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Made in us
Decrepit Dakkanaut




 Galas wrote:
 BoomWolf wrote:
Galas wrote:
Q: Can a Battle-forged army ever have fewer than 0
Command Points?

A: No.
Regardless of how many Auxiliary Support Detachments
you take, you can never start a battle with fewer than 0
Command Points.


Another stupid argument put to bed


Wat arguemnt exactly?
Assuming one had "less than 0 command points", what would that even MEAN? they need to use that many reverse stratagems during the game?


I have seen people arguee about that
"But what if negative Command Points gives your opponent more command points?!"

I'm not sure how that order of operations even became a thing. People here aren't the brightest crayons in the box sometimes.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in kr
Inquisitorial Keeper of the Xenobanks






your mind

Yeah! The fixed cover! That was my biggest peeve. Now. About those land raiders stuck by grots and unable to shoot...

   
Made in us
Longtime Dakkanaut







So shooting Plasma at an aircraft doubles your chance to blow yourself up now...that seems a bit silly.

Ditto the "immobilized squad" FAQ.

Guess it also means a Daemon Prince with the Mark of Khorne is no longer a Khorne Daemon.
   
Made in gb
Junior Officer with Laspistol




Manchester, UK

 MagicJuggler wrote:
So shooting Plasma at an aircraft doubles your chance to blow yourself up now...that seems a bit silly.


Well pointing the gun upwards obviously drains vital coolant from the front of the gun.

The Tvashtan 422nd "Fire Leopards" - Updated 19/03/11

"Never attribute to malice that which is adequately explained by stupidity." - Hanlon's Razor 
   
Made in us
Longtime Dakkanaut







 Trickstick wrote:
 MagicJuggler wrote:
So shooting Plasma at an aircraft doubles your chance to blow yourself up now...that seems a bit silly.


Well pointing the gun upwards obviously drains vital coolant from the front of the gun.


What about when shooting Ratlings? Midget luckiness?
   
Made in us
Dakka Veteran




Sorry that your plasma guns can actually explode on you now - thematically it makes sense too; you'll shoot more shots at a hard to hit target, increasing the odds your plasma gun blows up from overusage.
   
Made in gb
Junior Officer with Laspistol




Manchester, UK

 MagicJuggler wrote:
 Trickstick wrote:
 MagicJuggler wrote:
So shooting Plasma at an aircraft doubles your chance to blow yourself up now...that seems a bit silly.


Well pointing the gun upwards obviously drains vital coolant from the front of the gun.


What about when shooting Ratlings? Midget luckiness?


They stole your regulator valves. Those things fetch a high price.

The Tvashtan 422nd "Fire Leopards" - Updated 19/03/11

"Never attribute to malice that which is adequately explained by stupidity." - Hanlon's Razor 
   
Made in us
Longtime Dakkanaut





 MechaEmperor7000 wrote:
Technically this isn't even a FAQ, just Dev Commentary.

I'd suspect that we'll see organized FAQs coming out in the next month or so, when they can gather some play data, more questions, and organize them into proper indexes and factions.


I mean... They were Answering Questions...
Questions that are ... Asked Frequently
So it was more of a QTAAF
Maybe get rid of the "that are", and make it a QAF.

------------------------------------------------------------
I wish that in the Re-roll and Modifier question, they used a "Rolls a 3 on a BS3, that can reroll failed hits but is suffering a -1 from the opponent"
Rerolling into a 3 as the example said is not the same, since the attacker can't reroll a second time regardless.

I feel like I already know the correct way to play it, but I still wish it was the example in the QAF


6+ = 6/36 | Reroll 1s = 7/36 | Reroll Misses = 11/36 ||||||| 5+ = 12/36 | Reroll 1s 14/36 | Reroll Misses = 20/36 ||||||| 4+ = 18/36 | Reroll 1s 21/36 | Reroll Misses = 27/36
3+ = 24/36 | Reroll 1s 28/36 | Reroll Misses = 32/36 ||||||| 2+ = 30/36 | Reroll 1s 35/36 ||||||| Highest of 2d6 = 4.47
 
   
Made in us
Longtime Dakkanaut







 Trickstick wrote:
 MagicJuggler wrote:
 Trickstick wrote:
 MagicJuggler wrote:
So shooting Plasma at an aircraft doubles your chance to blow yourself up now...that seems a bit silly.


Well pointing the gun upwards obviously drains vital coolant from the front of the gun.


What about when shooting Ratlings? Midget luckiness?


They stole your regulator valves. Those things fetch a high price.


Never overcharge combi-plasma at Ratlings in cover. You now have a 50-50 chance of dying per shot.
   
Made in us
Guard Heavy Weapon Crewman




"Q: If I create an Astra Militarum Regiment of my own
and name them, for example, the ‘Emperor’s Finest’,
and I then also create an Adeptus Astartes Chapter of
my own choosing, and also call them the ‘Emperor’s
Finest’, do the abilities that work on the <Regiment>
and/or <Chapter> keywords now work on both the
Astra Militarum and Adeptus Astartes units?
A: No. "

To expound a bit on GW's answer I would like to add, "...if you are the kind of person who would attempt to do this type of thing, screw you! You're why we can't have nice things!"
   
Made in gb
Junior Officer with Laspistol




Manchester, UK

 MagicJuggler wrote:
Never overcharge combi-plasma at Ratlings in cover. You now have a 50-50 chance of dying per shot.


Honestly, I think people wrongly are seeing overcharge as the default option. It is looking like you should be using it very sparingly. Plasma is pretty cheap, it is a very effective weapon even without overcharge. Thinking you are going to use it more than once or twice a battle seems to be a mistake. I would only ever use it on multi-wound models that need to die, or in very dire circumstances.

Why would you ever shoot it at Ratlings? It offers no advantage at all. Already wounding on 2+ and they only have one wound.

This message was edited 2 times. Last update was at 2017/06/17 23:15:59


The Tvashtan 422nd "Fire Leopards" - Updated 19/03/11

"Never attribute to malice that which is adequately explained by stupidity." - Hanlon's Razor 
   
Made in us
Terrifying Doombull




 MagicJuggler wrote:
So shooting Plasma at an aircraft doubles your chance to blow yourself up now...that seems a bit silly.

Ditto the "immobilized squad" FAQ.

Guess it also means a Daemon Prince with the Mark of Khorne is no longer a Khorne Daemon.


Well, that last is true, and makes sense from a game perspective. Applying different special rules from another book is problematic, this makes future-proofing simpler and simply cements the CSM DP as a different creature.
Though the prince of chaos rule does allow it to have some affect on daemons on the same god. The net effect of 'not being a Khorne Daemon' is not getting the 'Unstoppable Ferocity' rule.


The 'immobilized squad' answer doesn't really immobilize the squad except in really exceptional circumstances, what it really does is tell you that you must make moving into coherency a priority. if you don't want your squads immobilized, don't remove casualties from the center of an absurdly long daisy chain. But in most cases, moving the separated groups 5 or 6" towards each other should easily put a squad in coherency. If they're somehow more than a foot apart, you did something very bizarre.

Efficiency is the highest virtue. 
   
Made in us
Longtime Dakkanaut






 Trickstick wrote:


Why would you ever shoot it at Ratlings? It offers no advantage at all. Already wounding on 2+ and they only have one wound.

We do what we must... BECAUSE WE CAN!

 Trickstick wrote:


Honestly, I think people wrongly are seeing overcharge as the default option. It is looking like you should be using it very sparingly. Plasma is pretty cheap, it is a very effective weapon even without overcharge. Thinking you are going to use it more than once or twice a battle seems to be a mistake. I would only ever use it on multi-wound models that need to die, or in very dire circumstances.

It's basically, Normal against Infantry, Overcharge against Vehicles.


6+ = 6/36 | Reroll 1s = 7/36 | Reroll Misses = 11/36 ||||||| 5+ = 12/36 | Reroll 1s 14/36 | Reroll Misses = 20/36 ||||||| 4+ = 18/36 | Reroll 1s 21/36 | Reroll Misses = 27/36
3+ = 24/36 | Reroll 1s 28/36 | Reroll Misses = 32/36 ||||||| 2+ = 30/36 | Reroll 1s 35/36 ||||||| Highest of 2d6 = 4.47
 
   
Made in ca
Commander of the Mysterious 2nd Legion





if you're using plasma as your tank killer you need to revise your list.

Opinions are not facts please don't confuse the two 
   
Made in us
Powerful Phoenix Lord





Overcharging plasma is for when you're trying to take out that final wound or two from a vehicle or monster/character...for that epic moment when Private Jenkins incinerates himself while blowing up a traitor Knight.
   
Made in us
Loyal Necron Lychguard





I'm not sure if the Auxiliary Support Detachments answer really answered the question as much as needed... The big thing I was wondering about is if you could dump your CP to just buy into a bunch of ASD's and effectively have an Unbound army. Originally I thought the answer was "hell no" but the way the FAQ is phrased I'm actually not so sure anymore...
   
Made in ca
Insect-Infested Nurgle Chaos Lord






I assumed that to be the case, although the only real use of that is avoiding the HQ tax and you're not using exclusively Lords of War and Flyers.

However given that a lot of the detachments gives you somewhat generous slots and HQs are a lot more useful this edition, I'd find that to be an acceptable drawback. Not to mention Tournaments will likely limit you to 3 detachments for 2000 points, so you'd only get 3 slots out of it for "unbound".

Gwar! wrote:Huh, I had no idea Graham McNeillm Dav Torpe and Pete Haines posted on Dakka. Hi Graham McNeillm Dav Torpe and Pete Haines!!!!!!!!!!!!! Can I have an Autograph!


Kanluwen wrote:
Hell, I'm not that bothered by the Stormraven. Why? Because, as it stands right now, it's "limited use".When it's shoehorned in to the Codex: Space Marines, then yeah. I'll be irked.


When I'm editing alot, you know I have a gakload of homework to (not) do. 
   
Made in us
Longtime Dakkanaut





BrianDavion wrote:
if you're using plasma as your tank killer you need to revise your list.


More like using Plasma as my all purpose gun.


6+ = 6/36 | Reroll 1s = 7/36 | Reroll Misses = 11/36 ||||||| 5+ = 12/36 | Reroll 1s 14/36 | Reroll Misses = 20/36 ||||||| 4+ = 18/36 | Reroll 1s 21/36 | Reroll Misses = 27/36
3+ = 24/36 | Reroll 1s 28/36 | Reroll Misses = 32/36 ||||||| 2+ = 30/36 | Reroll 1s 35/36 ||||||| Highest of 2d6 = 4.47
 
   
Made in us
Powerful Phoenix Lord





Arachnofiend wrote:
I'm not sure if the Auxiliary Support Detachments answer really answered the question as much as needed... The big thing I was wondering about is if you could dump your CP to just buy into a bunch of ASD's and effectively have an Unbound army. Originally I thought the answer was "hell no" but the way the FAQ is phrased I'm actually not so sure anymore...


I don't see why not. That seems to be the very purpose of the design - you gain benefits (CP - a little weak sauce...) by not playing borderline unbound armies. As mentioned - you'll suffer a minor HQ tax, but it's my understanding that you can run the army as long as it fits into some form of detachment.

This message was edited 1 time. Last update was at 2017/06/18 01:10:23


 
   
Made in us
Longtime Dakkanaut




There is no more all purpose gun. I love that about this edition!

   
Made in us
Longtime Dakkanaut





Lythrandire Biehrellian wrote:
There is no more all purpose gun. I love that about this edition!

Actually...
Lasgun, Autocannons, and Plasma Guns are all purpose guns.

Edit - Oh, and Missile Launchers are working really hard into trying to be an all purpose gun.

This message was edited 1 time. Last update was at 2017/06/18 01:29:32



6+ = 6/36 | Reroll 1s = 7/36 | Reroll Misses = 11/36 ||||||| 5+ = 12/36 | Reroll 1s 14/36 | Reroll Misses = 20/36 ||||||| 4+ = 18/36 | Reroll 1s 21/36 | Reroll Misses = 27/36
3+ = 24/36 | Reroll 1s 28/36 | Reroll Misses = 32/36 ||||||| 2+ = 30/36 | Reroll 1s 35/36 ||||||| Highest of 2d6 = 4.47
 
   
Made in us
Powerful Phoenix Lord





But the missile launcher has always been that. The "best" tool for a versatile unit. Not quite as good as the lascannon or dedicated anti-tank, and not quite as good as dedicate anti-infantry, but can do both pretty darn well.
   
Made in us
Longtime Dakkanaut







 Elbows wrote:
But the missile launcher has always been that. The "best" tool for a versatile unit. Not quite as good as the lascannon or dedicated anti-tank, and not quite as good as dedicate anti-infantry, but can do both pretty darn well.


Missile Launchers had their heyday in 5e due to Long Fangs being able to have true splitfire and to shake/stun 2 Razorbacks/turn with good efficiency. They lost a lot of their luster in 6th and 7th because of HP stripping favoring autocannons/scatter lasers instead of the actual AT options.

Were I hypothetically to do a Purge List in 7th (went for Word Bearers), I would have payed the extra 10 pts per Havoc Squad to swap 2 of their Autocannons for 2 Missile Launchers. Contrary to the old advice against mixing Heavies in the same squad, I felt you could get away with Missiles and Autos in the same unit, because they have the same rangebands and the same targets roughly. The big difference is that you got some shred blasts out of it, and having 2 Krak Missiles was enough to threaten Bikers to Jink.
   
Made in us
Loyal Necron Lychguard





 Elbows wrote:
Arachnofiend wrote:
I'm not sure if the Auxiliary Support Detachments answer really answered the question as much as needed... The big thing I was wondering about is if you could dump your CP to just buy into a bunch of ASD's and effectively have an Unbound army. Originally I thought the answer was "hell no" but the way the FAQ is phrased I'm actually not so sure anymore...


I don't see why not. That seems to be the very purpose of the design - you gain benefits (CP - a little weak sauce...) by not playing borderline unbound armies. As mentioned - you'll suffer a minor HQ tax, but it's my understanding that you can run the army as long as it fits into some form of detachment.

I figured you could do it three times (or however many times until you got to zero CP) and then couldn't take any more ASD's. The way the FAQ is worded it sounds like you can just take a dozen ASD's to make your entire army unbound with the only cost being -3 CP.
   
Made in us
Longtime Dakkanaut





 Elbows wrote:
Arachnofiend wrote:
I'm not sure if the Auxiliary Support Detachments answer really answered the question as much as needed... The big thing I was wondering about is if you could dump your CP to just buy into a bunch of ASD's and effectively have an Unbound army. Originally I thought the answer was "hell no" but the way the FAQ is phrased I'm actually not so sure anymore...


I don't see why not. That seems to be the very purpose of the design - you gain benefits (CP - a little weak sauce...) by not playing borderline unbound armies. As mentioned - you'll suffer a minor HQ tax, but it's my understanding that you can run the army as long as it fits into some form of detachment.

You can only have 3-4 Detachments Total


6+ = 6/36 | Reroll 1s = 7/36 | Reroll Misses = 11/36 ||||||| 5+ = 12/36 | Reroll 1s 14/36 | Reroll Misses = 20/36 ||||||| 4+ = 18/36 | Reroll 1s 21/36 | Reroll Misses = 27/36
3+ = 24/36 | Reroll 1s 28/36 | Reroll Misses = 32/36 ||||||| 2+ = 30/36 | Reroll 1s 35/36 ||||||| Highest of 2d6 = 4.47
 
   
Made in us
Loyal Necron Lychguard





 Talamare wrote:
 Elbows wrote:
Arachnofiend wrote:
I'm not sure if the Auxiliary Support Detachments answer really answered the question as much as needed... The big thing I was wondering about is if you could dump your CP to just buy into a bunch of ASD's and effectively have an Unbound army. Originally I thought the answer was "hell no" but the way the FAQ is phrased I'm actually not so sure anymore...


I don't see why not. That seems to be the very purpose of the design - you gain benefits (CP - a little weak sauce...) by not playing borderline unbound armies. As mentioned - you'll suffer a minor HQ tax, but it's my understanding that you can run the army as long as it fits into some form of detachment.

You can only have 3-4 Detachments Total

...Right, that resolves that issue completely.

This message was edited 1 time. Last update was at 2017/06/18 01:59:50


 
   
Made in ca
Insect-Infested Nurgle Chaos Lord






The Detachment limit is just a suggestion, although possibly one that most people will try to abide by.

But again it's mostly just the HQ tax that is the drawback. Since none of the detachments are like the 7th ones (i.e: largely consist of one type of unit and nothing else) and give you pretty generous slots, it's just a matter of selecting an HQ and selecting a detachment that best fit your roster.

So far the only reason I can see if you really want to go "unbound" is if you really don't want an HQ, you spammed something like 7+ non-troop choice units, and don't want any troop choices at all.

Gwar! wrote:Huh, I had no idea Graham McNeillm Dav Torpe and Pete Haines posted on Dakka. Hi Graham McNeillm Dav Torpe and Pete Haines!!!!!!!!!!!!! Can I have an Autograph!


Kanluwen wrote:
Hell, I'm not that bothered by the Stormraven. Why? Because, as it stands right now, it's "limited use".When it's shoehorned in to the Codex: Space Marines, then yeah. I'll be irked.


When I'm editing alot, you know I have a gakload of homework to (not) do. 
   
Made in gb
Killer Klaivex




The dark behind the eyes.

 Galas wrote:
I have seen people arguee about that
"But what if negative Command Points gives your opponent more command points?!"


If you're referring to me then that's rather disingenuous.

I suggested that as a possible house rule; I never argued that it was in any way RAW (or even RAI for that matter).

 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in se
Regular Dakkanaut




So overcharged plasmaguns explode more often during night fighting...
Cant say I understand the inconsistency in some of the rules. Some "to hit" modifiers should be "to wound" and vice verse. And triggering overcharge on a modifier roll instead of unmodified makes no sense, other then perhaps for balancing purpose. But the trigger should be disregarding the difficulty of the shot taken. Your not firing more shots unless you roll more dice, which would increase the likelyhood appropriate.
   
Made in us
Powerful Phoenix Lord





With the oddities of modifiers/etc. the plasma gun wording should have been simply "An unmodified roll of '1' the...".
   
 
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