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Made in us
Wraith






 Leth wrote:


Which is fair enough but when you are looking for trash and expecting trash it is much easier to focus in on the trash disregarding everything else.

Anyway for people on the fence I recommend checking out the live streams I am listing and collecting here. Very competitive players will be picking apart the rulebook and showing live practice games, I recommend checking them out at some point during the weekend.

http://www.dakkadakka.com/dakkaforum/posts/list/595981.page


To ignore the actions and releases of Games Workshop over the past 6 months to a year would be to ignore a massive trend of worsening releases. Nothing about this release screams "change for the better." At most, it's amazingly neutral. GW needed to come out and say "We heard you, this is broke, here's a list of things that are making you all rabble-rousers..." Then they imply with their tone "Wasn't 6E Great?! Guess what, it gets even GREATERER!"

I'll wait for the shortened battle reports that TeamSG does. I'll be out playing games from companies that can at least pretend to care or working on hobby time, etc.

Shine on, Kaldor Dayglow!
Not Ken Lobb

 
   
Made in us
Huge Hierodule





Louisiana

The new terminator captain is exclusive to the strike force ultra box.
Captain
10x tactical terminators
10x assault terminators
Venerable dread
Storm raven
Land raider crusader
$325 US

This message was edited 1 time. Last update was at 2014/05/21 13:47:16


Been out of the game for awhile, trying to find time to get back into it. 
   
Made in gb
Longtime Dakkanaut






Rick_1138 wrote:
*SNIP*

I hope he is a clamshell IC to buy and not a 'online only spend X to get' deal, I will be happy to grab him and some other stuff with my voucher


Looking in the other thread (New Terminator Captain), it looks like he may be part of a kind of Battleforce box.

Edit: Ninja! What he said

This message was edited 1 time. Last update was at 2014/05/21 13:49:08


 
   
Made in gb
Regular Dakkanaut




Aberdeen Scotland

Ah well, wont be getting him then.

Bit daft of GW to be putting this out the week after the new edition as many people simply wont spend about £70 on book and cards, then another £200 on a strike force set.

I would love a termy army as I love the playstyle but I just grabbed the munitorum edition so GW got my birthday spends...although they have given me a £50 voucher and I COULD ebay the standard rulebook for £30....and sell some stuf....hmmm

 
   
Made in us
Repentia Mistress





 Green is Best! wrote:


Don't hate on my sisters who are trying to redeem themselves in battle. And keep in mind those are T3 no armor save 17 point models with feel no pain.... thank you very much.

They may be awful, but they are a little less awful in a land raider.


Once per game in the Assault phase if they pass a Leadership test. Truly sad.
   
Made in us
Nasty Nob on a Boar





Galveston County

 TheKbob wrote:
 Leth wrote:


Which is fair enough but when you are looking for trash and expecting trash it is much easier to focus in on the trash disregarding everything else.

Anyway for people on the fence I recommend checking out the live streams I am listing and collecting here. Very competitive players will be picking apart the rulebook and showing live practice games, I recommend checking them out at some point during the weekend.

http://www.dakkadakka.com/dakkaforum/posts/list/595981.page


To ignore the actions and releases of Games Workshop over the past 6 months to a year would be to ignore a massive trend of worsening releases. Nothing about this release screams "change for the better." At most, it's amazingly neutral. GW needed to come out and say "We heard you, this is broke, here's a list of things that are making you all rabble-rousers..." Then they imply with their tone "Wasn't 6E Great?! Guess what, it gets even GREATERER!"

I'll wait for the shortened battle reports that TeamSG does. I'll be out playing games from companies that can at least pretend to care or working on hobby time, etc.


I would take it step farther and say anything since the Chapterhouse debacle.

No madam, 40,000 is the year that this game is set in. Not how much it costs. Though you may have a point. - GW Fulchester
The Gatling Guns have flamethrowers on them because this is 40k - DOW III
 
   
Made in us
Longtime Dakkanaut




Hollismason wrote:
coredump wrote:
Hollismason wrote:


I like that I can now ally with myself and get an additional Annihilation barge if I want.

.
Nope. Ally detachment FOC requires being a different faction from the primary.



Automatically Appended Next Post:
 Leth wrote:
Where are you guys missing that they can still take those allies in a battle forged army, they just cant deploy within 12 of each other.


And don't get within 6" during the game or risk going catotonic.




Where are you getting this at because multiple people have pointed out Tyranids allying with themselves.

People point out a lot of things... often because they are jumping the gun on parital information.

In this case, the ALlied detachment FOC specifically restricts it to a different faction than the primary. So no, Nids can't ally with Nids.





Automatically Appended Next Post:
 Leth wrote:
coredump wrote:
Hollismason wrote:


I like that I can now ally with myself and get an additional Annihilation barge if I want.

.
Nope. Ally detachment FOC requires being a different faction from the primary.



Automatically Appended Next Post:
 Leth wrote:
Where are you guys missing that they can still take those allies in a battle forged army, they just cant deploy within 12 of each other.


And don't get within 6" during the game or risk going catotonic.




That was not the complaint. It was that they could not take the models that they owned. There are still ways to play it and possibly make it work


Regardless, your response was inaccurate, so I corrected it. They don't "just" have to deploy 12" away, they also need to deal with the Desparate Allies restrictions. Which this edition means staying away from each other or test for going catatonic.



Automatically Appended Next Post:
 ausYenLoWang wrote:
coredump wrote:
Hollismason wrote:


I like that I can now ally with myself and get an additional Annihilation barge if I want.

.
Nope. Ally detachment FOC requires being a different faction from the primary.



Automatically Appended Next Post:
 Leth wrote:
Where are you guys missing that they can still take those allies in a battle forged army, they just cant deploy within 12 of each other.


And don't get within 6" during the game or risk going catotonic.




from what was said earlier though, there was no limit on primary/secondary detachments, sure it comes with the HQ + Troop tax, BUT you can then field as many detachments as you have points to spend, so you COULD take 3 hq 6 troops and 9 HS if you so desired... there is no need to ally with yourself.

and remember the wording is now FACTION, not Codex. so IOM can take whatever it pleases from within the faction as allies or detachments. making their life much easier...


If you read the page with the ally chart, the 'faction' issue is pretty well dealt with. A Faction is a codex and its supplements.

Those that are assuming you can just take an unlimited number of Combined Arms detachments are making quite a leap based on a partial scan of incomplete rules. It *may* be true, but seems pretty unlikely. Why bother with any Ally Detachment at all, if you can just take another Combined Arms detachment....??

This message was edited 2 times. Last update was at 2014/05/21 14:05:02


 
   
Made in us
Resolute Ultramarine Honor Guard






Peoria IL

@coredump... aren't you allowed to take two full detachments (double FoC) at any point level in 7th? Not necessarily allying with yourself, but yeah, you are.

ninja'd by your edit....

I've not seen anything to imply you can't. It actually says it be have any of the following... does any mean "only one"? (not saying it doesn't, typical GW rules vagueness)

This message was edited 4 times. Last update was at 2014/05/21 14:18:19


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Wichita, KS

 Vector Strike wrote:
- New table for vehicle damage, indeed explodes is 7+ (6 is Immobilised)

And Tyranids take a big nerf. Heavy Venom Cannon, and Rupture Cannon are now worthless. Warp Lance is nerfed even further. Even Close combat will have trouble popping vehicles. Way to go GW!

A dakkafex charging a Land Raider currently has about 20% chance of exploding it, and generally will do 1.5 Hull points. Now the chance to explode drops to 7.5%. So, it will take 3 Carnifexes charging a Land Raider to have a reasonable chance to destroy it.

A dakkafex vs a Lemun Russ is similar. Currently have a 81.5% chance of exploding it. That drops to 29.6%. On the plus side, it will still do 3.89 Hull Points to back armor 11.

The biggest problem is that most vehicles (transports especially) are faster than MC's. So we are luck to get a charge on them by turn 4. Giving us one turn to pop them.

If you operate in a meta that likes to spam Land Raiders as much as mine (40% of all lists have 1, 15% of all lists have 2, 2% of all lists have 3), this change is going to make for a very long winter for Tyranids. We don't have Melta wargear of any sort. Our High strength shooting is all AP:4, except for warp lance which is 18" S10 AP:2 and a psychic shooting attack (Mastery Level 2) carried by a standard infantry unit with no deployment options besides walking across the board. If we can roll Mastery Level +1 dice for psychic powers and need 4s it means that warp lance will fail to cast 50% of the time.
   
Made in us
Nasty Nob




Cary, NC

 optometris wrote:
If you read the text above the chart, it sounds like they're finally moving the story on abit.

Paraphrasing, it says the allies from 6th may have blossomed (imperium) or fallen apart (taudar), and some armies would never fight each unless it was the end times.

-Well now its the end times so some armies are forging alliances (nids) (Chaoscrons). That with some hints from newer codices (DA - The lion) maybe points towards them mixing things up a bit in terms of fluff progression.

Although, maybe, just maybe - I'm being too hopeful lol



If you would like to look at Warhammer Fantasy, which has been in 'The End Times' for an entire edition so far, I think you are being too hopeful. They aren't moving the story on a bit, since they've had the 13th Black Crusade at Cadia in 999 of M41 since 5th edition. They haven't moved past the last 0.01% of the 41st Millennium since the Eye of Terror campaign.

Honestly, as much as I think that is dumb, it doesn't bother me.

What bothers me is building up everything (13th Black Crusade, Tau expansion, Hive Fleet incursions, Necron awakening, failing Golden Throne) and then NOT RESOLVING ANYTHING. In the latest White Dwarf (not the one that hits the stands on the 24th), Mat Ward says "...it's like the all-out action scenes at the end of an amazing action movie. It's the big fight we've all been waiting for."

Yes, Mat. All-out action scenes in movies always stop midway. All the amazing action movies always conclude in mid-fight, leaving the entire situation unresolved.

Does he have an overactive bladder? Has he been forced to leave during every action movie in his lifetime, only to return during the credits? My condolences, Mr. Ward.


If you're not going to resolve a massive, pivotal, galaxy-changing event, then don't introduce one. It's Warhammer 40,000. There's a whole THOUSAND years of war, and the dolts at the studio insist on focusing all their energy on about 10 years at one end of it. Weren't their battles throughout the entire millennium? What happened in those? Even if, for whatever dorky reason, you refuse to talk about ANYTHING that happened in the 42nd millennium*, you have a THOUSAND FRICKING YEARS of war. Why put all of the stuff in one end bit?

For that matter, given the popularity of the Horus Heresy, why not provide sourcebooks for the 40th millennium, or the 39th?

*
Spoiler:
Of course, this being the Time of Ending, obviously, nothing happens in the 42nd millennium. Everything ends in the Time of Ending. Nothing happens ever again.

 
   
Made in it
Longtime Dakkanaut





tag8833 wrote:
 Vector Strike wrote:
- New table for vehicle damage, indeed explodes is 7+ (6 is Immobilised)

And Tyranids take a big nerf. Heavy Venom Cannon, and Rupture Cannon are now worthless. Warp Lance is nerfed even further. Even Close combat will have trouble popping vehicles. Way to go GW!

A dakkafex charging a Land Raider currently has about 20% chance of exploding it, and generally will do 1.5 Hull points. Now the chance to explode drops to 7.5%. So, it will take 3 Carnifexes charging a Land Raider to have a reasonable chance to destroy it.

A dakkafex vs a Lemun Russ is similar. Currently have a 81.5% chance of exploding it. That drops to 29.6%. On the plus side, it will still do 3.89 Hull Points to back armor 11.

The biggest problem is that most vehicles (transports especially) are faster than MC's. So we are luck to get a charge on them by turn 4. Giving us one turn to pop them.

If you operate in a meta that likes to spam Land Raiders as much as mine (40% of all lists have 1, 15% of all lists have 2, 2% of all lists have 3), this change is going to make for a very long winter for Tyranids. We don't have Melta wargear of any sort. Our High strength shooting is all AP:4, except for warp lance which is 18" S10 AP:2 and a psychic shooting attack (Mastery Level 2) carried by a standard infantry unit with no deployment options besides walking across the board. If we can roll Mastery Level +1 dice for psychic powers and need 4s it means that warp lance will fail to cast 50% of the time.


I doubt it. No one would be able to cast WC 3.
   
Made in us
Fixture of Dakka



Chicago, Illinois

That's not how psychic powers work at all. I don't know why people keep regurgitating this ML +1 as it would make the statements they made about using 6 dice to power a Psychic Power just blatantly false.

If I lose it is because I had bad luck, if you win it is because you cheated. 
   
Made in us
Longtime Dakkanaut




Indiana

 TheKbob wrote:
 Leth wrote:


Which is fair enough but when you are looking for trash and expecting trash it is much easier to focus in on the trash disregarding everything else.

Anyway for people on the fence I recommend checking out the live streams I am listing and collecting here. Very competitive players will be picking apart the rulebook and showing live practice games, I recommend checking them out at some point during the weekend.

http://www.dakkadakka.com/dakkaforum/posts/list/595981.page


To ignore the actions and releases of Games Workshop over the past 6 months to a year would be to ignore a massive trend of worsening releases. Nothing about this release screams "change for the better." At most, it's amazingly neutral. GW needed to come out and say "We heard you, this is broke, here's a list of things that are making you all rabble-rousers..." Then they imply with their tone "Wasn't 6E Great?! Guess what, it gets even GREATERER!"

I'll wait for the shortened battle reports that TeamSG does. I'll be out playing games from companies that can at least pretend to care or working on hobby time, etc.


and to be fair that is your perspective. I have not had any troubles with the last 6 months of releases. I think tyranids had some shortcomings but if some of the rumored changes are true a lot of units make a lot more sense. I think IG is fantastic and obviously presented in a way that limits FAQs required as much as possible so close to 7tth. I enjoyed the options offered by the dataslates that are not 100% mandatory in any way shape or form but offer options. I also throughly enjoyed the space marine release and felt that it was a fantastic book. I was upset about the lack of FAQs but if they knew they were working on a new edition I understand. Customer service has always been top notch, I just called up saying that I got 3 miscast crusaders and they are sending me three new ones. No returns required no hassle on my part. Now how many companys let you keep the faulty product AND send you a replacement questions unasked nor pictures required? With a little work I can now get 6 crusaders out of the deal.

They are not coming out and directly saying they made a mistake and you know what I wouldnt expect them to, overall I thought the edition was very enjoyable. In this release they are trying to address a lot of the problems in the game, maybe not all of them, but a lot of them. They are working on sharing the rules in advance, especially for new units so you have an idea if they are worth it. They are working on improving the digital experience for everyone releasing e-books that I have taken full advantage of. Instead of selling the thick hardcover rulebook and then having to get the thin little one for convenience I now can just get the big hardcover I was going to get anyway and not have to get the small rulebook later.

I throughly enjoyed 6th edition, I found that the problems were mainly in two aspects: The overly simple missions, and the lack of terrain mainly LOS blocking, only one of which was GWs fault and I can understand why they went with simple missions for casual players. When both of those are on the table all of a sudden completely different armies are winning and much more variety can compete. Raven Guard made it to the top table of a GT against a field full of Ovesa Star and Seer Star as well as knights for flip sake, considered one of the worst chapter tactics.

The models and kits in general have just gotten better and better, offering more customization options and ability to cross kit than any other range out there,

So for all the negatives that you are focusing on, you have to recognize is that it is your opinion on how things have been going it which is 100% A-OK. Just because people don't have your interpretation or view of things does not make them inferior. It just means that YOU are not getting what you want from the game. I heartily endorse spending your time and effort where you are going to get the most enjoyment.

This message was edited 2 times. Last update was at 2014/05/21 14:36:01


People who stopped buying GW but wont stop bitching about it are the vegans of warhammer

My Deathwatch army project thread  
   
Made in us
Judgemental Grey Knight Justicar




USA

 TheKbob wrote:
 Leth wrote:


Which is fair enough but when you are looking for trash and expecting trash it is much easier to focus in on the trash disregarding everything else.

Anyway for people on the fence I recommend checking out the live streams I am listing and collecting here. Very competitive players will be picking apart the rulebook and showing live practice games, I recommend checking them out at some point during the weekend.

http://www.dakkadakka.com/dakkaforum/posts/list/595981.page


To ignore the actions and releases of Games Workshop over the past 6 months to a year would be to ignore a massive trend of worsening releases. Nothing about this release screams "change for the better." At most, it's amazingly neutral. GW needed to come out and say "We heard you, this is broke, here's a list of things that are making you all rabble-rousers..." Then they imply with their tone "Wasn't 6E Great?! Guess what, it gets even GREATERER!"

I'll wait for the shortened battle reports that TeamSG does. I'll be out playing games from companies that can at least pretend to care or working on hobby time, etc.
For me it comes down to the fact that I really enjoyed 6th Ed. I thought it was a huge improvement over 5th (the edition I started playing in). I still want to continue to play the game and I know that I'll buy the rulebook eventually so why not just buy it on release day.

This message was edited 1 time. Last update was at 2014/05/21 14:33:39


Check out my list building app for 40K and Fantasy:
http://www.dakkadakka.com/dakkaforum/posts/list/576793.page 
   
Made in us
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Wichita, KS

Spoletta wrote:
tag8833 wrote:
 Vector Strike wrote:
- New table for vehicle damage, indeed explodes is 7+ (6 is Immobilised)

And Tyranids take a big nerf. Heavy Venom Cannon, and Rupture Cannon are now worthless. Warp Lance is nerfed even further. Even Close combat will have trouble popping vehicles. Way to go GW!

A dakkafex charging a Land Raider currently has about 20% chance of exploding it, and generally will do 1.5 Hull points. Now the chance to explode drops to 7.5%. So, it will take 3 Carnifexes charging a Land Raider to have a reasonable chance to destroy it.

A dakkafex vs a Lemun Russ is similar. Currently have a 81.5% chance of exploding it. That drops to 29.6%. On the plus side, it will still do 3.89 Hull Points to back armor 11.

The biggest problem is that most vehicles (transports especially) are faster than MC's. So we are luck to get a charge on them by turn 4. Giving us one turn to pop them.

If you operate in a meta that likes to spam Land Raiders as much as mine (40% of all lists have 1, 15% of all lists have 2, 2% of all lists have 3), this change is going to make for a very long winter for Tyranids. We don't have Melta wargear of any sort. Our High strength shooting is all AP:4, except for warp lance which is 18" S10 AP:2 and a psychic shooting attack (Mastery Level 2) carried by a standard infantry unit with no deployment options besides walking across the board. If we can roll Mastery Level +1 dice for psychic powers and need 4s it means that warp lance will fail to cast 50% of the time.


I doubt it. No one would be able to cast WC 3.

My guess (pure speculation) is that there is some sort of affinity that gives you success on 3+ rather than 4+ if you draw all of your powers from one psychic table. That would mean that ML:3 caster casting a WC 3 power could use 4 dice, and would have a 59.3% chance of getting off a Warp Charge 3 spell. The comment is that the WC3 spells are too powerful, but if they only work about 1/2 of the time, that would make them just fine. If there is no 3+ for affinity, the chance of a ML:3 psyche casting a WC 3 spell on ML+1 (4) dice would be 31.3%.
   
Made in us
Longtime Dakkanaut




Indiana

tag8833 wrote:
Spoletta wrote:
tag8833 wrote:
 Vector Strike wrote:
- New table for vehicle damage, indeed explodes is 7+ (6 is Immobilised)

And Tyranids take a big nerf. Heavy Venom Cannon, and Rupture Cannon are now worthless. Warp Lance is nerfed even further. Even Close combat will have trouble popping vehicles. Way to go GW!

A dakkafex charging a Land Raider currently has about 20% chance of exploding it, and generally will do 1.5 Hull points. Now the chance to explode drops to 7.5%. So, it will take 3 Carnifexes charging a Land Raider to have a reasonable chance to destroy it.

A dakkafex vs a Lemun Russ is similar. Currently have a 81.5% chance of exploding it. That drops to 29.6%. On the plus side, it will still do 3.89 Hull Points to back armor 11.

The biggest problem is that most vehicles (transports especially) are faster than MC's. So we are luck to get a charge on them by turn 4. Giving us one turn to pop them.

If you operate in a meta that likes to spam Land Raiders as much as mine (40% of all lists have 1, 15% of all lists have 2, 2% of all lists have 3), this change is going to make for a very long winter for Tyranids. We don't have Melta wargear of any sort. Our High strength shooting is all AP:4, except for warp lance which is 18" S10 AP:2 and a psychic shooting attack (Mastery Level 2) carried by a standard infantry unit with no deployment options besides walking across the board. If we can roll Mastery Level +1 dice for psychic powers and need 4s it means that warp lance will fail to cast 50% of the time.


I doubt it. No one would be able to cast WC 3.

My guess (pure speculation) is that there is some sort of affinity that gives you success on 3+ rather than 4+ if you draw all of your powers from one psychic table. That would mean that ML:3 caster casting a WC 3 power could use 4 dice, and would have a 59.3% chance of getting off a Warp Charge 3 spell. The comment is that the WC3 spells are too powerful, but if they only work about 1/2 of the time, that would make them just fine. If there is no 3+ for affinity, the chance of a ML:3 psyche casting a WC 3 spell on ML+1 (4) dice would be 31.3%.


ML+1 was debunked in the white dwarf. Any caster can use as many dice as they want.

People who stopped buying GW but wont stop bitching about it are the vegans of warhammer

My Deathwatch army project thread  
   
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The Hive Mind





tag8833 wrote:
My guess (pure speculation) is that there is some sort of affinity that gives you success on 3+ rather than 4+ if you draw all of your powers from one psychic table. That would mean that ML:3 caster casting a WC 3 power could use 4 dice, and would have a 59.3% chance of getting off a Warp Charge 3 spell. The comment is that the WC3 spells are too powerful, but if they only work about 1/2 of the time, that would make them just fine. If there is no 3+ for affinity, the chance of a ML:3 psyche casting a WC 3 spell on ML+1 (4) dice would be 31.3%.

A better guess would be that WC+1 is flat out made up because one of the WD talks about rolling 6 dice for a power iirc.

My beautiful wife wrote:Trucks = Carnifex snack, Tanks = meals.
 
   
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Archmagos Veneratus Extremis




On the Internet

 Troike wrote:
That leaked allies matrix is from a WD, right? When's that WD out?

Apologies, haven't really kept up with the new WD.

It's the one coming out at the end of the week.
   
Made in it
Regular Dakkanaut





From the twitterverse.. It's just me or there is a 3rd new discipline??

[Thumb - BoKlBYzIUAAzhyY.jpg]


   
Made in eu
Regular Dakkanaut




it is for force weapons
   
Made in us
Longtime Dakkanaut




Wichita, KS

 Thud wrote:
Spoletta wrote:
1) Deathstard addressed: Done. All existing stars were completely debunked one way or the other.


How are Beastpacks, Seer Councils and Centurionstars "debunked"? Am I missing something?

All of those deathstars rely on psychic powers for effectiveness. If the psychic phase makes it harder for them to get off the important psychic powers, then they are just powerful conventional units. Beastpack will still be good, but not unbeatable. Likewise Centurionstar. Seer Council might not be worth it at all. Ovesastar is blatantly outlawed.

I'm sure deathstars will still exist in some form, but if they are less dominant, everyone will be happier.

Now if 7th just fixes Wave Serpent Spam, Tau Gunline, Demon Flying Circus (nerfed by psychic changes), and Necron Flying Circus. The game will be blown wide open for lots of lists.
   
Made in it
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sleekid wrote:
it is for force weapons


Oh I see...

   
Made in gb
Crazed Spirit of the Defiler




Ireland

 Garion wrote:
From the twitterverse.. It's just me or there is a 3rd new discipline??



Wow I wonder if they will do away with the Chaos Daemon's restriction based on god (Unlikely)? Does this reference potential access in the way that a Chaos Space Marine faction has the potential to access divination or if they are redoing access across the board.
I would imagine they are as to the best of my knowledge, Orks don't have Force Weapons...

By the 37 keys of Tzeentch,We open the way for our brothers,
By the 1000 whispers of Slaanesh we call to them,
By the 12 plagues of Nurgle we fell their enemies,
And by the mighty axe of Khorne we cut open the world for them!

- Ritual of Summoning, Recited by Amphion and Zethus Dark Sorcerers of the Deimos Peninsula,Kronos


 
   
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Curb stomping in the Eye of Terror!

tag8833 wrote:
 Thud wrote:
Spoletta wrote:
1) Deathstard addressed: Done. All existing stars were completely debunked one way or the other.


How are Beastpacks, Seer Councils and Centurionstars "debunked"? Am I missing something?

All of those deathstars rely on psychic powers for effectiveness. If the psychic phase makes it harder for them to get off the important psychic powers, then they are just powerful conventional units. Beastpack will still be good, but not unbeatable. Likewise Centurionstar. Seer Council might not be worth it at all. Ovesastar is blatantly outlawed.

I'm sure deathstars will still exist in some form, but if they are less dominant, everyone will be happier.

Now if 7th just fixes Wave Serpent Spam, Tau Gunline, Demon Flying Circus (nerfed by psychic changes), and Necron Flying Circus. The game will be blown wide open for lots of lists.

*meh*

I think the most game changing aspect of 7ed, is simply that most models are scoring now. I'm guessing that we'll rarely see most lists having purchased more than 2 troop slots per attachment. The available points can be easily shifted to the other slots now.

This message was edited 2 times. Last update was at 2014/05/21 15:23:41


Live Ork, Be Ork. or D'Ork!


 
   
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The Eternity Gate

 Garion wrote:
From the twitterverse.. It's just me or there is a 3rd new discipline??



Thanks for posting. Anyone else think it's wierd that chaos marines can use sanctic?

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Stoic Grail Knight





Raleigh, NC

Looking at the US GW website, I'm surprised to see they are listing 416 copies of the Munitorum Edition. There are only supposed to be 2000 copies of this worldwide, right? Or it is 2000 per region? (i.e. US, UK, Europe, Australia).

If it's 2000 worldwide, then the US would have gotten something like 500 copies total I would have to guess. I mean, I'm sure they'll sell when they move to stores, but I believe in the past these things sold out very quickly.

 buddha wrote:
 Garion wrote:
From the twitterverse.. It's just me or there is a 3rd new discipline??



Thanks for posting. Anyone else think it's wierd that chaos marines can use sanctic?


That really doesn't make a ton of sense.

This message was edited 1 time. Last update was at 2014/05/21 15:22:49


 
   
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Archmagos Veneratus Extremis






Home Base: Prosper, TX (Dallas)

I'm hoping this is an across the board change for access. And that it's noted as such. Honestly I like it. And I'm assuming Orks, on top of summoning or banishing daemons will have their own psychic powers.

And I could see Chaos using Santic. I mean you've got those legions that didn't go full daemon darkside. Plus you wanna make sure you can keep them little beasts in line. Makes sense to me.

This message was edited 1 time. Last update was at 2014/05/21 15:23:50


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They Shall Know Fear - Adepticon 40k TT Champion (2012 & 2013) & 40k TT Best Sport (2014), 40k TT Best Tactician (2015 & 2016) 
   
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Decrepit Dakkanaut






New Orleans, LA

 Hulksmash wrote:
I'm hoping this is an across the board change for access. And that it's noted as such. Honestly I like it. And I'm assuming Orks, on top of summoning or banishing daemons will have their own psychic powers.

And I could see Chaos using Santic. I mean you've got those legions that didn't go full daemon darkside. Plus you wanna make sure you can keep them little beasts in line. Makes sense to me.


Give us the Foot of Mork!

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Fixture of Dakka





TN/AL/MS state line.

tag8833 wrote:
 Vector Strike wrote:
- New table for vehicle damage, indeed explodes is 7+ (6 is Immobilised)

And Tyranids take a big nerf. Heavy Venom Cannon, and Rupture Cannon are now worthless. Warp Lance is nerfed even further. Even Close combat will have trouble popping vehicles. Way to go GW!

A dakkafex charging a Land Raider currently has about 20% chance of exploding it, and generally will do 1.5 Hull points. Now the chance to explode drops to 7.5%. So, it will take 3 Carnifexes charging a Land Raider to have a reasonable chance to destroy it.

A dakkafex vs a Lemun Russ is similar. Currently have a 81.5% chance of exploding it. That drops to 29.6%. On the plus side, it will still do 3.89 Hull Points to back armor 11.

The biggest problem is that most vehicles (transports especially) are faster than MC's. So we are luck to get a charge on them by turn 4. Giving us one turn to pop them.

If you operate in a meta that likes to spam Land Raiders as much as mine (40% of all lists have 1, 15% of all lists have 2, 2% of all lists have 3), this change is going to make for a very long winter for Tyranids. We don't have Melta wargear of any sort. Our High strength shooting is all AP:4, except for warp lance which is 18" S10 AP:2 and a psychic shooting attack (Mastery Level 2) carried by a standard infantry unit with no deployment options besides walking across the board. If we can roll Mastery Level +1 dice for psychic powers and need 4s it means that warp lance will fail to cast 50% of the time.

Did you in luxe numbers for wrecking vehicles? I assume that happens on a 6 now, but I don't have proof of that currently.

Whoops, nevermind me! Immobilized on a six!

This message was edited 1 time. Last update was at 2014/05/21 15:25:46


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 Hulksmash wrote:
I'm hoping this is an across the board change for access. And that it's noted as such. Honestly I like it. And I'm assuming Orks, on top of summoning or banishing daemons will have their own psychic powers.

And I could see Chaos using Santic. I mean you've got those legions that didn't go full daemon darkside. Plus you wanna make sure you can keep them little beasts in line. Makes sense to me.


I just cannot WAIT for with the new Ork codex drops!

Live Ork, Be Ork. or D'Ork!


 
   
 
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