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![[Post New]](/s/i/i.gif) 2019/08/24 07:34:26
Subject: [Kill Team] New FAQ/Errata: Melee Nerfed, No More Elite Stealth Specialists
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Norn Queen
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![[Post New]](/s/i/i.gif) 2019/08/24 11:28:03
Subject: [Kill Team] New FAQ/Errata: Melee Nerfed, No More Elite Stealth Specialists
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Purposeful Hammerhead Pilot
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Savior Protocols now takes effect after the unit fails the save, rather than after To Wound roll.
They changed the wording "if a unit would lose any wounds from an attack"
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![[Post New]](/s/i/i.gif) 2019/08/24 12:17:15
Subject: [Kill Team] New FAQ/Errata: Melee Nerfed, No More Elite Stealth Specialists
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Veteran Inquisitorial Tyranid Xenokiller
Watch Fortress Excalibris
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Infiltrators, Eliminators and Striking Scorpions can't be stealth specialists? WTF? Do the rules team just not read the fluff at all any more?
EDIT: Wait, no, I'm an idiot. Stealth is a commander specialism, isn't it? I got it mixed up with Scout (as presumably did GW initially).
And they still haven't updated the CSM weapon options to match the new kit.
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This message was edited 1 time. Last update was at 2019/08/24 14:32:08
A little bit of righteous anger now and then is good, actually. Don't trust a person who never gets angry. |
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![[Post New]](/s/i/i.gif) 2019/08/24 13:41:54
Subject: [Kill Team] New FAQ/Errata: Melee Nerfed, No More Elite Stealth Specialists
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Committed Chaos Cult Marine
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The biggest alteration to my group's play is the Injury Roll question in the designer commentary. My group had always been just re-rolling one die for multi-damage weapons since even that is pretty powerful.
I can't say I am a fan of it since I think Kill Team is plenty kill-y and already over rewards multi-damage weapons. My group's most common CP expenditure was already Injury re-rolls. However, I can understand where the designer(s) are coming from having an exception to re-rolling multiple dice is cumbersome.
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![[Post New]](/s/i/i.gif) 2019/08/24 13:59:53
Subject: [Kill Team] New FAQ/Errata: Melee Nerfed, No More Elite Stealth Specialists
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Regular Dakkanaut
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No more piling into a unit beyond the range of your charge, no more moving if an enemy blows themselves up with overwatch, no more Stealth for Elites.
Those are no changes.
They changed the wording "if a unit would lose any wounds from an attack
That's an important change.
Also Tyranid Metabolic Overdrive, which now is only a normal move after a normal and not being able to use VOC on Ogryns and Bullgryns.
The biggest alteration to my group's play is the Injury Roll question in the designer commentary.
That wasn't a change for us, because we read the rule as "you always re-roll all dices of a roll".
The Move!Move!Move! clarification opens more discussions as it closes. Before you could say, you must be able to give up shooting to be given a Move... order. But with the ruling that a unit which would neither be allowed to move nor shoot to be given a Move order why shouldn't you be able to give it to a model within 1" of an enemy.
The Wracks got their own profile.
Only level 1 commanders in matched play.
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![[Post New]](/s/i/i.gif) 2019/08/24 21:01:07
Subject: [Kill Team] New FAQ/Errata: Melee Nerfed, No More Elite Stealth Specialists
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Fixture of Dakka
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It said commanders shouldn't be used in matched play at all.
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"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."
This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.
Freelance Ontologist
When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. |
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![[Post New]](/s/i/i.gif) 2019/08/24 21:35:40
Subject: [Kill Team] New FAQ/Errata: Melee Nerfed, No More Elite Stealth Specialists
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Lieutenant General
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From Warhammer Community:
Kill Team: Commanders are not recommended for use in tournament games.
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'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 |
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![[Post New]](/s/i/i.gif) 2019/08/25 07:27:22
Subject: [Kill Team] New FAQ/Errata: Melee Nerfed, No More Elite Stealth Specialists
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Regular Dakkanaut
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Regardless of Warhammer Community
it's in the Errata.
And not recommended doesn't mean ruled out.
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![[Post New]](/s/i/i.gif) 2019/08/28 06:29:00
Subject: [Kill Team] New FAQ/Errata: Melee Nerfed, No More Elite Stealth Specialists
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Lord of the Fleet
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Tournament play and matched play aren't the same thing. Automatically Appended Next Post: Duskweaver wrote:Infiltrators, Eliminators and Striking Scorpions can't be stealth specialists? WTF? Do the rules team just not read the fluff at all any more?
EDIT: Wait, no, I'm an idiot. Stealth is a commander specialism, isn't it? I got it mixed up with Scout (as presumably did GW initially).
And they still haven't updated the CSM weapon options to match the new kit.
Nothing in the commanders book says that those specialisms can't be used by non-commanders, we just had no datasheets with those specialisms available (obviously).
I guess someone decided that making you buy a book just to see what a specialism does is a bit much?
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This message was edited 1 time. Last update was at 2019/08/28 06:32:54
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![[Post New]](/s/i/i.gif) 2019/08/29 13:51:28
Subject: [Kill Team] New FAQ/Errata: Melee Nerfed, No More Elite Stealth Specialists
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Omnipotent Lord of Change
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Bummed to see Death Denied wasn't nerfed, guess we'll continue to house rule it locally (events up its cost to 3 CP - I'd prefer it was just a 4+ to work like every other version of that tactic, because consistency). +1 to sad that CSM didn't get their new kit's options Bizarre to see commanders locked at level 1 in MP, going to heartily recommend we ignore that when we finally play commanders, as higher levels allow for an expanded pool of functional commanders as well as more relevant commanders in general. I mean, I'm pretty sure the point of Commander games is that the commanders do stuff? And not just generate +1 CP or be a relative badass, depending on if you're fortunate enough to have access to good level 1 commanders. But glad the obvious Wrack typo is corrected
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This message was edited 4 times. Last update was at 2019/08/29 13:54:51
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![[Post New]](/s/i/i.gif) 2019/08/29 13:56:29
Subject: [Kill Team] New FAQ/Errata: Melee Nerfed, No More Elite Stealth Specialists
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Longtime Dakkanaut
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The saviour protocols change is pretty damn big. Stealthsuit lists got even tastier.
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![[Post New]](/s/i/i.gif) 2019/08/29 14:55:18
Subject: [Kill Team] New FAQ/Errata: Melee Nerfed, No More Elite Stealth Specialists
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Fixture of Dakka
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Drone change is sideways, not an upgrade. Sure you get a save, but you may lose a drone to each wound roll rather than each attacker.
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"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."
This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.
Freelance Ontologist
When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. |
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![[Post New]](/s/i/i.gif) 2019/08/29 14:57:46
Subject: [Kill Team] New FAQ/Errata: Melee Nerfed, No More Elite Stealth Specialists
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Longtime Dakkanaut
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DarknessEternal wrote:Drone change is sideways, not an upgrade. Sure you get a save, but you may lose a drone to each wound roll rather than each attacker.
Thats how it worked previously. Each individual attack, regardless of how much damage it does, could be soaked by drones. Now you get to do the same thing, but dont need a roll and get your up front armor save.
It's still explicitly worded to convert multiple damage to 1 mortal wound on the drone, and is still optional. It's a flat upgrade.
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This message was edited 1 time. Last update was at 2019/08/29 15:01:51
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![[Post New]](/s/i/i.gif) 2019/08/29 22:00:35
Subject: [Kill Team] New FAQ/Errata: Melee Nerfed, No More Elite Stealth Specialists
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Regular Dakkanaut
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Now and then, the saviour attack had to be invoked against a single attack, and it doesn't and didn't need a dice roll to do so.
If you invoke(d) the saviour protocol the original target is save and the Drone takes a single mortal wound regardless of the damage value of the weapon.
The difference is as soon as an attack made a successful wound roll (so before saves), you had to invoke the saviour protocol or not and now you have to invoke it, if the attack would cause a wound to be lost (after saves).
So the save is the only difference.
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![[Post New]](/s/i/i.gif) 2019/08/30 11:18:55
Subject: [Kill Team] New FAQ/Errata: Melee Nerfed, No More Elite Stealth Specialists
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Purposeful Hammerhead Pilot
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brumbaer wrote:Now and then, the saviour attack had to be invoked against a single attack, and it doesn't and didn't need a dice roll to do so.
If you invoke(d) the saviour protocol the original target is save and the Drone takes a single mortal wound regardless of the damage value of the weapon.
The difference is as soon as an attack made a successful wound roll (so before saves), you had to invoke the saviour protocol or not and now you have to invoke it, if the attack would cause a wound to be lost (after saves).
So the save is the only difference.
Yeah, I have already had to explain this to several people. I have a feeling a lot of RAW fights are in my future when I use savior protocols now.
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