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![[Post New]](/s/i/i.gif) 2013/01/16 20:19:29
Subject: New FAQ changes
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Decrepit Dakkanaut
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TheCaptain wrote:Still no clarification on outflanking Valkyries/Vendettas. Sucks to suck. IG FAQ hasn't been changed yet. I am looking for a change to the ruling on Lumbering Behemoth as well. EDIT: Well at least it doesn't say JANUARY 2013
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This message was edited 1 time. Last update was at 2013/01/16 20:20:05
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![[Post New]](/s/i/i.gif) 2013/01/16 20:50:23
Subject: New FAQ changes
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Veteran Wolf Guard Squad Leader
DC Metro
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rollawaythestone wrote:The new shooting wound allocation rules seem to give a bit of a boost to assault based units because shooting units will need to be a bit closer in order to maximize the number of models that can take wounds from their shooting.
Not at all. That means every Sternguard squad will need to spend the 10 points for the Heavy Bolter so that their Vengeance rounds can murder people to full effect even if the whole squad are only in range of one guy. It'll be the same way with Stormtrooopers.
Really, this is a nerf to Necrons, Tau, and Eldar who can't slap a single long range weapon in their torrent of fire units to extend their wound allocation range. It also really hurts light armor that relies on volume of fire like Annihilation Barges, Warwalkers, and Venoms. Really, Orks are the only Xenos army who can cash in on this. 29 shoota Boyz can be led by a Nob with a big shoota to ensure that even though the back guys are only in range of one model, they can still allocate as far as they need to.
Edit:
And Dark Eldar. Can't forget Warriors and Scourges.
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This message was edited 1 time. Last update was at 2013/01/16 20:50:57
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![[Post New]](/s/i/i.gif) 2013/01/16 20:50:57
Subject: New FAQ changes
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Fixture of Dakka
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Have I been doing my casting 'shield of sanguinius' from my Librarian in a Land Raider wrong then?
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![[Post New]](/s/i/i.gif) 2013/01/16 21:11:48
Subject: New FAQ changes
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Nihilistic Necron Lord
The best State-Texas
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I'm really happy about the Vector Strike FAQ. I had honestly been playing it that way, and didn't realize I was playing it wrong till I saw something in YMDC about it the other day. Cemets the Status of my Heldrakes, lol.
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![[Post New]](/s/i/i.gif) 2013/01/16 21:23:17
Subject: New FAQ changes
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Loyal Necron Lychguard
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DaddyWarcrimes wrote:rollawaythestone wrote:The new shooting wound allocation rules seem to give a bit of a boost to assault based units because shooting units will need to be a bit closer in order to maximize the number of models that can take wounds from their shooting.
Not at all. That means every Sternguard squad will need to spend the 10 points for the Heavy Bolter so that their Vengeance rounds can murder people to full effect even if the whole squad are only in range of one guy. It'll be the same way with Stormtrooopers.
Really, this is a nerf to Necrons, Tau, and Eldar who can't slap a single long range weapon in their torrent of fire units to extend their wound allocation range. It also really hurts light armor that relies on volume of fire like Annihilation Barges, Warwalkers, and Venoms. Really, Orks are the only Xenos army who can cash in on this. 29 shoota Boyz can be led by a Nob with a big shoota to ensure that even though the back guys are only in range of one model, they can still allocate as far as they need to.
Edit:
And Dark Eldar. Can't forget Warriors and Scourges.
Necrons can take plenty of crypteks to drop in their squads. Pretty easy to work around.
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11,100 pts, 7,000 pts
++ Heed my words for I am the Herald and we are the footsteps of doom. Interlopers, do we name you. Defilers of our
sacred earth. We have awoken to your primative species and will not tolerate your presence. Ours is the way of logic,
of cold hard reason: your irrationality, your human disease has no place in the necrontyr. Flesh is weak.
Surrender to the machine incarnate. Surrender and die. ++
Tuagh wrote: If you won't use a wrench, it isn't the bolt's fault that your hammer is useless. |
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![[Post New]](/s/i/i.gif) 2013/01/16 21:23:47
Subject: New FAQ changes
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Screaming Shining Spear
NeoGliwice III
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MandalorynOranj wrote:So can you still cast Eldar powers while inside a vehicle on the squad within that vehicle?
I guess no. Because the FAQ forbids any use of powers while embarked. It never states anything about the target. Free prescience is now plain better than guide.
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Good things are good,.. so it's good
Keep our city clean.
Report your death to the Department of Expiration |
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![[Post New]](/s/i/i.gif) 2013/01/16 21:29:43
Subject: New FAQ changes
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Longtime Dakkanaut
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I must be missing sum thing because i cant find any rules regarding to this...
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![[Post New]](/s/i/i.gif) 2013/01/16 21:30:42
Subject: New FAQ changes
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Stoic Grail Knight
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Well this has finally given me the reason to build my jetbike Farseer. I have all the bitz I need just sitting in my box gathering dust...
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![[Post New]](/s/i/i.gif) 2013/01/16 22:13:49
Subject: New FAQ changes
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Heroic Senior Officer
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shogun wrote:
I must be missing sum thing because i cant find any rules regarding to this...
We can exchange for a free big shoota on the mek, which gives those flamers a 30" kill radius apparently.
I can see what they were going for, and applaud them for it, but now it just means my units have even LONGER kill ranges than they did before. Now I can FRFSRF with a guard blob, and as long as I have a single heavy weapon (lascannon, autocannon, etc.) My lasguns, plasmaguns, and meltaguns, are all lethal up to 48" away.
All it really does is mean every unit will buy a token long range gun/attack so they can kill entire units.
If they had said every weapon type is limited by its range, that would've worked better. For example, the lasgun can only kill out to 24", while the lascannon can kill anyone past that up to 48". But GW has a harder with English than the orks so this shouldn't have surprised me.
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'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader
"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell |
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![[Post New]](/s/i/i.gif) 2013/01/16 22:19:45
Subject: New FAQ changes
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Badass "Sister Sin"
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MrMoustaffa wrote:We can exchange for a free big shoota on the mek, which gives those flamers a 30" kill radius apparently.
I can see what they were going for, and applaud them for it, but now it just means my units have even LONGER kill ranges than they did before. Now I can FRFSRF with a guard blob, and as long as I have a single heavy weapon (lascannon, autocannon, etc.) My lasguns, plasmaguns, and meltaguns, are all lethal up to 48" away.
This is wrong.
In order for this to work, All of the lasguns have to be in range of at least one guy in the unit. Then the long range weapon extends their kill to the rest of the squad.
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![[Post New]](/s/i/i.gif) 2013/01/16 22:37:41
Subject: New FAQ changes
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Longtime Dakkanaut
Indiana
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Yea, remember this is at the wound allocation phase. The weapons that were not in range in the first place would not have fired anyway and reached that phase.
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![[Post New]](/s/i/i.gif) 2013/01/16 22:39:05
Subject: New FAQ changes
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Heroic Senior Officer
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pretre wrote: MrMoustaffa wrote:We can exchange for a free big shoota on the mek, which gives those flamers a 30" kill radius apparently.
I can see what they were going for, and applaud them for it, but now it just means my units have even LONGER kill ranges than they did before. Now I can FRFSRF with a guard blob, and as long as I have a single heavy weapon (lascannon, autocannon, etc.) My lasguns, plasmaguns, and meltaguns, are all lethal up to 48" away.
This is wrong.
In order for this to work, All of the lasguns have to be in range of at least one guy in the unit. Then the long range weapon extends their kill to the rest of the squad.
Yeah sorry I worded it wrong. I was meaning to say what you said.
I just can't type today for some reason. But still, having a lascannon and a bunch of flamers in a unit for example would mean that as long as the flamers are in range of at least one guy, thanks to the lascannon, flamer wounds could go all the way out to 48". Which is a bit silly.
What i was trying to say is that it SHOULD be where no matter what other weapons you have, the lasguns can only kill up to their range. So even though I have a lascannon, I can still only kill guys with lasguns that are within the lasgun's range.
For example, a battlewagon full of burna boyz, even with a big mek in it, should only be able to roast anything within 8" or so of the battlewagon. Having a single mek with a big shoota shouldn't make where all the sudden the burnas have "effectively" a 30" range.
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'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader
"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell |
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![[Post New]](/s/i/i.gif) 2013/01/16 22:45:52
Subject: New FAQ changes
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Badass "Sister Sin"
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MrMoustaffa wrote:I just can't type today for some reason. But still, having a lascannon and a bunch of flamers in a unit for example would mean that as long as the flamers are in range of at least one guy, thanks to the lascannon, flamer wounds could go all the way out to 48". Which is a bit silly.
That's exactly how it worked yesterday except yesterday, you didn't need a lascannon.
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![[Post New]](/s/i/i.gif) 2013/01/16 23:10:54
Subject: New FAQ changes
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Decrepit Dakkanaut
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Necron Deathmarks went back to trash tier, wohoo! On the other hand: lmao at overwatch rules. Assault a Ghost Ark = take up to 20 Gauss shots in the face or Cryptek attacks etc. Nice change. Also: CCB made worse again. It's hilarious how GW keeps nerfing the already weak units, what's next, a nerf to FO?
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This message was edited 2 times. Last update was at 2013/01/16 23:19:42
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![[Post New]](/s/i/i.gif) 2013/01/16 23:24:54
Subject: New FAQ changes
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Honored Helliarch on Hypex
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What, precisely, are IG blobs supposed to do about a Vindicare assassin? They have infiltrate and a 36" weapon, so it's impossible to deploy out of range. And with only two wounds, their turbo-penetrator kills a librarian instantly.
If this is how GW wants us to play it, what mechanisms can we use to mitigate the threat?
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![[Post New]](/s/i/i.gif) 2013/01/16 23:27:21
Subject: New FAQ changes
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Badass "Sister Sin"
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If you don't want to be assassinated, hide out of Los.
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![[Post New]](/s/i/i.gif) 2013/01/16 23:31:09
Subject: New FAQ changes
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Liche Priest Hierophant
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regarding the unit range shooting thing. To shoot you still need tio be in line of sight and range on a model to model bases, do you not?
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![[Post New]](/s/i/i.gif) 2013/01/16 23:32:28
Subject: New FAQ changes
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Powerful Ushbati
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pretre wrote:If you don't want to be assassinated, hide out of Los.
Still cant believe they nerfed celestine in the faq.
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TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)
TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)
TK- 2014 to Date: http://www.torrentoffire.com/rankings |
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![[Post New]](/s/i/i.gif) 2013/01/16 23:33:35
Subject: New FAQ changes
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Honored Helliarch on Hypex
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Hrm. And the Assassin only ignores armor and (potentially) invulns. Not cover. Alright then.
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![[Post New]](/s/i/i.gif) 2013/01/16 23:37:50
Subject: New FAQ changes
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Badass "Sister Sin"
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That's because they didn't nerf Celestine in the FAQ.
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This message was edited 1 time. Last update was at 2013/01/16 23:38:13
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![[Post New]](/s/i/i.gif) 2013/01/16 23:39:57
Subject: New FAQ changes
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Longtime Dakkanaut
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I missed that... How?
Valete,
JohnS
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Valete,
JohnS
"You don't believe data - you test data. If I could put my finger on the moment we genuinely <expletive deleted> ourselves, it was the moment we decided that data was something you could use words like believe or disbelieve around"
-Jamie Sanderson |
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![[Post New]](/s/i/i.gif) 2013/01/16 23:42:13
Subject: New FAQ changes
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Powerful Ushbati
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pretre wrote:
That's because they didn't nerf Celestine in the FAQ.
lol well played sir. How have the sisters been treating you lately? Took them to a tournament a while back and got handled by a leman russ heavy mech ig army. Celestine is still worth her weight in uranium.
On topic: Why no updates for sisters. Either no pressing issues or a possible codex this year...?
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This message was edited 1 time. Last update was at 2013/01/16 23:43:16
TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)
TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)
TK- 2014 to Date: http://www.torrentoffire.com/rankings |
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![[Post New]](/s/i/i.gif) 2013/01/17 00:15:42
Subject: New FAQ changes
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Regular Dakkanaut
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Blessing are manifested 'at the start of the pskyers movement phase' simultaneously with reserve rolls which now lets the player whose turn it choose the order.
Is that just the roll for reserve not actually moving the reserves on?
Can i deep strike a librarian and cast a blessing?
Or can i have a unit come in from reserve and cast a blessing on them from another librarian?
This seems to be in the movement and past the start of the movement phase.
Does this have some use? Is there a psychic power which affects reserves that i am missing or something? Cortez has something like that from memory.
What does this paragraph in the FAQ change?
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![[Post New]](/s/i/i.gif) 2013/01/17 00:47:06
Subject: New FAQ changes
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Sister Vastly Superior
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Tomb King wrote:On topic: Why no updates for sisters. Either no pressing issues or a possible codex this year...?
It's more likely that when compared to other codicies which have dozens of unique special rules creating confusion the SoB codex is rather basic and doesn't need constant FAQs.
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Double Fine Adventure, Wasteland 2, Nekro, Shadowrun Returns, Tropes vs. Women in Video Games, Planetary Annihilation, Project Eternity, Distance, Dreamfall Chapters, Torment: Tides of Numenera, Consortium, Divinity: Original Sin, Smart Guys, Raging Heroes - The Toughest Girls of the Galaxy, Armikrog, Massive Chalice, Satellite Reign, Cthulhu Wars, Warmachine: Tactics, Game Loading: Rise Of The Indies, Indie Statik, Awesomenauts: Starstorm, Cosmic Star Heroine, THE LONG DARK, The Mandate, Stasis, Hand of Fate, Upcycled Machined Dice, Legend of Grimrock: The Series, Unsung Story: Tale of the Guardians, Cyberpunk Soundtracks, Darkest Dungeon, Starcrawlers
I have a KickStarter problem. |
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![[Post New]](/s/i/i.gif) 2013/01/17 01:10:00
Subject: New FAQ changes
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Longtime Dakkanaut
Indiana
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It specifically says that you cant manifest powers(blessings and maledictions) on the turn you come in from reserves in the psyker section.
However with this change you are allowed to cast powers on a unit that has arrived from reserve this turn.
So want those sternguard to be prescienced?? Now you wait till they deploy, make sure to place one model in range, and then cast it on them.
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![[Post New]](/s/i/i.gif) 2013/01/17 02:12:07
Subject: New FAQ changes
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Twisting Tzeentch Horror
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Leth wrote:It specifically says that you cant manifest powers(blessings and maledictions) on the turn you come in from reserves in the psyker section.
However with this change you are allowed to cast powers on a unit that has arrived from reserve this turn.
So want those sternguard to be prescienced?? Now you wait till they deploy, make sure to place one model in range, and then cast it on them.
No you can't there is a long thread about this over in the rules section but has come to a conclusion and the options are
Use Psychic powers -> Roll for reserves -> reserves arrive
Roll for reserves -< use Psychic powers -> reserves arrive
The reason for the FAQ is the divination power that lets you roll multiple dice for reserve rolls,
The advantage of rolling and then using powers is you will know which ones are arriving before you chose which powers to use.
This should be noted in the first post if the OP reads this just to avoid further confusion for other people.
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Mess with the best, Die like the rest. |
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![[Post New]](/s/i/i.gif) 2013/01/17 03:03:50
Subject: New FAQ changes
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Dour Wolf Priest with Iron Wolf Amulet
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DaddyWarcrimes wrote:rollawaythestone wrote:The new shooting wound allocation rules seem to give a bit of a boost to assault based units because shooting units will need to be a bit closer in order to maximize the number of models that can take wounds from their shooting.
Not at all. That means every Sternguard squad will need to spend the 10 points for the Heavy Bolter so that their Vengeance rounds can murder people to full effect even if the whole squad are only in range of one guy. It'll be the same way with Stormtrooopers.
Really, this is a nerf to Necrons, Tau, and Eldar who can't slap a single long range weapon in their torrent of fire units to extend their wound allocation range. It also really hurts light armor that relies on volume of fire like Annihilation Barges, Warwalkers, and Venoms. Really, Orks are the only Xenos army who can cash in on this. 29 shoota Boyz can be led by a Nob with a big shoota to ensure that even though the back guys are only in range of one model, they can still allocate as far as they need to.
Edit:
And Dark Eldar. Can't forget Warriors and Scourges.
Somehow I doubt this will actually have a major effect on 40k. It'll affect Tau since they want to stay away from the enemy, and units rocking only short-ranged weaponry, but for the most part I think this won't suddenly cause every unit to max out their range, "just in case".
Madcat87 wrote: Tomb King wrote:On topic: Why no updates for sisters. Either no pressing issues or a possible codex this year...?
It's more likely that when compared to other codicies which have dozens of unique special rules creating confusion the SoB codex is rather basic and doesn't need constant FAQs.
This. Chaos got an FAQ about a month before they dropped.
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![[Post New]](/s/i/i.gif) 2013/01/17 04:28:50
Subject: Re:New FAQ changes
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Devestating Grey Knight Dreadknight
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Don't forget the force weapon/feel no pain clarification...Force weapons are activated first, if successful they cause instant death and you cannot take FNP against them. Some people already played like this, but there have been a couple big debates about it.
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Hope is the first step on the road to disappointment. |
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![[Post New]](/s/i/i.gif) 2013/01/17 04:54:18
Subject: New FAQ changes
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Painlord Titan Princeps of Slaanesh
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Wow, I really thought GW was smart about the way they changed wound allocation out of weapon range, but in fact they messed it up again.
I really thought this would mitigate flamers of tzeentch, as when they landed they wouldn't be able to roast an entire mob of orks or anything. But now if a single one shoots the dakka power instead of the breath of chaos, wounds go out to 18" away.
This is ridiculous.
What about rapid fire? If my whole squad rapid fires, do I kill out to 12 or out to 24", the range of the weapon?
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40k Armies I play:
Glory for Slaanesh!
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![[Post New]](/s/i/i.gif) 2013/01/17 05:19:12
Subject: New FAQ changes
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Badass "Sister Sin"
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Spellbound wrote:Wow, I really thought GW was smart about the way they changed wound allocation out of weapon range, but in fact they messed it up again.
I really thought this would mitigate flamers of tzeentch, as when they landed they wouldn't be able to roast an entire mob of orks or anything. But now if a single one shoots the dakka power instead of the breath of chaos, wounds go out to 18" away.
This is ridiculous.
What about rapid fire? If my whole squad rapid fires, do I kill out to 12 or out to 24", the range of the weapon?
http://www.dakkadakka.com/dakkaforum/posts/list/500992.page
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