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Made in au
Longtime Dakkanaut




32" moving Magnus with that power, then charge with all those juicy Strength 16 attacks...

You sir have blown my mind!

This message was edited 2 times. Last update was at 2017/05/30 22:26:07


 
   
Made in ca
Sister Vastly Superior





Custodes
Spoiler:



18 / 3 / 6 since 6th ed. 
   
Made in us
[DCM]
[***]







Mortal wounds sure do seem to be showing up a bit more frequently than we were lead to believe!
   
Made in gb
Battlefortress Driver with Krusha Wheel






Wait, can ork boyz now have shootas and choppas in the same unit?
   
Made in us
Longtime Dakkanaut




 WrentheFaceless wrote:
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


Yeah, the lack of anything comparable to dunestrider hurts. That's a decrease in move speed, decrease in advance, and decrease in charge distance. Infiltrators can't even advance+shoot, as both weapons options are pistols.

Still, the deployment option for infiltrators is good, the guns are still fairly decent, and t3 and 4+ on 2 wounds is pretty survivable, without instant death around to screw everything up. Oh, and both are absolutely brutal once actually in combat.
   
Made in gb
Mekboy Hammerin' Somethin'





UK

 lolman1c wrote:
Wait, can ork boyz now have shootas and choppas in the same unit?


good spot dude! creates an interesting array of options there for cunning tactics

 
   
Made in es
Grim Dark Angels Interrogator-Chaplain




Vigo. Spain.

 Alpharius wrote:
Mortal wounds sure do seem to be showing up a bit more frequently than we were lead to believe!


Actually, to me it seems that are less Mortal Wounds here than in AoS. But it compensates because I'm seeing here that models have less wounds that in AoS in general (For example, Tzaangors have 2 wounds in AoS but only 1 in 40K, and savage orcs had 2 wounds too, etc...), but you have big models with much more wounds. (The models with most wounds in AoS have like 20, Archaon, etc... a Stompa has 40!) and more weapons that do much more damage and with much higger AP values. -4 and -5 Ap are inexistant in AoS.
Saves in 40k are bigger too. 3+ saves in AoS are a big of a deal. Practically nobody has 2+.

This message was edited 2 times. Last update was at 2017/05/30 22:36:26


 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 gb
Faithful Squig Companion



B'ham

 lolman1c wrote:
Wait, can ork boyz now have shootas and choppas in the same unit?


It seems so... Leaving Battlewagons open-topped kinda makes sense now...

This message was edited 1 time. Last update was at 2017/05/30 22:36:49


 
   
Made in us
[DCM]
[***]







 Galas wrote:
 Alpharius wrote:
Mortal wounds sure do seem to be showing up a bit more frequently than we were lead to believe!


Actually, to me it seems that are less Mortal Wounds here than in AoS. But it compensates because I'm seeing here that models have less wounds that in AoS in general (For example, Tzaangors have 2 wounds in AoS but only 1 in 40K, and savage orcs had 2 wounds too, etc...), but you have big models with much more wounds. (The models with most wounds in AoS have like 20, Archaon, etc... a Stompa has 40!) and more weapons that do much more damage and with much higger AP values. -4 and -5 Ap are inexistant in AoS.
Saves in 40k are bigger too. 3+ saves in AoS are a big of a deal. Practically nobody has 2+.


I don't play AoS, so that's now what I was talking about?

And there really doesn't seem to be a way to avoid Mortal Wounds, for the most part.

I thought this edition's 'eternal warrior' might grant a save vs. them but...no!
   
Made in us
Longtime Dakkanaut





Someone mentioned Magnus getting a double move? Is that a Tzeentch Spell, or innate to him?

Swarmlord supposedly gives out free moves like that too, as can St. Celestine via Acts of Faith.

Seems to be a crap-top of ways to ensure 1st turn charges.

11527pts Total (7400pts painted)

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3730 Total (210pts painted) 
   
Made in us
Longtime Dakkanaut





Connecticut

NewTruthNeomaxim wrote:
Someone mentioned Magnus getting a double move? Is that a Tzeentch Spell, or innate to him?

Swarmlord supposedly gives out free moves like that too, as can St. Celestine via Acts of Faith.

Seems to be a crap-top of ways to ensure 1st turn charges.


It's a spell he can cast. Not a Tzeentch one, though. CSM.

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 si
Steady Stonecleaver







 Alpharius wrote:
Mortal wounds sure do seem to be showing up a bit more frequently than we were lead to believe!


And in some silly circumstances. It seems that by far the most dangerous thing in the 40k universe is a fuel tank exploding.

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 gb
Battlefortress Driver with Krusha Wheel






 Latro_ wrote:
 lolman1c wrote:
Wait, can ork boyz now have shootas and choppas in the same unit?


good spot dude! creates an interesting array of options there for cunning tactics


Actually pretty good. I have about 60 ork boyz models and half were shootas so now I can have 2 or 3 ork squads of 10 shootas and 10 choppas. With the shooting on advance I can do a lot of damage before I even clash!
   
Made in us
Fixture of Dakka





Caederes wrote:
32" moving Magnus with that power, then charge with all those juicy Strength 16 attacks...

You sir have blown my mind!


Also Smite is the "result of the test", which means Magnus can pull off 2D6 on a roll of 8 - assuming the top bonus is a +3.

   
Made in es
Grim Dark Angels Interrogator-Chaplain




Vigo. Spain.

 Alpharius wrote:
 Galas wrote:
 Alpharius wrote:
Mortal wounds sure do seem to be showing up a bit more frequently than we were lead to believe!


Actually, to me it seems that are less Mortal Wounds here than in AoS. But it compensates because I'm seeing here that models have less wounds that in AoS in general (For example, Tzaangors have 2 wounds in AoS but only 1 in 40K, and savage orcs had 2 wounds too, etc...), but you have big models with much more wounds. (The models with most wounds in AoS have like 20, Archaon, etc... a Stompa has 40!) and more weapons that do much more damage and with much higger AP values. -4 and -5 Ap are inexistant in AoS.
Saves in 40k are bigger too. 3+ saves in AoS are a big of a deal. Practically nobody has 2+.


I don't play AoS, so that's now what I was talking about?

And there really doesn't seem to be a way to avoid Mortal Wounds, for the most part.

I thought this edition's 'eternal warrior' might grant a save vs. them but...no!


Didn't all the FNP rules so far, the Nurgle ones for example, save Wounds AND Mortal Wounds?


 lord_blackfang wrote:
 Alpharius wrote:
Mortal wounds sure do seem to be showing up a bit more frequently than we were lead to believe!


And in some silly circumstances. It seems that by far the most dangerous thing in the 40k universe is a fuel tank exploding.


The problem is calling them Mortal Wounds. "Enviroment and/or damage in relation with a force that isn't a weapon or just because we think is good for balance" wounds could be better.

This message was edited 1 time. Last update was at 2017/05/30 22:48:20


 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
Fixture of Dakka





 Galas wrote:


Didn't all the FNP rules so far, the Nurgle ones for example, save Wounds AND Mortal Wounds?


Nurgle rule only calls out regular wounds.

   
Made in us
Regular Dakkanaut




 Alpharius wrote:
 Galas wrote:
 Alpharius wrote:
Mortal wounds sure do seem to be showing up a bit more frequently than we were lead to believe!


Actually, to me it seems that are less Mortal Wounds here than in AoS. But it compensates because I'm seeing here that models have less wounds that in AoS in general (For example, Tzaangors have 2 wounds in AoS but only 1 in 40K, and savage orcs had 2 wounds too, etc...), but you have big models with much more wounds. (The models with most wounds in AoS have like 20, Archaon, etc... a Stompa has 40!) and more weapons that do much more damage and with much higger AP values. -4 and -5 Ap are inexistant in AoS.
Saves in 40k are bigger too. 3+ saves in AoS are a big of a deal. Practically nobody has 2+.


I don't play AoS, so that's now what I was talking about?

And there really doesn't seem to be a way to avoid Mortal Wounds, for the most part.

I thought this edition's 'eternal warrior' might grant a save vs. them but...no!


Yeah, I was thinking the same thing tbh, there's a lot of units that do mortal wounds for basic things which really seems out of whack. Primaris Jump pack guys do mortal wounds by ramming, really? I was thinking mortal wounds would be weapons and abilities that armor would not prtoect you from, Psychic attacks for instance, but it seems like everyone and their brother gets easy access to them. Looks like some of the different versions of FnP are about the only things that can save mortal wounds.

Mephiston's Lord of Death ability protects from them, and it looks like the Death Companies Black Rage will too.

This message was edited 1 time. Last update was at 2017/05/30 22:49:02


 
   
Made in gb
Mekboy Hammerin' Somethin'





UK

 lolman1c wrote:
 Latro_ wrote:
 lolman1c wrote:
Wait, can ork boyz now have shootas and choppas in the same unit?


good spot dude! creates an interesting array of options there for cunning tactics


Actually pretty good. I have about 60 ork boyz models and half were shootas so now I can have 2 or 3 ork squads of 10 shootas and 10 choppas. With the shooting on advance I can do a lot of damage before I even clash!


not to mention with split fire as standard you can even pepper something upto 18" away then charge something else so they don't remove models from the front of the unit you wanna charge.
also with a bit footprint this opens up all sorts of options e.g. 10 shootas left of the unit, 10 on the right 10 choppas in the middle 20 shots at two units (or however you wanna do it) then charge in choppa boyz headlong.. even sprinkle in some rokkits and have them fire at other units!

This message was edited 2 times. Last update was at 2017/05/30 22:52:00


 
   
Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

Why does GW insist on making transonic blades suck? Just like in seventh there was absolutely no reason to take them over a transonic razor and a chord claw. Never mind the fact that ruststalkers got nerfed into Oblivion in the first place. Slow-moving and don't get any bonuses for wielding two weapons

5250 pts
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Deathwatch: 1500 pts
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Made in us
Regular Dakkanaut




Daedalus81 wrote:
 Galas wrote:


Didn't all the FNP rules so far, the Nurgle ones for example, save Wounds AND Mortal Wounds?


Nurgle rule only calls out regular wounds.


Disgustingly Resilient is activated every time a model loses a wound, which can be the result of a regular attack or a Mortal Wound, so effectively DR is an extra "save" that works against Mortal Wounds (although it isn't technically a save).
   
Made in es
Grim Dark Angels Interrogator-Chaplain




Vigo. Spain.

Brian888 wrote:
Daedalus81 wrote:
 Galas wrote:


Didn't all the FNP rules so far, the Nurgle ones for example, save Wounds AND Mortal Wounds?


Nurgle rule only calls out regular wounds.


Disgustingly Resilient is activated every time a model loses a wound, which can be the result of a regular attack or a Mortal Wound, so effectively DR is an extra "save" that works against Mortal Wounds (although it isn't technically a save).


Yeah! I remember reading that. Mortal Wounds are needed even more in 40k than in AoS for all the invulnerable saves out there that don't exist in AoS.
They are the weapon to have in chek those inmortal elite units.

 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 ca
Hauptmann







*cries because it cuts off before Sableclaw*

Seriously, as nice as the jetbike is, I want to know if Sableclaw is usable for once. Well, I do see the top of a 6 on Toughness, so that's a good sign (and 16" move is nice).

Thanks for the post though. Looking good so far.

I also just want to add, I like that our rule finally targets Fallen, rather than Chaos marines. More limited? Yup, but makes a lot more sense than Hate(CSM) did.

This message was edited 1 time. Last update was at 2017/05/30 23:13:19


 
   
Made in de
Powerful Chaos Warrior






 rollawaythestone wrote:
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.


NICE i like it. So Tyranid monster explode now when they die ^^ sorry i mean they do a death throes. So they are all Slayers now ^^ I get the feeling stuff is just gonna f***ing die in 8th.

This message was edited 1 time. Last update was at 2017/05/30 23:15:52


How the 9th edtion of warhammer fantasy should/could have been: Warhammer CE http://www.warseer.com/forums/showthread.php?373349-Warhammer-CE-the-definitive-rule-set-for-WFB-veterans 
   
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Rampaging Carnifex





South Florida

nordsturmking wrote:
 rollawaythestone wrote:
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.


NICE i like it. So Tyranid monster explode now when they die ^^ sorry i mean they do a death throes. So they are all Slayers now ^^ I get the feeling stuff is just gonna f***ing die in 8th.


Yeah I love the Death Throes. Very fluffy! Go and kill a Tyranid monster in close combat and watch as it stomps all over your unit in death.

   
Made in us
Blood-Raging Khorne Berserker





 rollawaythestone wrote:
nordsturmking wrote:
 rollawaythestone wrote:
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.


NICE i like it. So Tyranid monster explode now when they die ^^ sorry i mean they do a death throes. So they are all Slayers now ^^ I get the feeling stuff is just gonna f***ing die in 8th.


Yeah I love the Death Throes. Very fluffy! Go and kill a Tyranid monster in close combat and watch as it stomps all over your unit in death.


The Haruspex is hilarious, and the Toxicrene looks absolutely deadly. Here's the link I posted earlier. http://imgur.com/a/IY9ks


World Eaters ~a bunch now
Khorne Daemons
Imperial Knights ~4k  
   
Made in us
Battlewagon Driver with Charged Engine





Hey all,

In all of these leaks, do we still not know anything about cover saves from intervening models or buildings?
   
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Dakka Veteran




So is 40k going to be more strict on what your model is equipped with or lighten up some? I play Daemons in AoS but was hoping to use them in 40k to get into it, but clearly not of my models are armed with blasters...
   
Made in us
Contagious Dreadnought of Nurgle






Pretty much full GK dump happening on tg. If no one else brings it over here I will later.

Remember, this is 4chan in case that matters to you:

http://boards.4chan.org/tg/thread/53522244#p53522552

This message was edited 1 time. Last update was at 2017/05/30 23:33:49


 
   
Made in gb
Member of a Lodge? I Can't Say





UK

For those wondering why thousand sons psy powsrs are limited to base chaos marine ones is that the other powers seen are for daemons of that particular god.

The index books are a get you by until codex books come back out. The index brings every model up to 8th without leaving them waiting.

Supposedly the first 2 books are primaris and death guard. DG boolk should have mortarion, dg terminators, legion rules and new psy powers for death guard. Tzeentch, slaanesh, khorne etc will get similar treatment.

A lot of things in the index books will change when specific books come out
   
Made in us
Longtime Dakkanaut





Connecticut

Enjoy, GK players.
[Thumb - 1496186867779.jpg]


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.
 
   
 
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