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Made in gb
Mekboy Hammerin' Somethin'





UK

gungo wrote:
FunJohn wrote:
Is it just me or are that unit of boys sorta expensive?
all regular boys went up to 6ppm. No idea on tankbustas but they are much better now.


orks were already 6pts...

 
   
Made in us
Yellin' Yoof




no more 'Eavy Armor for boyz?

Well I guess I can just mix my 'Ard boyz in with the rest, now
   
Made in us
Longtime Dakkanaut




Caederes wrote:
gungo wrote:

Or maybe people realize you are not going to prevent 10+ boys from dying in a 30 boy squad in the average of 3 turns it takes them to get into reliable charge range because they move dirt freakin slow.


Which is why you have multiple units and other things in your army to draw firepower...you know, like a normal assault army that tries to constrict opponents through threat overload?

Besides, that's one aspect of their new rules you're addressing. You're also not accounting for enemies moving forward, things like pile-ins/consolidations tying up multiple enemy units while denying Overwatch, etc.

Just let it go. I'm sick of retreading the same old topic with you. The Mob Rule and casualties-from-the-front removal (which you STILL haven't acknowledged) alone are enough to make Boyz far more viable than they used to be.
dude I already acknowledge it you are the one ranting about how orks are elite. When I was already doing 3 str4 atks on the charge and hammer of wraith w the tide. I stopped responding to your nonsense because you are getting all riled up. My comments weren't directly about the tide it's how boy blobs and being pushed into them is to freakin slow for an objective game.

Bottom line is we will shortly see how it goes IMHO the lack of mobility makes orks uncompetitive.

This message was edited 2 times. Last update was at 2017/05/30 22:07:54


 
   
Made in us
Beautiful and Deadly Keeper of Secrets





 WrentheFaceless wrote:
 Cephalobeard wrote:
For things like Magnus, where he can cast multiple times, could we in theory cast smite 3x a turn with him?


The leaked psyker rules stipulate they can only attempt to cast one instance of a spell per round, so no casting the same spell twice.
Ah but smite is the exception of the rule "With the exception of Smite, each psychic power..." Unless I misread that myself.

This message was edited 1 time. Last update was at 2017/05/30 22:02:24


 
   
Made in gb
Mekboy Hammerin' Somethin'





UK

chaos weapon costs updated i think from imgr link

Spoiler:


chainaxe is 1pt more

This message was edited 1 time. Last update was at 2017/05/30 22:03:32


 
   
Made in us
[DCM]
[***]







Guys, please!

NO MORE requests for specific factions - they'll show up when they show up!

And no more listing of your phones tech specs, or what you can and can't do, etc. etc.
   
Made in us
Quick-fingered Warlord Moderatus





 Alpharius wrote:
Guys, please!

NO MORE requests for specific factions - they'll show up when they show up!

And no more listing of your phones tech specs, or what you can and can't do, etc. etc.


You're just saying that cause you already got your faction, cause all factions are Alpha Legion

3000
4000 
   
Made in gb
Pulsating Possessed Chaos Marine



UK

 Latro_ wrote:


chainaxe is 1pt more


Haha! Epic. No reason not to run a bunch of zerkers with Chainswords + Chainaxes.

 
   
Made in us
Longtime Dakkanaut





Connecticut

 ZebioLizard2 wrote:
 WrentheFaceless wrote:
 Cephalobeard wrote:
For things like Magnus, where he can cast multiple times, could we in theory cast smite 3x a turn with him?


The leaked psyker rules stipulate they can only attempt to cast one instance of a spell per round, so no casting the same spell twice.
Ah but smite is the exception of the rule "With the exception of Smite, each psychic power..." Unless I misread that myself.


This is how I'm reading it, as well.

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
Quick-fingered Warlord Moderatus





He can probably chain smite, unless his rumored Smite + is something different.

3000
4000 
   
Made in au
Longtime Dakkanaut




gungo wrote:
dude I already acknowledge it you are the one ranting about how orks are elite. When I was already doing 3 str4 atks on the charge and hammer of wraith w the tide. I stopped responding to your nonsense because you are getting all riled up.


Eh? Have you said anything about models being taken from the front? It might've been in an edit because I didn't see it. Not taking casualties from the front means you're not losing inches like you did before which offsets the 5" move, I just wanted to make that clear.

In what way am I saying Orks "are elite"? I'm saying they are IMPROVED which, given how bad they used to be, doesn't automatically mean I'm saying they are great. Instead of one super buffed unwieldy unit, you now get multiple units that are all more effective than they would've been in previous rules. Ergo, they are better.

Slugga Boyz in a Green Tide used to output 4 Strength 4 attacks each on the charge and any models in base contact did automatic Strength 3 hits at Initiative 2. However, those Orks would strike at Initiative 2 with their normal attacks. Now, they have 3 Strength 4 attacks each all the time, increasing to 4 each if they have 20+ models in a unit, and they hit all enemies (barring modifiers) on a 3+ whereas before they used to hit on 4+ against almost everything. Additionally, unless the enemy uses Command Points or has units that disrupt the chargers-strike-first mechanic, Orks now strike first on the charge rather than almost always going last at Initiative 2. They can also use their Sluggas in subsequent friendly Shooting phases if they stay locked in combat. Base Strength 4 and the new to-wound chart massively improves their effective damage output against almost everything both on and off the charge, not to mention the hitting on 3+ thing. They also do not get screwed over by Mob Rule anymore, and I'm talking generally, not a minimum 700+ point unwieldy formation when you gave it the mandatory characters it needed to function halfway decently.

Moving 1" less actually works out just fine for their mobility once you account for taking casualties from the front that is now gone, so no, I don't think they're going to be non-competitive because of mobility issues. There's also nothing stopping you mixing hordes with Trukks if you really need a mobile unit.

This message was edited 1 time. Last update was at 2017/05/30 22:10:08


 
   
Made in gb
Mekboy Hammerin' Somethin'





UK

Loopstah wrote:
 Latro_ wrote:


chainaxe is 1pt more


Haha! Epic. No reason not to run a bunch of zerkers with Chainswords + Chainaxes.


well still a bit of a trade off since you can shoot the pistol going in + you can shoot it in your shooting phase whist in combat

 
   
Made in us
Beautiful and Deadly Keeper of Secrets





 WrentheFaceless wrote:
He can probably chain smite, unless his rumored Smite + is something different.
His stats were listed. His Smite is the same as any other but one of his rules makes it D6 instead of D3 and 2D6 if he gets 10 on the roll.
   
Made in si
Steady Stonecleaver







At least the Nid weapon list has a few differing costs for different models.

Posters on ignore list: 33

40k Potica Edition - 40k patch with reactions, suppression and all that good stuff. Feedback thread here.

Gangs of Nu Ork - Necromunda / Gorkamorka expansion supporting all faction. Feedback thread here
   
Made in us
Longtime Dakkanaut




haven't seen this yet, but more admech was leaked https://war-of-sigmar.herokuapp.com/socials/6#comment-3332201934


   
Made in us
Longtime Dakkanaut




 Latro_ wrote:
gungo wrote:
FunJohn wrote:
Is it just me or are that unit of boys sorta expensive?
all regular boys went up to 6ppm. No idea on tankbustas but they are much better now.


orks were already 6pts...
if you took shoota boys,
   
Made in us
Fixture of Dakka





 Cephalobeard wrote:
Jesus, horrors suck.


Do we know ephemeral form is yet? Horrors might be the new-new ultra-durable objective holders.

   
Made in us
Longtime Dakkanaut





Connecticut

Daedalus81 wrote:
 Cephalobeard wrote:
Jesus, horrors suck.


Do we know ephemeral form is yet? Horrors might be the new-new ultra-durable objective holders.


It's just +1 Inv, so they have a 5++.

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
Fixture of Dakka





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.


He is currently the undisputed king of the psychic phase right now though.

   
Made in gb
Mekboy Hammerin' Somethin'





UK

gungo wrote:
 Latro_ wrote:
gungo wrote:
FunJohn wrote:
Is it just me or are that unit of boys sorta expensive?
all regular boys went up to 6ppm. No idea on tankbustas but they are much better now.


orks were already 6pts...
if you took shoota boys,


nope, shoota boyz were 7pts mate. I just saved 90pts already

This message was edited 1 time. Last update was at 2017/05/30 22:16:27


 
   
Made in us
Fixture of Dakka





 Cephalobeard wrote:
Daedalus81 wrote:
 Cephalobeard wrote:
Jesus, horrors suck.


Do we know ephemeral form is yet? Horrors might be the new-new ultra-durable objective holders.


It's just +1 Inv, so they have a 5++.


4++ since daemon is 5++

Ah, well. Yea the unit is pretty boring without good spells.

   
Made in au
Longtime Dakkanaut




Daedalus81 wrote:
 Cephalobeard wrote:
Jesus, horrors suck.


Do we know ephemeral form is yet? Horrors might be the new-new ultra-durable objective holders.


According to the Faction Focus, it's +1 to their invulnerable saves. We know Daemonic still gives a 5+ invulnerable save (the Helldrake has the exact same special rule, but it's spelled out what it does there) meaning Tzeentch Daemons are back to having 4+ invulnerable saves.

Horrors are odd, they're the most expensive lesser Daemon per model (for the Pinks anyway) but they have shooting attacks and are no worse than Guardsmen in combat. Their psychic abilities are poor though, even casting Smite is a challenge for them. I really like how they've handled the Blue/Brimstone rules though, having them keep identical Toughness and saves while splitting into the same unit alleviates so many potential headaches and simplifies the process massively. Paying for split Horrors on an individual basis is a stark improvement over the comparatively shoddy AoS system that makes you pay for 10 Horrors even if you only manage to get 1 or 2 from the split.
   
Made in us
Rampaging Carnifex





South Florida

Spoiler:




Shadow in the Warp is good! -1 to Psychic Test on a 2d6 is really excellent and Instinctive Behavior is much more forgiving (but harder to keep things in Synapse range). Synapse is super powerful - but 8" is really short range! It's a nice compromise.

This message was edited 2 times. Last update was at 2017/05/30 22:18:48


   
Made in us
Quick-fingered Warlord Moderatus





Sicarians kindof got hit with the nerf bat, but looks like they might be a bit cheaper now

Ruststalkers are pretty rough now, mortal wounds on 6s

3000
4000 
   
Made in us
Longtime Dakkanaut





Connecticut

I mean, being able to take Brimstones for 2ppm and park them somewhere and they get a 4++ isn't THAT bad, I guess. I'm still just underwhelmed by them.

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
Reading a Book in the Tower of Prospero





Curb stomping in the Eye of Terror!

 Cephalobeard wrote:
I mean, being able to take Brimstones for 2ppm and park them somewhere and they get a 4++ isn't THAT bad, I guess. I'm still just underwhelmed by them.

Hoping that "double-toughness" = "insta-death" mechanic isn't a thing in 8th...

If not, whoa... brimmies are great for objects/troops tax.

6000
Live Ork, Be Ork. or D'Ork!

4000

∞ Chaos Daemons and CSM


 
   
Made in au
Longtime Dakkanaut




Daedalus81 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.


He is currently the undisputed king of the psychic phase right now though.


If individual psykers can't cast Smite more than once in the same turn (i.e. Magnus can't cast it three times in the same turn) then his actual psychic capabilities seem to be much weaker than they used to be, though given his other changes I think that's more than fair. If he can multi-cast Smite, he's suddenly way scarier as with his +2(?) to casting rolls at full health he will fairly easily output about 4D6 mortal wounds a turn (should be able to get all three off in the same turn and one should get up to the 10+ version) assuming some average rolls. It's all against the closest enemy units, but a 16" move means picking what you want to kill is super easy.

Also, first turn charges with Magnus are a thing with his Strength 16 blade
   
Made in jp
Regular Dakkanaut




Anyone knows if the ork kommandos are getting (at last) their tankbusta grenades back?
   
Made in us
Longtime Dakkanaut





Connecticut

Caederes wrote:
Daedalus81 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.


He is currently the undisputed king of the psychic phase right now though.


If individual psykers can't cast Smite more than once in the same turn (i.e. Magnus can't cast it three times in the same turn) then his actual psychic capabilities seem to be much weaker than they used to be, though given his other changes I think that's more than fair. If he can multi-cast Smite, he's suddenly way scarier as with his +2(?) to casting rolls at full health he will fairly easily output about 4D6 mortal wounds a turn (should be able to get all three off in the same turn and one should get up to the 10+ version) assuming some average rolls. It's all against the closest enemy units, but a 16" move means picking what you want to kill is super easy.

Also, first turn charges with Magnus are a thing with his Strength 16 blade


Don't forget he could opt not to use one use of Smite and give himself a double move, instead.

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
Contagious Dreadnought of Nurgle






Couple of DA pages:

https://imgur.com/a/tjmtr#XzWCBUD

 
   
 
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