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Made in us
Fixture of Dakka





Denison, Iowa

I feel like the "point granulation sweet spot" deserves it's own discussion. For me though, if they brought back per-model cost with unit size min-max, AND did unit upgrade points on anything over 25 points in value, that would be fine.
   
Made in au
[MOD]
Making Stuff






Under the couch

 cuda1179 wrote:
I'm an old veteran. I remember when there was "power weapon" and power fist. That was it. "Power Weapon" could be anything. Sword, bat, switchblade. They all did the same thing. The 5th edition came along and split power weapons into something like 6 varieties.

Yeah, I grumbled about that change, but got used to it. When they simplified things back a bit, I was cool with it. But when they went WAY too far and made several units with "generic Sergeant CCW upgrade" it was a bit too far.

I'm an older veteran, and remember when there were a bunch of different weapons that were all rolled into generic 'power weapon' or 'close combat weapon' statlines, and it was almost universally hated.


That said, the original weapon stats were not perfect. Doc's summary up the thread a ways missed the fact that practically nobody actually used power axes in 2nd edition, because having the parry from the sword was objectively better than being able to use the axe two-handed on those rare occasions where the extra point of strength was more useful than the extra melee attack.

Similarly, the Chaos Codex giving CSMs the option to take regular swords for 1 point each meant there was no point paying the extra point for Chainswords, as in a Marine's hands they were identical.


I always liked the granularity of 2nd ed's weapons, but they definitely needed some tweaking.

 
   
Made in us
Longtime Dakkanaut




Annandale, VA

I can't help but feel that there's something very amiss when a game that considers both a centuries-old genetically augmented demigod and a normal dude who's survived a few years of action to be the same WS3+, but it really really matters whether the lump of metal on the end of their stick is sharp or blunt.

I think weapon differentiation is best kept for significant technical differences in capability, like power weapons vs power fists vs normal close combat weapons. Otherwise it puts too much focus on the weapon rather than the guy carrying it, creates unnecessary bookkeeping fuss, and makes for feels-bad moments when you armed your dude with the 'wrong' weapon.

   
Made in us
Regular Dakkanaut





Washington State

Overread wrote:Honestly the easy approach would be to take the game from D6 to D10 which would increase the scope and range of results that weapons could have on a dice roll and thus let GW broaden the differences between weapons without it being all or nothing.

Also creates a nice excuse for GW to sell LOADS of new fresh dice to people.


But D10s don't stack nearly as well.

F - is the Fire that rains from the skies.
U - for Uranium Bomb!
N - is for No Survivors... 
   
Made in gb
Long-Range Land Speeder Pilot




UK

 cuda1179 wrote:
I feel like the "point granulation sweet spot" deserves it's own discussion. For me though, if they brought back per-model cost with unit size min-max, AND did unit upgrade points on anything over 25 points in value, that would be fine.

Pretty much the same - I thought free upgrades would be a much bigger problem then it turned out to be, most small things though can be baked into the cost of the unit. The perfect-enough system for now would be:
* Points per model NOT per 5 or 10 (take any size squad between min and max)
* Points for highest performance wargear (only when it is noticeably an improvement)
* Getting rid of most of the noise on datasheets around duplicates of wargear (people are buying duplicates of boxsets, just let them play with their models)
   
Made in gb
Regular Dakkanaut





 insaniak wrote:
 cuda1179 wrote:
I'm an old veteran. I remember when there was "power weapon" and power fist. That was it. "Power Weapon" could be anything. Sword, bat, switchblade. They all did the same thing. The 5th edition came along and split power weapons into something like 6 varieties.

Yeah, I grumbled about that change, but got used to it. When they simplified things back a bit, I was cool with it. But when they went WAY too far and made several units with "generic Sergeant CCW upgrade" it was a bit too far.

I'm an older veteran, and remember when there were a bunch of different weapons that were all rolled into generic 'power weapon' or 'close combat weapon' statlines, and it was almost universally hated.


That said, the original weapon stats were not perfect. Doc's summary up the thread a ways missed the fact that practically nobody actually used power axes in 2nd edition, because having the parry from the sword was objectively better than being able to use the axe two-handed on those rare occasions where the extra point of strength was more useful than the extra melee attack.

Similarly, the Chaos Codex giving CSMs the option to take regular swords for 1 point each meant there was no point paying the extra point for Chainswords, as in a Marine's hands they were identical.


I always liked the granularity of 2nd ed's weapons, but they definitely needed some tweaking.


The power axe going up to S6 pushed it into the next armour pen tier, making it an extra D12 rather than D6 to armour pen, which is a pretty big thing… for close combat a sword is way better, but when smashing into a vehicle a power axe is handy.
   
Made in gb
Fixture of Dakka





 parakuribo wrote:

But then it would mean one less codex bought. Let's be hopeful it's not another CSM 9th edition mess.
This reminds me: I don't have the codex, did it include datasheets for Plagur Marines and Rubrics?


I'd assume they would have been in the already established Deathguard and Thousand Sons codices, as that would have been two less codices bought.

Casual gaming, mostly solo-coop these days.

 
   
Made in us
Regular Dakkanaut






SamusDrake wrote:


I'd assume they would have been in the already established Deathguard and Thousand Sons codices, as that would have been two less codices bought.


Thanks!

Not as bad as I thought. Still very messed up how each god required more points per unit to follow(making TS, DG and WE better looking options), especially with Slaanesh amd EC getting the very short end late 9th.

This message was edited 1 time. Last update was at 2026/05/19 11:48:03


 
   
Made in es
Grim Dark Angels Interrogator-Chaplain




Vigo. Spain.

I just dislike being forced to have my devastator or elite like units having to take 4 different weapon profiles because thats what they come in the pack.

I also dislike weapon homogeneization outside certain cases (I can accept power weapons being power weapons with an exception for heavy power weapons, ala power first/thunder hammers, and lighting claws because lighting claws are awesome).

If I want a devastator unit with 4 heavy bolters i want my 4 heavy bolters, not be forced to take 1 of each weapon.

They did that in AoS with the kharadron thunderers because before all the squad could have the special weapon, and one option was just OP and better than all the others, so the evolution in the rules for that kit did go:
- Can take 4 copies of any of the 4 weapon options -> Each one can take 1 different weapon because the box comes with 1 of each weapon -> All weapons have the same rules because rolling 4 weapon profiles its stupid but the weapons look extremely different and now you lose the feeling of having an anti horde unit or an anti heavy monster unit.

If I pick miniguns i want my guys to shoot tons of dice, and if I pick lasers i want to have big damage hits. Weapons are not only rules: Rules are also an aesthetic and a feeling on the table. If they fail to represent that, thats a failure in design, just as if my super ultra resilient plague marine is made of paper by rules and dies super easy or its super fast even when he looks like he should be slow and tought.

 Crimson Devil wrote:

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.

 
   
Made in us
Decrepit Dakkanaut





 Galas wrote:

I also dislike weapon homogeneization outside certain cases (I can accept power weapons being power weapons with an exception for heavy power weapons, ala power first/thunder hammers, and lighting claws because lighting claws are awesome).


I could accept lightning claws as power weapons if there was a dual wield profile for power weapons in general that mostly applied to claws.
   
Made in gb
Decrepit Dakkanaut




UK

Fundamentally the problem isn't if we have unique profiles for each power weapon or a generic profile for most with a few exceptions or no exceptions.

The problem is shifting goalposts. GW giving us unique profiles; then taking them away; then going full generic; then bringing back unique profiles; or doing it for some units and not others and swapping it around.

Basically creating a situation of constant change is part of the issue. Because each time we get into one way of approach we grumble about the ups and the downs; settle into the new normal and then GW goes and changes it all again

A Blog in Miniature

3D Printing, hobbying and model fun! 
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

https://www.warhammer-community.com/en-gb/articles/fvbmcs1u/new40k-rules-zoom-across-the-battlefield-in-the-updated-land-speeder/

Including how fly works in 11th

   
Made in us
Decrepit Dakkanaut





Fly functions!
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

 LunarSol wrote:
Fly functions!


And pretty simple. No measuring diagonals or up/down. Just shave 2” off your speed and go. But if you don’t need to hop over stuff? Just move what you’ve got. At pretty much anytime you need to move.

Like it a lot.

   
Made in gb
Morbid Black Knight





Bristol (UK)

I honestly preferred the fly measuring over stuff in 3d space, it felt more realistic to me.
I just hated it in combination with infantry just walking through walls without penalty. Which is a mechanic I hate with a burning, burning passion for a multitude of reasons.
   
Made in gb
[DCM]
Chief Deputy Sub Assistant Trainee Squig Handling Intern






[old]

Time was, Lightning Claws had to be wielded as a pair, and only on Terminator armour. Basically their mass and nature required highly specialised training.

[/old]

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Made in se
[DCM]
Social Justice Death Knight






The burning pits of Hades, also known as Sweden in summer

That is VERY old. I remember old metal lightning-claws-and-power-armour models older than half the playerbase.

Currently ongoing projects:
Horus Heresy Alpha Legion
Tyranids  
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

From the LS datasheet:

The MM is not heavy, just hitting on a 3+ without fussing.
HF lost ignores cover, still has torrent, no other changes.
Onslaught looks the same as before.
The missiles are only AV, but better then kracks.

Range brackets it wants to be at are all over the place, but we knew that.

Not a fan of d6 shoot and scoot. But could be useful.

   
Made in gb
Longtime Dakkanaut




 Nevelon wrote:
From the LS datasheet:

The MM is not heavy, just hitting on a 3+ without fussing.
HF lost ignores cover, still has torrent, no other changes.
Onslaught looks the same as before.
The missiles are only AV, but better then kracks.

Range brackets it wants to be at are all over the place, but we knew that.

Not a fan of d6 shoot and scoot. But could be useful.

Most vehicle MM weren't Heavy, IIRC. Torrent is effectively ignores cover now since it doesn't roll to hit. There may be edge cases where units get other abilities when receiving the benefit of cover that now apply when shot by flamers, but those are pretty niche.

GW has a weird obsession with putting really confused loadouts on units. The Land Speeder is no exception, it seems. It's got a gun for every eventuality. I'm sure GW thinks that makes it super useful, as opposed to the reality of it just being sub-par at everything. Still, a MM and effectively a lascannon with a D6" move after shooting is OK anti-tank if its cheap.
   
Made in gb
Ancient Space Wolves Venerable Dreadnought





 Mad Doc Grotsnik wrote:
[old]

Time was, Lightning Claws had to be wielded as a pair, and only on Terminator armour. Basically their mass and nature required highly specialised training.

[/old]

Used to be that Thunder Hammers were so violent that only a Terminator could weird one without being knocked over by the recoil from an impact.
Now you have regular power armour bodies wielding giant two handed thunder hammers like it’s nothing.

"Three months? I'm going to go crazy …and I'm taking you with me!"
— Vala Mal Doran
 
   
Made in be
Powerful Irongut







 Nevelon wrote:
From the LS datasheet:
(...)
HF lost ignores cover, still has torrent, no other changes.
Makes sense, as cover is now -1 BS and flamer weapons don't have a BS stat.
   
Made in us
Morally-Flexible Malleus Hearing Whispers






Land of Confusion

Correct me if I am wrong, but, the points changes issue isn't really new...

The example they gave was essentially different loadouts on a Riptide. Which is nothing new to Imperial and Chaos Knight players. The codex is essentially 4 chassis with each weapon load out given a different name and point cost.


 BorderCountess wrote:
Just because you're doing something right doesn't necessarily mean you know what you're doing...


"Vulkan: There will be no Rad or Phosphex in my legion. We shall fight wars humanely. Some things should be left in the dark age."
"Ferrus: Oh cool, when are you going to stop burning people to death?"
"Vulkan: I do not understand the question."

– A conversation between the X and XVIII Primarchs


 
   
Made in gb
[DCM]
Chief Deputy Sub Assistant Trainee Squig Handling Intern






 Mr_Rose wrote:
 Mad Doc Grotsnik wrote:
[old]

Time was, Lightning Claws had to be wielded as a pair, and only on Terminator armour. Basically their mass and nature required highly specialised training.

[/old]

Used to be that Thunder Hammers were so violent that only a Terminator could weird one without being knocked over by the recoil from an impact.
Now you have regular power armour bodies wielding giant two handed thunder hammers like it’s nothing.


[old] And that Terminator needed specialist combat attachments on his feets.[/old]

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Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

 goffnob deffsmakka wrote:
 Nevelon wrote:
From the LS datasheet:
(...)
HF lost ignores cover, still has torrent, no other changes.
Makes sense, as cover is now -1 BS and flamer weapons don't have a BS stat.


In the Q&A thing they mentioned that some weapons might have stats tweaked because of the change. Heavy Flamers obviously not one of them..

   
Made in us
Fixture of Dakka





Denison, Iowa

Valrak rumor: Doomrider returning. Sister of Battle getting a new Fast attack option.
   
Made in be
Powerful Irongut







Technically, flamers are exactly as powerful as in 10th: no hit rolls needed and the target's armour save stays the same.
It's every other weapon that now performs differently when shooting at units in cover. The loss of +1 save should actually mean that AP on weapons needs to drop to compensate. How that balances against the -1 to hit is probably different on a per-weapon basis.
   
Made in gb
Regular Dakkanaut




 cuda1179 wrote:
Valrak rumor: Doomrider returning. Sister of Battle getting a new Fast attack option.


I'll believe doomrider when I see it, but it would be awesome
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

 cuda1179 wrote:
Valrak rumor: Doomrider returning. Sister of Battle getting a new Fast attack option.


Land Speeders, new Ork bikes. Feeling very Fast Attack slot around here in 11th so far.

   
Made in be
Powerful Irongut







 cuda1179 wrote:
Valrak rumor: Doomrider returning. Sister of Battle getting a new Fast attack option.

Anyone willing to take bets on Doomrider returning but Chaos Bikers staying the same?
   
Made in gb
[DCM]
Chief Deputy Sub Assistant Trainee Squig Handling Intern






Winged Warriors next?

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