reaching a bit on this grav thing.
It functionally serves next to no purpose anymore. It doesn't compete with any other SM weapon for its points. Plasma is cheaper and more effective in almost every instance.
Thas the reason why a Grav gun is now 7 points.
Or 15...
The pistol's seven, so there's that.
lol nope thats a plasma pistol a grav pistol is 8
In I don't remember what article, they said that the Grav pistol is 7 points.
Dakka does have White Knights and is also rather infamous for it's Black Knights. A new edition brings out the passionate and not all of them are good at expressing themselves in written form. There have been plenty of hysterical responses from both sides so far. So we descend into pointless bickering with neither side listening to each other. So posting here becomes more masturbation than conversation.
ERJAK wrote: Forcing a 40k player to keep playing 7th is basically a hate crime.
2017/05/30 14:15:41
Subject: Warhammer 40k 8th Edition Summary - 29 May 2017: Tons of faction/rules leaks! (all info in OP)
I left comments off the previous post so it was easier to catalog. But here are some thoughts I have on the SM stuff.
>kantor same characteristics of other chapter masters (w6 ws2+ s4 t4 4++)
>crimson fists within 6 get another attack and reroll to hit
>dorn's arrow: 24" ass4 s4 ap-1 d1
F$(# Yeah, Pedro! Dorn's Arrow seems to be nice. Overall good stats. His granting additional attacks and reroll to hit makes him ideal for my drop pod force. I can't wait for him to take the field >sternguards same stats as marines but with ld8(-9 sergeant)
>specialist requiem: rapid fire1 s4 ap-2 d1
>up to 2 can have heavy flamers, heavy weapons, special weapons or combi-weapons
>everyone can have combi-weapons
>16ppm without weapons (which go from 11ppm to 15 ppm respectively for combiflamer and combiplasma)
Looks like Specialist Ammo is basically just AP-2 Boltgun rounds. I am okay with this. I was only expecting them to have AP-1 so this was a pleasant surprise. My non-Combi Weapon Sternguard are going to be in a good place. I still wonder what Imperial Fists Tactics do. >vanguards are almost the same but can get any weapon combination between melee and pistols
>yes twin pistols too
No big surprise here. Power weapons are cheaper so that helps them out some.
Dakka does have White Knights and is also rather infamous for it's Black Knights. A new edition brings out the passionate and not all of them are good at expressing themselves in written form. There have been plenty of hysterical responses from both sides so far. So we descend into pointless bickering with neither side listening to each other. So posting here becomes more masturbation than conversation.
ERJAK wrote: Forcing a 40k player to keep playing 7th is basically a hate crime.
2017/05/30 14:18:55
Subject: Warhammer 40k 8th Edition Summary - 29 May 2017: Tons of faction/rules leaks! (all info in OP)
Any other tyranid players coming to a grim conclusion that v8 is going to be stealershock 2? What with fexes being strictly inferior dreads, and tervigons costing ~250 points base,
2017/05/30 14:19:17
Subject: Warhammer 40k 8th Edition Summary - 29 May 2017: Tons of faction/rules leaks! (all info in OP)
StarHunter25 wrote: Any other tyranid players coming to a grim conclusion that v8 is going to be stealershock 2? What with fexes being strictly inferior dreads, and tervigons costing ~250 points base,
I think you judge nids too early. We do not have all the rules for all bugs yet (including points, options etc.).
2017/05/30 14:22:35
Subject: Re:Warhammer 40k 8th Edition Summary - 29 May 2017: Tons of faction/rules leaks! (all info in OP)
Galas wrote: Double Pistol Vanguard Space Marines? Take that Seraphim!
My Dark Angels at last will learn how to do it from Cypher!
Should make an interesting comparison between the two.
Are we still getting an article today?
I AM A MARINE PLAYER
"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos
"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001
...
Damn, we knew it was going to lose Armorbane, but no abilities at all?
:/
That's a damn fine statline tho, nothing to sniff at whatsoever.
Yeah, there's no tricks, just pure damage.
Didn't that use to ignore Invulns - I get mixed up with Necron weapons.
I AM A MARINE PLAYER
"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos
"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001
...
Damn, we knew it was going to lose Armorbane, but no abilities at all?
:/
That's a damn fine statline tho, nothing to sniff at whatsoever.
Yeah, there's no tricks, just pure damage.
Didn't that use to ignore Invulns - I get mixed up with Necron weapons.
3rd ed, yes. In 5th to 7th they replaced that with +2S and armorbane.
It would have been nice if it could inflict mortal wounds, as a nod to its original form.
That would probably have been disgustingly powerful though.
This message was edited 1 time. Last update was at 2017/05/30 14:28:40
What I have
~4100
~1660
Westwood lives in death!
Peace through power!
A longbeard when it comes to Necrons and WHFB. Grumble Grumble
2017/05/30 14:28:25
Subject: Warhammer 40k 8th Edition Summary - 29 May 2017: Tons of faction/rules leaks! (all info in OP)
casvalremdeikun wrote: From 4chan:
>ghost arc: w14 s6 t6 4+
>living metal, quantum shielding
>you can still make reanimation protocols for the embarked unit
>also at the end of the movement phase you can choose an unit within 3 for additional reanimation protocol rolls (doesn't stack with the resurrection globe)
>you can choose one unit to hold in reverses "on the tomb world"; it can come out within 3 of the monolith but more than 1 from the enemy at the start of the movement phase
Well those Ghost Ark rules are pretty abysmal. Actually, it's just straight up awful. For 170 points I was hoping it would, you know, not have a 4+ save and die to a stiff breeze like the Annihilation Barge. A Dreadnought gets to survive 42 autocannon shots, yet a Ghost Ark lives only through 28.35! Because it makes sense that an old AV13/13/11 HP4 vehicle is weaker than an old AV12/12/10 HP3 walker, right, and that it's less durable than ever VS autocannons? And it's yet another pointless buff to RP which you'll never get to roll, hurray! Guess I won't be using them then.
That's a damn fine statline tho, nothing to sniff at whatsoever.
It's pretty awful in comparison to the old armourbane, slightly faster than a powerfist, AP1 monster that it once was. Hell, they used to ignore invuln saves, let alone armour. I guess it's cheaper than a powerfist now though, so again, while probably balanced, they're randomly changing the flavour of how Necrons play from tough and advanced at a cost, to weak and expendable at little cost. I hate it. I already have a horde army with good shooting in the form of IG, I don't want another.
2017/05/30 14:31:07
Subject: Warhammer 40k 8th Edition Summary - 29 May 2017: Tons of faction/rules leaks! (all info in OP)
Friday sees something new this week, as we will be showing a showcase game of the new Warhammer 40,000. We will be joined by members of the studio team as we play through multiple scenarios from the new Warhammer 40,000 book using the contents of the box set. This will be the first time we will get to see the new game played on the live stream so tune in to see how this brand new edition of Warhammer 40,000 works.
'It is a source of constant consternation that my opponents cannot correlate their innate inferiority with their inevitable defeat. It would seem that stupidity is as eternal as war.'
- Nemesor Zahndrekh of the Sautekh Dynasty Overlord of the Crownworld of Gidrim
2017/05/30 14:32:46
Subject: Re:Warhammer 40k 8th Edition Summary - 29 May 2017: Tons of faction/rules leaks! (all info in OP)
casvalremdeikun wrote: From 4chan:
>ghost arc: w14 s6 t6 4+
>living metal, quantum shielding
>you can still make reanimation protocols for the embarked unit
>also at the end of the movement phase you can choose an unit within 3 for additional reanimation protocol rolls (doesn't stack with the resurrection globe)
>you can choose one unit to hold in reverses "on the tomb world"; it can come out within 3 of the monolith but more than 1 from the enemy at the start of the movement phase
Well those Ghost Ark rules are pretty abysmal. Actually, it's just straight up awful. For 170 points I was hoping it would, you know, not have a 4+ save and die to a stiff breeze like the Annihilation Barge. A Dreadnought gets to survive 42 autocannon shots, yet a Ghost Ark lives only through 28.35! Because it makes sense that an old AV13/13/11 HP4 vehicle is weaker than an old AV12/12/10 HP3 walker, right, and that it's less durable than ever VS autocannons? And it's yet another pointless buff to RP which you'll never get to roll, hurray! Guess I won't be using them then.
That's a damn fine statline tho, nothing to sniff at whatsoever.
It's pretty awful in comparison to the old armourbane, slightly faster than a powerfist, AP1 monster that it once was. Hell, they used to ignore invuln saves, let alone armour. I guess it's cheaper than a powerfist now though, so again, while probably balanced, they're randomly changing the flavour of how Necrons play from tough and advanced at a cost, to weak and expendable at little cost. I hate it. I already have a horde army with good shooting in the form of IG, I don't want another.
What is with this sudden ideology that anything without a 2+ dies to a cough? The amount of whining is astounding.
2017/05/30 14:33:20
Subject: Warhammer 40k 8th Edition Summary - 29 May 2017: Tons of faction/rules leaks! (all info in OP)
casvalremdeikun wrote: From 4chan:
>ghost arc: w14 s6 t6 4+
>living metal, quantum shielding
>you can still make reanimation protocols for the embarked unit
>also at the end of the movement phase you can choose an unit within 3 for additional reanimation protocol rolls (doesn't stack with the resurrection globe)
>you can choose one unit to hold in reverses "on the tomb world"; it can come out within 3 of the monolith but more than 1 from the enemy at the start of the movement phase
Well those Ghost Ark rules are pretty abysmal. Actually, it's just straight up awful. For 170 points I was hoping it would, you know, not have a 4+ save and die to a stiff breeze like the Annihilation Barge. A Dreadnought gets to survive 42 autocannon shots, yet a Ghost Ark lives only through 28.35! Because it makes sense that an old AV13/13/11 HP4 vehicle is weaker than an old AV12/12/10 HP3 walker, right, and that it's less durable than ever VS autocannons? And it's yet another pointless buff to RP which you'll never get to roll, hurray! Guess I won't be using them then.
That's a damn fine statline tho, nothing to sniff at whatsoever.
It's pretty awful in comparison to the old armourbane, slightly faster than a powerfist, AP1 monster that it once was. Hell, they used to ignore invuln saves, let alone armour. I guess it's cheaper than a powerfist now though, so again, while probably balanced, they're randomly changing the flavour of how Necrons play from tough and advanced at a cost, to weak and expendable at little cost. I hate it. I already have a horde army with good shooting in the form of IG, I don't want another.
Do you know what living metal does?
2017/05/30 14:35:46
Subject: Re:Warhammer 40k 8th Edition Summary - 29 May 2017: Tons of faction/rules leaks! (all info in OP)