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Made in us
Screaming Shining Spear





Rapid City, SD

 puma713 wrote:
 Xerics wrote:


I still hope they change it. It breaks warlocks so badly that the only reason to ever take them would be in a squad of guardians to give them stealth in ruins while they camp the objective and shoot their star cannons/bright lances at targets. Seems like a waste now.


They have no reason to change it back. They've gotten your money on the Warlocks. Now they need to change things up a bit so you'll buy something else.


LOL i have 3 units of every Eldar unit that GW produces. So unless they make me some new models I have nothing left to buy from them.

Successful trades/sales: tekn0v1king 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

So if you fail to cast a power, then anyone else who has that power in your army can't cast it that turn? Please tell me that's wrong.

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in us
Regular Dakkanaut




 Desubot wrote:
Hollismason wrote:
It doesn't break them, it's still ridiculously hard to get a deny the witch off on it, natural sixes and needing to equal their successes.


And higher lv spells need multiple 6s so good luck on that.


Only the Iyanden Primaris needs more than one WC.
   
Made in us
Quick-fingered Warlord Moderatus





 H.B.M.C. wrote:
So if you fail to cast a power, then anyone else who has that power in your army can't cast it that turn? Please tell me that's wrong.


I dont think its the army, but anyone in that unit that can also cast that power

3000
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Made in us
Plaguelord Titan Princeps of Nurgle




Alabama

 H.B.M.C. wrote:
So if you fail to cast a power, then anyone else who has that power in your army can't cast it that turn? Please tell me that's wrong.


I think he said just in that unit. So, if someone in a unit fails, then that anyone else in that unit cannot cast it. Others units can.

WH40K
Death Guard 5100 pts.
Daemons 3000 pts.

DT:70+S++G+M-B-I--Pw40K90-D++A++/eWD?R++T(D)DM+

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Made in us
Screaming Shining Spear





Rapid City, SD

 H.B.M.C. wrote:
So if you fail to cast a power, then anyone else who has that power in your army can't cast it that turn? Please tell me that's wrong.


No just in the same unit. So warlocks can't keep trying to cast the same spells if one of their bros gets denied.

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Made in us
Regular Dakkanaut




 H.B.M.C. wrote:
So if you fail to cast a power, then anyone else who has that power in your army can't cast it that turn? Please tell me that's wrong.


That's wrong. It's just the unit, not the army.
   
Made in us
Longtime Dakkanaut




Anyone see any hanged to hit and run? I read the last few pages of markymark and he didn't address it.
   
Made in us
Screaming Shining Spear





Rapid City, SD

Is there at least something in there that changes space wolves to not have their crazy 4+ deny all the things sticks? Because with their outdated codex still with the rules as written they need a single 4+ to deny any ability which completely breaks the psyker phase in their favor.

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Made in us
Legendary Master of the Chapter






 Xerics wrote:
Is there at least something in there that changes space wolves to not have their crazy 4+ deny all the things sticks? Because with their outdated codex still with the rules as written they need a single 4+ to deny any ability which completely breaks the psyker phase in their favor.


It will probably come with an FAQ. otherwise it seems wise to have some Wolf lords with some wolf tails wolfing around with the rest of your army for psyker protection.

 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in us
Tunneling Trygon






Ok, this still hasn't been answered... When a monstrous creature smashes, does he halve his attacks or reduce them to 1? If 1, is there any new mechanic for MCs that makes it easier to kill vehicles?

Second, is it confirmed that you can consolidate into assault?


 
   
Made in us
Fixture of Dakka



Chicago, Illinois

I think it's really interesting that if you look at the changes, they're almost specifically made to depower some of the top armies.

Flying Circus kind of got a nerf.

Seerstar kind of got a nerf.

Screamer Star got a Nerf

Buffcommander on Riptides got a nerf.

Kind of interesting.

If I lose it is because I had bad luck, if you win it is because you cheated. 
   
Made in au
[MOD]
Making Stuff






Under the couch

 easysauce wrote:
 insaniak wrote:
 pizzaguardian wrote:
Anything goes with orks really.

...which is exactly why them not having access to anything except for Daemonology and Force powers (when they don't even have Force weapons) is a bit of a strange design choice.


unless you account for the fact that GW knows whats in the unreleased ork codex, and that force weapons are somthing that the orks desparatly need added to their codex.

they also likely have their own trees as do other codexes, so likely will make more sense later

No doubt they will. But unless they have a pretty massive array of powers in the codex, that won't change the fact that there is a fairly wide imbalance in the range of powers available to different armies.Nor does it make Daemon-summoning orks any less nonsensical.

 
   
Made in nz
Heroic Senior Officer




New Zealand

Hollismason wrote:
I think it's really interesting that if you look at the changes, they're almost specifically made to depower some of the top armies.

Flying Circus kind of got a nerf.

Seerstar kind of got a nerf.

Screamer Star got a Nerf

Buffcommander on Riptides got a nerf.

Kind of interesting.


Hence why I never buy power armies. Time kills them.
   
Made in us
Longtime Dakkanaut




Wichita, KS

Hollismason wrote:
I think it's really interesting that if you look at the changes, they're almost specifically made to depower some of the top armies.

Flying Circus kind of got a nerf.

Seerstar kind of got a nerf.

Screamer Star got a Nerf

Buffcommander on Riptides got a nerf.

Kind of interesting.

Tyranids got nerfed... Collateral Damage?
   
Made in us
Legendary Master of the Chapter






Hollismason wrote:
I think it's really interesting that if you look at the changes, they're almost specifically made to depower some of the top armies.

Flying Circus kind of got a nerf.

Seerstar kind of got a nerf.

Screamer Star got a Nerf

Buffcommander on Riptides got a nerf.

Kind of interesting.


indeed hopefully it will allow other armies to start sprouting up. though i fear we may start seeing a lot of imperium sanctuary 2++ nonsense or at the least a lot more mixed armies with anti psykers EVERYWHERE!.

i know for sure though i will probably running alot of psyocculumes to help out greatly.

 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in us
Huge Hierodule





Louisiana

It's time to play the game as it will be written. No "1999+1", no "battle forged only", no "omit lords of war".

Let it all in. Enforce WYSIWYG. Let the cream rise to the top and the game will shake out itself - one list will win a tournament, the meta will counter with a new list at the next. Innovators and smart players will, as they always have, remain at the top 16 of tournaments.

I herald this as a new age of 40k. Bring it on.

Been out of the game for awhile, trying to find time to get back into it. 
   
Made in us
Screaming Shining Spear





Rapid City, SD

Hollismason wrote:
I think it's really interesting that if you look at the changes, they're almost specifically made to depower some of the top armies.

Flying Circus kind of got a nerf.

Seerstar kind of got a nerf.

Screamer Star got a Nerf

Buffcommander on Riptides got a nerf.

Kind of interesting.


Well if the seerstar got nerfed so badly ill just have to use all the points they cost me and throw in 2 more wraithknights. They are still have decent guns and the smash attack never really mattered due to them being STR10 in the first place so no big loss there. I had only been using 1 but now there is no reason for me not to bring out the other 2 from the foam.

Successful trades/sales: tekn0v1king 
   
Made in us
Dakka Veteran





Bay Area, CA

tag8833 wrote:
Hollismason wrote:
I think it's really interesting that if you look at the changes, they're almost specifically made to depower some of the top armies.

Flying Circus kind of got a nerf.

Seerstar kind of got a nerf.

Screamer Star got a Nerf

Buffcommander on Riptides got a nerf.

Kind of interesting.

Tyranids got nerfed... Collateral Damage?


Skyblight Tyranids would have had us begging for a nerf within a few months. The FMC nerf just gets it out of the way early. Heading off problems before they become problems is good game design, so that is at least one thing GW have done right.
   
Made in gb
Longtime Dakkanaut




Ireland

tag8833 wrote:
Hollismason wrote:
I think it's really interesting that if you look at the changes, they're almost specifically made to depower some of the top armies.

Flying Circus kind of got a nerf.

Seerstar kind of got a nerf.

Screamer Star got a Nerf

Buffcommander on Riptides got a nerf.

Kind of interesting.

Tyranids got nerfed... Collateral Damage?


That's what Tyranids are now in the game. They are there to be constantly beaten. Think it is the price they pay for being the end game according to the background.

The objective of the game is to win. The point of the game is to have fun. The two should never be confused. 
   
Made in us
Longtime Dakkanaut




MarkyMark wrote:
 zammerak wrote:
 Xerics wrote:
I am reading some of these posts and seeing "No Assaults at all on turn 1" and they are saying they can run up into your face on their turn one and then on your turn one you can't assault them? If this is the case then Some fast assaulty Deathstars got a little bit better.


Didn't think about it like that, unless your assaulty death star wants to hit them because they are now close enough


Only scout cannot charge game turn 1, inflitrate cannot charge their first turn, couldnt see any other restrictions.


Well that pretty much settles my problem with Khornedogs...
   
Made in us
Tunneling Trygon






 tomjoad wrote:
tag8833 wrote:
Hollismason wrote:
I think it's really interesting that if you look at the changes, they're almost specifically made to depower some of the top armies.

Flying Circus kind of got a nerf.

Seerstar kind of got a nerf.

Screamer Star got a Nerf

Buffcommander on Riptides got a nerf.

Kind of interesting.

Tyranids got nerfed... Collateral Damage?


Skyblight Tyranids would have had us begging for a nerf within a few months. The FMC nerf just gets it out of the way early. Heading off problems before they become problems is good game design, so that is at least one thing GW have done right.


Yeah, and if 6th edition hadn't disallowed assaulting out of transports, it would have been Khorne Berzerker cheese... I don't think Nids are as bad off as you say, but we'll need to see the FAQs.


 
   
Made in us
Huge Hierodule





Louisiana

coredump wrote:
MarkyMark wrote:
 zammerak wrote:
 Xerics wrote:
I am reading some of these posts and seeing "No Assaults at all on turn 1" and they are saying they can run up into your face on their turn one and then on your turn one you can't assault them? If this is the case then Some fast assaulty Deathstars got a little bit better.


Didn't think about it like that, unless your assaulty death star wants to hit them because they are now close enough


Only scout cannot charge game turn 1, inflitrate cannot charge their first turn, couldnt see any other restrictions.


Well that pretty much settles my problem with Khornedogs...


Scouts can't charge on game turn 1 currently. No change there. The nerf was to infiltrators. Limiting "first turn" into "first game turn"

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




As much as I hate to say it, it seems like we got suckered into a 2 year beta test we had to pay for.
   
Made in us
Huge Hierodule





Louisiana

NamelessBard wrote:
As much as I hate to say it, it seems like we got suckered into a 2 year beta test we had to pay for.
maybe but I had fun so it was worth it. If the game is better now because of it, even better.

Been out of the game for awhile, trying to find time to get back into it. 
   
Made in fi
Courageous Space Marine Captain






Is there anything preventing the dedicated transports for troops getting 'Objective Secured' rule in battleforged armies?

   
Made in us
Screaming Shining Spear





Rapid City, SD

 tetrisphreak wrote:
coredump wrote:
MarkyMark wrote:
 zammerak wrote:
 Xerics wrote:
I am reading some of these posts and seeing "No Assaults at all on turn 1" and they are saying they can run up into your face on their turn one and then on your turn one you can't assault them? If this is the case then Some fast assaulty Deathstars got a little bit better.


Didn't think about it like that, unless your assaulty death star wants to hit them because they are now close enough


Only scout cannot charge game turn 1, inflitrate cannot charge their first turn, couldnt see any other restrictions.


Well that pretty much settles my problem with Khornedogs...


Scouts can't charge on game turn 1 currently. No change there. The nerf was to infiltrators. Limiting "first turn" into "first game turn"


Which means i could roll up in a buffed seerstar on turn one to your face and on your turn you wouldn't be allowed to assault me even if I was 1" away from your face? Then on my turn 2 I rebuff as much as possible and get the first assaults out of the way killing off the best unit I could turbo boost into? Makes it seem like whomever gets the first turn gets a distinct advantage.

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Made in gb
Lone Wolf Sentinel Pilot





UK

 H.B.M.C. wrote:
So if you fail to cast a power, then anyone else who has that power in your army can't cast it that turn? Please tell me that's wrong.


Weren't you "done?"

Or did you just say that for effect? I mean there is a misconception you seem to have that some people seem to share in believing that nothing has improved at all. Well, allow me to put this way. The changes to vehicles alone are already a massive improvement on the idiocy of MC's compared to vehicles durability issue, which may just have single handedly taken my entire Space Marine mechanized army off a dusty shelf.

This message was edited 1 time. Last update was at 2014/05/21 23:54:55


 
   
Made in us
Longtime Dakkanaut




 tetrisphreak wrote:
Hollismason wrote:
Woah that is a huge fething nerf to Flying Monstrous creatures.

Like that's Minimum 3rd turn charge.


feth you Bloodthirster.


Consider the fewer number of grounding tests and the fact that it can move as jump infantry turn 1 for a turn 2 assault. Quit being instantly negative without considering the whole picture.

Most of the resiliency of any FMC is the Hard to Hit rule from Swooping, once it is forced to Glide for a turn first, it tends to get shot up and killed.

Further, one of the big benefits of FMCs is having the option, and your opponent must take that into account. Now the opponent *knows* he is safe from assault.

Big nerf....

Yes, there is added resiliency *while swooping*....
   
Made in us
Archmagos Veneratus Extremis






Home Base: Prosper, TX (Dallas)

NamelessBard wrote:
As much as I hate to say it, it seems like we got suckered into a 2 year beta test we had to pay for.


$3.12 a month is a fine price to pay to play a game I enjoy. That's pretty close to what the rulebook cost us for 6th edition. Shorter than normal sure but worth the price for the amount of time I got to play.

This message was edited 1 time. Last update was at 2014/05/21 23:54:26


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