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Made in us
Reverent Tech-Adept






So, we're starting to learn more and more about the 8th Edition of Warhammer. One of the thing's I was really looking forward to is how the Guard was going to fair in this new update. And now that they've added some updates:

https://www.warhammer-community.com/2017/05/09/warhammer-40000-faction-focus-astra-militarum/

And the source for general updates of course:

https://www.warhammer-community.com/warhammer-40000/

So I'm personally seeing a much more competitive Guard in this edition. It looks like vehicles in general are getting a boost with the new rules. As some of you here know, I've really loved running the Guard tank armies, even though they were woefully underpowered and very easily blown up by melta and grav guns. The new Leman Russ rules are basically stating that they have 12 wounds and toughness 8, along with a 3+ Armor save. That I think should make a huge difference in armored warfare in general, since one of the biggest issues with tanks (in particular LR) was that they don't have any sort of save, like jinking.

Orders are now automatic, and seem to be better, plus tons of lasgun shots from Guard armies that all have a chance to hurt will probably bring just about any kind of unit to its knees eventually.

I'm curious to hear what others thing though.
   
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Seems so. Guard blobs can def be top tier again depending on how commissars and/or fearless work in 8th. The morale thing is in pain in the balls.
   
Made in ca
Gargantuan Gargant






Too early to say, points and what orders are available and in what amount is going to play a big role. Guard certainly are amongst the factions with the most to gain with this new edition, so they'll certainly be better in 8th ed than they are now.
   
Made in se
Snord





Stockholm

Theoretically it seems that we will get stronger this ed.

Heavy weapons become deadlier. We can how hide them in squads without reducing their effectiveness.

The tanks department im not so sure the LMBT is Toughness 8 and a 3+ save, 12 wounds. That feels only marginally better than for example a dreadnought with T7 3+ and 8 wounds.
But we will see where it places when we se the other tanks like the predator and landraider.

Im guessing it will have a 4+ To hit. That makes them a bit worse at hitting than with the blast rules.




 
   
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Reverent Tech-Adept






Well the LR vs the dread is going to come down to how much they improved the weapons. In particular, weapons like the Vanquisher cannon were deadly when they hit armor.

Infantry hordes certainly seem better though.

I feel like vehicles in general are getting a boost this time, as opposed to before, when vehicles weren't superb for many roles unless they were skimmers, and even then, they weren't great.
   
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Connecticut

There are a few things that are making me break out guard again for this edition.

Transport Side Armor
Chimera's side armor has been a huge weakness of the platform. It was very easy to get around that front armor to the side armor, and AV 10 sides might have been toilet paper for armor.
This made it every easy to shake/stun the unit inside and prevent them from doing much. Moving your chimera's in shooting positions was tough.
This has all changed. Now the Chimera can be used to transport troops around into the thick of battle. Sure, they might get destroyed but overall their durability has increased.
Likewise, Taurox AV 10 sides and rear are not as much of an issue.

Guard are (a bit) tougher
In earlier editions, T3 was in a rough spot if you were facing STR 5 weapons. Tau would be wounding on a 2+. T3 is now a bit better, being wounded on a 3+ from both bolters and HBs.
Cover has also gotten a little bit better for the guard. In previous editions, guard were able to sit in cover to get that extra save, but in this edition their normal save just increases. This means light cover will give a nice boost to save from bolters.

50 Man Blocks Are a Thing
50 man blobs can do a ton of damage output. Since you don't have to worry about blast templates, you can throw two units like that behind an ADL with a commissar between them to reduce battle shock.
If the ADL gives a +1 save, the guard behind it will be at a 4+ save, and if the ADL gives +2 cover to units behind it, the guard would be rocking a 3+ save.
The only drawback with that block setup is that it's not very mobile. Holding objectives in ITC events may be an issue. Without the ADL, the block becomes a lot more mobile of a threat.
You can also use movement trays to move the blobs around.

LRBT
I've always loved the LRBT. It's been one of the most iconic images of 40k. The new tank is extremely durable and has a moderate amount of damage output. Sign me up for a few of those.
T8, 3+, 12 wounds is extremely tough. When compared to a dread, the LC is just as effective against both a LRBT and dread (as T7 is wounded as often as T8). When dealing with hits from meltaguns, MLs, or ACs the LRBT really pulls ahead.
Heavy flamers are a fun option for a LRBT. Throwing 3 heavy flamers on one of these is 3d6 hits (that are likely STR 5 and Rend 1). Personally I like the HF's on Chimera's more, but LRBT's are a place you could put them.
The PC sponsons are something that may make a comeback. The way blast templates worked did not make for very reliable weapons. If your opponent spaced correctly, you were only hitting 1-2 targets and likely deviated off. If they change to D3 shots, then it will make them more reliable.

ChimeraHounds
Flamers are now overall very good weapons. They auto-hit and do d6 hits per flamer.
We can expect the kits in the models to stay valid config choices. The chimera can take a heavy flamer in it's turrent and a heavy flamer in the hull. This does a solid ~2.33 MEQ kills. This is the same as 21 bolter shots from marines.
Sitting in that ChimeraHound will be a squad of vets with metaguns or orgyns. Something that wants to get close and personal.
If Chimeras stay cheap, then the ChimeraHounds may become a decent option for aggressive vehicles to move up and take objectives.

Assault Vehicles
Given that units can now assault out of all vehicles (unverified but I've read in multiple places), units like Orgyns can be useful.
Orgyns already have gotten a small buff in that the I2 they had is not as big of a flaw.
While I doubt they will be a match to a death company, five Orgyns hopping out of a Chimera and assaulting will slow down a squad of tactical marines.

Vehicle Squads
We know what specific models in a unit can fire at different targets. We also know that specific units on a vehicle can fire at different targets. This means that taking 3 LRBT in a squadren (if still an option) is not a bad idea. If you play in ITC events, this can make the goal 'kill a unit' much harder to accomplish when your unit has 36 wounds at a T8 with a 3+ save.

You may be able to issue one tank commander to the squadren and issue commands to the entire squadren. Since FRFSRF is still part of the rules, it's quite possible that "Gunners, Kill on Sight!" is. If that's the case the dmg output of the LRBT squadren might be quite significant. Imagine a squadren of 3 LRBT armed with battlecannons and 3 HBs each throwing out 6d6 battle cannon shots, and 54 heavy bolter shots a turn!

Taurox and Taurox Prime
The Taurox Prime looks really sweet. You have to take a unit of Militarum Tempestus, but might still be worth the investment.
The Taurox Prime can really take advantage of the new twin=linking rules. By taking a TL-AC and TL-Gating Cannon, the prime can throw out 20 'bolter' shots a turn, and 4 AC shots a turn. These shots are also done at 3+ to hit. Given that the vehicle is currently priced at 90 points, this might be a very sweet deal.
It's going to depend on how much Militarum Tempestus cost. In the new system a STR 3, Rend -2 gun is not that hot. MEQ are still saving 1/3 of the time. Hopefully they will be cheaper to buy.

Even the vanilla Taurox looks really solid for those units that would rather sit back and shoot. Being able to put a TL-AC on them means they are throwing 4, STR 7, Rend -1 shots downstream (numbers based upon current examples) I can easily see myself splitting up a mech unit between chimeras and Taurox. I'd probably go with ChimeraHounds and dual AC Taurox to get a variety of shooting ability with my transports.

This message was edited 21 times. Last update was at 2017/05/12 01:59:10


 
   
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Indonesia

The biggest thing for me is the "every weapon has a chance of wounding scary things" rule change. That's huge for guard, as it means that lasguns are actually potentially dangerous, if in sufficient numbers. With the Fire 2/4 clarification, that indicates to me that if things get close to a Blob, they are risking being shot to pieces (in tiny increments). That's a major shift.

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 pantheralegionnaire wrote:
The biggest thing for me is the "every weapon has a chance of wounding scary things" rule change. That's huge for guard, as it means that lasguns are actually potentially dangerous, if in sufficient numbers. With the Fire 2/4 clarification, that indicates to me that if things get close to a Blob, they are risking being shot to pieces (in tiny increments). That's a major shift.
Lets take a 50 man blob with the following
- 5 flamers
- 5 heavy weapons of various loadouts
- 30 lasguns.
IMHO, the flamers pair really well with the blob.

In front of the blob drops a dreadnought. T7, 8 wounds, 3+ save.
The guard use FRFSRF and throw out a staggering 120 lasgun shots. They then shoot 5d6 flamers into the dread.

Each lasgun has the following chance to hurt the dread
1/2 (to hit) * 1/6 (to wound) * 1/3 (failed save) = 1/36 * 120 shots = ~3.33 wounds
Each flamer has the following effect.
1 (to hit) * 1/6 (to wound) * 1/3 (failed save) = 1/18 * 17.5 shots = ~.97 wounds

From just the small arms fire, a dread takes enough wounds to halfway kill it! Lets say that 5 LCs are buried into the squad as heavy weapons, and they come to bear on the dread.
1/2 (to hit) * 2/3 (to wound) * 5/6 (failed save) = 5/18 * 5 shots * 3.5 wounds per shot = ~4.86 wounds

This means that on a roll of average dice (which should be moderately consistant due to the law of large numbers) that 50 man block can drop a dread in a single round.

Edit :
If you are curious, the same blob with just the flamers will kill ~9.58 Marines. Thats ~6.67 from the 120 lasguns and ~2.91 from the flamers.
Owch. Imagine the face on a marine players face when he drops next to your blob and has his sternguard squad vaporized from lasgun fire.

This message was edited 1 time. Last update was at 2017/05/12 01:53:11


 
   
Made in ru
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What you didn't take into consideration is the cost of a 50-man blob + comsquad vs a dread. It's quite likely that guards will be more expensive as they pretty much got a 5+ save (it now matters). And that dread will likely be in cover while the blob won't. And that they'll loose a lot of guyz first as it's not their turn.

This message was edited 1 time. Last update was at 2017/05/12 11:22:25


 
   
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 koooaei wrote:
What you didn't take into consideration is the cost of a 50-man blob ....
Respectfully, I think you missed the point of the exercise. It's to run numbers and see just how much firepower a commsquad has. Variables like "dread might be in cover" or "what if some guard are killed" or "what about the LRBT and Taurox right next to the dread" don't apply in these cases -- as we know we don't play in a void. The purpose for mathhammer is to build baselines of effectiveness (or the lack thereof) in the game.

I'm not sure if guard will get more expensive. We will have to see how that pans out. GW has claimed they have done extensive playtesting with this edition, so the best hope is that it will be balanced.

Edit : From the news release on 5/12/2017, we know the following
"The full squad totals up at a similar number of points to what it costs today. "
"Tactical Marines would cost 13 points each"
"With faster play times for most games, we’re expecting matched play games of a couple of hours to sit around the 2,000 points mark."
This strongly indicates that the squads will cost roughly the same as they do today. Based on what we saw for marines, the cost of the average guardsman might go down (!) but the cost of the weapon upgrades go up.
We will just have to see.

This message was edited 2 times. Last update was at 2017/05/12 15:26:08


 
   
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Reverent Tech-Adept






There are still a lot of unknowns. Melta, for example, is still fairly unknown. Is there still an armorbane rule?

Troops I feel like are definitely a bit better for Guard regardless of rules. Take a 50 man blob, with first rank fire, second rank fire, in rapid fire range. That's 150 shots. Say they keep old BS (which they probably will). About 75 should hit. They all have a chance to wound, as I understand. Correct me if I'm wrong.
   
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I'm still worried about the lack of blast templates. How will the MoO work? The Deathstrike Missile launcher?

fide et honore  
   
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Reverent Tech-Adept






Manticore and other artillery pieces can get worse because of no blast templates.

Is there any update on the rules for blasts? I think I might've missed it.
   
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Gathering the Informations.

 SonsofVulkan wrote:
Seems so. Guard blobs can def be top tier again depending on how commissars and/or fearless work in 8th. The morale thing is in pain in the balls.

No, it's really not provided you don't do stupid things.
   
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Toronto, Ontario

You guys think the Russ got MORE durable? I gotta say, I very much disagree. Las Cannons went from needing 5s to needing 3s to damage you, which is literally double the odds it had before to do something, and are going to be doing D6 wounds with a -3 to your save every time they hit you. Missile launchers need 4s where before they needed 6s, and auto cannons which couldn't even hurt the Russ before now get through on 5s. Yes, you'll have an armor save now, but against the above weapons you're never getting that 3+ save and the variable wounds mechanic is probably going to leave you with something that takes about as many anti-tank shots as before but is wounded way more easily.
   
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It's more durable vs melta, and can't be shaken with a single lucky shot. Also, think of all the ways to straight up ignore AV in 7th.

No one was using missiles or lascannons because they couldn't handle MCs worth a damn. Being good against weapons that no one uses is in itself worthless.
   
Made in se
Snord





Stockholm

 creeping-deth87 wrote:
You guys think the Russ got MORE durable? I gotta say, I very much disagree. Las Cannons went from needing 5s to needing 3s to damage you, which is literally double the odds it had before to do something, and are going to be doing D6 wounds with a -3 to your save every time they hit you. Missile launchers need 4s where before they needed 6s, and auto cannons which couldn't even hurt the Russ before now get through on 5s. Yes, you'll have an armor save now, but against the above weapons you're never getting that 3+ save and the variable wounds mechanic is probably going to leave you with something that takes about as many anti-tank shots as before but is wounded way more easily.


Durable or not, im happy we aint exploding on ONE lucky hit. Sure lascannons are now dangerous, but unreliable.

 
   
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 creeping-deth87 wrote:
You guys think the Russ got MORE durable? I gotta say, I very much disagree.


It's more stable. It is easier to damage with weapons that couldn't be as reliable or wouldn't even have any effect before - like a lazgun or autocannon - but harder or close to impossible to get one-shotted with meltas, lazcannons, plazmas to the back and power fists/axes. And you can no longer expect a squad trukkboyz to reliably glance a leman russ to death.

Man, it took 7 edtions to drain the supply of expodium for vehicle-building purposes.
   
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 deltaKshatriya wrote:
There are still a lot of unknowns. Melta, for example, is still fairly unknown. Is there still an armorbane rule?
GW released the rules for the melta gun. It's STR 8, -4 AP, d6 wounds (rerolling wounds if within 6").


Automatically Appended Next Post:
 creeping-deth87 wrote:
You guys think the Russ got MORE durable? I gotta say, I very much disagree. Las Cannons went from needing 5s to needing 3s to damage you, which is literally double the odds it had before to do something, and are going to be doing D6 wounds with a -3 to your save every time they hit you.
You are assuming you are shot on the front. On the AV13 sides or rear the LRBT was less durable.
As others mentioned, the real big win on the LRBT is that they are not vulnerable to a sudden explosion.


Automatically Appended Next Post:
 deltaKshatriya wrote:
Troops I feel like are definitely a bit better for Guard regardless of rules. .
From what GW has released, low T troops are better. T3 models are wounded on a 3+ by STR 5, which is a good boost. Guard now get their 5+ save to bolters. My question is, how much better will vets be over regular guard? How much more will they cost?

I'm going to make another guess in that chimera's will be statically much like a razorback. Instead of AV 11/11/10, it's 12/10/10. You can get one with dual HB or HF, where the razorback can bring a TL-HB. The RB does not have any fire points, but has a 3+ to hit. The very nature of this way chimera's work now changes how they can be played. You don't need to worry about the sides any more, allowing you to be much more aggressive with them.

More Chimera Thoughts
As I mentioned, I think there are one of two practical configurations for the Chimera in this edition. Dual HB or Dual HF.

We know that heavy weapons will impose a -1 to hit, which means that a dual HB chimera needs to stand still to do much good. Leaving 4 empty dual HB chimeras on the side of a blob squad or russ squad to act as screening is not a horrible idea. Chimeras are decent sized models and can be used to block enemy movement.

Dual HF Chimeras (ChimeraHounds) do a little bit more than twice the damage output of a dual HB Chimeras. (~7 auto-hitting shots vs 6 shots that hit on a 4+/5+). The weakness is that they can't shoot at a target further than 8" away. Assuming a 6" move, that's a 14" threat range. Parking a few of these to screen your blobs is not really very wise, as they will not be able to shoot. Where I see these vehicles coming into play is if you can bring vet squads with meltas/flamers/PGs. Pushing 2-3 vets up to hold objectives and hit that BT with some melta is a great option. If they die ... well, that's just part of being in the guard!


Automatically Appended Next Post:
 deltaKshatriya wrote:
Manticore and other artillery pieces can get worse because of no blast templates.

Is there any update on the rules for blasts? I think I might've missed it.
We know that a flamer template now does d6 hits (3.5 average) and a battle blast does d6 shots. It's reasonable to assume that all large blasts will do d6 shots.
I'm going to make a guess here and say that small blast templates will probably do d3 shots.

This has an impact for the Leman Russ Executioner. If my guess is right, that tank will be making 5d3 STR 7, AP -3 shots with PC sponsons.
The PC are not as big of a drawback since LRBT now get a save for overheating (assuming the mechanic stays the same).

More Russ Thoughts
"Gunners, Kill on Sight" has a good possibility of making a LRBT squad a mini-deathstar. Today we learned that the stormsurge's hooks will cause the stormsurge to get +1 to hit. If that order means that a LRBT gets the same benefit, then it will be a damage increase of 33%. If it doubles the shots then it's a damage increase of 100%. Given that split fire is a thing, 3 LRBTs in a squad with different configs might be a big guard thing. I know that I'm going to be taking a close look at this and playtesting it when the rules are dropped.

This message was edited 6 times. Last update was at 2017/05/15 19:47:42


 
   
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Probably work

 labmouse42 wrote:

As I mentioned, I think there are one of two practical configurations for the Chimera in this edition. Dual HB or Dual HF.

We know that heavy weapons will impose a -1 to hit, which means that a dual HB chimera needs to stand still to do much good. Leaving 4 empty dual HB chimeras on the side of a blob squad or russ squad to act as screening is not a horrible idea. Chimeras are decent sized models and can be used to block enemy movement.

Dual HF Chimeras (ChimeraHounds) do a little bit more than twice the damage output of a dual HB Chimeras. (~7 auto-hitting shots vs 6 shots that hit on a 4+/5+). The weakness is that they can't shoot at a target further than 8" away. Assuming a 6" move, that's a 14" threat range. Parking a few of these to screen your blobs is not really very wise, as they will not be able to shoot. Where I see these vehicles coming into play is if you can bring vet squads with meltas/flamers/PGs. Pushing 2-3 vets up to hold objectives and hit that BT with some melta is a great option. If they die ... well, that's just part of being in the guard!


Do we actually know if vehicles treat heavy weapons the same as infantry do with the -1 to hit on a move?

Also, have we seen the stat block for a HB or a HF?

Assume all my mathhammer comes from here: https://github.com/daed/mathhammer 
   
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 daedalus wrote:
Do we actually know if vehicles treat heavy weapons the same as infantry do with the -1 to hit on a move?

Also, have we seen the stat block for a HB or a HF?
Yes. It has been confirmed by GW.
"Heavy weapons are worth talking about too. These no longer snap fire if you move, and instead they have a flat -1 to hit modifier for moving units. This applies to all models with heavy weapons, vehicles included."
I'm willing to bet that the 'Lumbering Behemoth' rule will allow LRBT to move and not take that penalty. I've lost my share of bets, I'll admit.

We have seen the twin linked heavy bolter. They have not put out the rules for the heavy flamer, but at this point, we can see the pattern for weapons.
AP 4 : -1
AP 3 : -2
AP 2 : -3
AP 1 : -4

Large Blast : d6 shots
Flamer Template : d6 hits

All ranged weapons that I have seen have had the same STR. I doubt we will see a jump/drop in the STR of an autocannon, etc.
As such, we can bet the HF will be STR : 5, AP -1, D6 hits.

This message was edited 2 times. Last update was at 2017/05/15 19:55:11


 
   
Made in us
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Probably work

Huh. Good catch.

Yeah, that's going to be an interesting one. I guess whichever one I take will depend on how survivable in practice Chimeras are. I guess for a melta squad, flamers would actually make a lot of sense, as they'll be getting close, but if you have, say, a heavy weapon squad in the chimera, maybe the bolters instead.

Do we know anything about squads firing from a transport?

Assume all my mathhammer comes from here: https://github.com/daed/mathhammer 
   
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 daedalus wrote:
I guess for a melta squad, flamers would actually make a lot of sense, as they'll be getting close, but if you have, say, a heavy weapon squad in the chimera, maybe the bolters instead.
That's what I was thinking too. Given the changes to the TL weapons (TL weapons now have twice the shots) the TL AC Taurox is not so unappealing. It's probably going to be weaker than the chimera, but it's something to think about.
6 HB shots are better against infantry, the 4 AC shots would be better against light armor. My thought was to have 2 melta-vets in ChimeraHounds and then normal guard for the other 3 transports, probably with 2 HBchimeras and 1 Taurox. I'll play with the blend to see what works.

 daedalus wrote:
Do we know anything about squads firing from a transport?
Nope.
   
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Don't discount the Multilaser just yet. Hopefully it will be tweaked to somehow keep up with the new Heavy Bolter.
   
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 Otto von Bludd wrote:
Don't discount the Multilaser just yet. Hopefully it will be tweaked to somehow keep up with the new Heavy Bolter.
Based off what we can estimate, this will be the stats for the multi-laser. Again, this is based off all the weapon types we have seen thus far, and it might be different.

Multilaser : STR 6, AP 0 , Heavy .
Heavy Bolter : STR 5, AP -1, Heavy 3

The multilaser effectively trades out a point of AP for a point of STR. In 5th-7th edition, this was a good thing, as that extra AP was useless vs most targets. With the new wound chart, and AV now taking away from saves -- the dynamic changes.
Against MEQ targets, the HB and ML are wounding on a 3+. The MEQ is saving vs the HB on a 4+ and against the ML on a 3+. The HB is 50% more effective vs GEQ. (.5 killed vs .333 killed per shot)
Against GEQ targets, the ML is wounding on a 2+, and the HB is wounding on a 3+. The ML gives a 5+ save, where the HB gives a 6+ save. The ML and HB are equally good here. (.833 killed)
Against a dread, both weapon wound on a 5+. The AP on the ML means it's still 50% more effective vs a dread.
Likewise, if a rhino is T6 with a 3+ save they are equally as effective.

The ML pulls ahead when we get to T10-T11 targets.
   
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 labmouse42 wrote:
 daedalus wrote:
Do we actually know if vehicles treat heavy weapons the same as infantry do with the -1 to hit on a move?

Also, have we seen the stat block for a HB or a HF?
Yes. It has been confirmed by GW.
"Heavy weapons are worth talking about too. These no longer snap fire if you move, and instead they have a flat -1 to hit modifier for moving units. This applies to all models with heavy weapons, vehicles included."
I'm willing to bet that the 'Lumbering Behemoth' rule will allow LRBT to move and not take that penalty. I've lost my share of bets, I'll admit.

We have seen the twin linked heavy bolter. They have not put out the rules for the heavy flamer, but at this point, we can see the pattern for weapons.
AP 4 : -1
AP 3 : -2
AP 2 : -3
AP 1 : -4

Large Blast : d6 shots
Flamer Template : d6 hits

All ranged weapons that I have seen have had the same STR. I doubt we will see a jump/drop in the STR of an autocannon, etc.
As such, we can bet the HF will be STR : 5, AP -1, D6 hits.



The Large blast is not confirmed, based on a FB post GW made they sort of hinted at leman russ battle cannon being downgraded to small blast to not make an OP anti tank gun. The newly released stats of a small blast frag grenade for marines does 1d6 hits. In AOS blasts are either 1d6 or 2d6 depending on the size of the target, we know that is not the case in 40k 8th but it does suggest 2d6 hits is for the large blasts might be possible.
   
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CovenantGuardian wrote:
The Large blast is not confirmed, based on a FB post GW made they sort of hinted at leman russ battle cannon being downgraded to small blast to not make an OP anti tank gun. The newly released stats of a small blast frag grenade for marines does 1d6 hits. In AOS blasts are either 1d6 or 2d6 depending on the size of the target, we know that is not the case in 40k 8th but it does suggest 2d6 hits is for the large blasts might be possible.
That would be really nice if large blasts were 2d6.

Would that mean that the Leman Russ Executioner with PC sponsons is doing 5d6 PC shots a turn? :O

This message was edited 1 time. Last update was at 2017/05/16 12:21:04


 
   
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 labmouse42 wrote:
CovenantGuardian wrote:
The Large blast is not confirmed, based on a FB post GW made they sort of hinted at leman russ battle cannon being downgraded to small blast to not make an OP anti tank gun. The newly released stats of a small blast frag grenade for marines does 1d6 hits. In AOS blasts are either 1d6 or 2d6 depending on the size of the target, we know that is not the case in 40k 8th but it does suggest 2d6 hits is for the large blasts might be possible.
That would be really nice if large blasts were 2d6.

Would that mean that the Leman Russ Executioner with PC sponsons is doing 5d6 PC shots a turn? :O


Just like with the battle cannon, don't assume anything regarding the nature of blasts from 7th to 8th. If it sounds OP it was probably adjusted
   
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Connecticut

CovenantGuardian wrote:
Just like with the battle cannon, don't assume anything regarding the nature of blasts from 7th to 8th. If it sounds OP it was probably adjusted
Agreed. GW has been pretty clear on trying to make this as 'balanced as possible'.

What have been your thoughts about the IG toolkit?
   
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Gathering the Informations.

 labmouse42 wrote:
Agreed. GW has been pretty clear on trying to make this as 'balanced as possible'.

What have been your thoughts about the IG toolkit?

That I need Lasguns back for Sergeants and Tempestors.

   
 
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