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40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Longtime Dakkanaut




Indiana

I find it kind of funny how in certain situations FMC want to actually fail their grounding check so they can charge the next turn.

I think it forces you to actual plan instead of getting guaranteed charges whenever you want it.

Almost all of the death stars got serious nerfs, vehicles got a little more durable while not turning back into 5th edition. Number of BB got kind of toned down. Everyone can self ally giving non-cross codex armies a lot of the benefits.

But your right they didnt fix anything at all.

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

My Deathwatch army project thread  
   
Made in jp
Battleship Captain






The Land of the Rising Sun

 Maddermax wrote:
 Miguelsan wrote:
MarkyMark wrote:
no unit can attempt to manifest the same power more then once per phase. So no having say screamer council or seer council spam the same power to draw your DTW dice out.

Nothing capping re rollable saves.

Checked again and the powers you have access to are in the dex's, no mention in the book of who has access to what bar the malefic and santic tables,


Automatically Appended Next Post:
Vector strikes and smash as per the rumours, one vector only on ground targets, ap2 no cover at str. Smash is always ap2 but if you smash dbl str and re roll armour pen

Please tell me I understood this wrong and that you can't now reroll armor saves more than once. I don't want to go back to 2nd ed

M.


I think he's just dispelling the rumour that rerollable 2+ saves would be capped in some way, as there were rumours/wish lists about rerolls being capped at 4+ on a reroll a while ago. I'm 99% sure rerolls will still be limited to once only.

I hope you are right.
I'm sure I'd love to play a game were whole units get a 2+ rerollable save with infinite rerolls via buffs And while we are at it why not bring back the old roll as many saves as you want back? Imagine the narratives you can make with SM captains with a 2+++* armor save!

M.

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Made in us
Tunneling Trygon






 tetrisphreak wrote:
 undertow wrote:
 Xerics wrote:
 stonehorse wrote:
tag8833 wrote:
[Smash being 1 attack is huge. The pen table needing a 7 is huge. TMCs seem to have taken it hard with the nerf bat. The scary world destroyers are going to have a rough time popping a rhino in close combat.


Those big scary nasty WS3 I2 A3 TMC that can be felled by the MIGHTY lasgun, sure did get balanced, boy, were they far too powerful before.

Sarcasm.


TMC didn't lose their effectiveness against infantry. They are just not able to one shot vehicles just like scatter lasers can't one shot rhinos anymore. Quit crying about your TMC's. The new damage chart effects everyone equally.

If it was just the vehicle damage chart, I don't think me or other MC-using players would be complaining. But the damage charge change and the nerf to Smash will render MCs ineffectual against AV13+ vehicles. Inform yourself before bringing out the attitude.


How many AV13+ rear armor vehicles exist in 40k???

Oh wait - just land raiders. And those are *everywhere*. Psssh


Even Armor 11 is now a pain. Even a Hive Tyrant on the charge is going to average one hull point off an Annihilation Barge. Smash, and it's even less.


 
   
Made in us
Fixture of Dakka



Chicago, Illinois

Well your entire Daemon Army with a few psychic powers get a 3+ invulnerable and if their Tzeentch they get to reroll 1s. So that's kind of awesome.

Fortune - Cursed Earth

If I lose it is because I had bad luck, if you win it is because you cheated. 
   
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Dakka Veteran





have fun with knights and soul grinders too.
   
Made in us
Dakka Veteran




Do Jink and GTG have to be declared before shooting is rolled? Before pens/wounds are rolled? Or no change?
   
Made in us
Huge Hierodule





Louisiana

It's true - heavy armor will be harder to kill. However there's also the bit that penetrating hits in CC strip 2 HP instead of 1. That helps. Also nids get a s10 ap2 lance power. There are ways to tackle tanks when it really matters, but it will require the use of foresight and allocating resources to get it done.

I understand the pain but vehicles have always been the tyranids' weak spot. I've still managed to find ways to win. Hell, aren't lists already including dakkafexes these days? S9 in melee is always nice.

This message was edited 1 time. Last update was at 2014/05/22 01:44:37


Been out of the game for awhile, trying to find time to get back into it. 
   
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Dakka Veteran




Did the vehicle damage chart on superheavies change?
   
Made in us
Judgemental Grey Knight Justicar




USA

Hollismason wrote:
Well your entire Daemon Army with a few psychic powers get a 3+ invulnerable and if their Tzeentch they get to reroll 1s. So that's kind of awesome.

Fortune - Cursed Earth
You must live in a magical world where you always get the powers you want. Also, you can only get the +1 from Cursed Earth once. They don't stack.

This message was edited 1 time. Last update was at 2014/05/22 01:59:21


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Storm Trooper with Maglight






Georgia

TimmyIsChaos wrote:
So now I can run Cypher in a Dark Angels list, right? Makes sense.


If you wanted to use him before he went "bad guy" or somehow a repented Cypher. Yes it does make sense, if someone wanted that kind of story for their army. Simply don't do it and you won't have a problem.

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Resolute Ultramarine Honor Guard






Peoria IL

Wow the silly Nid whine is getting crazy. Your force just got better.

This message was edited 2 times. Last update was at 2014/05/22 02:17:32


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Made in us
Douglas Bader






 tetrisphreak wrote:
However there's also the bit that penetrating hits in CC strip 2 HP instead of 1.


WTF GW. How stupid do you have to be to look at the 6th edition rules and decide that what we really need is for vehicles to die even faster if they get charged.

There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. 
   
Made in us
Fixture of Dakka



Chicago, Illinois

What was the clarification on Infiltrate and Dedicated Transports?

Also, calling it now Chaos Daemons will sweep the tourney scene now.

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




So Eldar can load a DE Raider full of Banshees now?
   
Made in us
Longtime Dakkanaut




 tetrisphreak wrote:


How many AV13+ rear armor vehicles exist in 40k???

Oh wait - just land raiders. And those are *everywhere*. Psssh


You are missing the point. The problem is *all* AV13/14 front armor vehicles. We have virtually nothing that can deal with that at range. So our *only* option is to try and chase it down across the board. That is bad enough, but now, even when we get there... it will take 2-3 turns to kill it. And that assumes we can successfully chase it down in the first place.

Our walking MCs always had that problem, but at least stood a decent chance of killing one once it was caught.
Our FMCs are fast enough to catch it, but now they have to land the turn *before* and hope to not die before charging.


 tetrisphreak wrote:
It's true - heavy armor will be harder to kill. However there's also the bit that penetrating hits in CC strip 2 HP instead of 1.
The 'bit' that is from a single source and has not been confirmed by anyone?
That helps. Also nids get a s10 ap2 lance power. One a walking model with no transports, and an 18" range. Not to mention having to pass the Psy test and the DtW dice.
There are ways to tackle tanks when it really matters, but it will require the use of foresight and allocating resources to get it done.
Ah yes... the famous "learn to play" response. If only we were as experienced and tactically adept as you we could figure it all out.

I understand the pain but vehicles have always been the tyranids' weak spot. I've still managed to find ways to win. Hell, aren't lists already including dakkafexes these days? S9 in melee is always nice.
Sure is... except those fexes are moving 6" a turn, so it should only take 3-5 turns to get into charge range... assuming those tanks don't move or anything....
   
Made in us
Savage Khorne Berserker Biker





Texarkana TX

Hollismason wrote:
What was the clarification on Infiltrate and Dedicated Transports?

Also, calling it now Chaos Daemons will sweep the tourney scene now.


possibly, but i think they'll have to do it differently. the imperium seems pretty beefy to me now.

5000+ 
   
Made in us
Raging Ravener



Ivanhoe,MN

Seems like Fateweaver is one bad mofo now.

flyrants got better assuming you want them to be flying gunboats. That's pretty much the only thing I ever used mine for.

Is it confirmed that the psychic phase is AFTER movement? If so paroxysm got a lot better.
   
Made in us
Longtime Dakkanaut




 Lobukia wrote:
Wow the silly Nid whine is getting crazy. Your force just got better.


Really? Oh do tell....

The FMCs got much more resilient, but their ability to actually kill things has been greatly reduced. Casting psychic powers has gotten more unreliable. Vector Strike and Smash Attack have both been heavily nerfed. What great buffs am I missing...??
   
Made in us
Tunneling Trygon






coredump wrote:
 Lobukia wrote:
Wow the silly Nid whine is getting crazy. Your force just got better.


Really? Oh do tell....

The FMCs got much more resilient, but their ability to actually kill things has been greatly reduced. Casting psychic powers has gotten more unreliable. Vector Strike and Smash Attack have both been heavily nerfed. What great buffs am I missing...??


We can ally ourselves, that's about it. Basically we just got shoehorned into shooty FMC spam, and we can't even pretend to assault now.


 
   
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Dakka Veteran




That'll teach you not to play spass muhreens.
   
Made in au
Sister Vastly Superior






 Sir Arun wrote:
 streamdragon wrote:
Other than Orks, which books didn't see an update in 6e? I honestly don't know. Because with GW speeing up the release rate for codecies (and even adding new ones in!), I'm not sure how those complaining about the shortened edition cycle thought this would go down. Were people honestly thinking GW would update (almost) everyone and then just sit around with no big new releases?


Crons? DEldar? GK? BA? SW? And technically SoB


I'm so happy that you included SoB in that list despite the "update" they got.

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Made in us
Haemonculi Flesh Apprentice






I can't believe those idiots made dispelling blessings that difficult AND made invisibility game breaking.

Anyone compliaining about their seer council is an idiot, the war,locks don't even need powers anymore. They just farm dice and chuck spears. With two seers you have great odds at invisility meaning you are imune to all templates in the game. Are only hit on 6's from shooting AND HtH!!!!!!!

This annoys me so much. A seer coucil has what 15 dice minimum. 8 from the locks and 6 from the seers plus a min 1 roll. In fact against none psychic armies they WANT a low roll so you have less dispell dice!!!

"I'll just chuck 8 dice at invisibility, oh hey 4 success, have fun trying to get 4 6's...erm.. oh wait you only have 3 dice, sorry... Oh and I'll just use one more WC to ghost helm the perils even if I roll quad 6's!"

Seriously stupid.

Even imperial armies making Knights invisible is game breaking.... aRgh!


   
Made in us
Longtime Dakkanaut






 Sir Arun wrote:
 streamdragon wrote:
Other than Orks, which books didn't see an update in 6e? I honestly don't know. Because with GW speeing up the release rate for codecies (and even adding new ones in!), I'm not sure how those complaining about the shortened edition cycle thought this would go down. Were people honestly thinking GW would update (almost) everyone and then just sit around with no big new releases?


Crons? DEldar? GK? BA? SW? And technically SoB

Let's be real. Crons were a 6e book, or at least designed for 6e. Fair point to the others, like I said I honestly didn't know. So a small handful (really 4; SoB got a [really, really bad and poorly done] new "update", even if just about every SoB player including myself is bitter about it) missed the cycle. 5 of 17 it looks like, including Orks?

I'm not saying people shouldn't be upset, but I'm honestly wondering if people thought GW would keep up a 4 year cycle for rulebooks when the release rate ramped up so much. If in 2 years we're getting 8e, I'll be right there saying "nope, not this time". I'm just wondering if people would accept longer/slower releases again? I can't imagine DEldar want to wait as long for their next update as they waited for their last update.
   
Made in gb
Boosting Black Templar Biker





Forest of Dean

forgive me if I'm wrong but smash attacks with carnifexes are s10ap2 so thats 5+ to pen with a fex (then a 6+ to explode which isnt great but then alot of weapons are in this boat now) on a landraider, so 2 pens will wreck it with the pen=2HP thing

Otherwise you can make your normal attacks at s9 needing 6 to pen and 5s to glance. (which is 15 on the charge, if you have 3 fexes)

likelihood of 5+6s is 1/3rd 1/3rd of 15 dice is 5 pens/glances, statiscally that should see off a raider.

everyone I know takes these in broods of 3 so you should be doing quite well.

Or I could be entirely wrong

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Made in us
Longtime Dakkanaut




mercury14 wrote:
That'll teach you not to play spass muhreens.


I think I will play my Nids, and take the Tyrannic War Vets formation along with them. Make those TW Vets help me kill space marines... Forge *that* Narrative...
   
Made in ca
Lord of the Fleet






Halifornia, Nova Scotia

 Red Corsair wrote:


Even imperial armies making Knights invisible is game breaking.... aRgh!



Holy gak, that's hilariously amazing! GW have truly outdone themselves.

Mordian Iron Guard - Major Overhaul in Progress

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Made in us
Longtime Dakkanaut




 jifel wrote:
[

We can ally ourselves, that's about it. Basically we just got shoehorned into shooty FMC spam, and we can't even pretend to assault now.
Its looking more and more like we can take multiple Combined Arms detachments... but I am still not believing it until I see it in print. I just can't believe they would make that allowable.....

6 flyrants, 6 broods of gaunts..... Battleforged!

   
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Raging Ravener



Ivanhoe,MN

Are the eternal war missions the same?
   
Made in gb
The Daemon Possessing Fulgrim's Body





Devon, UK

coredump wrote:
 jifel wrote:
[

We can ally ourselves, that's about it. Basically we just got shoehorned into shooty FMC spam, and we can't even pretend to assault now.
Its looking more and more like we can take multiple Combined Arms detachments... but I am still not believing it until I see it in print. I just can't believe they would make that allowable.....

6 flyrants, 6 broods of gaunts..... Battleforged!



I read Battleforged, but my mind went...



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The wise man doubts often, and changes his mind; the fool is obstinate, and doubts not; he knows all things but his own ignorance.

The correct statement of individual rights is that everyone has the right to an opinion, but crucially, that opinion can be roundly ignored and even made fun of, particularly if it is demonstrably nonsense!” Professor Brian Cox

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Made in ca
Lit By the Flames of Prospero





Edmonton, Alberta

I like how my Chaos Mariens can't ally with IG anymore.

But don't worry, I'm sure someone will be standing by to tell chaos players not to worry! They will totally get a Lost and the Damned book right alongside that Chaos Knight book that GW is totally going to do!

This message was edited 1 time. Last update was at 2014/05/22 02:41:53


 
   
 
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