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It looks like the dedicated transport question was "Can I take a dedicated transport for a unit that doesn't have one as an option". Judging from the later question about a Kill Team taking a transport that the team can't fit in, I'd say that you can still take transports, just as long as every model in the Kill Team can use it.
Man I get that the ork rules suck, but why do they have to be so smug about it? How can you say "yea we gave you rules that literally do nothing, have fun " with a straight face? I don't get why they treat orks like that.
"People say on their first meeting a Man and an Ork exchanged a long, hard look, didn't care much for what they saw, and shot each other dead."
Don Savik wrote: Man I get that the ork rules suck, but why do they have to be so smug about it? How can you say "yea we gave you rules that literally do nothing, have fun " with a straight face? I don't get why they treat orks like that.
off-topic, but Don Savik, where did you get that baller avatar from? This Ork players wants to know.
co-host weekly wargaming podcast Combat Phase
on iTunes or www.combatphase.com
Don Savik wrote: Man I get that the ork rules suck, but why do they have to be so smug about it? How can you say "yea we gave you rules that literally do nothing, have fun " with a straight face? I don't get why they treat orks like that.
off-topic, but Don Savik, where did you get that baller avatar from? This Ork players wants to know.
just this pic I found online. My orks are Bad Moons lead by a Big Mek, so it was super fitting. I'll have to make that blue robo-squig though....
Spoiler:
"People say on their first meeting a Man and an Ork exchanged a long, hard look, didn't care much for what they saw, and shot each other dead."
Don Savik wrote: Man I get that the ork rules suck, but why do they have to be so smug about it? How can you say "yea we gave you rules that literally do nothing, have fun " with a straight face? I don't get why they treat orks like that.
off-topic, but Don Savik, where did you get that baller avatar from? This Ork players wants to know.
just this pic I found online. My orks are Bad Moons lead by a Big Mek, so it was super fitting. I'll have to make that blue robo-squig though....
Spoiler:
Thanks man, I'm Bad Moons as well and enjoy a Big Mek or two.
co-host weekly wargaming podcast Combat Phase
on iTunes or www.combatphase.com
Q: Alpha Legion have the ability to bring Cultists back on a 4+ in their Insurgency Force, but the only way to take Cultists is in the Lost and the Damned Formation which already has the rule. How do these interact?
A: These rules do not interact in any stackable way.
What? That means that the Insurgency Force rule does absolutely nothing. Why was it even included if that's what they meant? I'm super happy they made these FAQs, but this just doesn't make much sense.
This message was edited 2 times. Last update was at 2017/01/20 20:40:48
Q: Alpha Legion have the ability to bring Cultists back on a 4+ in their Insurgency Force, but the only way to take Cultists is in the Lost and the Damned Formation which already has the rule. How do these interact?
A: These rules do not interact in any stackable way.
What? That means that the Insurgency Force rule does absolutely nothing. Why was it even included if that's what they meant? I'm super happy they made these FAQs, but this just doesn't make much sense.
I think they mean you can't bring back two squads for one lost. I interpret it as you can roll again if you fail the first time.
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Wraithguard still aren't Troops, even with the Iyanden book. Just be aware of that. Nice Relics in that book though
How come?
It says in the Supplement that if you take a Spiritseer then WG/WBs are troops!
The suplement commens about Spiritseers being allowed to do that based on their 6th edition special rules, wich got removed with 7th. In the updated Codex:Craftworlds Spiritseers no longer make Wraithguard units Troop choice.
Also the section that shows that text it's a brief *tactics for wraith Armies* just before the special rules.
Wraithguard still aren't Troops, even with the Iyanden book. Just be aware of that. Nice Relics in that book though
How come? It says in the Supplement that if you take a Spiritseer then WG/WBs are troops!
The suplement commens about Spiritseers being allowed to do that based on their 6th edition special rules, wich got removed with 7th. In the updated Codex:Craftworlds Spiritseers no longer make Wraithguard units Troop choice.
Also the section that shows that text it's a brief *tactics for wraith Armies* just before the special rules.
Exactly. It mentions a rule that once existed. it doesn't actually have that rule though
This message was edited 1 time. Last update was at 2017/01/20 21:11:50
I only had time at lunch to look at the FAQs for the armies I actually play, so I'm curious about something: The Necron FAQ now says that the RP/FNP roll is made after effects such as Hellfrost. I know that during the draft stage, they kind of flip-flopped on this. What do the other final FAQs say?
2000 Khorne Bloodbound (Skullfiend Tribe- Aqshy)
1000 Tzeentch Arcanites (Pyrofane Cult - Hysh) in progress 2000 Slaves to Darkness (Ravagers)
EnTyme wrote: I only had time at lunch to look at the FAQs for the armies I actually play, so I'm curious about something: The Necron FAQ now says that the RP/FNP roll is made after effects such as Hellfrost. I know that during the draft stage, they kind of flip-flopped on this. What do the other final FAQs say?
The new Necron FAQ says that RP/FNP tests are taken before Hellfrost (and other "on taking a wound" effects) in order to avoid suffering the additional effects.
I'm kinda liking the nerfed drop pod rule. Drop pods can no longer be used to block line of sight or screen units that disembarked from shooting LOS. At best all you get is s cover save. You can still use them to screen for assault though.
EnTyme wrote: I only had time at lunch to look at the FAQs for the armies I actually play, so I'm curious about something: The Necron FAQ now says that the RP/FNP roll is made after effects such as Hellfrost. I know that during the draft stage, they kind of flip-flopped on this. What do the other final FAQs say?
The new Necron FAQ says that RP/FNP tests are taken before Hellfrost (and other "on taking a wound" effects) in order to avoid suffering the additional effects.
I guess I read it wrong then. I was in a hurry to eat.
2000 Khorne Bloodbound (Skullfiend Tribe- Aqshy)
1000 Tzeentch Arcanites (Pyrofane Cult - Hysh) in progress 2000 Slaves to Darkness (Ravagers)
BrookM wrote: Ooh, Imperial Agents has a good one, the Imperial Navy Valkyries are suddenly a whole lot more desirable!
Page 46 – Faction and Allies Add the following to the end of the first paragraph: ‘Transports from this Faction can transport Astra Militarum, Militarum Tempestus and Inquisition units as if they were all of the same Faction.’
They partially fixed the Aeronautica Imperialis Valkyries faction issue....(now available for Astra Militarum, Militarum Tempestus and Inquisition) but why can't the Adepta Sororitas have access the Imperial Navy.... they normally rely on them for transport just like the Astra Militarum since they don't have their own fleet (unlike the Mechanicum and the Astartes)
Kanluwen wrote: It's a complaint about something people were doing. They argued that they could swap the Boltgun for a Shotgun, then swap the Close Combat Weapon for another Boltgun.
And I'm still amazed that anyone thought that was intentional and/or would stand.
This message was edited 1 time. Last update was at 2017/01/20 23:22:13
FAQs Q:
Imperial Agents seems to replace existing material but Games Workshop has indicated that players can use either the new or older material. As
Imperial Agents lacks certain things present in older material, such as Servo Skulls, which do we use?
A: If you have bought and own the existing and still currently available digital Codex: Adepta Sororitas and Codex: Inquisition , you can use those over the rules
presented in Imperial Agents if you wish.
Thats that answered
Multi-source rules for units (2 sources for Inquisition and Adepta Sororitas units with different entries, rules from 2 valid editions of Whaagh Ghazghkull...) is not helping the game at all...
pretre wrote: So, for example, before a Purgatus kill team (5 Vets, Libby and 1 Terminator) could take a drop pod. Now they can't. :(
This just proves to me that GW don't understand their own rules. That the shotgun/bolter thing made it to print in the first place is hilarious, but then they've gone and made a blanket ruling against units like this that makes zero sense.
Cephalobeard wrote: Kill Teams even specifically mention transports not counting as a model in the 10 man limit. I don't understand where the ruling came from.
It's ok. Neither does GW.
pretre wrote: It wasn't an obvious oversight; it was a valid choice based on the wargear table. I don't see any reason why it would be banned, but other weirder ones aren't (SS/Heavy, Heavy/Bolter, etc).
Yes it was. C'mon pertre, they never intended DW Marines to walk around with Bolters and Shotguns. This is the same sort of mistake like the Chaos Terminator mistake that prevents you from taking HTH and ranged weapon upgrades on the same model.
cinnabar wrote: What? That means that the Insurgency Force rule does absolutely nothing. Why was it even included if that's what they meant?
When one writes rules in a vacuum, one should not be surprised that things like this happen.
The FAQ's just vindicate everything I say about GW's inability to write Codices with any shred of competence.
This message was edited 4 times. Last update was at 2017/01/20 23:20:34
Everyone notice the gigantic nerf to Imperial Knights gun arms? If you look at that firing arc, you can stand right infront of it and not be able to be shot by the knight.
gungo wrote: I'm kinda liking the nerfed drop pod rule. Drop pods can no longer be used to block line of sight or screen units that disembarked from shooting LOS. At best all you get is s cover save. You can still use them to screen for assault though.
The other interpretation of that rule was insanity, at 1850 with the what the draft FAQ said it is totally possible to paper an entire 6x4 table in drop pods.
Q: Alpha Legion have the ability to bring Cultists back on a 4+ in their Insurgency Force, but the only way to take Cultists is in the Lost and the Damned Formation which already has the rule. How do these interact?
A: These rules do not interact in any stackable way.
What? That means that the Insurgency Force rule does absolutely nothing. Why was it even included if that's what they meant? I'm super happy they made these FAQs, but this just doesn't make much sense.
I think they mean you can't bring back two squads for one lost. I interpret it as you can roll again if you fail the first time.
Really? I read that they stack in no way as it literally is a double bonus that does nothing.
Which is fething stupid, because these benefits read pretty clearly. Each formation gave you a 4+ chance for a copy. Succeed twice, get two copies. I don't know why they had to nerf bat chaos cultists, of all things, when RH zombies, GS cults, and almost every other 3/4 pt troop is better than they are already.
Erratas, supplements, campaign books, dataslates formations, different rulesets for the same units (IA)....
Jesus. I wish we just had one codex per army with all the rules. Total gak show.
I have but one Exalt to give!
But yeah, 40K rules as they exist now are a complete dumpster fire. The endless bloat that plagued the latter half of 3rd Ed has nothing on 7th Ed, and nothing short of a 2nd-to-3rd Ed sweep is going to fix it.