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Made in us
Regular Dakkanaut




I'll be very, very surprised if the Word Bearers don't get some pretty snazzy modifications to the Daemonic Ritual roll.
   
Made in us
Longtime Dakkanaut





Connecticut

Brian888 wrote:
I'm a little depressed that Magnus can now suffer from Perils. Hopefully these are stop-gap rules, and the actual codex will flesh out the models quite a bit more.


Considering, with the rule of one, if you have an army with Magnus and Arhiman you will only be able to cast EACH of the THREE spells you know, total, once... It seems not the best, right now.

Blood Angels, Custodes, Tzeentch, Alpha Legion, Astra Militarum, Deathwatch, Thousand Sons, Imperial Knights, Tau, Genestealer Cult.

I have a problem.

Being contrary for the sake of being contrary doesn't make you unique, it makes you annoying.

 Purifier wrote:
Using your rules isn't being a dick.
 
   
Made in us
Regular Dakkanaut




 Cephalobeard wrote:
Brian888 wrote:
I'm a little depressed that Magnus can now suffer from Perils. Hopefully these are stop-gap rules, and the actual codex will flesh out the models quite a bit more.


Considering, with the rule of one, if you have an army with Magnus and Arhiman you will only be able to cast EACH of the THREE spells you know, total, once... It seems not the best, right now.


Assuming that the Rule of One ports over to 40K, of course. But yeah, the Sons are in serious need of many, many more psychic powers to choose from, as well as systemic boosts to their casting rolls.

This message was edited 1 time. Last update was at 2017/05/30 21:11:29


 
   
Made in ca
Longtime Dakkanaut




*Current meatspace coordinates redacted*

Ragnar69 wrote:
Tyran wrote:
DC has much better weapons. Plasma pistols, Inferno pistols, power weapons, power fists, thunder hammer, etc.


Exactly. Power level assumes maximum upgrades. All thunder hammers is way more expensive than 2 plasma pistols and chainaxes.
That is the difference for levels, yeah.

For matched play the difference isn't quite that bleak, equipment wise. The Berserkers still get access to a pair of plasma pistols and they have a champ who has access to wargear. Up to a certain point they're on par. The DC can load out past that for sure, but I don't see it happening much - it's just to damn expensive. I'll DC an edge there, for sure, but it's not a massive chasm IMO.

He knows that I know and you know that he actually doesn't know the rules at all. 
   
Made in us
Loyal Necron Lychguard




Brian888 wrote:
 Cephalobeard wrote:
Brian888 wrote:
I'm a little depressed that Magnus can now suffer from Perils. Hopefully these are stop-gap rules, and the actual codex will flesh out the models quite a bit more.


Considering, with the rule of one, if you have an army with Magnus and Arhiman you will only be able to cast EACH of the THREE spells you know, total, once... It seems not the best, right now.


Assuming that the Rule of One ports over to 40K, of course. But yeah, the Sons are in serious need of many, many more psychic powers to choose from.


It was around in a screenshot that yes you can only cast each power once. Though I think it's successful casts so you can fail then try again.
   
Made in us
Longtime Dakkanaut





Connecticut

Brian888 wrote:
 Cephalobeard wrote:
Brian888 wrote:
I'm a little depressed that Magnus can now suffer from Perils. Hopefully these are stop-gap rules, and the actual codex will flesh out the models quite a bit more.


Considering, with the rule of one, if you have an army with Magnus and Arhiman you will only be able to cast EACH of the THREE spells you know, total, once... It seems not the best, right now.


Assuming that the Rule of One ports over to 40K, of course. But yeah, the Sons are in serious need of many, many more psychic powers to choose from, as well as systemic boosts to their casting rolls.


No need to assume. We know it is ported over.

Blood Angels, Custodes, Tzeentch, Alpha Legion, Astra Militarum, Deathwatch, Thousand Sons, Imperial Knights, Tau, Genestealer Cult.

I have a problem.

Being contrary for the sake of being contrary doesn't make you unique, it makes you annoying.

 Purifier wrote:
Using your rules isn't being a dick.
 
   
Made in us
Dakka Veteran




Charax wrote:
skarsol wrote:
Charax wrote:


thank you!

Daemonic Ritual is a nice mechanic, and it means that Power Ratings aren't entirely discarded for matched play. Seems it's impossible to fail to summon Heralds, but I wouldnt go attempting to summon a Daemon Prince


3 ones on your summoning roll means not only do you not get your Herald, but you also take D3 mortal wounds (and gave up your movement phase).


I don't see anything saying a triple is an auto-fail. 3 1s is sufficient to summon a herald, it's just a really painful success


Ah, I was looking at Herald of Tzeentch which is 4 power. I see now that Slaanesh is 3.
   
Made in gb
Mekboy Hammerin' Somethin'





UK

Requizen wrote:
Brian888 wrote:
 Cephalobeard wrote:
Brian888 wrote:
I'm a little depressed that Magnus can now suffer from Perils. Hopefully these are stop-gap rules, and the actual codex will flesh out the models quite a bit more.


Considering, with the rule of one, if you have an army with Magnus and Arhiman you will only be able to cast EACH of the THREE spells you know, total, once... It seems not the best, right now.


Assuming that the Rule of One ports over to 40K, of course. But yeah, the Sons are in serious need of many, many more psychic powers to choose from.


It was around in a screenshot that yes you can only cast each power once. Though I think it's successful casts so you can fail then try again.
[Thumb - PTsoCze.jpg]


 
   
Made in us
Regular Dakkanaut




Requizen wrote:
Brian888 wrote:
 Cephalobeard wrote:
Brian888 wrote:
I'm a little depressed that Magnus can now suffer from Perils. Hopefully these are stop-gap rules, and the actual codex will flesh out the models quite a bit more.


Considering, with the rule of one, if you have an army with Magnus and Arhiman you will only be able to cast EACH of the THREE spells you know, total, once... It seems not the best, right now.


Assuming that the Rule of One ports over to 40K, of course. But yeah, the Sons are in serious need of many, many more psychic powers to choose from.


It was around in a screenshot that yes you can only cast each power once. Though I think it's successful casts so you can fail then try again.


EDIT - Never mind, I just saw the screenshot.

This message was edited 1 time. Last update was at 2017/05/30 21:14:01


 
   
Made in us
Contagious Dreadnought of Nurgle






All from tg:

Custodian Guard PL 14
Custodian Guard M 6 WS 2+ BS 3+ S 5 T 5 W 3 A 3 LD 8 SV 2+
Shield Captain M 6 WS 2+ BS 2+ S 5 T 5 W 3 A 4 LD 9 SV 2+

1 Custodian Shield captain and 4 custodians, up to 5 additional custodians

Guardian Spear:
Shooting: 24" rapidfire 1 s4 ap -1 dmg 2
melee s +1 ap -3 dmg d3

guardian blade:
ranged: 12" pistol2 s 4 ap 0 dmg 1
melee: S user ap 3 dmg d3 a model with powerknife and guardian blade gains a additional attack

powerknife:
melee s user ap -2 dmg 1

each model may replace guardian spears for a guardian blade
one may take a vexillium (only one per detatchment)
each custodian that does not has a guardian spear may take a stormshield

5+ invul for all
stormshield 3+ invul
vexillium friendly imperium units within 6" may reroll failed ld tests each model in the vexilliums unit gains +1 attack.

faction: imperium, adeptus custodes
keywords: infantry, custodian guard

points:
custodian 40 pts
powerknife 5
guardian spear 12
guardian blade 9
vexillium 25
stormshield 5

Venerable Contemptor Dreadnought Pl 8:
M * WS * BS * S 7 T 7 W 10 A 4 LD 8 SV 3+
wounds :
6-10+ = M 9 WS 2+ BS 2+
3-5 = M 6 WS 3+ BS 3+
1-2 = M 6 WS 4+ BS 4+

kheres pattern assaultcannon :
24" heavy 6 S 7 AP -1 dmg 1
TL boltgun:
24" rapidfire 2 s 4 ap 0 dmg 1
multimelta:
24" heavy 1 s 8 ap -4 dmg d6 if the target is within halve range roll 2d6 for dmg, take the highest result (wont explain it in upcoming posts any more)
dreadnought close combat weapon:
melee s x2 ap -3 dmg 3

has a 5+ invul
venerable: for each dmg suffered roll a d6. on a 6 he wont suffer a wound
explosion: if reduced to 0 W roll a d6 on a 6 every unit within 6" suffers d3 mortal wounds

venerable dread 100 pts
kheres pattern assault cannon 25 pts
multimelta 27 pts
TL boltgun 2 pts
dreadnought close combat weapon 40 pts
faction: imperium, adeptus custodes
keywords: vehicle, dreadnought, venerable contemptor dreadnought

icons:
khorne: reroll charge range
tzeentch: for each icon roll a d6 on a 6 a enemy unit within 12" suffers a mortal wound
slaanesh: death to the false emperor works on 5+ instead of 6+
nurgle: enemy units within 3" have -1 ld
undivided: +1ld for the unit

boys: troops, Pl 5
M 5 WS 3+ BS 5+ S 4 T 4 W 1 A 2 LD 6 SV 6+
nob has +1 w, attacks and ld

choppa: melee s user ap 0 dmg 1, may do a additional attack with the choppa in CC
stikkbomb: 6" greande d6 s 3 ap 0 dmg 1
pistol: 12" pistol 1 s 4 ap 0 dmg 1
gun: 18" assault 2 s 4 ap 0 dmg 1

nob may take choppy weapons or from the dakka list (sorry hard for me to translate this to english )
for each 10 boys one may take a heavy weapon

boy 6 pts
pistol 0 pts
gun 0 pts
choppa 0 pts

here we go: reroll charges
green mob: you may take the amount of models in the unit for the LD value (so 30 boys = ld 30) also you may use any ld of allied ork units within 6" (this counts for all ork units btw)
if the unit is 20 or more boys, each model in the unit adds +1 attack

 
   
Made in de
Regular Dakkanaut




Please someone, find your heart and tell us about skitarii and cult mechanicus...
   
Made in us
Regular Dakkanaut




Washington State

Tankbusta boyz:

Boyz!

This message was edited 1 time. Last update was at 2017/05/30 21:19:51


 
   
Made in es
Dark Angels Librarian with Book of Secrets




Vigo. Spain.



Red Corsairs as a Faction Keyword. Thats interesting. Not only we will receive Legion traits, but Chaos renegade chapter tactics?

 Crimson Devil wrote:

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.

 
   
Made in us
Warp-Screaming Noise Marine






Lots of demons but no Nurgle.. At least we have points costs.
i did see that Belekor is only 8W which means he will be a good choice to hide behind other troops.

9k  
   
Made in us
Dakka Veteran




 Luciferian wrote:

icons:
khorne: reroll charge range
tzeentch: for each icon roll a d6 on a 6 a enemy unit within 12" suffers a mortal wound
slaanesh: death to the false emperor works on 5+ instead of 6+
nurgle: enemy units within 3" have -1 ld
undivided: +1ld for the unit


Blarg. Noise marines trade in their surviveability boost (FNP) for an extra 1/6 chance of a melee attack? Poor trade. :(
   
Made in gb
Mekboy Hammerin' Somethin'





UK

We can moan about the 5" on orks but look at that S, S4!!! base!
20 choppa boyz charging in is 80 s4 attacks fighting first

 
   
Made in us
Regular Dakkanaut




Washington State

Tech priest Dominus and Enginseer:
   
Made in us
Dakka Veteran




 Swara wrote:
i did see that Belekor is only 8W which means he will be a good choice to hide behind other troops.

Unless Monster overrides.
   
Made in gb
Deranged Necron Destroyer




Contemptor dreads with 2 assault cannons are almost as cheap as an Annihilation barge and considerably better. Every time I try to get over how bad the Necron vehicles look, it's like salt is ground into the wound.

Boyz look legitimately scary. A full blob of 30 with choppas will get attack 120 times in combat - 2 base, +1 for green tide, +1 for choppa. Kinda ridiculous.
   
Made in au
Longtime Dakkanaut




My bad on the 10 Wound thing, I couldn't remember it exactly. I guess that's why Guilliman has 9 Wounds.

Lol in my Ork comments I wasn't even accounting for units of 20 or more getting +1 Attack Yeah they are way better than before, dunno how anyone could possibly deny that. And I wasn't even mentioning THEY STRIKE FIRST ON THE CHARGE FOR THE FIST TIME IN FOREVER!

Tzaangors seem pretty darned good for 7 points per model (none of their weapons cost points). 2 Attacks each thanks to their melee weapons giving +1 Attack, can trade -1 AP in combat for a Bolt Pistol, 6" Movement, add 1 to Advance and Charge rolls for free (Instrument costs 0 points), Toughness 4, 5++ invulnerable save, Strength 4 with re-rolls to-hit against characters....that's a lot of rules for 7 point models. Their big weakness is Leadership, obviously.

This message was edited 1 time. Last update was at 2017/05/30 21:24:20


 
   
Made in se
Been Around the Block




Well it Obliteratiors dont look that bad now. 195 for 3 of them.
   
Made in us
Lesser Daemon of Chaos





San Mateo, CA

Were those deff guard legion tactics I spotted opposite the nurgle discipline? Maybe there's hope for them after all.

5000
Who knows? 
   
Made in us
Dakka Veteran




Brian888 wrote:
 Cephalobeard wrote:
Brian888 wrote:
I'm a little depressed that Magnus can now suffer from Perils. Hopefully these are stop-gap rules, and the actual codex will flesh out the models quite a bit more.


Considering, with the rule of one, if you have an army with Magnus and Arhiman you will only be able to cast EACH of the THREE spells you know, total, once... It seems not the best, right now.


Assuming that the Rule of One ports over to 40K, of course. But yeah, the Sons are in serious need of many, many more psychic powers to choose from, as well as systemic boosts to their casting rolls.


Aren't all these leaks from the Index books... so what we see if what we get? And what we get is a shelved Thousand Sons army yet again?
   
Made in us
Quick-fingered Warlord Moderatus





Tech priest is now a mini Cawl

Interesting now that it specifies "Forge World", maybe FOrgeworld Tactics now?

3000
4000 
   
Made in us
Regular Dakkanaut






 Galas wrote:
Spoiler:
 theharrower wrote:
 Galas wrote:
 theharrower wrote:
Not sure if this was discussed yet, but can someone help me out here? How on earth are Khorne Berzerkers Power Level 5 compared to Death Company at Power Level 9? Not only that, Berzerkers are 1 point cheaper, have a better statline, and fight twice in assault. Um, what?



Death company has better access to sinergies? The only sinergy of Khorne Berzerkers is Kharn... and to benefit from that sinergy they need to be in range of "The Betrayer" rule. You can't compare in a vacumm a unit of one 100% meele army as Khorne to a unit of a meele-specialized variant of a much more flexible faction as are Space Marines Blood Angels.
Plus they have Jumpacks and much more variety in weapons. Power Level takes an average of the upgrades you can take. And Death Company can take much more upgrades+Black Rage.


I get Death Company have more synergy with other units, but its crazy to point them based on what else can possibly be in the army or what equipment they may have. That doesn't make sense at all. Unit vs. unit, Death Company lose every time. Unless you consider synergy with other stuff which is daft if you ask me. And yeah, I get I'm being kneejerky here and considering this in a vacuum, but it just doesn't make sense.


What? You NEED to consider sinergies when you point out a miniature, or you end with ultra broken combos!
And as other have noted, Khorne Berzerkers attack twice, but they need to survive. They have much less variety in options, less sinergies, they have not the FnP of black rage, etc, etc...


I keep looking at Power Rating as some sort of generic indicator of how powerful a baseline unit is similar to Challenge Rating in D&D. Totally not what it is at all. Of course you need to consider synergy and all that when pointing units. I'm just being dumb. The only real way to figure out how all this works is to play more games. I'll get there. Thanks all!

–The Harrower
Artist, Game Designer, and Wargame Veteran

http://dedard.blogspot.com 
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

Wait, you can have multiple nobs in a squad now? That's interesting.

What I have
~4100
~1660
: LM

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in au
Longtime Dakkanaut




Something I noticed about Magnus/Ahriman/Exalteds is that they can only take powers from the Hereticus discipline, however we know there is a Chaos Marine Tzeentch discipline in the book.

Best guess? Chaos psykers all have access to Hereticus, but if your entire army has a matching keyword - i.e. Tzeentch - then your psykers also get to pick powers from that gods' discipline. That or the god-specific discipline specify that Chaos psykers also get them if they have a matching keyword.
   
Made in nz
Hungry Little Ripper




Wellington

Man, I am stoked to see these Tyranid leaks.
Glad to see spike rifle and strangeweb are still, and am interested to see if they're actually worth using this time around with being able to split fire.
I noticed the Deathspitter with slimer maggots is something new. Finally a deathspitter version of the Brainleech worms?
Also the Biostatic rattle..looking forward to seeing some profiles for these!

[Thumb - 18765744_10209596687254366_1019752017128807264_n.jpg]

[Thumb - 18767739_10209596687294367_246200399041042729_n.jpg]

[Thumb - 18740303_10209596687334368_6616625098200452994_n.jpg]

[Thumb - 18700338_10209596687374369_295229665459856522_n.jpg]


\m/ 
   
Made in us
Dakka Veteran





California

Thanks for the ork pics. Need more !!!

- Neva trust a Deff Skull , gitz just wanna take yur lootz
- Only good Deff Skull iz a Ded one !  
   
Made in gb
Faithful Squig Companion



B'ham

Eyjio wrote:

Boyz look legitimately scary. A full blob of 30 with choppas will get attack 120 times in combat - 2 base, +1 for green tide, +1 for choppa. Kinda ridiculous.


121 because of an extra attack from the boss nob! ;-)
   
 
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