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Made in us
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 H.B.M.C. wrote:
 VladimirHerzog wrote:
yeah yeah i know, GW bad for selling their rules and i agree.
They can charge for their rules all they like. My point was that this whole "the rules are free" thing is such a lie by omission - and a repeated one at that - that it amazes me anyone here is falling for it.


Nah, theyve clearly said "The core rules and indexes will be free"
   
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tneva82 wrote:
 Mad Doc Grotsnik wrote:
Reactions……

If the rules get them right, and keep them relatively straight forward? Can add some decent dodges when it’s not your turn. Once per phase, you get the chance to pull your [unmentionable] from the [thing which our ancestors mastered many years ago].

Done like that, it gives an out against lazy attacks, without being able to entirely dodge poor positioning against a canny foe.

The trouble here is the if. It’s such a big if, were that particular if were a but, I fear Sir Mixalot would be driven to such a fit of sheer fondness and ardor nobody would come out of it looking particularly good.


Well we know already the termagaunt rule is once per unit per phase.

So if you have 6 termagaunts that's up to 6 moving.

Plus whatever equilavents in other units have.



Once per unit per turn, not per phase. And it may be that this rule is only valid for some gaunts, or even just in combat patrol, as we still do not know why there are two datasheets with different stats.
   
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At least I can see those options during army selection.

If they get it right, I’ll be happier with that than playing Hunt The Obscure Stratagem In That Book.

   
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Cardiff

Yeah that’s a great point. No more “I swear there’s a Strat that lets me do X… hold on…” <rummage rummage>

 Stormonu wrote:
For me, the joy is in putting some good-looking models on the board and playing out a fantasy battle - not arguing over the poorly-made rules of some 3rd party who neither has any power over my play nor will be visiting me (and my opponent) to ensure we are "playing by the rules"
 
   
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I am probably misremembering, but I thought the unit abilities had been said to only be useable by a single unit each turn.

So only one gant unit can use this ability.
That was how it was explained that spamming could be curtailed as you would want different units to allow more abilities.

Apologies if this is not true and I just made it up.
   
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Doohicky wrote:
I am probably misremembering, but I thought the unit abilities had been said to only be useable by a single unit each turn.

So only one gant unit can use this ability.
That was how it was explained that spamming could be curtailed as you would want different units to allow more abilities.

Apologies if this is not true and I just made it up.


I recall them saying something similar. It was basically to limit the power of some rules on some units and prevent spam.
   
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They said “some” unit abilities would be limited to one use per turn. And the example given was a space marine captain.
   
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Dudeface wrote:

I recall them saying something similar. It was basically to limit the power of some rules on some units and prevent spam.


Aash wrote:They said “some” unit abilities would be limited to one use per turn. And the example given was a space marine captain.


Appreciate the clarification. So this is potentially useable by multiple units but we don't know for certain.
Seeing the space marine captain ability to compare wording might help us. Hopefully we see some more soon.
   
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The dark behind the eyes.

I'm not opposed to reactions as a concept but I'm extremely dubious GW will implement them well.

Even on this one, we've got the joys of interrupting your opponent's turn to move 30 Termagants. And it can be done for each Termagant squad. Seems like it will quickly get tiresome but I guess we'll see.

Also, I look forward to reactions totally definitely being implemented fairly across all armies...

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Space Marine Sergeant Bill - Big Fist Attack - Once per phase, if your opponent moves a model at all, for any reason (even accidentally), this model can move up to 12" (including into engagement range) and may then shoot and fight. It can then move another 12" (including leaving engagement range if it chooses).

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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!"

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 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.
 
   
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I'm going to go out on a limb and predict there won't be very many reactions abilities in units. As you noted, too many will be oppressive in a big game.

Remember there is a different version of the Termagant datasheet that instead of a reaction move (Skulking Horror) gives it the benefits of cover when within range of an objective marker (Lurking Behavior). This could be a sneak peak of slightly different datasheets for Combat Patrol and normal 40K.
   
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Overwatch comes to mind as something that has been a reaction in the past.

Who knows... could even see psychic powers reactions...

This message was edited 1 time. Last update was at 2023/03/25 18:00:45


 
   
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Peoria IL

I just want stratagems to go away... slow down gameplay, hard for new players to track, too easy to abuse, and adds a whole new thing to track.

I want everything just on the cards and then you play your unit WYSIWYG... then this is at least teachable.

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Dudeface wrote:

Most importantly it's easier to price them consistently if they can all do it on demand.


Yea I'm going to admit I feel wrong about wanting things like smoke as strats.

I like that resource management, but ultimately if we can make juggling rules easier ( not a connection I had made back then ) by putting it on the sheet then that seems like a good course of action



Automatically Appended Next Post:
 alextroy wrote:
I'm going to go out on a limb and predict there won't be very many reactions abilities in units. As you noted, too many will be oppressive in a big game.

Remember there is a different version of the Termagant datasheet that instead of a reaction move (Skulking Horror) gives it the benefits of cover when within range of an objective marker (Lurking Behavior). This could be a sneak peak of slightly different datasheets for Combat Patrol and normal 40K.


Yea i doubt every unit will have one.

This message was edited 1 time. Last update was at 2023/03/28 04:50:51


 
   
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 VladimirHerzog wrote:
 H.B.M.C. wrote:
 VladimirHerzog wrote:
yeah yeah i know, GW bad for selling their rules and i agree.
They can charge for their rules all they like. My point was that this whole "the rules are free" thing is such a lie by omission - and a repeated one at that - that it amazes me anyone here is falling for it.


Nah, theyve clearly said "The core rules and indexes will be free"


Still leaves the CA equilavent to get real missions and codexes to pay for.

Core rules btw are free in 9e as well. Index were not free in 8e so that's change at least.


Automatically Appended Next Post:
Tsagualsa wrote:

Once per unit per turn, not per phase. And it may be that this rule is only valid for some gaunts, or even just in combat patrol, as we still do not know why there are two datasheets with different stats.


Well okay my bad. Of course enemy moves in one phase And you can have multiple units so 6 units of termagaunts are each moving.

This message was edited 2 times. Last update was at 2023/03/28 05:52:30


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tneva82 wrote:

Well it's not exactly encouraging that the first one they introduce is on bog standard unit...If it's rare for units to have such abilities one would expect it on more elite rarer units.

Elite units often contribute through straightforward means (like dealing damage or absorbing it).

The supporting/core units are exactly the ones who should be getting useful tricks.

   
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England: Newcastle

Well if it’s like Heresy reactions that’s going to be nasty if they don’t tone down the firepower on units. Anything that gives you a free turn of shootong or CC really throws the game.


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 Totalwar1402 wrote:
Well if it’s like Heresy reactions that’s going to be nasty if they don’t tone down the firepower on units. Anything that gives you a free turn of shootong or CC really throws the game.


yeah, shooting should be one-sided only, i should be able to pound my opponent to dust without them being able to do anything about it!
   
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 VladimirHerzog wrote:
 JohnnyHell wrote:
I generally hate “I interrupt your turn to do extra things with my models” in a game with such a heavy mental load as 40K. They’ll have to really streamline to make them work.


theyre dropping strats to ~6 per subfaction, i'd say the mental load just got almost completely destroyed


This will apply at the start of the new edition. Then with the next source book half of the factions increase the amount of strategems by a wide margin while the least favoured factions get nothing. And after three years the game will be updated to remove "bloat" yet again from 40K. Rinse and repeat.
   
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 Strg Alt wrote:
 VladimirHerzog wrote:
 JohnnyHell wrote:
I generally hate “I interrupt your turn to do extra things with my models” in a game with such a heavy mental load as 40K. They’ll have to really streamline to make them work.


theyre dropping strats to ~6 per subfaction, i'd say the mental load just got almost completely destroyed


This will apply at the start of the new edition. Then with the next source book half of the factions increase the amount of strategems by a wide margin while the least favoured factions get nothing. And after three years the game will be updated to remove "bloat" yet again from 40K. Rinse and repeat.


Theyve explicitely said that new rules will replace old ones instead of adding on top of them. So at least they realise this has been an issue in the past
   
 
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