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2017/05/17 13:19:12
Subject: Warhammer 40k 8th Edition Summary - 16 May 2017: Leaked Death Guard (starter set?)(All info in OP)
Lithlandis Stormcrow wrote: Actually he's making good points. Points which you, oh so unsurprisingly, are ignoring for the sake of your own argumentation and rose tinted views of the new stuff. But that's ok, because it's all "personal taste" for you, right?
Improved gene seed already exists in the setting. The new and improved Errant mark was being introduced into general use. New vehicles and weapons can happen at any time within the setting ASIT EXISTS EVEN TODAY, if only because hereteks exist. None of those things are "pulled out of a backside".
All that is happening is that, after 30 years of setting stasis, the natural human drive towards self improvement finally has a champion that cannot be swept under the rug by the entrenched hierarchy. And he's not even winning in any meaningful way right now.
So wait, you're saying that Cawl - a character that we never knew even existed even though he was a ten thousand years old Archmagos Dominus - just appearing out of nowhere and healing RG with Xenos help and then saying that he was set on this super secret mission by a Primarch to provide the Imperium with "extra special" Astartes isn't an asspull?
No, you're right - it's mediocre storytelling.
Even though he is a new old character, I actually like the story. Yes it is a bit of an asspull, but I like where it is all going. As a community whole, we begged for story progression, and now we have it I like the way it was executed.
When you write it in a cynical way, yes, it doesn't sound great, but that is the same with pretty much any story.
It makes more sense that Robby G had a long term plan, and crazy that a mad old mostly robot scientist has been going at that plan for 10k years. It is classic crazy 40k style plot, and I like it.
You aren't looking at it in his light. The way he wants it, GW could never make new stories and such because they didn't think to make these characters and/or storylines 20 years ago when they started out.
That's not even the point, but kudos to you for trying, I guess.
"Let them that are happy talk of piety; we that would work our adversary must take no account of laws."http://back2basing.blogspot.pt/
2017/05/17 13:19:38
Subject: Warhammer 40k 8th Edition Summary - 16 May 2017: Death Guard / Dark Imperium fluff(All info in OP)
nintura wrote: Ive always found the human side of the story in any game to be boring. They are always the heroes doing heroic things. They are the action hero stars to their own movies. They have no story, no build up of how they win, just that they do, and always at the last minute when things always seem down and at their lowest. RG coming back and making new marines is just that. It's literally nothing new so why does it change things?
I think you are exactly right, and I think that is why this advancement upsets people. The way the humans or the the good guys in stories always win in the end no matter what. It never matters how bad it is they will get a lucky break right at the end and they will triumph. 40K provided a setting where everyone knew that was not the case. They knew there was no hope of a last second victory by the humans. That is what made the setting interesting and not boring, but now with the primarchs return it seems that we really were just in the same boring, "heroes-win-in-the-end" universe that everything else exists within. I am not saying that the Imperium is going to win because of this, but now there is that faint glimmer of hope that no one really wanted to see because it makes all this lore that much less unique because of it.
2017/05/17 13:20:01
Subject: Warhammer 40k 8th Edition Summary - 16 May 2017: Death Guard / Dark Imperium fluff(All info in OP)
nintura wrote: Ive always found the human side of the story in any game to be boring. They are always the heroes doing heroic things. They are the action hero stars to their own movies. They have no story, no build up of how they win, just that they do, and always at the last minute when things always seem down and at their lowest. RG coming back and making new marines is just that. It's literally nothing new so why does it change things?
Show me the real stories. You always get to see how a particular chaos lord came into power. You always get to see their plans and how they place the pieces. The bad guys always build the fight, but the good guys just always win through perseverance in the end by strength of will or luck. This is why no matter what GW does with the empire, I'll never care how it affects the over-arching story, because it doesn't matter.
Show me the story of the nids. How they came from another galaxy and are so massive, even on a galactic scale, we cannot see the other side of their swarm.
Show me how the old necrons worshiped their star gods who didn't give two gaks about you or your soul. How they just wanted to devour you like some Final Fantasy villain who just wants to return everything to nothingness.
Even on a more lighter note, show me how the orks dont care about literally anything but fighting. They don't care about dying. That's even simpler and better than anything about the empire.
I completely disagree.
I can think of any reason why a story about Elves or Space Bugs in somehow more interesting or better written than that same story about humans. Especially since the fiction race of Elves are simple twists on older human cultures that 'stuck' over time.
For my part, (And this is coming from a Eldar player first) the only part of the story that ever mattered was the Imperium - specifically space marines - vs chaos. It was a fun, entertaining, and slightly unique story. The other imperial factions such as the Imperial Guard, the Inquisition, etc. are there to provide further depth and character to the setting, which they did very well. The fact that they are also playable factions is just icing on the cake. The other species such as Eldar and Orks did a lot ot enrich the setting even more by adding more flavor. The Eldar in particular because they were so central to the far history of the setting.
The more they 'added' the weaker the original recipe became. Necrons (as awesome as the models look - and they do look awesome), they are the most absurd addition to the game and they did s much more hamr than good by being squeezed in. It required that the GW writers literally write over existing materlal (Eldar).
The Tau are actually a lot like the 'Nids. They came in late and don't really fit thematically into the universe. Both of these factions should have remained a footnote in the other books as the 'myriad of other races' that the Imperium occasionally encounter on distant worlds. Now, it's not that I don't like the Tau - just like the 'Nids they have some amazing looking minis. They are even passingly fun to play on the table. Unlike the 'Nids I won't say that should never have been introduced, but instead they should have been introduced as the 'black hats' that they clearly are. GW's constant attempts to paint them as 'good guys' in a universe full of bad just cheapens the narrative further. There is no place for that sort of character - It would be like having Fonzie making an appearance in a Spawn graphic novel... they just don't go together.
So... I'm just a future-fiction-racist right? I mean, I just hate other races for gaks? No, I just happen to know a thing or two about literature and how to construct a reasonable narrative within an internally consistent setting. And GW is working against that goal here.
The 'new' lore is doing the same thing at an excelerated pace. It's diluting something richer than itself.
2017/05/17 13:21:24
Subject: Warhammer 40k 8th Edition Summary - 16 May 2017: Leaked Death Guard (starter set?)(All info in OP)
nintura wrote: You aren't looking at it in his light. The way he wants it, GW could never make new stories and such because they didn't think to make these characters and/or storylines 20 years ago when they started out.
Or they would have to do it smarter than deus-ex-machine that suddenly comes and solves everything.
Which really, really isn't hard to do.
"Let them that are happy talk of piety; we that would work our adversary must take no account of laws."http://back2basing.blogspot.pt/
2017/05/17 13:25:21
Subject: Warhammer 40k 8th Edition Summary - 16 May 2017: Death Guard / Dark Imperium fluff(All info in OP)
I am personally hoping that despite their best efforts, all they managed to do was revive the old thunder warrior project and these primaris marines will ultimately be a failure. No one should be able to overcome the Emperors brilliance.
2017/05/17 13:25:42
Subject: Warhammer 40k 8th Edition Summary - 16 May 2017: Death Guard / Dark Imperium fluff(All info in OP)
Do_I_Not_Like_That wrote: 40k seems to have no end in sight, and that feels weird as well, because how do you defeat Chaos? Hell, at least with the Tyranids, if you blow up enough fleets, you might win, but Chaos?
It's odd to me.
Well, baring Necron style solutions, not being awful to each other would be a good first step. The less violence, greed, self indulgence and lies in the galaxy, the less relevant the threat of entities that feed on those things. Which is obviously not going to happen, but there you go.
2017/05/17 13:25:47
Subject: Re:Warhammer 40k 8th Edition Summary - 16 May 2017: Death Guard / Dark Imperium fluff(All info in OP)
No decision. You don't lose anything really by charging and you get closer which helps surrounding it next turn. If you dont' charge it moves away and you won't likely be able to surround it.
Charge, hack, when it disengages hope you survive and charge again.
Since it sounds like you don't charge after running (unless you're special) then you need to decide whether it's better to run instead of charge.
If you move even if you fail then you need to decide if it's worth coming out of cover (if you are in).
If there are units nearby you need to decide if you want to get closer to get a better chance of snaking them into combat.
2017/05/17 13:35:19
Subject: Warhammer 40k 8th Edition Summary - 16 May 2017: Death Guard / Dark Imperium fluff(All info in OP)
I don't buy the "Gee, everyone was telling them to advance the fluff". I certainly never did. It is a big fraking galaxy. They needed new stories, not a whole new setting. Bringing back A SINGLE Primarch was a an interesting story line that they could have eaten off of for years before having him die or found his own independent enclave or something. Blowing everything up, bringing back ALL the primarchs and warp rifting everything is at best excessive. The Imperium was always the setting, not the story, and that worked fine. Now they are locking themselves into producing bigger and bigger "Revelations" rather than doing the kind of small scale stories that invite gamers to create their own narratives. What are they going to do in 10 years? The Emperor Fought Khorne and it was AWESOME and then there were 10 million warp rifts and ONE BILLION new Primarchs!
2017/05/17 13:37:52
Subject: Warhammer 40k 8th Edition Summary - 16 May 2017: Death Guard / Dark Imperium fluff(All info in OP)
Maybe is because I'm a Tau player, but to me, the Imperium of Humanity regaining "hope" and launching a crusade makes many things to the setting, but making it less "Grimdark" is none of those.
The most genocidical race in the Galaxy, launching another Crusade to exterminate millions of alien species and even human civilizations that opposse them? Uh... I'll go back to my Sept, this is gonna be bad.
A Chaos Black Crusade was bad enough, with a Tyranid fleet at our back... but now a Imperial Crusade? I don't think our plot armour can resist that
This message was edited 2 times. Last update was at 2017/05/17 13:38:38
Dakka does have White Knights and is also rather infamous for it's Black Knights. A new edition brings out the passionate and not all of them are good at expressing themselves in written form. There have been plenty of hysterical responses from both sides so far. So we descend into pointless bickering with neither side listening to each other. So posting here becomes more masturbation than conversation.
ERJAK wrote: Forcing a 40k player to keep playing 7th is basically a hate crime.
2017/05/17 13:38:50
Subject: Warhammer 40k 8th Edition Summary - 16 May 2017: Death Guard / Dark Imperium fluff(All info in OP)
kestral wrote: I don't buy the "Gee, everyone was telling them to advance the fluff". I certainly never did. It is a big fraking galaxy. They needed new stories, not a whole new setting. Bringing back A SINGLE Primarch was a an interesting story line that they could have eaten off of for years before having him die or found his own independent enclave or something. Blowing everything up, bringing back ALL the primarchs and warp rifting everything is at best excessive. The Imperium was always the setting, not the story, and that worked fine. Now they are locking themselves into producing bigger and bigger "Revelations" rather than doing the kind of small scale stories that invite gamers to create their own narratives. What are they going to do in 10 years? The Emperor Fought Khorne and it was AWESOME and then there were 10 million warp rifts and ONE BILLION new Primarchs!
It's not a *whole* new setting.
Also the problem with just one primarch is the rest of the community says, "What about us?".
2017/05/17 13:43:22
Subject: Warhammer 40k 8th Edition Summary - 16 May 2017: Death Guard / Dark Imperium fluff(All info in OP)
Galas wrote: Maybe is because I'm a Tau player, but to me, the Imperium of Humanity regaining "hope" and launching a crusade makes many things to the setting, but making it less "Grimdark" is none of those.
The most genocidical race in the Galaxy, launching another Crusade to exterminate millions of alien species and even human civilizations that opposse them? Uh... I'll go back to my Sept, this is gonna be bad.
A Chaos Black Crusade was bad enough, with a Tyranid fleet at our back... but now a Imperial Crusade? I don't think our plot armour can resist that
lulz - Tau player calling humans genocidal. Good stuff...
Go feed your kroot.
2017/05/17 13:45:42
Subject: Re:Warhammer 40k 8th Edition Summary - 16 May 2017: Death Guard / Dark Imperium fluff(All info in OP)
40K has been all grimdark all the time since 3rd Edition, right after they killed off the last of the goofy elements (squats) and went all in on the theme. 40K has been grimdark, 1 minute to midnight, every codex ready to do... something, for a long long time. If there was humor, it was black humor. It was the Dark Ages set in the future and it was unrelentingly bleak, but time had paused so that nothing actually happened. 40k for a long time was more of a setting rather than a story. The codices has stories in them, but the narrative was never pushed forward so the tone was pretty consistent. That is until the Iyanden supplement, and you started to see a story within the present time of the setting. Every campaign and Gathering Storm book has told the story, and with it the setting has changed.
The tone HAS shifted in 40k. Its is moving away from the grimdark toward a more classic struggle between good, evil, and "wild card" forces. The universe of 40k used to be vast, now it feels smaller, with a galactic map that is simpler and a small group of named heroes who appear to be the prime movers in a vast universe. The game is changing as well in an attempt to be easier to learn and shorter to play.
In short, 40k is changing with the times. People who love the grimdark and enjoy 4 hour games with their friends may not appreciate what is happening and I get that. I see it as more of an effort to appeal to the changing tastes of the market place and to try and get new players into the hobby.
Personally I find a lot of the recent story cheesy, but I appreciate it and enjoy 40k for what it is. The grimdark is cool, but at some point It gets tiring and I'm OK with a change.
2017/05/17 13:48:10
Subject: Re:Warhammer 40k 8th Edition Summary - 16 May 2017: Death Guard / Dark Imperium fluff(All info in OP)
kestral wrote: I don't buy the "Gee, everyone was telling them to advance the fluff". I certainly never did. It is a big fraking galaxy. They needed new stories, not a whole new setting. Bringing back A SINGLE Primarch was a an interesting story line that they could have eaten off of for years before having him die or found his own independent enclave or something. Blowing everything up, bringing back ALL the primarchs and warp rifting everything is at best excessive. The Imperium was always the setting, not the story, and that worked fine. Now they are locking themselves into producing bigger and bigger "Revelations" rather than doing the kind of small scale stories that invite gamers to create their own narratives. What are they going to do in 10 years? The Emperor Fought Khorne and it was AWESOME and then there were 10 million warp rifts and ONE BILLION new Primarchs!
This guy gets it.
It takes a very competent writer to construct a narrative in which they reveal just enough to engage the audience, yet no so much that they answer questions before they are asked. It's called, 'leaving things up to your imagination', and it's a trick that modern writers are woefully ignorant of.
Oldhammer was was famous for this. It has so many possibilities and they went out of their way NOT to make things concrete. You could interpret things how you liked and it prompted people to be creative and parcipate in their narrative in that way,
This Newhammer BS is the exacpt opposite of that. It leaves nothing to imagination and constricts the entire narrative to 'what will out heroes do next, tune in next week for...The adventures of RG and his merry band of marines as they save the galaxy from another...'
2017/05/17 13:50:09
Subject: Re:Warhammer 40k 8th Edition Summary - 16 May 2017: Death Guard / Dark Imperium fluff(All info in OP)
The Tau are actually a lot like the 'Nids. They came in late and don't really fit thematically into the universe.
Hmm - well The Nids are in my Rogue Trader book so they are there from the start ??? Pretty much the same background - p200 onwards
I AM A MARINE PLAYER
"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos
"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001
The Tau are actually a lot like the 'Nids. They came in late and don't really fit thematically into the universe.
Hmm - well The Nids are in my Rogue Trader book so they are there from the start ??? Pretty much the same background - p200 onwards
Sorry, I typo'd. Menat to say 'crons not 'nids
Ah right - fair enough - Necrons were pretty grim dark in their first incarnation.
Setting chnages are risky - the different era's of BattleTech being a prime example.
I AM A MARINE PLAYER
"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos
"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001
Cron's were in 3rd? Or 4th. Can't remember. Maybe earlier. They just didnt have a fleshed out story. There was a black and white photo of one in the rule book. Then they came out as a handful of models about a race that's waking up before they got their first official codex. They've been around a very long time.
This message was edited 2 times. Last update was at 2017/05/17 14:05:07
'It is a source of constant consternation that my opponents cannot correlate their innate inferiority with their inevitable defeat. It would seem that stupidity is as eternal as war.'
- Nemesor Zahndrekh of the Sautekh Dynasty Overlord of the Crownworld of Gidrim
2017/05/17 14:02:55
Subject: Warhammer 40k 8th Edition Summary - 16 May 2017: Death Guard / Dark Imperium fluff(All info in OP)
nintura wrote: Cron's were in 3rd? Or 4th. Can't remember. Maybe earlier. They just didnt have a fleshed out story. There was a black and white photo of one in the rule book. Then they came out as a handful of models about a race that's waking up before they got their first official codex. They've been around a very long time.
In the new Warhammer 40,000, as today, keeping some units in reserve is still a very important and potentially powerful tactical tool.
There are some pretty fundamental changes to how they work though. For a start, not every unit can be placed in reserve, so most of your army will usually deploy on the battlefield at the start of the game. This means that they will be contributing to the battle from turn one, but will also be a target for the enemy – so you’ll have to work out how to best utilise those early turns.
Quite a few units still have the option to join the game mid-battle though, and they use a variety of mystical or technological means to do so. While there are no longer universal special rules like Deep Strike or Outflank, many of these abilities will have common themes – so you can still expect units like Terminators to teleport down, Genestealer Cults units to ambush and Ork Kommandos to use their kunnin’ to sneak up on the foe.
As an example, let’s take a look at the special rule for a Trygon, a unit famed for its unusual method of deployment, tunneling up under the enemy army:
So we can see that this will be quite a powerful ability. Not only delivering the Trygon into the heart of the enemy force, but also an accompanying unit of Tyranids. And there’s nothing stopping them from charging this turn either! Though that 9″ distance to the enemy (which is common to a lot of units with similar abilities) will mean that the averages on the dice will be against you for that 2D6 charge distance. (You can always use your Command Re-roll of course…)
In matched play, there are a few additional restrictions to deployment methods like this, which you might imagine, can get very powerful very fast when used by multiple units across a single army. Matched play games use a special mission rule called Tactical Reserves.
This rule helps limit some of the more extreme cases of withholding reserves in competitive games. So, while it’s totally possible to have an all Deathwing Terminator army, for example, you can’t use the teleport rules on all of them in matched play. (Though we do think a narrative game where the entire Deathwing teleports in on the first turn to take a Chaos bastion would be pretty awesome.)
Lots to think about there.
We’ll be back tomorrow with a bit more news on vehicles in the new Warhammer 40,000.
Edit: Damn, I am defeated.
This message was edited 2 times. Last update was at 2017/05/17 14:07:36
Peregrine - If you like the army buy it, and don't worry about what one random person on the internet thinks.
2017/05/17 14:06:46
Subject: Warhammer 40k 8th Edition Summary - 16 May 2017: Death Guard / Dark Imperium fluff(All info in OP)
My friends and I always look at the codex fluff as if it is written as a propaganda piece for the army which then gets fleshed out in other areas.
Example: Draigo Taking out Mortarion. Well in mortarions heart we learn that he was getting his ass kicked but luckily had Mortarions true name and remembered to wear his GOD DAMN HELMET.
So when we look at fluff we know there is so much context missing that makes it plausible.
Well, at least that is how my friends and I read things so the Matt Ward fluff never bothered us.
Its kind of like how in the Ciaphus Cain books, the exerpts from other writers always talk about him doing things single handed, forgetting about the troopers with him, and ESPECIALLY forgetting about Jurgen.
This message was edited 1 time. Last update was at 2017/05/17 14:07:25
People who stopped buying GW but wont stop bitching about it are the vegans of warhammer
nintura wrote: So definitely no mishap. You just setup 9" away without scatter.
I'd say that some units - Orks, maybe - might get less reliable methods, but then if they're doing away with the Scatter Dice I'm not sure what methods they'd use in that case.
2017/05/17 14:09:18
Subject: Warhammer 40k 8th Edition Summary - 16 May 2017: Death Guard / Dark Imperium fluff(All info in OP)