Switch Theme:

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
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Regular Dakkanaut




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.
   
Made in us
Blood-Raging Khorne Berserker




South Chicago burbs

Has anyone mentioned how rerolls to psychic tests will work now? Is it all or nothing, or reroll any dice?

insaniak wrote:
YMDC has plenty of room for discussion veering away from the RAW, particularly in cases like this where what is being put forward as the RAW is absurd.

11k
4K
4k
 
   
Made in us
Longtime Dakkanaut





 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.
   
Made in us
Resolute Ultramarine Honor Guard






Peoria IL

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.

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 
   
Made in us
Death-Dealing Dark Angels Devastator





painted 2k dkok army for sale! ends MAY 29TH http://www.ebay.com/itm/2k-pro-painted-astra-militarum-

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....

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 
   
Made in de
Decrepit Dakkanaut





 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

   
Made in us
Sslimey Sslyth




 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).
   
Made in us
Legendary Master of the Chapter






 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.


 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
Judgemental Grey Knight Justicar




USA

 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.

Check out my list building app for 40K and Fantasy:
http://www.dakkadakka.com/dakkaforum/posts/list/576793.page 
   
Made in gb
Longtime Dakkanaut






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.

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 
   
Made in de
Decrepit Dakkanaut





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.

This message was edited 3 times. Last update was at 2014/05/22 17:51:54


   
Made in us
Ambitious Space Wolves Initiate





 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?
   
Made in de
Decrepit Dakkanaut





Derp.

   
Made in us
Huge Hierodule





Louisiana

 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.

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




 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.
   
Made in us
Esteemed Veteran Space Marine







 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.
   
Made in us
Dakka Veteran






That's just the flamer template. Not even blasts, right?
   
Made in us
Ambitious Space Wolves Initiate





Speaking of buildings, do they still have the horrible dmg chart they had before?
   
Made in de
Decrepit Dakkanaut





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.

This message was edited 3 times. Last update was at 2014/05/22 17:57:02


   
Made in br
Fireknife Shas'el




Lisbon, Portugal

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

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.
 
   
Made in us
Fixture of Dakka





TN/AL/MS state line.

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"?

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. 
   
Made in us
Legendary Master of the Chapter






Suddenly want to run some hellhounds to wreck some pointy dark eldar cave.

 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 ca
Lord of the Fleet






Halifornia, Nova Scotia

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.

Mordian Iron Guard - Major Overhaul in Progress

+Spaceship Gaming Enthusiast+

Live near Halifax, NS? Ask me about our group, the Ordo Haligonias! 
   
Made in gb
Longtime Dakkanaut






mercury14 wrote:


That's just the flamer template. Not even blasts, right?


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.

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 
   
Made in gb
Boosting Black Templar Biker





Forest of Dean

 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

10000+pts
2000pts
No pity! No remorse! No fear
 
   
Made in us
Quick-fingered Warlord Moderatus





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?

3000
4000 
   
Made in ca
Lord of the Fleet






Halifornia, Nova Scotia

SeanDrake wrote:


Reference section consists of seven pages of tables.


Dear lord.

I mean, that's just amazing.

Mordian Iron Guard - Major Overhaul in Progress

+Spaceship Gaming Enthusiast+

Live near Halifax, NS? Ask me about our group, the Ordo Haligonias! 
   
Made in us
Regular Dakkanaut




Any word yet on Fast vehicles?
   
Made in gb
Longtime Dakkanaut






Divination+Satanic for 3++ love in an easy to cast package.

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 
   
Made in gb
Infiltrating Broodlord




UK

 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.

This message was edited 1 time. Last update was at 2014/05/22 18:06:07


 
   
 
Forum Index » News & Rumors
Go to: