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2014/05/25 00:22:50
Subject: 40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
You can fiddle with the points and gak stuff around if you want more effective shooting, but the idea is to cascade the WC3 powers in the pink horrors. Per Bro-Hood of Psykers, they only lose a model if they peril, so after you get the Screamerstar buffs you need, just 6~8 dice the horrors. Unless they are absolutely mulching everything, you should be able to cause distress with your support units and/or shoot when necessary.
The list might need refinement to get some more units that can lock down the opposing army. That's really the screamerstars job; not to kill, but to gum up the opponents army and add as "shock and awe".
Whenever a "battery" of horrors gets low on guys, throw a big possession spell. Or hell, throw it early to get another LoC. Trading 90pts on the first turn for a 230pt FMC ain't bad and still nets you +1 warp charge dice. You have to play this list "balls to the walls". Yes, you could kill yourself, or you could absolutely swarm the enemy causing mass sadness. Remember, denying the summoning spells is just straight 6s, so once you get past a certain number of dice, the probability of denial starts dropping a great deal.
Yup. We have a Daemon player who already got us with this tonight.
It's broken. We couldn't beat him before, now he's unstoppable.
Could you elaborate? What was his list? How did he play it?
This interests me... for science...
Will do in the morning. Too tired.
Mr Mystery wrote:Suffice to say, if any of this is actually true, then clearly Elvis is hiding behind my left testicle, and Lord Lucan behind the right.
2014/05/25 00:31:23
Subject: 40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
This doesn't sound right. It shouldn't be "scary" for daemons as they perils on the standard two 6s. And you then push out cascading troops who choke the board. You only risk nearly dead units to push the Herald/Possession powers. If you only have 3 pink horrors left, who cares if you 12 dice possession? Perils, but the spell still goes off thus they are killed anyways and replaced with a Lord of Change.
Using that tree tactically in a daemons army still seems a crazy strong strategy. I want to see the more tournament level folks trying it over a few games to negate dice nonsense.
I initially thought the same thing too. The two demon players there I'd consider the biggest power gamers of our local meta. They massed chariots and psykers to flood the board with summons but found that warp charge three spells requires too many dice to reliably get off multiple summons in a turn (which is what they hoped for).
Honestly, I don't know exactly what his list comprised of, but one guy gave me an example of having 9 mastery levels and and rolling a 2. He had to commit 8 dice to reliable get off the first summon and got whittled down by weight of fire the following turn. Maybe bad rolling, but it was too unreliable for his liking. Perils weren't the issue, casting lvl3's was.
This message was edited 1 time. Last update was at 2014/05/25 00:55:22
40k
8,500
6,000
5,000
4,000
WFB
Skaven 6,500
2014/05/25 01:01:35
Subject: 40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
This doesn't sound right. It shouldn't be "scary" for daemons as they perils on the standard two 6s. And you then push out cascading troops who choke the board. You only risk nearly dead units to push the Herald/Possession powers. If you only have 3 pink horrors left, who cares if you 12 dice possession? Perils, but the spell still goes off thus they are killed anyways and replaced with a Lord of Change.
Using that tree tactically in a daemons army still seems a crazy strong strategy. I want to see the more tournament level folks trying it over a few games to negate dice nonsense.
I initially thought the same thing too. The two demon players there I'd consider the biggest power gamers of our local meta. They massed chariots and psykers to flood the board with summons but found that warp charge three spells requires too many dice to reliably get off multiple summons in a turn (which is what they hoped for).
Honestly, I don't know exactly what his list comprised of, but one guy gave me an example of having 9 mastery levels and and rolling a 2. He had to commit 8 dice to reliable get off the first summon and got whittled down by weight of fire the following turn. Maybe bad rolling, but it was too unreliable for his liking. Perils weren't the issue, casting lvl3's was.
Yea, nine power dice? That's low. The list I just made has 22 + d6 dice at 1850. And it still has a screamerstar in it. Therefore you make the opposing player poo a little when they have to choose between a powered up Screamerstar or you dumping 8~9 dice into a Pink Horror squad/Herald for Possession. The idea is that you can force as many units to turn into FMCs and then on turn 4+, just respawn in your pink horrors. Any pink horror that doesn't have possession moves forward to flickering fire, bullet sponge, and tie up the enemy. If you have spare dice, try to summon more pink horrors.
If Pink Horrors can't be Malefic, then you simply quad up your force org by taking nurglings and pumping out lvl one heralds. Hide them everywhere in your deployment zone and either pump out more nurglings or go for possession.
This all relies on the FAQs which we need to see which units get which powers. The game is unplayable, IMO, until this happens.
This message was edited 1 time. Last update was at 2014/05/25 01:12:26
Shine on, Kaldor Dayglow!
Not Ken Lobb
2014/05/25 01:10:16
Subject: 40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
IC can never be deployed inside a dedicated transport unless kept in reserve?
After all, the IC only has 2 ways to join a unit,
either be placed within 2 coherency (cant be because the unit is inside a transport)
Or
be declared to be in the unit and placed in reserves.
Ravenous D wrote: 40K is like a beloved grandparent that is slowly falling into dementia and the rest of the family is in denial about how bad it is.
squidhills wrote: GW is scared of girls. Why do you think they have so much trouble sculpting attractive female models? Because girls have cooties and the staff at GW don't like looking at them for too long because it makes them feel funny in their naughty place.
2014/05/25 01:17:37
Subject: 40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
- Assault became slightly more effective, but not enough to reliably run an assault army with success.
Hi, can you go into detail about how assault got more effective?
I'm really interested in this if true. Thank you
Fang, son of Great Fang, the traitor we seek, The laws of the brethren say this: That only the king sees the crown of the gods, And he, the usurper, must die.
Mother earth is pregnant for the third time, for y'all have knocked her up. I have tasted the maggots in the mind of the universe, but I was not offended. For I knew I had to rise above it all, or drown in my own gak.
2014/05/25 01:44:59
Subject: Re:40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
French Version;Psychic Shriek; Rule book and card says range of 12", while English says 18"
Good catch there with the Psy Cards, wouldn't have realised that myself (I have little need for Sanctic being a daemons player myself) But undoubtedly my opponent(s) would want to use it...
Time to self-update that card... boo I don't like messing them up.
2014/05/25 01:49:46
Subject: 40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
Hi, can you go into detail about how assault got more effective?
I'm really interested in this if true. Thank you
This is all second-hand stuff, so ymmv -- but I trust the players I talked to, they rule crunch and understand the game's systems better than I do.
They found that charge ranges were slightly increased with the change to terrain, making it easier to reliably get into combat. Ally transport shenanigans are HUGE for some armies, but we can put that to the side for a second.
Changing the way challenges work was an unexpected boon to CC monsters. They thought it might be a neat "once in a while" thing, but found that instead of getting locked down for a turn they come into their own. The example they gave me was a BA vs. AM. Mephiston made it into a 30 man blob squad with a commissar in CC and quickly demolished him. In the past he'd need to sit a whole turn, wait for the guard to swing, then see if they broke. In reality four wounds spilled over and killed the guardsmen, they got one wound on mephy then broke and he swept them. Situational for sure, but it added to his overall effectiveness -- because he wasn't tied down like he'd be in the past.
From a Dark Eldar perspective (what I play the most) there will need to be an faq to explain how Drazhar will work. Darting strike could potentially allow the owner to allocate spill over wounds by making him move in base to base after winning a challenge (which he probably will).
This message was edited 2 times. Last update was at 2014/05/25 01:50:47
40k
8,500
6,000
5,000
4,000
WFB
Skaven 6,500
2014/05/25 02:21:29
Subject: 40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
Auswin wrote: ...The example they gave me was a BA vs. AM. Mephiston made it into a 30 man blob squad with a commissar in CC and quickly demolished him...
..they got one wound on mephy then broke
How in god's name did that happen? Summary Execution is an auto-pass now.
2014/05/25 02:22:56
Subject: 40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
We find comfort among those who agree with us - growth among those who don't. - Frank Howard Clark
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
I can I finally run Tyranids how I want to, though... with just the models I like. Check this list:
Spoiler:
+++Tyrant and T-Fexes+++
========1,850========
Detachment (1)
-Dakka Flyrant
-Dakka Flyrant
-Rippers (x4)
-Rippers (x3)
-T-Fex (Adrenal Glands)
-T-Fex (Adrenal Glands)
Detachment (2)
-Dakka Flyrant
-Dakka Flyrant
-Rippers (x3)
-Rippers (x3)
-T-Fex (Adrenal Glands)
-T-Fex (Adrenal Glands)
I can make it 1750 by dropping one T-Fex and giving the others Regen. Then I can make it 2K by giving all the T-Fex Regen and some extra template weapons.
I love it
This message was edited 1 time. Last update was at 2014/05/25 02:24:52
Shine on, Kaldor Dayglow!
Not Ken Lobb
2014/05/25 02:30:02
Subject: 40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
I like how non IC can now be joined by an IC. Ole Mephy can hire a crew of IC to roll with him now ....
Now, we like big books. (And we cannot lie. You other readers can’t deny, a book flops open with an itty-bitty font, and a map that’s in your face, you get—sorry! Sorry!)
2014/05/25 02:53:17
Subject: Re:40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
A brand new edition of the rules has arrived and many of you may be wondering what this means for the events you are planning to attend.
The Events Team have been hard at work deciding what to do (it’s a tough old life…) and so we have made the following decisions for each of our Warhammer 40,000 events for 2014.
Please note: We are confident that any army you could take before is still usable at our events. If you are worried that something we have written here or in the new rulebook contradicts this please contact us and we will discuss it with you. We want any army you could use before to be available after this update – so don’t worry – you will still be able to use it!
WHW throne of skulls
The points values for armies shall remain the same (1,500).
We will be using the ‘Battle Forged’ rules to select armies, from page 117 of the rulebook.
You can only take the “Combined Arms” Detachment on page 122 once at a Throne of Skulls event.
There will be no other changes to the standard Battle-Forged rules.
We will be using the Eternal War missions as stated in the Events Pack.
This message was edited 1 time. Last update was at 2014/05/25 02:55:14
2014/05/25 03:04:43
Subject: Re:40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
Ah. yes. quite right. Dunno why I thought they had given him the monstrous creature rule. Why don't we just chalk that one up to a momentary mind lapse shall we?
2014/05/25 03:10:20
Subject: 40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
Can someone help clarify what is meant by an "unbounded" army/detachment? Does this mean I can literally have an army that is simply a line of Leman Russes that blitzkrieg down the board without any infantry, or is it not as loose as I interpreted it?
KommissarKiln wrote: Can someone help clarify what is meant by an "unbounded" army/detachment? Does this mean I can literally have an army that is simply a line of Leman Russes that blitzkrieg down the board without any infantry, or is it not as loose as I interpreted it?
That's exactly what it means.
Looking for a club in Brisbane, Australia? Come and enjoy a game and a beer at Pubhammer, our friendly club in a pub at the Junction pub in Annerley (opposite Ace Comics), Sunday nights from 6:30. All brisbanites welcome, don't wait, check out our Club Page on Facebook group for details or to organize a game. We play all sorts of board and war games, so hit us up if you're interested.
Pubhammer is Moving! Starting from the 25th of May we'll be gaming at The Junction pub (AKA The Muddy Farmer), opposite Ace Comics & Games in Annerley! Still Sunday nights from 6:30 in the Function room Come along and play Warmachine, 40k, boardgames or anything else!
2014/05/25 03:50:19
Subject: 40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
Magc8Ball wrote: A list with 9 power dice will be reasonable. The problem is that you can find demon lists with upwards of 20.
The list I ran today had 21 + D6. Fatweaver, 3 ML3 Princes, 2 ML3 Heralds, 2 units of 10 Horrors, and 6 Screamers.
I summoned about 1 unit per turn. Plus the portal glyph pooped out a few more. We played a Maelstrom mission and was super close against a Salamander army.
Check out my list building app for 40K and Fantasy:
http://www.dakkadakka.com/dakkaforum/posts/list/576793.page
2014/05/25 04:13:01
Subject: 40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
Auswin wrote: Oh man... a Vindicare/Coteaz power couple could be extremely nasty.
It means no more "one shotting" my Vindicare that has the entire goal of stripping Shield Eternals and Shadowfields off "problem" ICs. Put a Terminator Inquisitor with them and let the wounds soak. I'm sure there's other tricks we can figure out...
Shine on, Kaldor Dayglow!
Not Ken Lobb
2014/05/25 05:14:58
Subject: 40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
Magc8Ball wrote: A list with 9 power dice will be reasonable. The problem is that you can find demon lists with upwards of 20.
The list I ran today had 21 + D6. Fatweaver, 3 ML3 Princes, 2 ML3 Heralds, 2 units of 10 Horrors, and 6 Screamers.
I summoned about 1 unit per turn. Plus the portal glyph pooped out a few more. We played a Maelstrom mission and was super close against a Salamander army.
Out of curiosity, how many points in the end was your army compared with the size you started with and your opponent had?
2014/05/25 06:00:12
Subject: 40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
I don't think I'll have huge issues playing against the uber-summoning list, so long as my opponent has the appropriate models. It's only in the land of proxy things can get stupid.
This message was edited 1 time. Last update was at 2014/05/25 06:01:01
If you can keep your head, while all about you are losing their's, then you have probably completely misunderstood the situation!
6,000pts
5,500pts
3,500pts
2,500pts
2014/05/25 06:03:46
Subject: 40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
Sir Arun wrote: Is Slow and Purposeful and Salvo Weapons unchanged?
It always struck me as odd that Grav Cannons had a 2/4 profile when the only unit wielding them - Grav Cents - were SnP and thus always shot 4 shots each.
Grav weapons are salvo, so Grav Cannons are salvo too. That's just how GW does things.
The weapon might be usable by other units in the future. Better to have the applicable stats from the start, even if they are irrelevant to certain units.
Marneus Calgar is referred to as "one of the Imperium's greatest tacticians" and he treats the Codex like it's the War Bible. If the Codex is garbage, then how bad is everyone else?