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Imperial Guard in 8th Edition (possibly OP?)  [RSS] Share on facebook Share on Twitter Submit to Reddit
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I think Imperial Guard are going to get a massive buff from what has been confirmed while MEQ armies will be less powerful.

Lasguns can hurt anything, possibly even Land Raiders. Heavy bolters and autocannons will likely be greatly buffed with the new armor save modifier system. Even if they are rend -1 they will mow down marines compared to now.

Sweeping advance is gone and replaced by battle shock. So small squads of dudes is definitely viable without the need for characters such as commisars and are amazing speed bumps and tarpits.

Templates are gone. They only hit D3 or D6 whatever guys. No more entire squads getting destroyed by a flamer. You can march up massed infantry and don't need to space them out. Might even get a decent save against flamers if they don't have much rend.

He who charges first attacks first regardless of initiative. Conscripts with massive numbers of attacks buffed by a priest running over squads of marines or even Daemon Princes without them striking back.

Armor save modifiers are likely to hurt power armor more. MEQ be rolling 4+ and 5+ saves more often. 5+ and 4+ armor more likely to actually get a save even it is only like a 6+ instead the nothing now. For example guardsmen gets a 6+ save against a bolter if it is only rend -1, while they get nothing now. Veterans get 5+ save against bolter, lol. It will be interesting to see how this is implemented, but power armor was not worth it last time in 2nd edition from what I have heard.

Overpowered formation swept away and everyone starting on an equal playing foot. Overcosted units potentially repointed. Hunting lances on rough riders killing terminators. AP3 Basilisks killing terminators and all enemy targets instead of just bouncing off 2+ saves.

Deathstars created by multiple allies gone.

They might only be movement 4" though which could be really bad, but makes run and shoot type orders or whatever much more important.
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Interesting, no rend on bolters or flamers.

MEQ durability stays the same pretty much.
GEQ goes up substantially. Full saves against bolters. Was not expecting that.

Even if flamers are D6 that is better than getting hit 5 or more times automatically. Also, get full saves against it too.
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https://www.warhammer-community.com/2017/04/27/new-warhammer-40000-movement/

New movement information.

Running occurs in the movement phase like in AoS. That would mean orders are definitely getting an overhaul because orders occur now at the start of the shooting phase and the Move, Move, Move order that makes you run faster would be useless. Likely going to be a “Hero Phase” like AoS for orders if there are any.

"If you’re in combat at the start of your turn, you can Fall Back by moving away from the enemy. You’ll lose the ability to advance, shoot or charge that turn, and crucially, enemies will be able to shoot at you! This does, however, open up a vast range of tactical options for armies like the Astra Militarum, who will now be able to effectively deploy in firing lines, with each row falling back from any assaults in good order (if they survived) while the unit behind them fires at the attackers. It goes both ways though – if you have a dedicated assault unit that specializes in killing infantry (like Warp Talons) your opponent will find it much harder to pin them down in combat with heavily armoured units for the entire game."

No real comment here, I think what they said here says it all.
 
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