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![[Post New]](/s/i/i.gif) 2014/05/25 13:57:41
Subject: Top Ten Changes from 6th to 7th
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Lead-Footed Trukkboy Driver
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Top Ten Changes from 6th to 7th
1. Psychic Phase
2. Summoning/Possession is gamebreaking (with gobs of psykers)
3. 4+ cover for skimmers/Flyers, but snap fire next turn
4. Maximum 1 grounding test per FMC per phase
5. Vehicle Damage chart [Only explodes on 7+]
6. Independant Characters can't join Monsterous creatures
7. D weapons allow Invulnerable saves(unless a 6 is rolled on the chart)
8. Building now have hull points
9. Perils of the Warp is much more dangerous(You actually want a commissar to execute psykers)]
10. Immobilised result on a Flyer is much more dangerous(roll a d6 and one-third of the time you crash and burn!)
Overall, the book is much better written but still ripe for abuse with certain armies...looking at you Eldar and Daemons! Poor tau lost the utility of the Buffmander as he can't join with the Riptides anymore. Other sources of Markerlights are fairly easy to kill. The Revanent is still extremely strong, but a Skyshield can buy you some breathing room. Automatically Appended Next Post: 11. Damn near any unit can score! Except flying things and buildings, or units that are falling back. Or specifically states that it doesn't.
Automatically Appended Next Post: 12. Much more limited Ally Matrix
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This message was edited 2 times. Last update was at 2014/05/25 14:02:38
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![[Post New]](/s/i/i.gif) 2014/05/25 14:29:09
Subject: Top Ten Changes from 6th to 7th
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Regular Dakkanaut
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Might want to correct number 12. Apocalypse allies can now actually form an army together, so ANYONE can ally with ANYONE. That's not exactly more limited than before.
Tyranids are rejoicing at the fact that they can actually ally with somebody, even if that faction refuses to deploy anywhere near them.
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The 7th Edition FAQ is out!
Pink Horrors can summon.
Daemon Factory is legal! |
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![[Post New]](/s/i/i.gif) 2014/05/25 14:30:46
Subject: Re:Top Ten Changes from 6th to 7th
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Unhealthy Competition With Other Legions
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Most of this sounds really good to me. I especially like number 5. Maybe I can finally put my Land Raider on the table and have it do something useful for once other than blowing up on turn two.
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amanita wrote:So dare I ask what happens if he farts? Could it blow the seals on the lower portion of his armor? Or is a space marine's system immune to such mundane fluctuations of bodily conduct?
Moktor wrote:No one should be complaining about this codex. It gave regular Eldar a much needed buff by allowing us to drop Fire Dragons and D-Scythe Wraithguard wherever we want, without scatter. Without this, I almost lost a game once. It was scary. I almost took to buying fixed dice to ensure it never happened again. |
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![[Post New]](/s/i/i.gif) 2014/05/25 14:31:55
Subject: Top Ten Changes from 6th to 7th
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Big Mek in Kustom Dragster with Soopa-Gun
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Ha if anything the allies are worse. Ally shenanigans are now exclusively Imperial for battlebrothers, or csm/daemons. Just about everyone else is Convenience or Come the Apoc, which isnt bad on that note just stop freaking letting the imperials have access to 1000x more strategies than xenos goddamn it! Rule spillage between races should never happen. Bringing the units for their guns or swords is another thing, bringing them because they bring a rule that you normally cant get and makes you stupid strong for the cost is another.
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2014/05/25 14:32:02
Subject: Top Ten Changes from 6th to 7th
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Thunderhawk Pilot Dropping From Orbit
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#2 I don't think is game breaking. My that word should be used sparingly.
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Click the images to see my armies!
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![[Post New]](/s/i/i.gif) 2014/05/25 14:41:00
Subject: Top Ten Changes from 6th to 7th
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Regular Dakkanaut
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Kal-El wrote:#2 I don't think is game breaking. My that word should be used sparingly.
Check out this replay: http://daemons40k.blogspot.com/2014/05/the-early-returns-are-not-good.html
While your definition of game breaking may differ from his, there's much to say about gaining hundreds of points worth of scoring advantage over your enemy in an objective-based game.
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The 7th Edition FAQ is out!
Pink Horrors can summon.
Daemon Factory is legal! |
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![[Post New]](/s/i/i.gif) 2014/05/25 16:46:51
Subject: Top Ten Changes from 6th to 7th
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Hellish Haemonculus
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Madness! wrote: Poor tau lost the utility of the Buffmander as he can't join with the Riptides anymore.
I don't think this rule alone means the Buffmander should pack up his Little Red Book and go home. There is still plenty you can do with a Buffmander. (Particularly in an unbound list! Ye gods!)
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![[Post New]](/s/i/i.gif) 2014/05/25 16:52:28
Subject: Top Ten Changes from 6th to 7th
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Khorne Veteran Marine with Chain-Axe
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How does the 7+ thing worked? I read the book myself and couldn't figure out what that meant.
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![[Post New]](/s/i/i.gif) 2014/05/25 16:54:14
Subject: Top Ten Changes from 6th to 7th
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Decrepit Dakkanaut
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This list needs to be a lot longer than 10!
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![[Post New]](/s/i/i.gif) 2014/05/25 16:54:40
Subject: Top Ten Changes from 6th to 7th
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Regular Dakkanaut
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It means you can only explode a vehicle if you roll a 7 or higher on a D6. This is impossible without using some type of bonus, such as the one you get from AP 1 or AP 2 weapons.
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The 7th Edition FAQ is out!
Pink Horrors can summon.
Daemon Factory is legal! |
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![[Post New]](/s/i/i.gif) 2014/05/25 17:02:43
Subject: Top Ten Changes from 6th to 7th
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Regular Dakkanaut
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Jimsolo wrote: Madness! wrote: Poor tau lost the utility of the Buffmander as he can't join with the Riptides anymore.
I don't think this rule alone means the Buffmander should pack up his Little Red Book and go home. There is still plenty you can do with a Buffmander. (Particularly in an unbound list! Ye gods!)
I play Tau and never used the buffmander to join a riptide. The buffmander has a lot of versatility and is still the key component to a farsun bomb.
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7000pts
(In Progress)
"I don't need to hold a single objective to win any of the missions" -FlingitNow |
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![[Post New]](/s/i/i.gif) 2014/05/25 17:33:46
Subject: Top Ten Changes from 6th to 7th
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Khorne Veteran Marine with Chain-Axe
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Kyutaru wrote:
It means you can only explode a vehicle if you roll a 7 or higher on a D6. This is impossible without using some type of bonus, such as the one you get from AP 1 or AP 2 weapons.
Thanks very much!
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![[Post New]](/s/i/i.gif) 2014/05/25 17:46:52
Subject: Re:Top Ten Changes from 6th to 7th
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Discriminating Deathmark Assassin
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Fortifications can SCORE if occupied (read it)
True on the single Grounding test, but FMCs can no longer charge when they change flight modes.
Force Weapons/Blessings CAN now be countered.
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Current Armies
40k: 15k of Unplayable Necrons
(I miss 7th!)
30k: Imperial Fists
(project for 2025)
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![[Post New]](/s/i/i.gif) 2014/05/25 17:57:24
Subject: Re:Top Ten Changes from 6th to 7th
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Decrepit Dakkanaut
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Akar wrote:Fortifications can SCORE if occupied (read it)
True on the single Grounding test, but FMCs can no longer charge when they change flight modes.
Force Weapons/Blessings CAN now be countered.
So can drop pods(score)...
Why are you so worked up about fortifications? They also act as assault vehicles, units can assault after leaving a fortification.
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![[Post New]](/s/i/i.gif) 2014/05/25 18:00:42
Subject: Re:Top Ten Changes from 6th to 7th
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Discriminating Deathmark Assassin
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It was just a response to the OP, he said that buildings can't score is all.
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Current Armies
40k: 15k of Unplayable Necrons
(I miss 7th!)
30k: Imperial Fists
(project for 2025)
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![[Post New]](/s/i/i.gif) 2014/05/25 18:23:28
Subject: Top Ten Changes from 6th to 7th
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Commander of the Mysterious 2nd Legion
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I don't have the new rules, yet but someone's noted that he made a rules mistake and that horrors shouldn't be able to summon, being restricted to the disipline of change as they are.
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Opinions are not facts please don't confuse the two |
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![[Post New]](/s/i/i.gif) 2014/05/25 18:27:12
Subject: Top Ten Changes from 6th to 7th
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Fixture of Dakka
Temple Prime
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Kal-El wrote:#2 I don't think is game breaking. My that word should be used sparingly.
It is when it's fairly simple to design a daemon list that can spit out 1000 more points of daemons every turn.
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Midnightdeathblade wrote:Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.
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![[Post New]](/s/i/i.gif) 2014/05/25 18:29:35
Subject: Re:Top Ten Changes from 6th to 7th
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Decrepit Dakkanaut
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Akar wrote:It was just a response to the OP, he said that buildings can't score is all.
Got it. Yep, your 100% correct.
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![[Post New]](/s/i/i.gif) 2014/05/25 18:42:10
Subject: Re:Top Ten Changes from 6th to 7th
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Ancient Venerable Dark Angels Dreadnought
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I think the easiest fix to the Daemonolgy is to max the number of Warp Charge points that can be added to an army (points dependent). This will stop the daemon factories.
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![[Post New]](/s/i/i.gif) 2014/05/25 22:16:39
Subject: Top Ten Changes from 6th to 7th
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Tunneling Trygon
Carrickfergus, Northern Ireland
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BrianDavion wrote:
I don't have the new rules, yet but someone's noted that he made a rules mistake and that horrors shouldn't be able to summon, being restricted to the disipline of change as they are.
It's not a mistake. The rule says that every non-Tyranid psyker can roll on Daemonology*. Until this is addressed in an FAQ or the like, Horrors can summon. As he said, though, it didn't make any difference. Horrors are still generating charges, so he could just cast the spell through his Tzeentch Herald and it would have changed almost nothing.
EDIT: *and that any psyker with the Daemon special rule can roll for Malefic powers.
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This message was edited 1 time. Last update was at 2014/05/25 22:17:45
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![[Post New]](/s/i/i.gif) 2014/05/26 02:33:38
Subject: Top Ten Changes from 6th to 7th
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Lead-Footed Trukkboy Driver
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Holey Crap! Come the Apoc just means I can't deploy within 12 inches? and don't get within 6 to avoid "One eye Open"? Whassup, Nid buddies!
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![[Post New]](/s/i/i.gif) 2014/05/26 02:38:53
Subject: Top Ten Changes from 6th to 7th
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Tunneling Trygon
Carrickfergus, Northern Ireland
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It sucks and I wouldn't do it, but adding some IG long-range tanks (the Wyvern is pretty nasty) would be a great benefit to Tyranids. Ugh, though. Just ugh.
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![[Post New]](/s/i/i.gif) 2014/05/26 03:28:08
Subject: Top Ten Changes from 6th to 7th
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Oozing Plague Marine Terminator
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Defensive Grenades changed, you still get no bonus attack for charging units with them, but no Stealth from shooting attacks. Now you can throw for Blind and it only needs to hit, not wound to work. And if you scatter and hit yourself, you auto pass!
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![[Post New]](/s/i/i.gif) 2014/05/26 09:18:01
Subject: Top Ten Changes from 6th to 7th
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Executing Exarch
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Frozen Ocean wrote:It sucks and I wouldn't do it, but adding some IG long-range tanks (the Wyvern is pretty nasty) would be a great benefit to Tyranids. Ugh, though. Just ugh.
That could actually be pretty fluffy. Genestealer cult ig.
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![[Post New]](/s/i/i.gif) 2014/05/26 10:04:56
Subject: Top Ten Changes from 6th to 7th
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Slashing Veteran Sword Bretheren
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Mymearan wrote: Frozen Ocean wrote:It sucks and I wouldn't do it, but adding some IG long-range tanks (the Wyvern is pretty nasty) would be a great benefit to Tyranids. Ugh, though. Just ugh.
That could actually be pretty fluffy. Genestealer cult ig.
I dont think Genestealer cultists are bright enough to drive tanks
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![[Post New]](/s/i/i.gif) 2014/05/26 11:04:47
Subject: Top Ten Changes from 6th to 7th
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Leader of the Sept
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Sir Arun wrote:Mymearan wrote: Frozen Ocean wrote:It sucks and I wouldn't do it, but adding some IG long-range tanks (the Wyvern is pretty nasty) would be a great benefit to Tyranids. Ugh, though. Just ugh.
That could actually be pretty fluffy. Genestealer cult ig.
I dont think Genestealer cultists are bright enough to drive tanks
Then you should actually read some Cult background materials... They infiltrate all aspects of society who continue to do their jobs as if they were never tainted until the time to rise up comes along. This includes bureaucratic, military and executive roles.
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Please excuse any spelling errors. I use a tablet frequently and software keyboards are a pain!
Terranwing - w3;d1;l1
51st Dunedinw2;d0;l0
Cadre Coronal Afterglow w1;d0;l0 |
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![[Post New]](/s/i/i.gif) 2014/05/26 11:49:28
Subject: Top Ten Changes from 6th to 7th
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Warplord Titan Princeps of Tzeentch
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Mymearan wrote: Frozen Ocean wrote:It sucks and I wouldn't do it, but adding some IG long-range tanks (the Wyvern is pretty nasty) would be a great benefit to Tyranids. Ugh, though. Just ugh.
That could actually be pretty fluffy. Genestealer cult ig.
As long you keep a cult-theme army on the nids too, and make the tanks and IG dudes LOOK nid-ified, its even a cool army.
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can neither confirm nor deny I lost track of what I've got right now. |
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![[Post New]](/s/i/i.gif) 2014/05/26 12:50:34
Subject: Top Ten Changes from 6th to 7th
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Tunneling Trygon
Carrickfergus, Northern Ireland
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Eh. I'm not really a fan of Genestealer Cults. If I were to do it, I would invent some Biovore-esque creature with huge cannons.
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![[Post New]](/s/i/i.gif) 2014/05/26 12:53:55
Subject: Top Ten Changes from 6th to 7th
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Servoarm Flailing Magos
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Frozen Ocean wrote:Eh. I'm not really a fan of Genestealer Cults. If I were to do it, I would invent some Biovore-esque creature with huge cannons.
I like allies better when they are thematic counts-as rather than just "the other army I field."
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![[Post New]](/s/i/i.gif) 2014/05/26 13:01:24
Subject: Top Ten Changes from 6th to 7th
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Big Mek in Kustom Dragster with Soopa-Gun
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ajsnips44 wrote: Jimsolo wrote: Madness! wrote: Poor tau lost the utility of the Buffmander as he can't join with the Riptides anymore. I don't think this rule alone means the Buffmander should pack up his Little Red Book and go home. There is still plenty you can do with a Buffmander. (Particularly in an unbound list! Ye gods!) I play Tau and never used the buffmander to join a riptide. The buffmander has a lot of versatility and is still the key component to a farsun bomb. Ive done it a couple times and find it to be lame. And i dont mean lame as in cheesy i mean lame as in nowhere near as effective as i would want it for 500 freakin point unit lol. Lately ive been buffmandering a missilepod crisis team toting marker drones and targetlocks. 12 S7 AP4 shots that are twinlinked, ignore cover, and tank/monster hunter that blow up one target while BS5 Twinlinked markerdrones light the crap out of another. Usually followed by either IA Riptide at BS5 and Ignore Cover or Broadsides. Probably going to cut drones outta that squad since 8 BS5 Twinlinked marker drones is kinda overkill since i cant spread them out rofl. And especially when i get the Ghost Among Us warlord trait, the unit is hard to wipe out thanks to both buffmander tankyness and jsj around walls. The one way i did notice the buffmander was crazy was involving Farsight - Ovesa + Buffmander + Other riptide. Now you have TWO riptides getting those benefits. While i do not believe Ovesa being an MC cancels out the IC joining with an MC rule (since if that was true he wouldnt be able to join forces with the Eight) but its pretty clear the 2nd riptide cant be in the picture. EDIT; To compare the costs, my bikernob force WITH the warboss is usually around 550pts and tends to do significantly more damage than my riptide + buffmander. Thats why i feel its pathetic combo and dont care it got nerfed, it wasnt worth it.
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This message was edited 2 times. Last update was at 2014/05/26 13:04:47
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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