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![[Post New]](/s/i/i.gif) 2014/05/24 05:18:31
Subject: 7th ed minor changes
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Oozing Plague Marine Terminator
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Buildings have hull points now...
And my Vengeance Weapons Batteries don't have a Building Size to consult in working out hull points... They are no longer the indestructible (until a penetration) big boom guns I needed.
*sigh* well I had a whole 2 games with them included. looks like they're dust now. =/
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![[Post New]](/s/i/i.gif) 2014/05/24 05:20:54
Subject: 7th ed minor changes
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Longtime Dakkanaut
Indiana
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There is a dedicated start of turn but it is not a PHASE, so things that are once per phase can not be used during the start of turn.
You cant use pivots to gain free movement, no part of a base may be farther than your movement speed.
While in a transport the only psy powers you can manifest are witchfires regardless of target.
Focus fire is gone
Units may run, but individual models decide to turbo-boost or not.
And they shall know no fear lost the 3" free consolidate"
Cavalry have hammer of wrath(not sure if they had it before)
Characters have to pile in first at their initiative step.
Once your warlord dies all benefits of the warlord trait disappear.
If someone has the same victory points it is a tie, if someone has more victory points it is a victory, if someone has double victory points it is a crushing victory. Will be interesting to see if tournaments adopt this standard.
A unit in a building is considered to be within range of any objective within 3 inches of it
Night fight only gives everyone stealth, no range restrictions.
Relic can be picked up by any non vehicle scoring unit.
Blind tests are taken at the end of the phase, regardless of number of hits it is always once per phase
Deep striking vehicles count as moving combat speed instead of cruising speed.
FNP can not be taken against destroyer attacks, even if it is not double toughness
Precision shots are differentiated from precision strikes. Shots are for shooting, strikes are for melee.
Strikedown affects monstrous creatures but it only has impacts on movement, not initiative
Vortex templates stay on the table unless a double is rolled and float around randomly......Scary.....
Blind grenades can be thrown as a range 8 blind blast. No longer provide stealth within 8
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![[Post New]](/s/i/i.gif) 2014/05/24 05:27:32
Subject: 7th ed minor changes
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Rogue Grot Kannon Gunna
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Vineheart01 wrote:Thats not a problem at all, even in 6th wording.
It says "Any weapon that is found to be out of range of all visible enemy models in the target unit cannot shoot" it does not say anything along the lines of "define how far each model can shoot into a unit" like you described.
Even when determining cover saves its as long as 1 firer has his vision obstructed, as pg37 explains. None of this "This model is further away from the closest model, but at a different angle and can see you clearly unlike the closest model so you dont get a cover from his shots" - unless its a different weapon, thats another story.
We're not talking about 6th ed rules anymore. No single weapon in a squad can fire or wound beyond it's range. A squad all armed with bolt pistols, 9 firing models are 11 inches away from two models in the target unit, one model is within range of 5 models in the target unit. Then you would have to roll for the 9 farther models first and can only cause wounds on the two model in range, then you fire with the remaining model at what is left. You have to do this to determine which hits can cause which wounds. This was not a line of sight issue.
Now, line of sight. If 5 models could see all of a unit and 5 models could only see half of a unit, you could inflict wounds on the entire targeted unit with the shooting from the firing unit. As the only way that a wound couldn't be allocated was if no model in the firing unit could see a model.
This is no longer the case. Each firing model can only hit and wound models that can be seen and are in range of the individual model that is firing. This will lead to a drawn out shooting phase as each model will need to measure distance to the target to determine which models in a unit can be wounded by each firing model.
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This message was edited 1 time. Last update was at 2014/05/24 05:27:58
Meks is da best! Dey makes go fasta and mo dakka! |
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![[Post New]](/s/i/i.gif) 2014/05/24 05:28:44
Subject: 7th ed minor changes
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Nasty Nob
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Crevab wrote: Cheexsta wrote:Vehicles are now always WS1 regardless of whether it moved, unless it is a Walker, Chariot or is immobilised.
You need a 3+ to punch the broad side of a barn?
I mean, I wanted it so vehicles didn't crumble in combat so easily, but I didn't want it to be through a derp
I always though of the to-hit roll for vehicles to be hitting it's vulnerable points, not hitting anywhere on the thing. Even a power fist can't expect to ruin a tank by just slamming into any part of the hull. It has to punch vital points or tear off exposed components.
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![[Post New]](/s/i/i.gif) 2014/05/24 05:36:07
Subject: 7th ed minor changes
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Infiltrating Broodlord
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Well with all these new rules with jink and stuff do you think there will be less serpentspam for Eldar? Seems like they just wouldn't be as killy anymore with the new jink rules.
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Successful trades/sales: tekn0v1king |
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![[Post New]](/s/i/i.gif) 2014/05/24 05:46:43
Subject: 7th ed minor changes
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Longtime Dakkanaut
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Xerics wrote:Well with all these new rules with jink and stuff do you think there will be less serpentspam for Eldar? Seems like they just wouldn't be as killy anymore with the new jink rules.
Except now they score, and can only be contested by other troops.
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![[Post New]](/s/i/i.gif) 2014/05/24 05:50:20
Subject: 7th ed minor changes
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Rogue Grot Kannon Gunna
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coredump wrote: Xerics wrote:Well with all these new rules with jink and stuff do you think there will be less serpentspam for Eldar? Seems like they just wouldn't be as killy anymore with the new jink rules.
Except now they score, and can only be contested by other troops.
I thought that all units (unless otherwise noted) could hold and contest objectives.
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Meks is da best! Dey makes go fasta and mo dakka! |
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![[Post New]](/s/i/i.gif) 2014/05/24 05:53:45
Subject: 7th ed minor changes
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Infiltrating Broodlord
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I guess you could run around tank shocking everything as well since they are still tanks. Scoring tanks that can turbo boost sounds nasty. probably worse then jetbikes >.<
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Successful trades/sales: tekn0v1king |
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![[Post New]](/s/i/i.gif) 2014/05/24 06:46:17
Subject: 7th ed minor changes
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Ladies Love the Vibro-Cannon Operator
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coredump wrote: Xerics wrote:Well with all these new rules with jink and stuff do you think there will be less serpentspam for Eldar? Seems like they just wouldn't be as killy anymore with the new jink rules.
Except now they score, and can only be contested by other troops.
We will eventually see less Serpent spam list.
For me, Serpent spam was too powerful and so I shelved it. Now I'll give it a try again.
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Former moderator 40kOnline
Lanchester's square law - please obey in list building!
Illumini: "And thank you for not finishing your post with a " " I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."
Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss |
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![[Post New]](/s/i/i.gif) 2014/05/24 06:51:33
Subject: 7th ed minor changes
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Hellish Haemonculus
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Leth wrote:
Deep striking vehicles count as moving combat speed instead of cruising speed.
Blind grenades can be thrown as a range 8 blind blast. No longer provide stealth within 8
Ohhhhh...you just made my day.
At least until the fall, it's going to be Duke Sliscus and Deep Striking Raiders all the way down!
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![[Post New]](/s/i/i.gif) 2014/05/24 08:31:19
Subject: 7th ed minor changes
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Nasty Nob
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I wonder if nurgle daemons can throw their 'defensive grenades'? Gives them something to do in the shooting phase, at least.
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![[Post New]](/s/i/i.gif) 2014/11/17 17:39:03
Subject: 7th ed minor changes
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Agile Revenant Titan
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Cover saves changes a bit. The default is 5+ unless stated otherwise. The significance is hillcrests were a 4+ and Fortifications were a 3+ in 6th.
Set up objectives PRIOR to knowing which table half is yours.
Army builds will be completely different.
Multiple barrage casualties all start from the center of the first blast marker laid down.
Activate Force Weapons in the psychic phase.
Priests in AM blob squads clearly have to use their own LD value to test to get their abilities working.
Fortifications you purchase are set up in your deployment zone and at the same time you set up the rest of your army.
Who gets first turn is chosen by the player who set up their army first.
Buildings (IE: including things like Bastions) now have Hull Points.
There are a lot of subtle changes in the book. Those were some that stood out that may not yet have been mentioned.
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No earth shattering, thought provoking quote. I'm just someone who was introduced to 40K in the late 80's and it's become a lifelong hobby. |
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![[Post New]](/s/i/i.gif) 2014/05/24 09:17:42
Subject: 7th ed minor changes
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Sinewy Scourge
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Templates inflict D6 hits on open topped passengers apparently :/
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![[Post New]](/s/i/i.gif) 2014/05/24 09:28:38
Subject: 7th ed minor changes
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Foolproof Falcon Pilot
Livingston, United Kingdom
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Oh, my poor Ork Trukks. Just when things couldn't get worse for them...
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![[Post New]](/s/i/i.gif) 2014/05/24 09:35:24
Subject: 7th ed minor changes
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Sinewy Scourge
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I play assault wyches, I actually thought 7th was going to pick up until I heard about that. At least I'll get FNP, but still.
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![[Post New]](/s/i/i.gif) 2014/05/24 12:58:15
Subject: Re:7th ed minor changes
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Hellish Haemonculus
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Oh, ugmo. As a Dark Eldar player, I weep.
But as a Salamander player, I get a chubby.
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This message was edited 1 time. Last update was at 2014/05/24 12:58:52
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![[Post New]](/s/i/i.gif) 2014/05/24 13:25:38
Subject: 7th ed minor changes
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Big Mek in Kustom Dragster with Soopa-Gun
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Idolator wrote: Vineheart01 wrote:Thats not a problem at all, even in 6th wording. It says "Any weapon that is found to be out of range of all visible enemy models in the target unit cannot shoot" it does not say anything along the lines of "define how far each model can shoot into a unit" like you described. Even when determining cover saves its as long as 1 firer has his vision obstructed, as pg37 explains. None of this "This model is further away from the closest model, but at a different angle and can see you clearly unlike the closest model so you dont get a cover from his shots" - unless its a different weapon, thats another story. We're not talking about 6th ed rules anymore. No single weapon in a squad can fire or wound beyond it's range. A squad all armed with bolt pistols, 9 firing models are 11 inches away from two models in the target unit, one model is within range of 5 models in the target unit. Then you would have to roll for the 9 farther models first and can only cause wounds on the two model in range, then you fire with the remaining model at what is left. You have to do this to determine which hits can cause which wounds. This was not a line of sight issue. Now, line of sight. If 5 models could see all of a unit and 5 models could only see half of a unit, you could inflict wounds on the entire targeted unit with the shooting from the firing unit. As the only way that a wound couldn't be allocated was if no model in the firing unit could see a model. This is no longer the case. Each firing model can only hit and wound models that can be seen and are in range of the individual model that is firing. This will lead to a drawn out shooting phase as each model will need to measure distance to the target to determine which models in a unit can be wounded by each firing model. Note that i said "even in 6th that wasnt a problem" meaning the rest of the post was 7th. Nowhere does it say you have to determine each individual model's weapon range to see how far they shoot like you are describing. That is way too time intensive, game takes long enough as it is. Literally the only entry involved in this is on pg31 saying "Any weapon that is found to be out of range of all visible enemy models in the target unit cannot shoot" which is referring to shooting, not wounding. Not to mention the Allocating Wounds paragraph on pg35: First, allocate a Wound from the Wound pool to the enemy model closest to the firing unit, regardless of which model causes that Wound. Further down same page it says "if none of the firing models are in range of a particular model in the unit, then wounds cannot be allocated to it." which means all the units firing, not a specific model by model firing. Realistically yes you would think that models in the back of the unit could only harm a couple of models. But, nothing says you have to do that and like i said it would significantly draw the long game out even longer. If you want to play that way thats on you and your opponent, i stand by you dont have to and it takes way way too long to do so.
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This message was edited 3 times. Last update was at 2014/05/24 13:34:04
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2014/05/24 13:32:42
Subject: 7th ed minor changes
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Regular Dakkanaut
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What are the changes to overwatch?
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![[Post New]](/s/i/i.gif) 2014/05/24 15:51:38
Subject: 7th ed minor changes
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Regular Dakkanaut
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Things I noticed right off the bat are:
- that units that have Gone to Ground CANNOT Overwatch. I guess people were abusing flamers or something.
- focus fire no longer exists, but at the same time isn't truly needed. cover saves only apply to models rather than units and you can always choose which models get to fire so if you want to get a clean shot on an exposed model but some trooper in your unit is refusing to see him completely, you can just choose to not fire with that trooper and negate the cover save since the actual "firers" can see the target.
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The 7th Edition FAQ is out!
Pink Horrors can summon.
Daemon Factory is legal! |
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![[Post New]](/s/i/i.gif) 2014/05/24 16:01:37
Subject: 7th ed minor changes
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Fixture of Dakka
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Wait, I can't cast Scyers Gaze from within a Falcon?
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![[Post New]](/s/i/i.gif) 2014/05/24 16:49:27
Subject: 7th ed minor changes
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Missionary On A Mission
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Wait, so buildings can be wrecked with hull point stripping? How does it now work? With the changes to interceptor and this, my firestorm redoubt is not looking as good.
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![[Post New]](/s/i/i.gif) 2014/05/24 17:10:27
Subject: 7th ed minor changes
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The Daemon Possessing Fulgrim's Body
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Units can only Overwatch once per turn.
Go ahead punk, you feel lucky?
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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
Ask me about
Barnstaple Slayers Club |
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![[Post New]](/s/i/i.gif) 2014/05/24 17:11:14
Subject: 7th ed minor changes
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Regular Dakkanaut
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Vineheart is correct.
The rules state that all weapons of the same name fire at the same time, doing their to-hit and to-wound rolls as though it were against any model they can see or hit as normal. So in a case where 11 pistol shooters are firing, all 11 fire at the same time and roll to wound at the same time. It's during Wound allocation that the new rule comes into effect.
During wound allocation, you cannot allocate a wound to a model that can be shot at because it's out of range. However, since the wound pool is generate by the unit at large, you never know what shot applies to which shooter so as long as one of them can hit the target, it can receive a wound. These are the rules AS THEY ARE WRITTEN for the sake of speeding up the game. You are welcome to do it more realistically in your own games.
The only reason the rule about "if none of the firing models are in range of a particular model in the unit, then wounds cannot be allocated to it" exists is so that you cannot assign wounds to a model that AT LEAST ONE shooter is not in range of. So no shooting a face full of bullets into a single soldier at the frontlines and conga-lining down his strip of units to reach far back guys who would ordinarily be out of range.
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The 7th Edition FAQ is out!
Pink Horrors can summon.
Daemon Factory is legal! |
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![[Post New]](/s/i/i.gif) 2014/05/25 15:32:40
Subject: 7th ed minor changes
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Nasty Nob
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Wasn't that already the case? Not that you would often be in a position to do it twice anyway.
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![[Post New]](/s/i/i.gif) 2014/05/25 15:39:04
Subject: 7th ed minor changes
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Big Mek in Kustom Dragster with Soopa-Gun
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Longstrike is the only guy that could ever overwatch multiple times, and new rules dont affect him one bit in that fashion since its a Codex rule not a BRB rule allowing him to do it. Other than that, yea its always been 1 overwatch.
Only thing that changed in overwatch is you cant do it if you gtg. Which, if the wording is the same as before (gotta check that), means if you Pin a unit they cannot overwatch, since its considered involuntarily gone to ground in 6th. Gotta double check to see if its still that in 7th, because if it isnt you dont get a cover bonus either lol. Somehow i doubt they changed that though.
About all the once per unit overwatch means is if you get baited by a junk unit that only wants to eat the overwatch, you gotta risk not shooting at them to shoot at the unit thats actually a threat and hope they fail the charge, or shoot them...they go to ground...now you cant overwatch the charging MANz lol.
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2014/05/25 15:39:06
Subject: 7th ed minor changes
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Decrepit Dakkanaut
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Explosions are now s4 on the outside as well as internally
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