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Made in gb
Lesser Daemon of Chaos





Hampshire, uk

Weidekuh wrote:
Can Jink be modified?
For example with turboboosting going flatout (or Holofields for that matter).

That would give a Wave Serpent going flatout a 2+ cover save. Funky, if you use it as a real transport.


Jink is a solid 4+ save no matter what speed you go at. Modifiers still effect it though. Like the new night fighting rule of Everything has strealth.

Latest Blog Post: 7th edition first thoughts and pictures.

 
   
Made in it
Longtime Dakkanaut





So i can ask on a 4+ to have my swarmy nids on a 2+ cover? Wow, guess nids are back to the swarmy way and to the old philosophy of "Ignore vehicles and swamp the board" now that effectively we can't hurt anything AV13+ in a decent way.

Who cares about synapse when riptides no longer are attached to buffmanders and your warriors have 2+ cover at all time?
   
Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






Battle Barge Impossible Fortress

Does anyone have any clue where the Witchfires/Blessings/etc rulebook page is? I can't find it

This message was edited 1 time. Last update was at 2014/05/22 06:47:45


 
   
Made in gb
Lesser Daemon of Chaos





Hampshire, uk

Spoletta wrote:
So i can ask on a 4+ to have my swarmy nids on a 2+ cover? Wow, guess nids are back to the swarmy way and to the old philosophy of "Ignore vehicles and swamp the board" now that effectively we can't hurt anything AV13+ in a decent way.

Who cares about synapse when riptides no longer are attached to buffmanders and your warriors have 2+ cover at all time?


Where are you getting the 2+ from? Stealth only grants a +1 bonus. Unless of course warriors have shrouded allready? and also nightfighting is only in effect for 1 turn.


Automatically Appended Next Post:
 Brometheus wrote:
Does anyone have any clue where the Witchfires/Blessings/etc rulebook page is? I can't find it


Page 26 Types of Pschic powers.

This message was edited 2 times. Last update was at 2014/05/22 06:53:22


Latest Blog Post: 7th edition first thoughts and pictures.

 
   
Made in au
Fresh-Faced New User




Someone with the book doing live Q&A - answering alot, seems legit and nice load of information, hoping the Gurus can translate for the rest of us with regards to big sweeping changes!

http://www.3plusplus.net/2014/05/7th-edition-rulebook-in-hand-live-post/

PS. He's just heading out for 5hrs then he'll brb - but answered alot!
   
Made in be
Kelne





That way,then left

 cerbrus2 wrote:
Spoletta wrote:
So i can ask on a 4+ to have my swarmy nids on a 2+ cover? Wow, guess nids are back to the swarmy way and to the old philosophy of "Ignore vehicles and swamp the board" now that effectively we can't hurt anything AV13+ in a decent way.

Who cares about synapse when riptides no longer are attached to buffmanders and your warriors have 2+ cover at all time?


Where are you getting the 2+ from? Stealth only grants a +1 bonus. Unless of course warriors have shrouded allready? and also nightfighting is only in effect for 1 turn.


Automatically Appended Next Post:
 Brometheus wrote:
Does anyone have any clue where the Witchfires/Blessings/etc rulebook page is? I can't find it


Page 26 Types of Pschic powers.

Shrouded comes from Venomthropes I suppose
   
Made in gb
Slippery Ultramarine Scout Biker



Northampton

So D weapons got a royal nerf. Perhaps a needed one but that leaves some pretty expensive models that are currently way overpriced pointswise (Knight Titans/Shadowsword/Aquilla Strongpoint)

I hope people didn't throw away the Hellhammer parts in their Baneblade kit!
   
Made in au
Trustworthy Shas'vre






 Vector Strike wrote:
DarkLink (BOLS) did a probability table regarding psychic casting




Expect to see 3 dice for a WC1 power, 6 dice for a WC2, 8 dice for a WC3.
   
Made in it
Longtime Dakkanaut





The base 5+ comes from intervening models.
   
Made in gb
Lesser Daemon of Chaos





Hampshire, uk

random_man wrote:
So D weapons got a royal nerf. Perhaps a needed one but that leaves some pretty expensive models that are currently way overpriced pointswise (Knight Titans/Shadowsword/Aquilla Strongpoint)

I hope people didn't throw away the Hellhammer parts in their Baneblade kit!


Its not that much of a nurf.

Latest Blog Post: 7th edition first thoughts and pictures.

 
   
Made in it
Longtime Dakkanaut





And yes it's here!!

Move trough Cover - not slowed by charging through difficult terrain; Tyranids REJOICE; auto pass dangerous

This message was edited 1 time. Last update was at 2014/05/22 07:23:10


 
   
Made in gb
Grim Dark Angels Interrogator-Chaplain





The Rock

Just been on GW site- Tactical cards sold out.

AoV's Hobby Blog 29/04/18 The Tomb World stirs p44
How to take decent photos of your models
There's a beast in every man, and it stirs when you put a sword in his hand
Most importantly, Win or Lose, always try to have fun.
Armies Legion: Dark Angels 
   
Made in ch
Devastating Dark Reaper



Rovaniemi

Trasvi wrote:
 Vector Strike wrote:
DarkLink (BOLS) did a probability table regarding psychic casting




Expect to see 3 dice for a WC1 power, 6 dice for a WC2, 8 dice for a WC3.


Thanks. This is what i tried to tell all those "OMG psykers will be the new OPness"-screamer since this new system is known. Casting powers got nerfed...a LOT!

1 masterylevel: D6+1 power dice. Average of 4.5 dice.
4.5 dice per warpcharge.

3 masterylevels: D6+3 power dice. Average of 6.5 dice.
2.167 dice per warpcharge.

5 masterylevels: D6+5 power dice. Average of 8.5 dice.
= 1.7 dice per warpcharge

10 masterylevels: D6+10 dice. Average of 13.5 dice.
= 1.35 dice per warpcharge.

The more psykers you have, the worse they get. Having many mastery levels is very unefficient.
In 6th you are able to succesfully cast most powers, even with 10 psykers in your army. In 7th you will only ever cast very few powers.

This could seriously impact Tyranids or Demons.

This message was edited 1 time. Last update was at 2014/05/22 07:27:50


 
   
Made in us
Archmagos Veneratus Extremis




On the Internet

From a comments thread on 3++ (link):

Most Important Rule still exists.

Turn is start of your turn, movement, psychic, shooting, assault, end of turn.

Turn still refers to player turn.

True Line of Sight still exists.

Unit coherency is 2" as per normal; 6" vertically.

has MC and multitrackers change for the purpose of shooting at shooting phase or overwatch

The wording is the same "in shooting phase"

Psykers can know more than their mastery level of powers ONLY if stated otherwise. Otherwise number is as per mastery level.

What are the basic rules for casting psychic powers? (Is it 4+ per die and need "successes" equal to the spell's WC, as rumored?) Is there any limit on power dice or dispel dice per turn?

4+ per die; need X successes where X is WC level

D6+masterys for power; D6 for dispel (each D6 is =)

How do Snap Shots function?

BS1

Can units consolidate into new combats? If so, how exactly does it work?

No

Psychic focus – generate all powers from one discipline (even one power); gain primars. If you gain another power from another discipline, lose psychic focus. Powers not part of a discipline do not count against this.

Chaos psychic focus – mark of chaos or being a daemon of a particular chaos god = auto primaris of that god in addition to others.

Powers generated beofre game and done openly. YOu choose the order generated.

Same as before – choose a discipline, roll a D6.

Generating warp charges – player turn rolls a D6; each player gains D6 warp charges. Player turn adds all mastery levels of psychic units (this includes!!!!!!! psychic pilot and brotherhood of psykers).

Attempt to manifest psychic powers until warp charge pool is 0. Cannot ATTEMPT to manifest same power twice.

Delcare a target and make a psy test followed by a deny the witch.

two or more 6s = perils.

Cannot psy power target a unit in a transport.

Taking psy test – declare how many warp charges you are spending and then remove from pool. Roll a number of D6 equal to points expended and for each 4+, you get one Warp charge point. If total is greater than or equal to the cost for the power, the psy test is successful.

Deny the witch is essentially the same (6+, +1 for being a psyker, +1 for higher mastery level, 1+ Adamtin will) but must equal or exceed the number of successful warp charges.

You can nullify blessings and conjurations; same process but without bonuses.

Psy hoods allow the wearer if within 12" to attempt to nullify the power as normal. Can only be used inside a vehicle if against vehicle.

All armies can generate from Daemonolgy except Tyranids. [Zion's Note: And non-psyker armies obviously]

GK can generate Santic as normal but none from Malefic. Other psy on Santic = perils on any doubles.

Daemon rule psykers can manifest Malefic as any other but not from Santic. Other psy = perils on any doubles.

Perils – roll D6; randomly applied for units with brotherhood.

1) ld test; pass = 1 wound/ glance with no saves of any kind; failed – removed from play and unit suffers D6 S6 AP1 hits (wound allocation from psyker
2) 1 wound / glance no save; randomly select one power and power is lost
3) 1 wound / glance no save; if currently psy phase roll D3 – number of warp charges lost from both players pool
4) 1 wound / glance no save
5) Ld test; suffers 1 wound / glance if failed; if passed – no ill effects
6) ld test; fail = 1 wound / glance; pass = 3+ invul, fleshbane, armourbane, smash until next friendly psy phase

weapons are fired individually within unit

BS6+ still works as before

Snap shot BS can be modified but only if rule states can modify snap shot BS

WOund allocation is the same – closest to closest.

25% is still cover percentage needed [Zion's Translation: Models need to be at least 25% obscured to claim cover?]

no changes to weapon types that i can see

Cannot declare charges against unreachable units or units it cannot see.

Overwatch is the same.

2D6 still for charge distance.

-2" for charging through terrain

You CANNOT consolidate into combat. Same as before.

Morale appears the same.

Unit types the same

FMCs:
-Deployment same. CANNOT charge the turn you change flight modes.
-If suffered one or more unsaved wounds during a phase; must take grounding test. 3+ all good, 1-2 as normal.
-You can be grounded and then charge the next turn.

All garg creatures have stomp and unstoppable.

Vehicle movement is the same as is combat speed and cruising speed. Stationary = all weapons. Combat = one plus snap shots; Crusising = all snap

Ordnance firing from vehicle = all others snap shots.

Flat out is the same.

Hull points are the same.

VD cha(r)t
1-3 shaken
4 stunned
5 weapon destroyed
6 immobilised
7 explodes (S4 within D6")

AP2 + 1 to damage chart; AP1 + 2

Vehicles are WS1

Rear armor in assault

Glancing counts as 1 wound and pen as 2 wounds for combat results

Emarking / disembarking is the same.

Transports bought for units count as their respective FoC

CHANGE – damage results of shaken/stunned/imob/weapon destroyed = Ld test for embarked passengers, if failed can only snap shot

Jink – declare before to hit rolls are made, all models gain a 4+ cover save but can only snap shot (during next shooting phase)

Cannot charge from stationary vehicles

Dozer blades +1 to AV WHEN RAMMING

Wounds from challenge carry over but the challenge remains ongoing until end of combat phase.

USRs:
Acute senses – same
AWill – same
ATSKNF – no more extra 3" on regroug
Assault vehicle – can assult from vehicle unless it arrived from reserve that turn
Armourbane – roll additional D6 for armor pen
Blasts – same with apoc crap thrown in
Blind – failed I; WS/BS1 until end of their next turn
Brotherhood – covered
Bulky / Very / Extremely – 2/3/5 for transport capacity
Barrage – same
Deep Strike – same
Concussive – I1 if hit by this until end of next assault phase
Counter-attack – same
Crusader – 2 dice for run, pick one; +D3 for sweeping advance
Daemon – 5+ invul and fear
D-weapon – 1 = nothing; 2-5 = pen hit with D3 HP; D3 wounds; 6 = pen hit D6+6 HP or wounds – no saves only from 6
EW – immune to instant death
Fear – Ld test; if failed WS1 for remainder of fight sub-phase
Fearless – same
FNP – 5+ same
Fleet – same
Fleshbane – Same
Gets Hot – same
Force – psy power as discussed
Furious Charge – +1S; no if disorderd charge
Graviation – same as SM book
Hammer of Wrath – models strength
Hatred – same
Haywire – same
H&R – same
Ignores cover – Same
Instant death – same
Independent Characters – WAIT FOR IT - cannot join infiltrate units if it does not have it. thanks for answering half the question. dicks however this to me identifies that an IC can confer it to a unit since they restricted only ICs joining if they do not have it; cannot join MCs
Infiltrate – same (as is outflank)
Interceptor – same but nothing to help shooting at ground targets
IWND – same
Jink – discussed already
Lance – vehicle armour values count as max of 12
Master-crafted – same
Mighty Bulwark – same
Melta – says against vehicle but otherwise same (im noting this as armourbane says armor values; not vehicle armour values)
Missile Lock – reroll to hit rolls when one use only weapons; D6" scatter instead of 2D6" for one use only
Monster Hunter – same
Move trhough Cover – not slowed by charging through difficult terrain; Tyranids REJOICE; auto pass dangerous
Night Vision – ignore Night Fight
Pinning – one or more from a weapon once firing unit has finished (one per unit)
Poisoned – same
PotMS – cannot be used if flat out or smoke lauchers used
Precision Shot – same
Preferred Enemy – same
Psy Pilot – discussed
Psyker – discussed
Rage – +2 on charge
Rampage – +D3 in fight subphase if outnumbered in combat; cannot gain if disorderd charge
Relentless – same
Rending – same
Repel the enemy – charge on turn disembarked from building
Sentry Defense System – can auot fire with weapons even if unoocupied
Shred – re-roll failed to wounds
SHrouded – +2 cover
Skilled Rider – +1 cover to Jink, ignore dangerous
SKyfire – normal BS against air; snap against ground
S&P – same
Smash – all attacks AP2 and can choose to replace with 1 Smash attack at double strength and can re-roll armor pen
Sniper – same
Scout – same looks like
Soul Blaze – same
Specialist Weapon – same
Split Fire – no ld check required
Stealth – +1 cover
Strafing run – same
Strikedown – same
Stubborn – Same
Superosnic – same
Swarms – same
Tank Hunters – against vehicles
Templates – looks same
Torrent – same
Twinlined- same
Twohanded – no +1A
Unwiedly – I1 unless MC/Walker
Vector Dance – second pivot
Vector Strike – 1 hit unless FMC or Flyer. AP2 at strength and random allocation. Ignores cover. counts as shooting a weapon but not against a target (i.e. can shoot another waepon at a different target)
Vortex – looks same
Zealout – looks same.


That's everything for now.
   
Made in us
Depraved Slaanesh Chaos Lord




Inside Yvraine

Trasvi wrote:
 Vector Strike wrote:
DarkLink (BOLS) did a probability table regarding psychic casting




Expect to see 3 dice for a WC1 power, 6 dice for a WC2, 8 dice for a WC3.


That's a handy chart. Think I might pocket this for in-game use.
   
Made in gb
Slippery Ultramarine Scout Biker



Northampton

Double post

This message was edited 1 time. Last update was at 2014/05/22 07:29:15


 
   
Made in us
Longtime Dakkanaut




Yes psychic powers are 'nerfed' in the sense they can't cast as many powers. (4 ML2 casters would successfully cast more spells in 6E than in 7E)
But usually when you have that many psykers, it is to make sure you get the 2-3 spells you really want. And you will have plenty of dice to cast those.

   
Made in us
Stealthy Sanctus Slipping in His Blade






[
FMCs: CANNOT charge the turn you change flight modes.


This is new, isn't it?

A ton of armies and a terrain habit...


 
   
Made in gb
Navigator




Hatfield herts

Mark seeing as you never beat my in 6th Do you think you have a chance with 7th?

Dont lett fluff get in the way of a good army list.

Allways up for a new game Hertfordshire UK

My YouTube channel for batreps and hobby talk http://www.youtube.com/user/TeamClueless40K/videos?flow=grid&view=0 
   
Made in us
Daemonic Dreadnought






Trasvi wrote:
 Vector Strike wrote:
DarkLink (BOLS) did a probability table regarding psychic casting




Could you ask him to extend the chart out to 6 successes?

WC 2 and 3 powers are going to attract a lot of dispell dice. 4 and 5 successes might be needed.

Expect to see 3 dice for a WC1 power, 6 dice for a WC2, 8 dice for a WC3.

Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.


 
   
Made in nl
Confessor Of Sins






Spoletta wrote:
And yes it's here!!

Move trough Cover - not slowed by charging through difficult terrain; Tyranids REJOICE; auto pass dangerous


But still I1 for charging through difficult terrain?

Cratfworld Alaitoc (Gallery)
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Grand (little) Army of Chaos, now painting! (Blog
   
Made in ch
Devastating Dark Reaper



Rovaniemi

coredump wrote:
Yes psychic powers are 'nerfed' in the sense they can't cast as many powers. (4 ML2 casters would successfully cast more spells in 6E than in 7E)
But usually when you have that many psykers, it is to make sure you get the 2-3 spells you really want. And you will have plenty of dice to cast those.



Sure, but how many points did you just pay for just those 2-3 spells? Wouldn't it be just better to use those points for more dakka?

As an example:
A 10 man Warlock Jetseer Council costs 110 Meltabombs. (Without Farseer)
You get 10 masterylevels: D6+10 dice. Average of 13.5 dice = 1.35 dice per warpcharge.
To reliably cast your powers you need 3 dice per power. Thats 3 powers. And you can't try the same power again if failed.

Casting 3 powers is more expensive than fielding 2 fully decked Wave Serpents and one Wraithknight. I know what of those I would buy.

Sure the Jetseer Council only really needs Fortune, Conceal and the Baron to be tough. But now you even have a chance to dispell Fortune. That alone is huge. Same for the Beaststar.


Also: If you peril with a Warlock he dies, the power doesn't go off. And it can't be cast again by another warlock in the same unit. There goes your Conceal.

This message was edited 1 time. Last update was at 2014/05/22 08:00:36


 
   
Made in au
Trustworthy Shas'vre






Weidekuh wrote:

Thanks. This is what i tried to tell all those "OMG psykers will be the new OPness"-screamer since this new system is known. Casting powers got nerfed...a LOT!

1 masterylevel: D6+1 power dice. Average of 4.5 dice.
4.5 dice per warpcharge.

3 masterylevels: D6+3 power dice. Average of 6.5 dice.
2.167 dice per warpcharge.

5 masterylevels: D6+5 power dice. Average of 8.5 dice.
= 1.7 dice per warpcharge

10 masterylevels: D6+10 dice. Average of 13.5 dice.
= 1.35 dice per warpcharge.

The more psykers you have, the worse they get. Having many mastery levels is very unefficient.
In 6th you are able to succesfully cast most powers, even with 10 psykers in your army. In 7th you will only ever cast very few powers.

This could seriously impact Tyranids or Demons.

You're doing the analysis wrong. Its more like:
1 Mastery Level = 4.5 Power dice = Can't reliably cast prescience.
3 Mastery Levels = 6.5 Power Dice = Can cast prescience.
This is something we've seen in Fantasy for the last 4+ editions: one Lv4 Wizard being funnelled power dice by 2-3 Lv2 'mana batteries'. You cast less spells than the total that you have, but you definitely end up casting more spells overall...

And on the other hand, denying just got a lot harder as well. The best you can hope for is dispelling a 1 WC power that only managed 1 success. If someone manages to cast a power with 3 successes at you, even rolling 10 dice to deny still has a less than 1/6 chance.

Here's a daemon army, I think something similar to this will be quite competitive:
Kairos
4x Lv3 Heralds
3x 11 Horrors
3x Lv3 Tzeentch Princes
^^ That should be a legal battleforged 1850 army, depending on upgrades. 31 + D6 power dice. Lets say with rolling large numbers, that is manifesting 3x Summoning/Incursion/Possession, 2x Cursed Ground, 1x Sacrifice. Calling it the Daemon Factory (House of Horrors?tm).

Of course this is pretty much the most psyker heavy battleforged army possible (I think 52 warlocks beats it nicely in unbound).
So I think we will have this weird middle ground of 2-4 psykers where you don't get much returns; 1 pskyer provides alright defense; but a full army of psykers like above will cast 4-6 awesome powers per turn.

This message was edited 1 time. Last update was at 2014/05/22 08:10:12


 
   
Made in nl
Confessor Of Sins






Horrors are ML1 regardless of size aren't they? Unless their special rule translates properly into the new system?

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Made in au
Fresh-Faced New User




I'm not sure if it's been said but there is no charging on first game turn (not player like before) if you scouted or infiltrated.
   
Made in gb
Lesser Daemon of Chaos





Hampshire, uk

Weidekuh wrote:
coredump wrote:
Yes psychic powers are 'nerfed' in the sense they can't cast as many powers. (4 ML2 casters would successfully cast more spells in 6E than in 7E)
But usually when you have that many psykers, it is to make sure you get the 2-3 spells you really want. And you will have plenty of dice to cast those.



Sure, but how many points did you just pay for just those 2-3 spells? Wouldn't it be just better to use those points for more dakka?

As an example:
A 10 man Warlock Jetseer Council costs 110 Meltabombs. (Without Farseer)
You get 10 masterylevels: D6+10 dice. Average of 13.5 dice = 1.35 dice per warpcharge.
To reliably cast your powers you need 3 dice per power. Thats 3 powers. And you can't try the same power again if failed.

Casting 3 powers is more expensive than fielding 2 fully decked Wave Serpents and one Wraithknight. I know what of those I would buy.

Sure the Jetseer Council only really needs Fortune, Conceal and the Baron to be tough. But now you even have a chance to dispell Fortune. That alone is huge. Same for the Beaststar.



You are not taking into account the fact that every turn the council could turn out around 100 points of daemons. and at this point i still have found nothing in this book that stops those daemons from also claiming objectives for you.

Latest Blog Post: 7th edition first thoughts and pictures.

 
   
Made in us
Ship's Officer






A while back we had a screen-cap from the preview that showed each detachment requiring units from the same Faction, and allied detachments requiring units from a different faction.

Do we know if Faction is just the new name for specific army books, or does it refer to the Allies chart breakdown?

Ask Not, Fear Not - (Gallery), ,

 H.B.M.C. wrote:

Yeah! Who needs balanced rules when everyone can take giant stompy robots! Balanced rules are just for TFG WAAC players, and everyone hates them.

- This message brought to you by the Dakka Casual Gaming Mafia: 'Cause winning is for losers!
 
   
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Automated Rubric Marine of Tzeentch





Perth

Weidekuh wrote:
coredump wrote:
Yes psychic powers are 'nerfed' in the sense they can't cast as many powers. (4 ML2 casters would successfully cast more spells in 6E than in 7E)
But usually when you have that many psykers, it is to make sure you get the 2-3 spells you really want. And you will have plenty of dice to cast those.



Sure, but how many points did you just pay for just those 2-3 spells? Wouldn't it be just better to use those points for more dakka?

As an example:
A 10 man Warlock Jetseer Council costs 110 Meltabombs. (Without Farseer)
You get 10 masterylevels: D6+10 dice. Average of 13.5 dice = 1.35 dice per warpcharge.
To reliably cast your powers you need 3 dice per power. Thats 3 powers. And you can't try the same power again if failed.

Casting 3 powers is more expensive than fielding 2 fully decked Wave Serpents and one Wraithknight. I know what of those I would buy.

Sure the Jetseer Council only really needs Fortune, Conceal and the Baron to be tough. But now you even have a chance to dispell Fortune. That alone is huge. Same for the Beaststar.


Also: If you peril with a Warlock he dies, the power doesn't go off. And it can't be cast again by another warlock in the same unit. There goes your Conceal.



im looking at the option to stuff as many CSM Sorcs + cultist as i can, compared to the cost of 1ksons a bargain. and more ML... (wait whats NOT a bargain by comparison )
6 dice instead of 2, better power options etc. costs the price of in your scen, 60 MB roughly for 6 +D6 dice repeatable for as many points as you can waste into it, models you have.
are not the warlock/seer councils limited to 0-1 per army? and per dice almost twice the price?


Automatically Appended Next Post:
 Shandara wrote:
Horrors are ML1 regardless of size aren't they? Unless their special rule translates properly into the new system?


the more horrors per unit the higher the ML, up to 3

This message was edited 1 time. Last update was at 2014/05/22 08:06:28


CSM 20,000 Pts
Daemons 4,000 (ish)
WoC over 10,000
6000+ Pts


 
   
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Lesser Daemon of Chaos





Hampshire, uk

 Xca|iber wrote:
A while back we had a screen-cap from the preview that showed each detachment requiring units from the same Faction, and allied detachments requiring units from a different faction.

Do we know if Faction is just the new name for specific army books, or does it refer to the Allies chart breakdown?


Yeah faction = codex army basicaly.

Latest Blog Post: 7th edition first thoughts and pictures.

 
   
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Preacher of the Emperor






 ClockworkZion wrote:
Yeah, Sisters didn't get a codex, they got an errata they had to pay for that dragged the army down an alley and beat it with a nerf bat.

That's... A very cynical view of it. Yes it wasn't on-par with other codexes, but it's still much better than the short, OOP WD codex. And I'm pretty sure it's regarded as similarly or more competetive than the WD codex.

Order of the Righteous Armour - 542 points so far. 
   
 
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