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![[Post New]](/s/i/i.gif) 2014/05/22 17:42:02
Subject: 40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
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Regular Dakkanaut
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Saldiven wrote:SeanDrake wrote: Models firing out of a vehicle that moved at combat speed count as having moved that turn, models firing out of a vehicle that moved at cruising speed can only fire snap shots that turn. They cannot fire if the vehicle moves flat out or uses smoke launchers, nor can the vehicle move at flat out or use smoke if the embarked unit fired.
This might have been mentioned, but the thread is expanding really rapidly, so I might have missed it.
For normal and Fast vehicles, what movement distance will constitute Combat Speed, Cruising Speed, and Flat Out in this edition?
I'm pretty sure for normal vehicles, this is unchanged. No idea about fast though.
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![[Post New]](/s/i/i.gif) 2014/05/22 17:42:54
Subject: 40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
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Blood-Raging Khorne Berserker
South Chicago burbs
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Has anyone mentioned how rerolls to psychic tests will work now? Is it all or nothing, or reroll any dice?
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![[Post New]](/s/i/i.gif) 2014/05/22 17:44:33
Subject: 40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
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Longtime Dakkanaut
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WrentheFaceless wrote:Super Newb wrote: WrentheFaceless wrote: Vector Strike wrote:zhutch wrote:So it's looking like the new biomancy powers might be a good option for AM armies... thoughts?
Divination looks definitely less appealing what with the WC 2 on prescience
Dunno... I think Telepathy is much more interesting for Guard (Divination still is)
Divination is still solid, but I forsee a lot of invisibility fishing now.
Still solid? Do you realize how much more difficult it will be to cast Prescience now? Compare 6th to 7th. You have a LD 9 or 10 psyker. In 6th casting Prescience was easy peasy. In 7th, how many warp charge dice do you need to throw to have the same odds of success as you did in 6th edition? A lot. Which means you can't reliably cast it three times with three ML1 psykers because you won't have enough warp charge dice. Also, congrats your risk of perils is now 20+% because you had to use so many dice.
The primaris power in divination is much much worse now, being warp charge 2 with the new rules.
Divination is more than just Prescience, and its good its more dificult to cast, its a powerful ability. Divination is still solid, just not overpowered now. Everything in that dicipline is still good except misfortune
Sorry you got a problem with Prescience being nerfed, but it had it comming. Its still good
A problem? No, not really. But 'still solid', the words you used to describe it, doesn't a imply huge incredible nerf. The one guaranteed power you get, the primaris power, has been nerfed a tremendous amount. I don't think most people fully understand how much harder it is going to be to fire off warp charge two powers reliably.
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![[Post New]](/s/i/i.gif) 2014/05/22 17:44:52
Subject: 40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
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Resolute Ultramarine Honor Guard
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If they didn't add it, I think my club will allow fast transports to count as having not moved for disembarking purposes. Doesn't help me, but the Tau/Eldar players would get a small buff from that.
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DO:70S++G++M+B++I+Pw40k93/f#++D++++A++++/eWD-R++++T(D)DM+
Note: Records since 2010, lists kept current (W-D-L) Blue DP Crusade 126-11-6 Biel-Tan Aspect Waves 2-0-2 Looted Green Horde smash your face in 32-7-8 Broadside/Shield Drone/Kroot blitz goodness 23-3-4 Grey Hunters galore 17-5-5 Khan Bikes Win 63-1-1 Tanith with Pardus Armor 11-0-0 Crimson Tide 59-4-0 Green/Raven/Deathwing 18-0-0 Jumping GK force with Inq. 4-0-0 BTemplars w LRs 7-1-2 IH Legion with Automata 8-0-0 RG Legion w Adepticon medal 6-0-0 Primaris and Little Buddies 7-0-0
QM Templates here, HH army builder app for both v1 and v2
One Page 40k Ruleset for Game Beginners |
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![[Post New]](/s/i/i.gif) 2014/05/22 17:45:22
Subject: 40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
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Death-Dealing Dark Angels Devastator
painted 2k dkok army for sale! ends MAY 29TH http://www.ebay.com/itm/2k-pro-painted-astra-militarum-
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HELP!
With all this talk and leaks of 7th, I am seriously feeling my pure guard army is doomed. Can I still play this - 2 hq, 3 elite, 2 troops, 1 fast, 2 heavy, 2k pts, all one army...?
And if I still can, is it doomed because of all the new possibilities (i.e. am I limiting myself for being a purest? or fair player?)?
All this talk of allies, matrix, factions, detachments, I am confused....
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painted 2k dkok army for sale! ends MAY 29TH
http://www.ebay.com/itm/2k-pro-painted-astra-militarum-forgeworld-death-korps-of-krieg-army-case-codex-/281342932237?pt=Games_US&hash=item418158750d |
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![[Post New]](/s/i/i.gif) 2014/05/22 17:46:02
Subject: 40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
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Decrepit Dakkanaut
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Lobukia wrote:If they didn't add it, I think my club will allow fast transports to count as having not moved for disembarking purposes. Doesn't help me, but the Tau/Eldar players would get a small buff from that.
...because they need a buff? O_o
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![[Post New]](/s/i/i.gif) 2014/05/22 17:47:44
Subject: 40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
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Sslimey Sslyth
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Sigvatr wrote: Lobukia wrote:If they didn't add it, I think my club will allow fast transports to count as having not moved for disembarking purposes. Doesn't help me, but the Tau/Eldar players would get a small buff from that.
...because they need a buff? O_o
I don't think Fast vehicles have ever counted as stationary for disembarking purposes (at least, not since before there was a distinction).
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![[Post New]](/s/i/i.gif) 2014/05/22 17:47:58
Subject: 40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
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Legendary Master of the Chapter
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spartanlegion wrote:HELP!
With all this talk and leaks of 7th, I am seriously feeling my pure guard army is doomed. Can I still play this - 2 hq, 3 elite, 2 troops, 1 fast, 2 heavy, 2k pts, all one army...?
And if I still can, is it doomed because of all the new possibilities (i.e. am I limiting myself for being a purest? or fair player?)?
All this talk of allies, matrix, factions, detachments, I am confused....
Of course you can.
Even if you couldn't you could just unbound it anyway to play as is.
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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!
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![[Post New]](/s/i/i.gif) 2014/05/22 17:48:34
Subject: 40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
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Judgemental Grey Knight Justicar
USA
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spartanlegion wrote: MajorStoffer wrote: undertow wrote: Iechine wrote:So...Shadows in the Warp, from a codex just a few months old is now useless?
I'd relax a bit if I were you. Expect a FAQ on release day or shortly thereafter.
I'm in a similar situation with Tzeentch Daemons getting +3 to Ld for Psychic checks. I'm not freaking out ... yet.
It's been 1 year, 1 month and 5 days since the last FAQ.
Faqs, were in fact, abandoned by GW because they were starting to write 7th edition 13 months ago. They basically gave up on 6th (in under a year from its release no less), quietly, knowing what was going down. Our new universal faq is "Roll 1d6. If it is 1-3 you are right & 4-6 your opponent is correct." ( BTW, that ain't a joke.)
That rule (The Most Important Rule) is unchanged from 6th Ed. It's not new.
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Check out my list building app for 40K and Fantasy:
http://www.dakkadakka.com/dakkaforum/posts/list/576793.page |
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![[Post New]](/s/i/i.gif) 2014/05/22 17:48:48
Subject: 40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
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Longtime Dakkanaut
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MadmanMSU wrote:Read this, want to know if someone can confirm:
Edit: Nevermind.
No Escape
If a template hits a buildings fire point or an open topped vehicle and there's a unit embarked inside, then in addition to any other effects that unit takes D6 hits at weapons str and ap.
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Your last point is especially laughable and comical, because not only the 7th ed Valkyrie shown dumber things (like being able to throw the troopers without parachutes out of its hatches, no harm done) - Irbis |
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![[Post New]](/s/i/i.gif) 2014/05/22 17:49:53
Subject: 40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
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Decrepit Dakkanaut
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SeanDrake wrote:MadmanMSU wrote:Read this, want to know if someone can confirm:
Edit: Nevermind.
No Escape
If a template hits a buildings fire point or an open topped vehicle and there's a unit embarked inside, then in addition to any other effects that unit takes D6 hits at weapons str and ap.
I hope that is a joke else there would be no point in open-topped transporters.
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This message was edited 3 times. Last update was at 2014/05/22 17:51:54
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![[Post New]](/s/i/i.gif) 2014/05/22 17:51:29
Subject: 40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
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Ambitious Space Wolves Initiate
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Sigvatr wrote:SeanDrake wrote:MadmanMSU wrote:Read this, want to know if someone can confirm:
Edit: Nevermind.
No Escape
If a template hits a buildings fire point or an open topped vehicle and there's a unit embarked inside, then in addition to any other effects that unit takes D6 hits at weapons str and ap.
I hope that is a joke else there would be no point in open-topped transporters. Furthermore, a single lascannon shot can suddenly kill d6 models? Legit.
Because lascannons are templates?
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![[Post New]](/s/i/i.gif) 2014/05/22 17:51:42
Subject: 40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
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Decrepit Dakkanaut
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Derp.
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![[Post New]](/s/i/i.gif) 2014/05/22 17:52:41
Subject: 40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
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Huge Hierodule
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Sigvatr wrote:SeanDrake wrote:MadmanMSU wrote:Read this, want to know if someone can confirm:
Edit: Nevermind.
No Escape
If a template hits a buildings fire point or an open topped vehicle and there's a unit embarked inside, then in addition to any other effects that unit takes D6 hits at weapons str and ap.
I hope that is a joke else there would be no point in open-topped transporters.
Holy crap my FMC list will utterly hose dark eldar skimmer spam now.
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Been out of the game for awhile, trying to find time to get back into it. |
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![[Post New]](/s/i/i.gif) 2014/05/22 17:52:45
Subject: 40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
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Sslimey Sslyth
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Sigvatr wrote:SeanDrake wrote:MadmanMSU wrote:Read this, want to know if someone can confirm:
Edit: Nevermind.
No Escape
If a template hits a buildings fire point or an open topped vehicle and there's a unit embarked inside, then in addition to any other effects that unit takes D6 hits at weapons str and ap.
I hope that is a joke else there would be no point in open-topped transporters.
Eek. Makes me even less interested in taking my DE off the shelf.
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![[Post New]](/s/i/i.gif) 2014/05/22 17:53:11
Subject: 40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
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Esteemed Veteran Space Marine
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Sigvatr wrote:SeanDrake wrote:MadmanMSU wrote:Read this, want to know if someone can confirm:
Edit: Nevermind.
No Escape
If a template hits a buildings fire point or an open topped vehicle and there's a unit embarked inside, then in addition to any other effects that unit takes D6 hits at weapons str and ap.
I hope that is a joke else there would be no point in open-topped transporters.
Well, it is only template weapons, not single shot or blast. Templates have always done hits to the models inside buildings, so it makes sense that open topped transports are vulnerable to it as well.
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![[Post New]](/s/i/i.gif) 2014/05/22 17:53:37
Subject: 40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
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Dakka Veteran
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That's just the flamer template. Not even blasts, right?
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![[Post New]](/s/i/i.gif) 2014/05/22 17:54:22
Subject: 40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
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Ambitious Space Wolves Initiate
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Speaking of buildings, do they still have the horrible dmg chart they had before?
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![[Post New]](/s/i/i.gif) 2014/05/22 17:55:19
Subject: 40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
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Decrepit Dakkanaut
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Meh, I wait for actual rules confirmation. Prepare the scanners! Would be quite a nerf to GA. Finally, they get nerfed. So OP, much wow.
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This message was edited 3 times. Last update was at 2014/05/22 17:57:02
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![[Post New]](/s/i/i.gif) 2014/05/22 17:56:30
Subject: 40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
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Fireknife Shas'el
Lisbon, Portugal
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Lobukia wrote:If they didn't add it, I think my club will allow fast transports to count as having not moved for disembarking purposes. Doesn't help me, but the Tau/Eldar players would get a small buff from that.
But Devilfishes aren't fast
SeanDrake wrote:MadmanMSU wrote:Read this, want to know if someone can confirm:
Edit: Nevermind.
No Escape
If a template hits a buildings fire point or an open topped vehicle and there's a unit embarked inside, then in addition to any other effects that unit takes D6 hits at weapons str and ap.
Oooh, shiny! hehe
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AI & BFG: / BMG: Mr. Freeze, Deathstroke / Battletech: SR, OWA / Fallout Factions: BoS / HGB: Caprice / Malifaux: Arcanists, Guild, Outcasts / MCP: Mutants / SAGA: Ordensstaat / SW Legion: CIS / WWX: Union
Unit1126PLL wrote:"FW is unbalanced and going to ruin tournaments."
"Name one where it did that."
"IT JUST DOES OKAY!"
Shadenuat wrote:Voted Astra Militarum for a chance for them to get nerfed instead of my own army. |
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![[Post New]](/s/i/i.gif) 2014/05/22 17:57:03
Subject: 40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
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Fixture of Dakka
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Just wanted some clarification on this, does Move through Cover mean you don't take an initiative penalty for charging through terrain, and you don't reduce your charge range by 2"? Of is it just the ignore the -2"?
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Black Bases and Grey Plastic Forever:My quaint little hobby blog.
40k- The Kumunga Swarm (more)
Count Mortimer’s Private Security Force/Excavation Team  (building)
Kabal of the Grieving Widow (less)
Plus other games- miniature and cardboard both. |
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![[Post New]](/s/i/i.gif) 2014/05/22 17:58:01
Subject: 40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
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Legendary Master of the Chapter
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Suddenly want to run some hellhounds to wreck some pointy dark eldar cave.
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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!
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![[Post New]](/s/i/i.gif) 2014/05/22 18:00:12
Subject: Re:40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
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Lord of the Fleet
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Man, has anyone considered just how much extra dice rolling the psychic phase will add? On top of the already absurd number of charts, tables, D3 random stuff and other layers of dice rolling redundancy.
Used to be; take psychic check on Ld value. Done. If perils happened, you lost a wound.
Now; roll for charges, add up ML levels, roll test for power, have opponent roll dispel. If perils happened, roll on a chart. Potentially, roll a Ld check, or D3 this, or D3 that, then apply negative effects. One of those effects may involve some more dice rolling by inflicting hits.
Do that for every psyker/power.
Every turn.
GW continues to amaze me with their gifted game design abilities.
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Mordian Iron Guard - Major Overhaul in Progress
+Spaceship Gaming Enthusiast+
Live near Halifax, NS? Ask me about our group, the Ordo Haligonias! |
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![[Post New]](/s/i/i.gif) 2014/05/22 18:00:20
Subject: 40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
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Longtime Dakkanaut
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Hellstorm weapons also but not blasts. Automatically Appended Next Post: Blacksails wrote:Man, has anyone considered just how much extra dice rolling the psychic phase will add? On top of the already absurd number of charts, tables, D3 random stuff and other layers of dice rolling redundancy.
Used to be; take psychic check on Ld value. Done. If perils happened, you lost a wound.
Now; roll for charges, add up ML levels, roll test for power, have opponent roll dispel. If perils happened, roll on a chart. Potentially, roll a Ld check, or D3 this, or D3 that, then apply negative effects. One of those effects may involve some more dice rolling by inflicting hits.
Do that for every psyker/power.
Every turn.
GW continues to amaze me with their gifted game design abilities.
Reference section consists of seven pages of tables.
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This message was edited 1 time. Last update was at 2014/05/22 18:01:57
Your last point is especially laughable and comical, because not only the 7th ed Valkyrie shown dumber things (like being able to throw the troopers without parachutes out of its hatches, no harm done) - Irbis |
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![[Post New]](/s/i/i.gif) 2014/05/22 18:02:12
Subject: Re:40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
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Boosting Black Templar Biker
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Lobukia wrote: optometris wrote: Sigvatr wrote: Vector Strike wrote:Drakmord wrote:Was there confirmation on how Heavy vehicles work? Do they have any new interactions with Ordnance weapons?
As far is it seems it gives bonuses when Ramming (distance travelled does not help this anymore)
Puny mortals, BEHOLD the power of the RAMMING MONOLITH! Watch it ram your vehicles moving at 10 km/h!
It hurts whether a cow runs into you and headbutts you, or smushes you against a wall slowly. Big heavy things can crush even if they go slowly. Trust.
I like to think a monolith kind of hovers over the tank and slowly descends onto it, crushing it into the ground
Anyone who's played American or Aussie Football knows this one.
BTW, optometris, I love your avatar
haha cheers, I can watch that gif for ages lol
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10000+pts
2000pts
No pity! No remorse! No fear
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![[Post New]](/s/i/i.gif) 2014/05/22 18:02:22
Subject: 40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
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Quick-fingered Warlord Moderatus
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Super Newb wrote:
A problem? No, not really. But 'still solid', the words you used to describe it, doesn't a imply huge incredible nerf. The one guaranteed power you get, the primaris power, has been nerfed a tremendous amount. I don't think most people fully understand how much harder it is going to be to fire off warp charge two powers reliably.
Overexagerate much?
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3000
4000 |
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![[Post New]](/s/i/i.gif) 2014/05/22 18:03:06
Subject: 40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
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Lord of the Fleet
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Dear lord.
I mean, that's just amazing.
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Mordian Iron Guard - Major Overhaul in Progress
+Spaceship Gaming Enthusiast+
Live near Halifax, NS? Ask me about our group, the Ordo Haligonias! |
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![[Post New]](/s/i/i.gif) 2014/05/22 18:03:48
Subject: 40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
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Regular Dakkanaut
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Any word yet on Fast vehicles?
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![[Post New]](/s/i/i.gif) 2014/05/22 18:04:29
Subject: 40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
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Longtime Dakkanaut
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Divination+Satanic for 3++ love in an easy to cast package.
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Your last point is especially laughable and comical, because not only the 7th ed Valkyrie shown dumber things (like being able to throw the troopers without parachutes out of its hatches, no harm done) - Irbis |
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![[Post New]](/s/i/i.gif) 2014/05/22 18:04:54
Subject: Re:40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
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Infiltrating Broodlord
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Blacksails wrote:Man, has anyone considered just how much extra dice rolling the psychic phase will add? On top of the already absurd number of charts, tables, D3 random stuff and other layers of dice rolling redundancy.
Used to be; take psychic check on Ld value. Done. If perils happened, you lost a wound.
Now; roll for charges, add up ML levels, roll test for power, have opponent roll dispel. If perils happened, roll on a chart. Potentially, roll a Ld check, or D3 this, or D3 that, then apply negative effects. One of those effects may involve some more dice rolling by inflicting hits.
Do that for every psyker/power.
Every turn.
GW continues to amaze me with their gifted game design abilities.
It's a dice game.... expect lots of dice?
If you're after less dice rolling, I hear in monopoly you only have to roll two dice per player turn. OR better yet!!!
checkers! all you have to do is move!
sounds great for you.
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This message was edited 1 time. Last update was at 2014/05/22 18:06:07
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