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Sasori wrote: Was the Combat Drugs translation posted somewhere? I don't think I have seen it.
THeyre all the same except Attacks drugs are only on the charge.
"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"
An interesting switch. Swap Coven's Invulnerable Save with Power From Pain's Ignore Wounds. It will certainly save a bit of time on the table top and arguably even makes sense. Lots of dodging going on (PfP) while Covens shrugs off actual damage.
This won't save any time, not sure how you got that idea. They still have 2 saves, one of which needing to take longer verse multi wound damage since it's a FnP
It will save time on most non-Coven unit that used to get FNP from PfP. You be making only one save for them (assuming they could get 2).
Sasori wrote: Was the Combat Drugs translation posted somewhere? I don't think I have seen it.
THeyre all the same except Attacks drugs are only on the charge.
Thanks Bud, appreciate it.
Oh wait - the +Ld drug has been replaced with a +1 BS drug.
"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"
An interesting switch. Swap Coven's Invulnerable Save with Power From Pain's Ignore Wounds. It will certainly save a bit of time on the table top and arguably even makes sense. Lots of dodging going on (PfP) while Covens shrugs off actual damage.
This won't save any time, not sure how you got that idea. They still have 2 saves, one of which needing to take longer verse multi wound damage since it's a FnP
I was not opposed to some form of downgrade, but this is basically a worse save and the time sink still remains. Would have preferred coven simply add +1 to inured to suferring for the 5++
Seems to be an edition for wracks to shine if i am honest. Heck even the hex rifle in a dark techno is wounding most characters on a 2+ for flat 3 damage.
I agree Wracks look good but I'm very dubious about Dark Technomancers.
Suffering d3 Mortal Wounds for every 1 to wound seems like a hell of a drawback.
No rerolls either I believe, it's incredibly punishing now.
But apparently it procs on the hit roll now not the wound roll making liquifiers risk free and amazing.
So Vect affects following strategems but not the strategems itself? I.e. the first time I use a strat it costs normal. and vect only kicks in if I use it again?
AngryAngel80 wrote: I don't know, when I see awesome rules, I'm like " Baby, your rules looking so fine. Maybe I gotta add you to my first strike battalion eh ? "
An interesting switch. Swap Coven's Invulnerable Save with Power From Pain's Ignore Wounds. It will certainly save a bit of time on the table top and arguably even makes sense. Lots of dodging going on (PfP) while Covens shrugs off actual damage.
This won't save any time, not sure how you got that idea. They still have 2 saves, one of which needing to take longer verse multi wound damage since it's a FnP
It will save time on most non-Coven unit that used to get FNP from PfP. You be making only one save for them (assuming they could get 2).
Sure but that has nothing to do with the discussion you entered into.
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Argive wrote: So Vect affects following strategems but not the strategems itself? I.e. the first time I use a strat it costs normal. and vect only kicks in if I use it again?
I know its 0 CP but thats .. soo.. lame....
It's garbage, your opponent can play around it way too easily. If it worked immediately it would have been OK. The one use is also not helping it any.
This message was edited 1 time. Last update was at 2021/03/20 00:41:08
It permanently increases the cost of the strategem you pick for the rest of the game. How could it possibly function in a balanced way if it was multi-use?
This message was edited 1 time. Last update was at 2021/03/20 00:52:46
Sasori wrote: Was the Combat Drugs translation posted somewhere? I don't think I have seen it.
THeyre all the same except Attacks drugs are only on the charge.
Thanks Bud, appreciate it.
Oh wait - the +Ld drug has been replaced with a +1 BS drug.
It does both. No idea why, but there you go. I guess each on their own was nowhere near the other five…
BlaxicanX wrote: It permanently increases the cost of the strategem you pick for the rest of the game. How could it possibly function in a balanced way if it was multi-use?
Make it 1/round and unable to affect the same stratagem more than once.
This message was edited 2 times. Last update was at 2021/03/20 00:56:06
"Three months? I'm going to go crazy …and I'm taking you with me!"
— Vala Mal Doran
+1BS is pretty solid on, for example, 12 Reaver jetbikes...
"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"
the_scotsman wrote: +1BS is pretty solid on, for example, 12 Reaver jetbikes...
Yeah, I was thinking along the same lines.
Would you take BS2+ Blasters or BS3+ (after moving) Heat Lances?
blood reaper wrote: I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.
the_scotsman wrote: Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"
Argive wrote: GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.
You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.
Please report to your nearest GW store for attitude readjustment. Take your wallet.
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.
Galas wrote: They are bikes they don't have a penalty for moving and firing.
Wait, bikes get to ignore the penalty for moving and firing Heavy weapons?
blood reaper wrote: I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.
the_scotsman wrote: Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"
Argive wrote: GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.
You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.
Please report to your nearest GW store for attitude readjustment. Take your wallet.
Galas wrote: They are bikes they don't have a penalty for moving and firing.
Wait, bikes get to ignore the penalty for moving and firing Heavy weapons?
It only affects INFANTRY now.
Huh. Welp, Heat Lances it is, then.
blood reaper wrote: I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.
the_scotsman wrote: Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"
Argive wrote: GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.
You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.
Please report to your nearest GW store for attitude readjustment. Take your wallet.
Imateria wrote: It's incredibly dumb to see almost all weapon choices for Scourge are now Heavy with no way to counter it, at least Shredders are good.
Its a tremendous boost to their damage regardless of Heavy. And they also now have a 5++
Ok I'm taking in all the stuff here but how is all their weapons just about becoming heavy somehow a tremendous boost to their damage ? Yet again it sort of doesn't touch upon the scourges issue which is counter intuitive design of high mobility while carrying weapons they can't be mobile and get the best use out of. The 5++ helps but they still won't last long to near any incoming fire. Which makes them still glass cannons but now with heavy guns but for a couple options.
Edit: At least they don't have to take one of each weapon for that you must all praise the sun.
This message was edited 1 time. Last update was at 2021/03/20 07:11:34
Spoletta wrote: I think that people's expectation for a 0 CP stratagem are a bit exagerated.
I think it's more a case of they would rather the stratagem cost more, and did more. 'Free' is also relative, as a mediocre strat is taking the place of a potentially good one.
By the way, we have the stratagems. They were posted on Reddit starting from a Leak in Italian language.
Cruel deception: 1/2 CP
Use in your movement phase. 1 unit can shoot or charge after falling back. Choose 1. IF you chose both, costs 2 CP
lightning reflexes 1 CP
Shooting/Fight phase. Choose infantry/vehicle or biker unit (not a coven unit). -1 to hit that unit
Grand nemesis 1 CP
Fight phase, anti slaanesh stuff. Re-roll hit and wound rolls
Hunt From the Shadows 1 CP
Same as current
Torturer's Craft 1/2 CP
Coven unit, fight phase. Re-roll wound rolls. 2 CP if unit has 11+ models
alliance of Agony 1 CP
use if general is Realspace Archon. Select a succubus and haemi, give them WL traits
Prizes of the Dark city 1 CP
standard relic strat. Use 1/2/3 times depending on army size
tolerable ambition 1 CP
generic Bonus WL trait to non-WL. 1/2/3 times depending on army size
Webway portal 1/3 CP
Same as current
Painsucker 1 CP
Use when a unit slays an enemy unit while within 6" of a Cronos. That unit counts the current battle round as the 5th for the remainder of the battle. Note, slaying them in the shooting phase is fine too. The shooter just needs to be within 6" of a Cronos.
Fire and Fade 2 CP
Same as Current, except 2 CP
attack the Weak: 1 CP
Core unit, fight/shooting phase, rerolls hits of 1 vs a unit that has lost a model, reroll all hit rolls if it has lost at least half of its models
Eviscerating Fly-by 1/2CP
Same as current, but costs 2CP for units of 5+ (was personally my favorite strat for unit of 12 reavers...RIP)
Lethal Rivalry 2 CP
Select a Reaver and Hellion unit that are within 12" of each other and can see each other. Add 1 to their movement, and re-roll melee hit rolls until end of turn
Rapid Acceleration 1 CP
Select a transport wholly within of battlefield edge. End of movement phase. Remove it and place it in strategic reserve.
Assassin's Debarkation 1 CP
Reinforcement step. choose 1 transport. Units inside can disembark, must must remain 9" away from enemies
Take them alive 1 CP
After killing enemy general in melee phase, subtract 1 from enemy attriton tests. (This was wrongly translated on Reddit, I corrected it).
Aethersails 1CP
Raider or Ravager advances +8 inches instead of rolling
Casket of Malediction 2 CP
Psychic phase. Haemi deals d3 mortals to each psyker within 12" on a 4+. 1 use only.
Haywire Grenade
same as current
Hyperstimulants 2 CP
Double the effect of a combat drug. No backlash. Can't target a model with Drug Bouquet Relic. Specifically mentions the existence of a +1T drug, NOICE
Shock Prow 1 CP
Select a Shock Prow Model. After finishing a charge move, deal d3 mortals to a vehicle on a 2+. OR if non vehicle, roll a d6 for each model within engagement range, dealing a mortal to the unit when rolling equal or above their toughness
Potent MetalToxin 2CP
Shooting or fight phase. Poisoned weapons affect vehicles, but not titanic units.
I saw the image of the Italian version. Can confirm that the translation is correct.
This message was edited 5 times. Last update was at 2021/03/20 08:52:12
Gamgee on Tau Players wrote:we all kill cats and sell our own families to the devil and eat live puppies.
Kanluwen wrote: This is, emphatically, why I will continue suggesting nuking Guard and starting over again. It's a legacy army that needs to be rebooted with a new focal point.
Confirmation of why no-one should listen to Kanluwen when it comes to the IG - he doesn't want the IG, he want's Kan's New Model Army...
tneva82 wrote: You aren't even trying ty pretend for honest arqument. Open bad faith trolling.
- No reason to keep this here, unless people want to use it for something...
So that probably ended up in the MFM update because it was generated at a point where the DE book would be out either before or at the same time as the MFM, and for some reason the Power Level update document stuck with the original unit size.
Gamgee on Tau Players wrote:we all kill cats and sell our own families to the devil and eat live puppies.
Kanluwen wrote: This is, emphatically, why I will continue suggesting nuking Guard and starting over again. It's a legacy army that needs to be rebooted with a new focal point.
Confirmation of why no-one should listen to Kanluwen when it comes to the IG - he doesn't want the IG, he want's Kan's New Model Army...
tneva82 wrote: You aren't even trying ty pretend for honest arqument. Open bad faith trolling.
- No reason to keep this here, unless people want to use it for something...
Found a "guy flipping through entire codex"-video. Have fun squinting.
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Same thing for Warzone: Electronic Arts
This message was edited 1 time. Last update was at 2021/03/20 10:55:29
7 Ork facts people always get wrong: Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other. A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot. Orks meks have a better understanding of electrics and mechanics than most Tech Priests. Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books. Gharkull Blackfang did not even come close to killing the emperor. Orks can be corrupted by chaos, but few of them have any interest in what chaos offers. Orks do not have the power of believe.
2 attacks on wracks seems quite sad when you've got Wyches standing right next to them with (at least) 4. Max units of 20 though, which potentially does make bringing back D3 a turn more attractive.
Realspace Raiders seems to strongly imply you select 3 obsessions for your respective Archon, Succubus and Haemonculus, and the relevant Kabal/Cult/Coven units also gain that obsession - but it doesn't explicitly say "yeah, so, if I say this Succubus will be Strife, but this unit will be Cursed Blade, what do?"
Seems like a simple FAQ to the tune of "all relevant units in the detachment must take the obsession of the respective mandatory character to unlock this detachment". Since I am squinting at youtube, so its possible this paragraph is contained somewhere in multiple pages GW have dedicated to explaining how this rule works.
I suspect a FAQ will also be needed for how Splintered Mind (fight again at the end of the fight phase) interacts with the Ancient Evil Warlord Trait, (select an enemy unit, it can't fight until after all eligible units from your army have done so.) I'd imagine the Archon fighting again "at the end" takes precedence - but I can see the argument the other way, as it would be an eligible unit.