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![[Post New]](/s/i/i.gif) 2014/05/24 15:23:20
Subject: so what has changed in 7th?
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Automated Rubric Marine of Tzeentch
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Bharring wrote:I was really hoping they'd fix the GUO calling a seargent a coward. I kinda wish that worked like Fantasy.
So is the only change now that the GUO pastes the squad even if the Sarge steps up, but any survivors can't strike back?
Automatically Appended Next Post:
The problem with not challenging the DP is that the DP can challenge the sarge and now paste the entire squad anyways, right? Meaning either Sarge doesn't attack, and his squad fights without him, or Sarge dies before swinging, and the squad dies without being able to fight?
tahts how its going to work, which if we are fair, is how it should be... well i spose the sarge should be if he declined fighting at a disadvantage or something, but its better than some nobody sarge taking on a massive beatstick and saving everyone cos he dies on the first wound.
so i can see in some cases, this being a boon for those that go for mellee, IF you challenge a a real melee beatstick its will cost you, as it probably should have, though for those that are thinking sarge v sarge kind of thing... its not going to be too huge a change.
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CSM 20,000 Pts
Daemons 4,000 (ish)
WoC over 10,000
6000+ Pts
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![[Post New]](/s/i/i.gif) 2014/05/24 15:24:28
Subject: so what has changed in 7th?
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Fixture of Dakka
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Sounds like a great change, then! Not perfect, but much better.
Edit - I meant the rest-of-squad-can attack bit.
My problem wasn't the big bad not being tied up by a sarge challenging, it was the ability for the big bad to challenge out the only model that can hurt it, and kill it before facing the squad as a whole.
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This message was edited 1 time. Last update was at 2014/05/24 15:30:44
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![[Post New]](/s/i/i.gif) 2014/05/24 15:24:38
Subject: so what has changed in 7th?
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Automated Rubric Marine of Tzeentch
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Vineheart01 wrote:Note that challenges like that one arent as bad as you think.
pg103
Outside Forces:
Whilst the challenge is ongoing, other models locked in the combat can only allocate Wounds to the models involved in the challenge after all other enemy models that are locked in that combat (if any) have been removed as casualties, even if the models fighting in a challenge are the closest models.
Basically meaning the big bad solo characters guarantee they can smack your pitiful sarge, but other than that the fight is normal since the unit has nothing else to swing at. Means the cheerleading is gone too, but big flippin deal lol.
Oh, and if the Sarge or other such character has any chance of surviving the attacks, but his unit doesnt, he can be a sponge for the unit. 5++ vs no save whatsoever, you might negate a couple before they spill out to the unit.
\
wounds yes, BUT you cant roll to hit a model in a challenge. so if there was leftovers on a squad that got krumped then it can carry over, but you cant just roll to hit
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CSM 20,000 Pts
Daemons 4,000 (ish)
WoC over 10,000
6000+ Pts
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![[Post New]](/s/i/i.gif) 2014/05/24 15:31:38
Subject: so what has changed in 7th?
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Big Mek in Kustom Dragster with Soopa-Gun
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Bah, yea true. Wth lol. Good ol' GW logic. Makes no sense to allow spillover but not initial striking if the cheerleading rule is gone.
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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) 2014/05/24 15:36:29
Subject: Re:so what has changed in 7th?
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Been Around the Block
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Locclo wrote:There are some big changes, some little changes. Just a few off the top of my head:
1. The Psychic Phase now replaces...well, taking psychic tests. Basically, you get a pool of dice and manifest powers by rolling any number of dice you want from the pool, and if enough dice come up 4 or higher to equal or exceed the warp charge cost of the test you're taking, it goes off. Obviously there's more to it, but that's the gist.
2. Jink is no longer a flat 5+ save for moving, it now works exactly how evasion works for fliers. During the opponent's shooting phase, after a weapon has been fired but before wounds have been rolled, the unit with Jink can choose to use it or not, and if they do, they get a 4+ (yes, 4+) cover save, but they fire snap shots only in the next phase.
3. Flying Monstrous Creatures have taken a hit as well, you can no longer assault on the turn you change flight modes. Also, models need only take a single grounding test at the end of the Shooting phase, rather than every time they get shot.
4. Shooting works slightly differently now. When you select a unit to shoot, you then choose one of its weapons to shoot, then roll to hit, wound, etc. for every model with that weapon that is going to fire that weapon (since models can obviously only fire one gun per turn, mostly). Then you move onto the next weapon, until everything has fired.
5. Assaulting through terrain is different, you now roll 2d6 and subtract 2 from the distance, rather than rolling 3 and picking the two lowest.
6. Independent characters can no longer join Monstrous Creatures (so no more Buffmander + Riptide units).
7. Terrain rules have changed, in that they've removed the ridiculous terrain density thing. The book basically says to set the board up in such a way that both players are happy with it. In addition, you now deploy fortifications with your army, not when you put terrain on the board, meaning that you can actually safely put down your Defense Line without having the opposing player plop giant walls in front of it.
8. Lists can now be Battle-forged or Unbound; Battle-forged means that it comes from one army, Unbound lets you throw the FOC out the window and play whatever you want within the points limit. Also, Battle-forged lists can have any number of detachments at any points level.
9. The book has 6 new missions (Maelstrom of War) that utilize Tactical Objectives instead of the normal objectives. GW sells a deck of cards that lists them so you can just draw cards and use them as your objectives, but there's also a chart that you can roll on to generate them. They range from killing things in assault, taking specific objectives, getting into the enemy's deployment zone, all kinds of things. A full half of them are "Control X Objective," however. To make these objectives a little less insane to accomplish, since not every codex has troops that can fly across the board at a moment's notice, all models are scoring, with the exception of anything that is flying (dropping down to gliding/hovering makes them scoring again, however).
10. This is why Battle-forged and Unbound isn't as ridiculous as you might think: Troops from Battle-forged lists have the "Objective Secured" special rule, which means that nothing short of another Battle-forged Troops unit can contest the objective they're sitting on.
11. The Allies Matrix was changed a bit, the main thing to note is that alliances across the board have dropped. The majority of alliances are now either desperate or "Come the Apocalypse," with a few sprinklings of Allies of Convenience and Battle Brothers.
12. In addition to point 11, a "Come the Apocalypse" alliance no longer forbids allies, it simply makes it so that units from the two armies may not deploy within 12" of each other. Additionally, they have to deal with the "One Eye Open" rule that Desperate Allies have to deal with.
13. Not really a change (although I'm sure the rules HAVE changed a little), the main rule book now includes the rules for units that were previously Apoc/Escalation-only, like Gargantuan Creatures and Super-heavy Vehicles.
I'm sure there are plenty more, but those are the immediate ones that I can think of.
Edit: Oh, and GW has made it an official rule that you must agree with your opponent what is allowed in a list and what isn't allowed.
14. Template and Torrent weapons now burn units INSIDE open-topped vehicles.
15. Vector Strike is now AP 2.
Wounds from challenges spill over now? That's stupid? May house rule that one.
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This message was edited 1 time. Last update was at 2014/05/24 15:37:04
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![[Post New]](/s/i/i.gif) 2014/05/24 15:44:28
Subject: so what has changed in 7th?
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Pyro Pilot of a Triach Stalker
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Other notes include: - If you want to take a fortification you have to use the Stronghold Assault book. No stock forts in the main rulebook. - Same for Lords of War needing Escalation as none are in the rulebook. (also interesting to note, it mentions LoW in codexes so look for them being included moving forward) - Walkers and Jump Infantry both have HoW. - Can't charge the turn after gliding for FMCs. - Pinning has been removed from things like snipers and barrage. This sucks of course because pinned units cannot overwatch. - You can basically take unlimited FOC from your faction and an allied faction so long as you meet the standard minimum of 1 HQ and 2 troops (or 1HQ and 1 Troop for allies).
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This message was edited 1 time. Last update was at 2014/05/24 15:44:50
01001000 01100001 01101001 01101100 00100000 01101111 01110101 01110010 00100000 01001110 01100101 01100011 01110010 01101111 01101110 00100000 01101111 01110110 01100101 01110010 01101100 01101111 01110010 01100100 01110011 00100001 |
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![[Post New]](/s/i/i.gif) 2014/05/24 15:50:51
Subject: so what has changed in 7th?
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Angelic Adepta Sororitas
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ausYenLoWang wrote: Vineheart01 wrote:Note that challenges like that one arent as bad as you think.
pg103
Outside Forces:
Whilst the challenge is ongoing, other models locked in the combat can only allocate Wounds to the models involved in the challenge after all other enemy models that are locked in that combat (if any) have been removed as casualties, even if the models fighting in a challenge are the closest models.
Basically meaning the big bad solo characters guarantee they can smack your pitiful sarge, but other than that the fight is normal since the unit has nothing else to swing at. Means the cheerleading is gone too, but big flippin deal lol.
Oh, and if the Sarge or other such character has any chance of surviving the attacks, but his unit doesnt, he can be a sponge for the unit. 5++ vs no save whatsoever, you might negate a couple before they spill out to the unit.
\
wounds yes, BUT you cant roll to hit a model in a challenge. so if there was leftovers on a squad that got krumped then it can carry over, but you cant just roll to hit
nothing in the rules stops you rolling to hit into a challenge, you just cannot allocate wounds into a challenge till the rest of the squad is dead.
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![[Post New]](/s/i/i.gif) 2014/05/24 16:01:40
Subject: so what has changed in 7th?
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Big Mek in Kustom Dragster with Soopa-Gun
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Ah, found the loophole allowing it.
Challenges do not say you cannot hit the challengers, just not wound them. Hitting is in the Assault phase part of the book, which doesnt even MENTION challenges, let alone excludes them from generating attacks you can throw. It mentions as long as you are in b2b with an enemy model (note, no challenge exclusives here) or 2" from a friendly model with b2b contact of an enemy model, can swing.
Which reminds me, until i got to Characters i thought they removed challenges because the Assault Phase doesnt say Challenge in the entire section.
Also as a side bonus, determining the victor is only unsaved wounds now rather than counting 1 unsaved wound that instasporked a 3wound model as 3 points. Thank god, that made it too easy to lose with a T3/4 multiwound model.
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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) 2014/05/24 16:27:49
Subject: so what has changed in 7th?
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Battlefortress Driver with Krusha Wheel
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Template and Torrent weapons now burn units INSIDE open-topped vehicles.
Whelp, goodbye ork tactics.
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warhammer 40k mmo. If I can drive an ork trukk into the back of a space marine dread and explode in a fireball of epic, I can die happy!
8k points
3k points
3k points
Admech 2.5k points
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![[Post New]](/s/i/i.gif) 2014/05/24 16:28:31
Subject: so what has changed in 7th?
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Deranged Necron Destroyer
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Thud wrote: ausYenLoWang wrote: Thud wrote: ausYenLoWang wrote:am i reading skyfire right... it looks like it got the ass.
it no longer has the exception for where you have Skyfire AND interceptor and can shoot at ANYTHING, now skyfire is JUST the flyers etc and snap shots on anything else..
Looks like.
Is anything besides the gun emplacements affected though?
all Skyfire units, its not an option to turn on and off...
It is for Tau, and Flyers, and FMCs.
The new SM tanks never had Interceptor anyway, or IG Hydras for that matter.
I can't think of anyone, except gun emplacements, that are affected.
I'm really glad my Sentry Pylons have 3 weapon options. The Gauss Exterminator is both Interceptor and Skyfire, and is now useless for part of it's intended use of long range anti-tank/ MC and AA. Now that the Exterminator is the worst gun, I'd be pretty annoyed if they turned into a waste of money.
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![[Post New]](/s/i/i.gif) 2014/05/24 17:11:29
Subject: so what has changed in 7th?
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Regular Dakkanaut
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And they shall know no fear - no longer move 9" on regroup.
Vehicles exploding no longer provides cover, and +1 str for models caught in the blast.
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![[Post New]](/s/i/i.gif) 2014/05/24 17:14:45
Subject: so what has changed in 7th?
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Ladies Love the Vibro-Cannon Operator
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invisiblade wrote:And they shall know no fear - no longer move 9" on regroup.
Vehicles exploding no longer provides cover, and +1 str for models caught in the blast.
Lots of random changes if you ask me.
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Former moderator 40kOnline
Lanchester's square law - please obey in list building!
Illumini: "And thank you for not finishing your post with a " " I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."
Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss |
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![[Post New]](/s/i/i.gif) 2014/05/24 17:15:38
Subject: so what has changed in 7th?
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Infiltrating Broodlord
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a roll of one does nothing 2-5 does d3 wounds/ hull points that you can take invuln and covers saves on and a roll of a 6 is a D6+6 wounds with no saves. 6 is pretty much a deathblow to anything not a superheavy. Automatically Appended Next Post: Vineheart01 wrote:
Str D is interesting. Crazy nasty still compared to other weapons but not auto-obliterate like usual lol.
After rolling to hit, you roll a D6 for the result. Roll of a 1, nothing happens. Roll of a 2-5 the vehicle is Penn'd and suffers D3 hullpoints instead of one while in units a model suffers D3 auto wounds instead of one. A roll of 6 is NOT instant death anymore, but might as well be lol vehicles suffer D6+6 hullpoints and roll on the pen table and any models hit suffer D6+6 wounds. In this case, no saves of any kind are allowed including invul.
two interesting things here. remember Swarms taking double wounds from blasts, being FAQ'd saying it doesnt double the wound pool but every wound causes 2 wounds? This is worded the same way imo as Swarms was pre- faq, leading me to believe if you pass a cover/invul save on the 2-5 roll you pass the attack PERIOD whether it caused 3 wounds or 1, since it says "model" not unit.
While the loophole in FNP not being a save still seems to exist, the wording on the FNP rule makes it impossible to dodge these attacks as FNP says it cannot be taken against destroyer weapons. Sadface lol would be hilarious to have my nobs take a wound that would cause D6+6 and i FNP'd it 
Oo, actually on the note of FNP it specifically says "can be used on attacks that state no saves of any kind are allowed" haha its no longer a loophole its intended! though not against StrD obviously or ID attacks.
You make a save against each wound. 1 Save will not negate all d3 wounds.
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This message was edited 1 time. Last update was at 2014/05/24 17:18:14
Successful trades/sales: tekn0v1king |
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![[Post New]](/s/i/i.gif) 2014/05/24 17:30:55
Subject: so what has changed in 7th?
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Wraith
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Hey, all... was Hit and Run fixed or does it still only take one model in the unit to dispense it to ALL of the unit?
If it still works, St. Celestine just became a good friend to all the Imperium by dispensing that skill for cheap(er).
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Shine on, Kaldor Dayglow!
Not Ken Lobb
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![[Post New]](/s/i/i.gif) 2014/05/24 17:33:01
Subject: so what has changed in 7th?
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Infiltrating Broodlord
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TheKbob wrote:Hey, all... was Hit and Run fixed or does it still only take one model in the unit to dispense it to ALL of the unit?
If it still works, St. Celestine just became a good friend to all the Imperium by dispensing that skill for cheap(er).
Hit and run did not change. Only takes 1 model for the whole unit to do it.
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Successful trades/sales: tekn0v1king |
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![[Post New]](/s/i/i.gif) 2014/05/24 17:35:38
Subject: so what has changed in 7th?
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Decrepit Dakkanaut
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RivenSkull wrote:
I'm really glad my Sentry Pylons have 3 weapon options. The Gauss Exterminator is both Interceptor and Skyfire, and is now useless for part of it's intended use of long range anti-tank/ MC and AA. Now that the Exterminator is the worst gun, I'd be pretty annoyed if they turned into a waste of money.
Maybe they'll get FAQ'd as right now, the new rules break with the fluff text. But yeah, if I played 7th, I would recommend switching to the Death Ray.
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![[Post New]](/s/i/i.gif) 2014/05/24 17:45:02
Subject: so what has changed in 7th?
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Big Mek in Kustom Dragster with Soopa-Gun
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You make a save against each wound. 1 Save will not negate all d3 wounds. But heres the thing, its worded as "The model suffers a hit that wounds automatically and causes it to lose D3 wounds instead of 1." That means its still causing a single "wound", meaning one save, but a failed save of said wound is more significant than normal since this wound removes D3 instead of 1. Which is how the Swarms were FAQ'd to explain it better, since it was worded the exact same way in the previous book and people took it as hitting a swarm with a blast doubles the wound pool...no it causes every unsaved wound to hurt them twice rather than once.
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This message was edited 1 time. Last update was at 2014/05/24 17:46:07
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) 2014/05/24 17:52:39
Subject: so what has changed in 7th?
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Regular Dakkanaut
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raiden wrote:no one likes the tau. Not even the tau like the tau.
Been playing Tau since 4th and can honestly say the only Tau I like is my Tau. Automatically Appended Next Post: jasper76 wrote:It seems to me that you can no longer take an Allied Detatchment from a Codex Supplement. It would have to be its own FOC, because they equated Supllements as the same Faction as the parent Codex (p 126), and you can't have an Allied Detachment from the same faction as your Primary Detachment (p 122).
So Tau and Farisight enclaves are the same army now?
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This message was edited 1 time. Last update was at 2014/05/24 18:12:46
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) 2014/05/24 18:31:58
Subject: so what has changed in 7th?
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Decrepit Dakkanaut
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Vineheart01 wrote:You make a save against each wound. 1 Save will not negate all d3 wounds.
But heres the thing, its worded as "The model suffers a hit that wounds automatically and causes it to lose D3 wounds instead of 1."
If it's worded that way it works exactly like it does in WHFB. You suffer one (1) wound that can be saved, but if not, this one (1) wound is multiplied by d3.
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![[Post New]](/s/i/i.gif) 2014/05/24 19:15:32
Subject: Re:so what has changed in 7th?
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Hurr! Ogryn Bone 'Ead!
Los Gatos, CA
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Locclo wrote:There are some big changes, some little changes. Just a few off the top of my head:
4. Shooting works slightly differently now. When you select a unit to shoot, you then choose one of its weapons to shoot, then roll to hit, wound, etc. for every model with that weapon that is going to fire that weapon (since models can obviously only fire one gun per turn, mostly). Then you move onto the next weapon, until everything has fired..
When I read this rule I just kind of scratched my head. Isn’t this why people have different colored dice? You still dictate which wounds your opponent takes first, so not sure what to purpose of them adding that rule was other than to slow the game down.
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BAO 2015 : Best Space Wolves.
The best battle plans are the simplest. Just run forward and punch your enemy in the face. |
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![[Post New]](/s/i/i.gif) 2014/05/24 19:21:07
Subject: Re:so what has changed in 7th?
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Guarding Guardian
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Am i reading it right that you can now charge from outflank? Rules say no charge from infiltrate, but can find nothing to stop outflank charges???
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![[Post New]](/s/i/i.gif) 2014/05/24 19:25:57
Subject: Re:so what has changed in 7th?
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Fixture of Dakka
Temple Prime
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basherthe2nd wrote:Am i reading it right that you can now charge from outflank? Rules say no charge from infiltrate, but can find nothing to stop outflank charges???
God I hope so, Genestealers need that to approach competitiveness.
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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) 2014/05/24 19:34:46
Subject: so what has changed in 7th?
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Infiltrating Broodlord
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Vineheart01 wrote:You make a save against each wound. 1 Save will not negate all d3 wounds.
But heres the thing, its worded as "The model suffers a hit that wounds automatically and causes it to lose D3 wounds instead of 1."
That means its still causing a single "wound", meaning one save, but a failed save of said wound is more significant than normal since this wound removes D3 instead of 1.
Which is how the Swarms were FAQ'd to explain it better, since it was worded the exact same way in the previous book and people took it as hitting a swarm with a blast doubles the wound pool...no it causes every unsaved wound to hurt them twice rather than once.
It will be interesting to see if this gets FAQ'd or not as it makes Destroyer Weapons even less useful. All it takes a single failure of a save for it to kill most models anyways due to its instant death rule and default STR10 when calculating for instant death. But if one save can save all d3 wounds then it makes destroyer weapons significantly less powerful and almost not worth the points. Seems like they will be more specialized to killing stuff without an invulnerable save due to mass amounts of 3+ invulnerable we are seeing these days.
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Successful trades/sales: tekn0v1king |
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![[Post New]](/s/i/i.gif) 2014/05/24 19:39:06
Subject: Re:so what has changed in 7th?
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Krazed Killa Kan
Minnesota, land of 10,000 Lakes and 10,000,000,000 Mosquitos
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basherthe2nd wrote:Am i reading it right that you can now charge from outflank? Rules say no charge from infiltrate, but can find nothing to stop outflank charges???
I'm afraid not. Outflank says that when you come on from Reserves, you roll to choose a side, then follow the normal rules for Reserves. Reserves rules say that you can't charge the turn you come on from Reserves (page 136). Hence, Outflanking units still can't assault the turn they come in.
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![[Post New]](/s/i/i.gif) 2014/05/24 21:16:22
Subject: so what has changed in 7th?
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Big Mek in Kustom Dragster with Soopa-Gun
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Yea still pissed about that change in 6th, i was hoping they'd revert the Infiltrate and Outflank assaults in 7th because its insanely dumb to render many, many units completely and utterly useless without a point cut to compensate for virtually NEVER getting to do what theyre intended to do - assault without traversing the entire table. Most if not all of them are pretty squishy since they were made to assault before you could hit them....not anymore.
Also Str D needed nerfs if they were going to implement it into normal 40k, which they did. The original rule for Str D is auto wound, ignore all saves, instant death. Against models immune to ID it caused 3 wounds, of course none being save-able by any means.
Least you cant FNP the D weapon wounds. Its Str10 for ID purposes, but FNP says it cannot work against destroyer weapons anyway. For some reason they really, really didnt want to straight up give it Instant Death anymore, even though it might as well have it lol
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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) 2014/05/24 21:42:06
Subject: so what has changed in 7th?
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Infiltrating Broodlord
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Vineheart01 wrote:Yea still pissed about that change in 6th, i was hoping they'd revert the Infiltrate and Outflank assaults in 7th because its insanely dumb to render many, many units completely and utterly useless without a point cut to compensate for virtually NEVER getting to do what theyre intended to do - assault without traversing the entire table. Most if not all of them are pretty squishy since they were made to assault before you could hit them....not anymore.
Also Str D needed nerfs if they were going to implement it into normal 40k, which they did. The original rule for Str D is auto wound, ignore all saves, instant death. Against models immune to ID it caused 3 wounds, of course none being save-able by any means.
Least you cant FNP the D weapon wounds. Its Str10 for ID purposes, but FNP says it cannot work against destroyer weapons anyway. For some reason they really, really didnt want to straight up give it Instant Death anymore, even though it might as well have it lol
im glad you cant assault out of reserves, infiltrate, and outflank. I get enough outflanking meltas and bolters already to last me a lifetime the last thing I need are wolves coming out and assaulting me after they are done shooting me up.
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Successful trades/sales: tekn0v1king |
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![[Post New]](/s/i/i.gif) 2014/05/24 21:55:52
Subject: so what has changed in 7th?
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Fixture of Dakka
Temple Prime
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Xerics wrote: Vineheart01 wrote:Yea still pissed about that change in 6th, i was hoping they'd revert the Infiltrate and Outflank assaults in 7th because its insanely dumb to render many, many units completely and utterly useless without a point cut to compensate for virtually NEVER getting to do what theyre intended to do - assault without traversing the entire table. Most if not all of them are pretty squishy since they were made to assault before you could hit them....not anymore.
Also Str D needed nerfs if they were going to implement it into normal 40k, which they did. The original rule for Str D is auto wound, ignore all saves, instant death. Against models immune to ID it caused 3 wounds, of course none being save-able by any means.
Least you cant FNP the D weapon wounds. Its Str10 for ID purposes, but FNP says it cannot work against destroyer weapons anyway. For some reason they really, really didnt want to straight up give it Instant Death anymore, even though it might as well have it lol
im glad you cant assault out of reserves, infiltrate, and outflank. I get enough outflanking meltas and bolters already to last me a lifetime the last thing I need are wolves coming out and assaulting me after they are done shooting me up.
Remember when Ymgarl genestealers and 5e vanguard veterans were sweeping tournament after tournament?
Anyone?
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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) 2014/05/24 23:00:12
Subject: Re:so what has changed in 7th?
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Regular Dakkanaut
Seattle, WA
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Were there any changes to Overwatch or Snap Shots? Do you still make them at BS1 or is it -2BS?
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ORKS IS MADE FOR FIGHTIN' AN WINNIN'
~10,000
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![[Post New]](/s/i/i.gif) 2014/05/24 23:01:05
Subject: Re:so what has changed in 7th?
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Fixture of Dakka
Temple Prime
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ntdars wrote:Were there any changes to Overwatch or Snap Shots? Do you still make them at BS1 or is it -2BS?
Still BS1.
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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) 2014/05/24 23:24:34
Subject: Re:so what has changed in 7th?
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Regular Dakkanaut
Seattle, WA
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Kain wrote: ntdars wrote:Were there any changes to Overwatch or Snap Shots? Do you still make them at BS1 or is it -2BS?
Still BS1.
Well thank god for that. Hopefully Kommandos in the new Dex will at least be able to take Shootas so they won't be fething useless.
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ORKS IS MADE FOR FIGHTIN' AN WINNIN'
~10,000
~2,000
~5,000 |
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