Switch Theme:

Big FAQ - What do you want to see?  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in fi
Storm Trooper with Maglight





Helsinki, Finland

Where is the points cost for obliterators, as 115ppm? Is it in the shadowspear? I checked the Chaos and vigilus ablaze faq, but it was not there..

https://firstblood84.wordpress.com/
Dark Angels (11000), Astra+AdMech+Assassin (7000), Tyranids (3000), Tau (3000), Legions of Nagash (2500) 
   
Made in pl
Longtime Dakkanaut




I assume they are in the same place as castellans, so in the general FAQ.
   
Made in dk
Hellacious Havoc





Denmark

For those that didn't read all the FAQ's, here is the rundown:

- The Castellan nerf. 100 point increase and a max of 4++ save is huge. They are still hella good, but now they're more manageable from an opponents perspective.

- FLY units can now charge over enemy units again, just not anything with a BUILDING keyword. Thank god for that change!

- AIRCRAFT (a new keyword for anything with the FLY keyword and a minimum move distance) now no longer blocks moving. As long as you don't end your movement on their base, you can move underneath them, so the old tactic with blocking a charge with a flyer is dead. (Heldrake is not affected by this, as it doens't have a minimum move requirement.)

- The beta bolter rule got removed from vehicles (except dreadnoughts and helbrutes). In addition Deathwatch lost it on their speciality ammo, which was WAY too good. Good changes overall, so hurricane bolter vehicles and 2+ to wound infantry doesn't murder the enemy at any given time.

- Orks got a nerf with the combining-units-stratagem, that is twofold. First off, it can only be used on Boyz now, so Lootahs are out. Secondly you have to do it before you set up units, that can deploy outside your zone (so no more infiltrate and combine for cheeky 60 boyz squad 12'' from the enemy.)

- Aeldar got a massive hit, with their psychic powers Doom, Guide and Jinx only being usable by Craftworld Aeldar units. No more debuffing enemies and unload with your Drukhari units. It only works on their own codex now.

- It now cost 2 CP to use the Assassin stratagem, where you include it in your normal detachment, you can only do it once per game (so no more 4 assassins in one list, unless you bring a whole detachment) and Fallen can no longer take assassins. No rule changes to the units themselves.

- Mental Onslaught is now passed on a 6, regardless of leadership values.

- Iron Grip from Imperial Knights is now passed on a 6, regardless of strength and toughness value.

From a chaos perspective, there are a few changes.


- Obliterators are back to 115 points. I was hoping they would meet in the middle, so don't expect to see many Obliterators anymore. 115 points is way too expensive.

- You can now only take 3 Daemon princes, regardless of what codex they are from. You can summon in though, to break the rule of 3. (it is even specifically stated that you can do this).

- The new renegade legions now have god-specific tags attached to them. Nurgle for Purge, Tzeentch for Scourged, Slaanesh for Flawless Host and Khorne for Brazen. No more Slaanesh Purge units.

- Legion traits now affect Characters, Infantry, Bikes and Helbrutes. This means that Juggerlord, Discsorcerer, etc. and Lord Discordant now have legion trait.

- The Voice of Lorgar warlord trait now also applies to Dark Apostles prayers. So you get +3'' to their effects.

- The Curzed Crozius and Black Mace can replace both a Powermaul and the new crozius weapon that Dark Apostles have.

Overall, not too shabby! I am happy with most of the changes and they do make sense. I might have missed some parts, but for me these are the key takeaways.

This message was edited 1 time. Last update was at 2019/04/30 09:45:23


Army galleries:
The Word Bearers | Chaos Daemons


All things Chaos: Nordicus's Chaos PLOG
(Updated March 14th '19)



 
   
Made in us
Fixture of Dakka





 Spreelock wrote:
Where is the points cost for obliterators, as 115ppm? Is it in the shadowspear? I checked the Chaos and vigilus ablaze faq, but it was not there..


Check CSM again. It is not in magenta.

[im]https://imgur.com/kEUzFF0.png[im]

http://insighthammer.com/ 
   
Made in us
Enigmatic Chaos Sorcerer




Tampa, FL

No clarification on "army" for Renegade Traits. Not that it mattered, everyone was just ignoring the line that said your army needs to be taken from a Renegade Chapter so they can keep doing the Heretical 17. Yet these same people were arguing that RAW oblits were 65 because of the latest book. Funny how min/maxers selectively pick what RAW they apply.

- Wayne
Formerly WayneTheGame 
   
Made in es
Long-Range Land Speeder Pilot



Canary Island (Spain)

Well, my LRC back to my display case.

My DW bikers no more a must in.

Now assault squads are a bit more usable.

I was hopping get Chapter Tactics on Vehicles.

This message was edited 1 time. Last update was at 2019/04/30 17:02:48


2500
1500
400 
   
Made in us
Pulsating Possessed Chaos Marine





Wayniac wrote:
No clarification on "army" for Renegade Traits. Not that it mattered, everyone was just ignoring the line that said your army needs to be taken from a Renegade Chapter so they can keep doing the Heretical 17. Yet these same people were arguing that RAW oblits were 65 because of the latest book. Funny how min/maxers selectively pick what RAW they apply.


You have an American flag next to your name, so you must know that reading is un-American. Are you implying filthy communist readers are in our midst?

"In relating the circumstances which have led to my confinement in this refuge for the demented, I am aware that my present position will create a natural doubt of the authenticity of my narrative."  
   
Made in gb
Mutilatin' Mad Dok





Dorset, England

Thanks Nordicus!

I don't fully understand the implications of Ork strategum nerf, but less deepstrike shenanigans sounds like a game improvement. I thought mob up could only be used on boyz anyway tbh!
   
Made in us
Da Head Honcho Boss Grot




 Dysartes wrote:
 Eldarsif wrote:
My Shining Spears have been shelved from 2nd editions when I bought them up until I decided to try them again in 8th.

You bought Shining Spears in 2nd edition? What sort of conversion did you do, as they weren't released as a kit until 3rd edition (metal add-on to the plastic jetbike, IIRC).

 Xenomancers wrote:
There is no way the FAQ is released this month at this point...If by some miracle it is - what exactly was the logic behind releasing it mid week on the very last day of april? Other than procrastination?

Nothing wrong with the occasional bit of procrastination.


OHHHHH SNAP lying eldar player EXPOSED point about Shining Spears only ever having been good in one single edition of 40k COMPLETELY INVALIDATED fake news CONFIRMED!!!
   
Made in dk
Hellacious Havoc





Denmark

 Kroem wrote:
Thanks Nordicus!

I don't fully understand the implications of Ork strategum nerf, but less deepstrike shenanigans sounds like a game improvement. I thought mob up could only be used on boyz anyway tbh!


From what I understand, some would infiltrate some boyz of some kind in the deployment and the first action they did, was to use the stratagem. Then they could merge them at the infiltrated units location, effectively being 12'' away from the opponent turn one, before movement.

I personally haven't seen it, but it sounds nasty!

Army galleries:
The Word Bearers | Chaos Daemons


All things Chaos: Nordicus's Chaos PLOG
(Updated March 14th '19)



 
   
Made in de
Dakka Veteran




 Nordicus wrote:
 Kroem wrote:
Thanks Nordicus!

I don't fully understand the implications of Ork strategum nerf, but less deepstrike shenanigans sounds like a game improvement. I thought mob up could only be used on boyz anyway tbh!


From what I understand, some would infiltrate some boyz of some kind in the deployment and the first action they did, was to use the stratagem. Then they could merge them at the infiltrated units location, effectively being 12'' away from the opponent turn one, before movement.

I personally haven't seen it, but it sounds nasty!


Mostly 2nd turn only, but you could get shorter charges on large deepstriking units.

Common example would've been a small unit of Stormboyz in a Battlewaggon or so. They run up, advance and all and get within, say 4" of an enemy unit. Then the 30 Stormboyz deepstrike behind it and Mob Up with the unit just 4" away. Voila, 4" charge (before bonuses, etc..) from deepstrike.

This message was edited 1 time. Last update was at 2019/04/30 18:44:13


 
   
Made in us
Fixture of Dakka





Sounds like GW found a very clear and light-handed way to say "Well, that's bs" to a wide array of stupid things people found ways to do.
   
Made in us
Longtime Dakkanaut




 Nordicus wrote:
- The Castellan nerf. 100 point increase and a max of 4++ save is huge. They are still hella good, but now they're more manageable from an opponents perspective.

*Looks at Danish flag on profile*
*Looks at northern Californian slang*
[Thumb - vis.jpg]

This message was edited 1 time. Last update was at 2019/05/01 02:11:30


 
   
Made in dk
Hellacious Havoc





Denmark

w1zard wrote:
 Nordicus wrote:
- The Castellan nerf. 100 point increase and a max of 4++ save is huge. They are still hella good, but now they're more manageable from an opponents perspective.

*Looks at Danish flag on profile*
*Looks at northern Californian slang*


Ha! I lived for a couple of years in LA. Some things just stick with you.

Army galleries:
The Word Bearers | Chaos Daemons


All things Chaos: Nordicus's Chaos PLOG
(Updated March 14th '19)



 
   
Made in de
Big Mek in Kustom Dragster with Soopa-Gun





 Nordicus wrote:
 Kroem wrote:
Thanks Nordicus!

I don't fully understand the implications of Ork strategum nerf, but less deepstrike shenanigans sounds like a game improvement. I thought mob up could only be used on boyz anyway tbh!


From what I understand, some would infiltrate some boyz of some kind in the deployment and the first action they did, was to use the stratagem. Then they could merge them at the infiltrated units location, effectively being 12'' away from the opponent turn one, before movement.

I personally haven't seen it, but it sounds nasty!


No, nothing like that. The mob up changes targeted two things:
- Loota bomb. Having 25 lootas benefit from always hitting and generating extra shots on 5+ and shooting twice that could all be protected by a single grot shield was extremely powerful, now only available for 15 lootas. Still strong, but no longer bonkers.
- Dragging reserves into combat. If you had a unit of boyz (MANz, nobz) really close to the enemy, you could mob them up with a unit that just arrived from reserves to shorten the 9" charge. Nothing about turn 1 anything, orks just have regular deep strikes which ara not allowed before turn 2. Not really powerful, so it probably just got the axe for being unintended and counter-intuitive.

Drager wrote:
I'd heard there would be a clatter, then perhaps a hiss, but that's not what it's like. We'd all been told that these things lurked in vents and crevices, that they could sneak up on a man no matter how alert, but that just wasn't what happened. We saw them coming, well, we heard them first, an ear-splitting boom as they accelerated across the plain. They must have been 2 miles away when we heard the crack, but we barely had time to lift our weapons before they were on us and then... past us. Running faster than I could follow. They didn't attack, didn't even try and it was then, as the whole platoon stared after them that a dread crept through me and I turned to see that which they had been running from.

-Infantryman Collins, 5th Umbra Rifles
 
   
Made in us
Longtime Dakkanaut




 Jidmah wrote:
 Nordicus wrote:
 Kroem wrote:
Thanks Nordicus!

I don't fully understand the implications of Ork strategum nerf, but less deepstrike shenanigans sounds like a game improvement. I thought mob up could only be used on boyz anyway tbh!


From what I understand, some would infiltrate some boyz of some kind in the deployment and the first action they did, was to use the stratagem. Then they could merge them at the infiltrated units location, effectively being 12'' away from the opponent turn one, before movement.

I personally haven't seen it, but it sounds nasty!


No, nothing like that. The mob up changes targeted two things:
- Loota bomb. Having 25 lootas benefit from always hitting and generating extra shots on 5+ and shooting twice that could all be protected by a single grot shield was extremely powerful, now only available for 15 lootas. Still strong, but no longer bonkers.
- Dragging reserves into combat. If you had a unit of boyz (MANz, nobz) really close to the enemy, you could mob them up with a unit that just arrived from reserves to shorten the 9" charge. Nothing about turn 1 anything, orks just have regular deep strikes which ara not allowed before turn 2. Not really powerful, so it probably just got the axe for being unintended and counter-intuitive.


Pretty much this, I don't think the Loota bomb was broken to begin with though. 17pt model capable of on average 2 shots hitting on 5s. Honestly, this just means to me that Lootas need a price drop since we can't castle them up into 25 squads and shoot twice with dakka on 5s. Realistically they are priced based on using 2 2CP strats a turn, so now that they are limited to 15 loota squads they need a price cut.

As for the unintended consequence of nerfing Mob up....yup, but realistically it was never used except on Lootas anyway. Occasionally you would use it on boyz squads but even then rarely because it was usually better to keep them separated so you could use Green Tide on one of them when they got reduced.

Honestly, this just removes the Orkz ability to play at the top tables and giving the Castellan 100pt cost increase doesn't matter to us.

If at first you don't succeed then Sky Diving isn't for you. 
   
Made in gb
Dominating Dominatrix






At least a max squad of Tankbustas that jump in can actually put some hurt (and potentially double bracket it) on a 4++ Knight now.

+++++There are currently NINETY FOUR (94) documents required to play Warhammer 40,000 8th edition+++++ (Discord: BaconCatBug#0294)
Disclaimer: My YMDC answers are from a "What the rules, as written (or modified by Special Snowflake FAQ) in the rulebooks, actually say" perspective, not a "What I wish the rules said" perspective. Even GW agrees with me, send an email to 40kfaq@gwplc.com for a confirmation reply "4. Apply The Rules As Written. If you still don’t have a satisfactory answer, use the rule just as it is written if you possibly can, even if you are not completely happy with the effect the rule has."
Because some people get their knickers in a twist, I'll list these RaW 'oddities' in my sig. Sadly GW's promise of fixing their broken rules has itself been broken. Zoom in to read them.
RaW you cannot advance and then fire assault weapons, you can't shoot pistols if within 1" of an enemy; "minimum" ranges don't work; the game simply breaks if you ever have more than one wounded model in a unit; the game also breaks if a single rule ever tries to do multiple things simultaneously; Librarians on Bikes are locked to the Index power list, Howling Banshees can't declare a charge further than 12"; Spore Mines have an infinite range; Shroudpsalm technically doesn't do anything, only enemy models, not friendly models, have permission to move on top of a Skyshield Landing Pad; T'au have access to stackable Ignore Wounds (albeit against Mortal Wounds only); the T'au Early Warning Override Support System only works if a unit is "teleporting to the battlefield", not just arriving mid-battle; you can only ever use the Deathwatch Teleportarium Stratagem "once", and then never again in any battle after you use it; if a model splits fire, each weapon must target a different unit; a Tyrant Guard with Lashwhip can absorb an infinite amount of damage via Shieldwall between the time they die and the time they fight; Codex Leman Russ's can take an infinite amount of Hunter-Killer Missiles, Storm Bolters and Heavy Stubbers; Imothekh's 'Lord of the Storm' ability hits the "target unit" twice; Wave Serpents cannot be legally charged at by any model with a standard base; Slab Shields, along with the 'Take Cover!' stratagem no longer have any effect; and vehicles that are "slain" by a special effect do not trigger the "Explodes" ability; Taking any Forge World Space Marine Named Characters denies the use of a Chapter Tactic; Vectored Manoeuvring Thrusters may be used to move within 1" of an enemy unit during the Movement Phase and does not benefit from FLY; and Scout Sentinels may use "Go! Recon!" to move within 1" of an enemy unit during the shooting phase.
--- Mathhammer tables for 2D6 and 3D6 Charging with various re-roll abilities --- Stylus CSS theme for DakkaDakka forums to hide black avatar background and fully hide ignored users. --- Userscript to add a button to open all "[First Unread]" links on the page, hides the "[Blog View]" links, and adds a "Subscribed Threads" link to forum pages. 
   
Made in de
Big Mek in Kustom Dragster with Soopa-Gun





SemperMortis wrote:Pretty much this, I don't think the Loota bomb was broken to begin with though. 17pt model capable of on average 2 shots hitting on 5s. Honestly, this just means to me that Lootas need a price drop since we can't castle them up into 25 squads and shoot twice with dakka on 5s. Realistically they are priced based on using 2 2CP strats a turn, so now that they are limited to 15 loota squads they need a price cut.

Realistically, bad moon lootas just using the shoot twice stratagem blow index KMB right out of the water efficiency wise, and those were awesome. The efficiency of single lootas doesn't drop just because there are less of them.

Honestly, this just removes the Orkz ability to play at the top tables and giving the Castellan 100pt cost increase doesn't matter to us.

Many top table lists have already dropped lootas and done very well, while 15 lootas with more dakka shooting twice are still great.

BaconCatBug wrote:At least a max squad of Tankbustas that jump in can actually put some hurt (and potentially double bracket it) on a 4++ Knight now.

You might want to do the math on that before making such tall statements.

This message was edited 1 time. Last update was at 2019/05/03 07:49:27


Drager wrote:
I'd heard there would be a clatter, then perhaps a hiss, but that's not what it's like. We'd all been told that these things lurked in vents and crevices, that they could sneak up on a man no matter how alert, but that just wasn't what happened. We saw them coming, well, we heard them first, an ear-splitting boom as they accelerated across the plain. They must have been 2 miles away when we heard the crack, but we barely had time to lift our weapons before they were on us and then... past us. Running faster than I could follow. They didn't attack, didn't even try and it was then, as the whole platoon stared after them that a dread crept through me and I turned to see that which they had been running from.

-Infantryman Collins, 5th Umbra Rifles
 
   
Made in is
Courageous Beastmaster




Iceland

You bought Shining Spears in 2nd edition? What sort of conversion did you do, as they weren't released as a kit until 3rd edition (metal add-on to the plastic jetbike, IIRC).


3rd then, still, they've been more or less shelved since I got them.

Cypher | Craftworlds | Drukhari | Dark Angels | Necrons | Emperor's Children(30k/40k) | Tyranids | Orks | Death Guard

Daughters of Khaine | Blades of Khorne | Stormcast Eternals | Flesh-Eater Courts
 
   
 
Forum Index » 40K General Discussion
Go to: