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![[Post New]](/s/i/i.gif) 2014/05/24 23:49:22
Subject: so what has changed in 7th?
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Longtime Dakkanaut
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Quick question, we couldn't find the statement from the last book that says if you have no models on the table at the end of a game turn you lose. Does this mean that tabling your opponent is no longer a guarnteed victory or does it mean that we simply couldn't find it?
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![[Post New]](/s/i/i.gif) 2014/05/24 23:52:56
Subject: so what has changed in 7th?
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Infiltrating Broodlord
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Top of page 133, first paragraph on the right side. (7th edition book)
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This message was edited 1 time. Last update was at 2014/05/24 23:53:27
Successful trades/sales: tekn0v1king |
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![[Post New]](/s/i/i.gif) 2014/05/24 23:54:42
Subject: so what has changed in 7th?
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Big Mek in Kustom Dragster with Soopa-Gun
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Wat! Kommandos no useless! Snikrot + Meganob boss = "Ambush" and tank the fire with the boss, split next turn and assault 2 things!
Ork FAQ specifically mentioned bikerboss, but its pretty clear its using it as an example since its on a bike, thus more odd than IC + Infiltrate (which still has the wording Infiltrators in the IC paragraph saying they cant join them, meaning you can join if you outflank still and not infiltrate).
Anyway, another change i havent seen anyone mention.
Vehicles are not only harder to explode, but theyre deadlier if they do. Its now a S4 hit to all models within D6 inches, not S3 anymore. That sucks for my Tau, as my tanks hiding behind my forces wound them on 3s now >.< - occupants are still S4 btw.
I imagine Trukk Ramshackle might make this S3 anyway, since it already reduces the interior damage to S3 rather than 4. Would make 0 sense to have the outside explosion more lethal than the internal one, even for an ork construct lol
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2014/05/25 02:03:33
Subject: so what has changed in 7th?
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Oozing Plague Marine Terminator
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Anyone else notice the Tank photo in the Scouring mission page, and the BA in Big Guns photo.... Seems like that was a slip.... It was the exact opposite in the last rulebook. Automatically Appended Next Post: No Precision shots/strikes for Characters. It is now a Needs a 6 to hit rule now.
Take that super sniper Guard!
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This message was edited 1 time. Last update was at 2014/05/25 02:07:07
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![[Post New]](/s/i/i.gif) 2014/05/25 06:36:24
Subject: so what has changed in 7th?
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Tail-spinning Tomb Blade Pilot
Israel
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Thud wrote: ausYenLoWang wrote: Thud wrote: ausYenLoWang wrote:am i reading skyfire right... it looks like it got the ass.
it no longer has the exception for where you have Skyfire AND interceptor and can shoot at ANYTHING, now skyfire is JUST the flyers etc and snap shots on anything else..
Looks like.
Is anything besides the gun emplacements affected though?
all Skyfire units, its not an option to turn on and off...
It is for Tau, and Flyers, and FMCs.
The new SM tanks never had Interceptor anyway, or IG Hydras for that matter.
I can't think of anyone, except gun emplacements, that are affected.
My poor Sentry Pylons!
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6,000pts (over 5,000 painted to various degrees, rest are still on the sprues) |
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![[Post New]](/s/i/i.gif) 2014/05/25 06:55:10
Subject: so what has changed in 7th?
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Ladies Love the Vibro-Cannon Operator
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As I don't have my ordered rule book yet, what's the deal with detachments and allies.
There seem to be differences here?
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Former moderator 40kOnline
Lanchester's square law - please obey in list building!
Illumini: "And thank you for not finishing your post with a " " I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."
Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss |
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![[Post New]](/s/i/i.gif) 2014/05/25 11:46:31
Subject: Re:so what has changed in 7th?
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Growlin' Guntrukk Driver with Killacannon
octarius.Lets krump da bugs!
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Soooo....Is it better then 6th?
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Kote!
Kandosii sa ka'rte, vode an.
Coruscanta a'den mhi, vode an.
Bal kote,Darasuum kote,
Jorso'ran kando a tome.
Sa kyr'am nau tracyn kad vode an.
Bal...
Motir ca'tra nau tracinya.
Gra'tua cuun hett su dralshy'a.
Aruetyc talyc runi'la trattok'a.
Sa kyr'am nau tracyn kad, vode an! |
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![[Post New]](/s/i/i.gif) 2014/05/25 12:09:59
Subject: Re:so what has changed in 7th?
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Longtime Dakkanaut
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I can't think of anyone, except gun emplacements, that are affected.
Saber weapon platforms. Godly skyfire/interceptor lascannons or autocannons . For not much more points , but a lot more money, they were superior heavy weapon teams. Now AM has viable 0 anti air. Suddenly nids become a bad match up .
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![[Post New]](/s/i/i.gif) 2014/05/25 12:14:10
Subject: Re:so what has changed in 7th?
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Slashing Veteran Sword Bretheren
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![[Post New]](/s/i/i.gif) 2014/05/25 12:27:27
Subject: Re:so what has changed in 7th?
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Tail-spinning Tomb Blade Pilot
Israel
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Jury still out on the new psyker rules and it won't be decided until we get some FAQs that detail how various related wargear and abilities work. Most of the crazier combos of 6th have been rendered unreliable or outright killed, but new army building rules may open up a new batch, have to wait and see on that one. Judging many of the other rule changes need to wait on the FAQs as well before we know if they rendered certain models borderline useless (various skyfire interceptors for examples) or somewhat overpowered.
So cautiously optimistic but have to wait and see.
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6,000pts (over 5,000 painted to various degrees, rest are still on the sprues) |
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![[Post New]](/s/i/i.gif) 2014/05/25 12:40:05
Subject: so what has changed in 7th?
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Regular Dakkanaut
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No one has mentioned the total rewrite of the chariot rules that make the Burning Chariot actually work right.
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![[Post New]](/s/i/i.gif) 2014/05/25 12:52:24
Subject: so what has changed in 7th?
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Tail-spinning Tomb Blade Pilot
Israel
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helotaxi wrote:No one has mentioned the total rewrite of the chariot rules that make the Burning Chariot actually work right.
Also makes the Necron CCB a super chariot as it still has the sweep attack rule in its codex entry.
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6,000pts (over 5,000 painted to various degrees, rest are still on the sprues) |
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![[Post New]](/s/i/i.gif) 2014/05/25 15:10:58
Subject: so what has changed in 7th?
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Krazed Killa Kan
Minnesota, land of 10,000 Lakes and 10,000,000,000 Mosquitos
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helotaxi wrote:No one has mentioned the total rewrite of the chariot rules that make the Burning Chariot actually work right.
What codices actually get access to chariots? Because in the two years that 6th has been out, I literally never saw anyone use one, and I was playing 1-2 games a week for the entire time.
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![[Post New]](/s/i/i.gif) 2014/05/25 15:18:23
Subject: so what has changed in 7th?
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Big Mek in Kustom Dragster with Soopa-Gun
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Daemons and Necrons. The necron's command barge thingie was used sometimes because of the TL tesla not because its a chariot. Now, it actually works like it seems like it should, so probably going to see a lot of them.
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2014/05/25 15:36:48
Subject: so what has changed in 7th?
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Regular Dakkanaut
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wuestenfux wrote:As I don't have my ordered rule book yet, what's the deal with detachments and allies.
There seem to be differences here?
Detachments are for your core army. They represent the FOC in all its splendor, 2 HQ, 6 Troops, 3 Elites, 3 Fast Attack, 3 Heavy, 1 Fortification, 1 Lord of War.
Your core army can take as many detachments of itself as it wants, sort of like allying with itself, as long as it meets the minimum 1 HQ, 2 Troops requirement.
You may also take detachments of Allies, which can be any other faction in the game, composed of 1 HQ, 2 Troops, 1 Elite, 1 Fast Attack, 1 Heavy (minimum 1 HQ, 1 Troop).
It's basically the same rules as 6th edition only you can now take as many FOCs as you want.
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The 7th Edition FAQ is out!
Pink Horrors can summon.
Daemon Factory is legal! |
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![[Post New]](/s/i/i.gif) 2014/05/25 15:50:00
Subject: so what has changed in 7th?
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Decrepit Dakkanaut
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Smirrors wrote:Does skilled rider and turbo boosting affect jink saves I.e. Give +1. So skilled rider USR gives a jink of 3+ now? etc
Turbo boosting doesn't confer any cover save. Automatically Appended Next Post: Locclo wrote:There are some big changes, some little changes. Just a few off the top of my head:
7. Terrain rules have changed, in that they've removed the ridiculous terrain density thing. The book basically says to set the board up in such a way that both players are happy with it. In addition, you now deploy fortifications with your army, not when you put terrain on the board, meaning that you can actually safely put down your Defense Line without having the opposing player plop giant walls in front of it.
Terrain is set up before players determine deployment/table type and before player sides are determined. No guidance is provided on how to set up terrain other than have fun with it.
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This message was edited 1 time. Last update was at 2014/05/25 15:56:13
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![[Post New]](/s/i/i.gif) 2014/05/25 16:02:40
Subject: so what has changed in 7th?
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Ladies Love the Vibro-Cannon Operator
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Kyutaru wrote: wuestenfux wrote:As I don't have my ordered rule book yet, what's the deal with detachments and allies.
There seem to be differences here?
Detachments are for your core army. They represent the FOC in all its splendor, 2 HQ, 6 Troops, 3 Elites, 3 Fast Attack, 3 Heavy, 1 Fortification, 1 Lord of War.
Your core army can take as many detachments of itself as it wants, sort of like allying with itself, as long as it meets the minimum 1 HQ, 2 Troops requirement.
You may also take detachments of Allies, which can be any other faction in the game, composed of 1 HQ, 2 Troops, 1 Elite, 1 Fast Attack, 1 Heavy (minimum 1 HQ, 1 Troop).
It's basically the same rules as 6th edition only you can now take as many FOCs as you want.
Many thanks for clarifying.
Multiple detachments provide a tax ( HQ) in the first place. But psykers seem to be the new black. This seems to make multiple detachments worthwhile.
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Former moderator 40kOnline
Lanchester's square law - please obey in list building!
Illumini: "And thank you for not finishing your post with a " " I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."
Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss |
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![[Post New]](/s/i/i.gif) 2014/05/25 16:09:25
Subject: so what has changed in 7th?
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Regular Dakkanaut
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wuestenfux wrote:
Multiple detachments provide a tax ( HQ) in the first place. But psykers seem to be the new black. This seems to make multiple detachments worthwhile.
Yes, they're currently being abused for psykers... but something I don't think many people have noticed is that Fortifications and Lords of War have also become part of the core detachment.
This means for the price of a single HQ and two troops, you can field MULTIPLE Fortifications or Lords of War in your army.
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The 7th Edition FAQ is out!
Pink Horrors can summon.
Daemon Factory is legal! |
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![[Post New]](/s/i/i.gif) 2014/05/25 16:52:33
Subject: so what has changed in 7th?
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Decrepit Dakkanaut
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With no limits to CAD's, let the fun begin.
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This message was edited 1 time. Last update was at 2014/05/25 18:42:18
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![[Post New]](/s/i/i.gif) 2014/05/25 18:38:26
Subject: so what has changed in 7th?
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Preacher of the Emperor
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Wow. So at 1,500 points, an IG player could field two Baneblades.
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![[Post New]](/s/i/i.gif) 2014/05/25 18:45:53
Subject: so what has changed in 7th?
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Decrepit Dakkanaut
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*starts assembling Baneblade.
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![[Post New]](/s/i/i.gif) 2014/05/25 18:48:52
Subject: so what has changed in 7th?
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Agile Revenant Titan
In the Casualty section of a Blood Bowl dugout
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Ok, so, if I have 2 HQs and 4 Troops, I can therefore use, say, 6 Heavy Support choices as well? Or 2 Lords of War?
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![[Post New]](/s/i/i.gif) 2014/05/25 18:49:12
Subject: Re:so what has changed in 7th?
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Fully-charged Electropriest
UK
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Makumba wrote:
Now AM has viable 0 anti air. Suddenly nids become a bad match up .
Yes because we don't have:
Hydras
Sabres (they still work Vs flyers and skimmers)
Vendettas
ADL with quad gun
Thunderbolts
AM has the most AA options of the lot. The fact that they now only work (apart from the flyers of course) as AA just makes them less useful, not useless.
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![[Post New]](/s/i/i.gif) 2014/05/25 18:53:02
Subject: so what has changed in 7th?
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Fixture of Dakka
Temple Prime
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Midnightdeathblade wrote:Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.
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![[Post New]](/s/i/i.gif) 2014/05/25 19:18:14
Subject: so what has changed in 7th?
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Decrepit Dakkanaut
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The Shadow wrote:Ok, so, if I have 2 HQs and 4 Troops, I can therefore use, say, 6 Heavy Support choices as well? Or 2 Lords of War?
and 2 fortifications. Yes.
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![[Post New]](/s/i/i.gif) 2014/05/26 05:00:48
Subject: so what has changed in 7th?
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Oozing Plague Marine Terminator
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Heres one. Scenery Upgrades: upgrades purchased for a fortification, either placed on the buldings battlements, or 6 inches of the model taking the option.
So that clears people about where their quad-guns can go with an aegis.
Also, Linebreaker is 12 inches from your opponents Table Edge, not deployment zone.
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![[Post New]](/s/i/i.gif) 2014/05/27 01:45:31
Subject: so what has changed in 7th?
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Lurking Gaunt
US
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I understand that pinning now prevents a unit from firing overwatch . . . does going to ground similarly prevent a unit from firing overwatch? If not, could any unit targeted by one of the few pinning weapons remaining (such as stranglethorn cannons, barbed stranglers, etc) simply go to ground voluntarily and avoid this entirely? I've been wracking my brains trying to find a way to make a CC focused Nids army work in 7th, but this could be a serious sticking point. Well, that and the nerf to MC in general vis a vis the Smash nerf. Can anyone with the new codex confirm/deny that Going to Ground voluntarily doesn't prevent the unit from firing overwatch? I would look it up but the FLGS is sold out until Friday, and I'm trying to get some theory crafting done in the meantime. Thanks.
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'Nids uber alles. And GK I guess . . . them too.
2k 'Nids
2k GK |
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![[Post New]](/s/i/i.gif) 2014/05/27 02:37:30
Subject: so what has changed in 7th?
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Big Mek in Kustom Dragster with Soopa-Gun
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going to ground is the rule that denies overwatch. pinning causes an involuntary go to ground. thats why pinning also prevents overwatch. Since it happens after you fail to save, you dont get the +1 cover from that initial strike. Any following attacks the unit has +1 cover as though they went to ground.
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2014/05/27 02:42:02
Subject: so what has changed in 7th?
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Lurking Gaunt
US
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Fantastic news, thanks!
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'Nids uber alles. And GK I guess . . . them too.
2k 'Nids
2k GK |
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![[Post New]](/s/i/i.gif) 2014/05/27 02:48:27
Subject: so what has changed in 7th?
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Decrepit Dakkanaut
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So much for all the rage about Escalation and Stronghold Assault being included in the rulebook.
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