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Made in es
Swift Swooping Hawk





i like the hint that FNP should never be better than 2+, for some odd combination some marines with clan Raukaan tried to attain in the past.
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

 vercingatorix wrote:


Okay, yeah, looks like your right. I had a knee-jerk reaction. It does mean that the LoC can't take advantage of the endless grimoire unless he's in an incursion. Which sucks because that's what I was using for my list. Oh well.

So does this mean we definitely are replacing the old change table?


Yes, the tables are definitely replaced. Or at least nothing MAKES you use the old tables.

I'm not sure how you were using the Endless Grimoire for your LoC before this Errata, since a LoC is ML2 base and could not generate all it's powers from Change. Only a ML1 Psyker could benefit before this Errata. Now Psykers in the Incursion can benefit no matter how many ML they have, but not before.

-

   
Made in ca
Insect-Infested Nurgle Chaos Lord






I got conflicting feelings about the Exalted flamers too. Jetpack Infantry seemed like it would fit like a glove for that unit. Here's hoping that down the road (either in a new errata or a codex update) they change the guns to being Assault instead of Heavy.


Gwar! wrote:Huh, I had no idea Graham McNeillm Dav Torpe and Pete Haines posted on Dakka. Hi Graham McNeillm Dav Torpe and Pete Haines!!!!!!!!!!!!! Can I have an Autograph!


Kanluwen wrote:
Hell, I'm not that bothered by the Stormraven. Why? Because, as it stands right now, it's "limited use".When it's shoehorned in to the Codex: Space Marines, then yeah. I'll be irked.


When I'm editing alot, you know I have a gakload of homework to (not) do. 
   
Made in fi
Lead-Footed Trukkboy Driver





Boston

 Galef wrote:
 vercingatorix wrote:


Okay, yeah, looks like your right. I had a knee-jerk reaction. It does mean that the LoC can't take advantage of the endless grimoire unless he's in an incursion. Which sucks because that's what I was using for my list. Oh well.

So does this mean we definitely are replacing the old change table?


Yes, the tables are definitely replaced. Or at least nothing MAKES you use the old tables.

I'm not sure how you were using the Endless Grimoire for your LoC before this Errata, since a LoC is ML2 base and could not generate all it's powers from Change. Only a ML1 Psyker could benefit before this Errata. Now Psykers in the Incursion can benefit no matter how many ML they have, but not before.

-


NOVA, Adepticon, and ITC all ruled that the "half rounding up" rule was out. As it doesn't make sense with 6 options on the table. Obviously RAW it isn't allowed but who plays by straight rule book?/s
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

I wonder how they will "house rule" it now that it makes the new command benefit errata redundant?
Tourney house rules are great when they clarify stuff, but once they start flat out ignoring or changing rules, I have an issue with that.

   
Made in fi
Lead-Footed Trukkboy Driver





Boston

It doesn't seem like a purposeful nerf to CAD characters.

I doubt this conversation ever happened
"Well, these characters are from a cad so I think it makes sense that they can't generate three powers. Oh, also we only want level 1 heralds from CADS using the endless grimoire. It really makes the best sense for LoC and DPs to be from an incursion to use this wargear"

I find inadvertent complication more frustrating then tourney house rules ignoring rules. Each to their own though.

How on earth is a new daemon player supposed to make sense of this? Saying "The new daemon book powers completely replace the new powers, including the ban on generating all your powers on one table." is what all the tournaments did because it was simple, doesn't change power levels all that much, and for those reasons, seems RAI.

If they're still limiting the psykers ability to generate I think there is some argument for using the old table, even for fatweaver.

Though I doubt people would. I guess I'm just frustrated that this is a "solved issue" so to speak that had an elegant solution and is now "solved" with an inelegant one.

This message was edited 3 times. Last update was at 2016/08/24 20:04:15


 
   
Made in nl
Confessor Of Sins






Finally the Chaos Focus vs Psychic Focus debate can rest!

Cratfworld Alaitoc (Gallery)
Order of the Red Mantle (Gallery)
Grand (little) Army of Chaos, now painting! (Blog
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

 Shandara wrote:
Finally the Chaos Focus vs Psychic Focus debate can rest!

Agreed, even though I don't like the ruling, at least the debate is over. So now pink horrors can roll on Malefic and gain 3 total powers (Flickering Fire, Summoning & whatever was rolled), but only ever cast 1 per turn (since ML1)

   
Made in de
Witch Hunter in the Shadows



Aachen

Lord Perversor wrote:
i like the hint that FNP should never be better than 2+, for some odd combination some marines with clan Raukaan tried to attain in the past.

Well that's probably related to I think the initial, general FAQ draft saying "FNP can't be better than 2+ from now on". So, in the past it WAS possible, even though clearly not intended.
   
Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

What codexes are we missing at this point?

5250 pts
3850 pts
Deathwatch: 1500 pts
Imperial Knights: 375 pts
30K 2500 pts 
   
Made in gb
Executing Exarch






 casvalremdeikun wrote:
What codexes are we missing at this point?
Aside from a potential Deathwatch one, I think all have been covered.

Maybe we'll start getting the finished "un-draft" products?
   
Made in ca
Longtime Dakkanaut





 casvalremdeikun wrote:
What codexes are we missing at this point?


The following could (but not necessarily will) receive FAQ's:

- Codex: Deathwatch
- Stronghold Assault
- Codex: Cadia (Astra Militarum Supplement)


I think that's it.

 Galef wrote:
If you refuse to use rock, you will never beat scissors.
 
   
Made in de
Oozing Plague Marine Terminator





I know I'm late to the party, but I'm quite surprised that the discussion about the Necron FaQ was only about some gun and how to embark on a transport when it gave a ruling that I find rather gamebreaking:
There is no way now to bring RP in a decurion with Cryptek/Szeras to worse than 4+?
This right here killed off every answer to necrons I had. So far I used Vindicators and ID to bring them down to 5+ to at least have a chance to kill something, with this ruling there is absolutely no way to kill them. Playing against Necrons is already very tiresome, as they don't need tactics and simply won't die, you needed the largest weapons to kill off their basic line troopers. But now? There is only D weapons and stomps left. Which I don't have available now that GW pulled the Knight box from the retailers...
   
Made in ca
Longtime Dakkanaut





Sgt. Cortez wrote:
I know I'm late to the party, but I'm quite surprised that the discussion about the Necron FaQ was only about some gun and how to embark on a transport when it gave a ruling that I find rather gamebreaking:
There is no way now to bring RP in a decurion with Cryptek/Szeras to worse than 4+?
This right here killed off every answer to necrons I had. So far I used Vindicators and ID to bring them down to 5+ to at least have a chance to kill something, with this ruling there is absolutely no way to kill them. Playing against Necrons is already very tiresome, as they don't need tactics and simply won't die, you needed the largest weapons to kill off their basic line troopers. But now? There is only D weapons and stomps left. Which I don't have available now that GW pulled the Knight box from the retailers...


While annoying for sure, it's not surprising. Most people I know played it that you totalled up all the modifiers before seeing what the end result was, meaning that a Cryptek in a squad in a Decurion would prevent it from suffering the penalty due to Instant Death weapons. While there may be some tactical or strategic implications of this, it was not unexpected.

 Galef wrote:
If you refuse to use rock, you will never beat scissors.
 
   
Made in us
Lieutenant General





Florence, KY

 casvalremdeikun wrote:
What codexes are we missing at this point?

http://www.dakkadakka.com/dakkaforum/posts/list/930/689817.page#8858024

 Yarium wrote:
The following could (but not necessarily will) receive FAQ's:

- Codex: Deathwatch
- Stronghold Assault
- Codex: Cadia (Astra Militarum Supplement)


I think that's it.

The Cadian list already has an errata in the Astra Militarum FAQ.

This message was edited 1 time. Last update was at 2016/08/30 13:14:44


'It is a source of constant consternation that my opponents
cannot correlate their innate inferiority with their inevitable
defeat. It would seem that stupidity is as eternal as war.'

- Nemesor Zahndrekh of the Sautekh Dynasty
Overlord of the Crownworld of Gidrim
 
   
Made in us
Gargantuan Gargant





New Bedford, MA USA

Sgt. Cortez wrote:

There is no way now to bring RP in a decurion with Cryptek/Szeras to worse than 4+?
This right here killed off every answer to necrons I had. So far I used Vindicators and ID to bring them down to 5+ to at least have a chance to kill something, with this ruling there is absolutely no way to kill them. Playing against Necrons is already very tiresome, as they don't need tactics and simply won't die, you needed the largest weapons to kill off their basic line troopers. But now? There is only D weapons and stomps left. Which I don't have available now that GW pulled the Knight box from the retailers...


There is soo much hyperbole in this post...must resist....

You don't destroy Necrons like they are Space Marines, you destroy Necrons with volume of fire.

This seems like an alien concept to some players, since armies designed around facing MEQs usually do well against everything, that isn't Necrons.

NOTE: To the one guy who is going to provide some ridiculous Math Hammer example of exactly how many shots to kill something with 4+/4++ om average takes, you can save those precious minutes typing. You have to force them to make saves, or they don't die. Getting worked up on how many saves is counterproductive. Math hammer relies on averages, averages happen over time. Your Bolter fire could be met with a fistful of 1s, 2s, and 3s on his RP saves.

I'm a Necron player. I've explained this dirty little secret to the other people in my gaming group, and they must think I'm employing some Tzeentch level tactics, since they returned with more Thunder Hammers and Grav Cents, instead of more bolters. It didn't go well for them.





   
Made in us
Locked in the Tower of Amareo




You might claim that, but you can't engage Necrons with boltguns. You need high ROF S6/7 to force the kinds of saves necessary to get enough failures. S4 is too low. I know this, because S4 is too low to engage marines, who have inferior durability. Necrons will table you before you stop them with bolters.

This message was edited 2 times. Last update was at 2016/08/30 15:44:33


 
   
Made in us
Haemonculi Flesh Apprentice






You don't shoot necrons and expect to wipe them out efficiently, you sweep them in combat.

   
Made in us
Powerful Phoenix Lord





Dallas area, TX

Martel732 wrote:
You might claim that, but you can't engage Necrons with boltguns. You need high ROF S6/7 to force the kinds of saves necessary to get enough failures. S4 is too low. I know this, because S4 is too low to engage marines, who have inferior durability. Necrons will table you before you stop them with bolters.

I agree with this. RoF works against Necrons but only if it wounds on 2+ or your Marines have assault 20 bolters.

 Red Corsair wrote:
You don't shoot necrons and expect to wipe them out efficiently, you sweep them in combat.

Bingo
Although Necrons do have some of the best CC counter units, so there is that

-

This message was edited 1 time. Last update was at 2016/08/30 16:13:54


   
Made in gb
Legendary Dogfighter





RNAS Rockall

 adamsouza wrote:

You don't destroy Necrons like they are Space Marines, you destroy Necrons with volume of fire.

This seems like an alien concept to some players, since armies designed around facing MEQs usually do well against everything, that isn't Necrons.



This. Even the Eradicator, which is practically the Guard's Anti Necron specialist struggles to make enough of a dent before the counter fire starts. The only reliable answer i've found is the Punisher Vulture, with the Wyvern a distant second thanks to the regularity of getting popped early.

The Thing about Necrons which I believe adamsouzea is highlighting, is that your 'junk' codex options from a MEQ/CEQ perspective are the better choice in general, beyond and above the Bolters. HBolters, flamers, hell even whirlwinds are valid against the Necron phalanx. AOE attacks in particular have the peculiar effect of turning the 50%/75% resilience bonus into something of a liability since they just get more blast weapon wounds.

This message was edited 1 time. Last update was at 2016/08/31 07:37:28


Some people find the idea that other people can be happy offensive, and will prefer causing harm to self improvement.  
   
Made in de
Oozing Plague Marine Terminator





 malamis wrote:
 adamsouza wrote:

You don't destroy Necrons like they are Space Marines, you destroy Necrons with volume of fire.

This seems like an alien concept to some players, since armies designed around facing MEQs usually do well against everything, that isn't Necrons.



This. Even the Eradicator, which is practically the Guard's Anti Necron specialist struggles to make enough of a dent before the counter fire starts. The only reliable answer i've found is the Punisher Vulture, with the Wyvern a distant second thanks to the regularity of getting popped early.

The Thing about Necrons which I believe adamsouzea is highlighting, is that your 'junk' codex options from a MEQ/CEQ perspective are the better choice in general, beyond and above the Bolters. HBolters, flamers, hell even whirlwinds are valid against the Necron phalanx. AOE attacks in particular have the peculiar effect of turning the 50%/75% resilience bonus into something of a liability since they just get more blast weapon wounds.



You can't kill them in CC(okay, with the best elite units you might kill some unsupported warriors, but that's it) because of their LD value and I2 AP2 weapons. Let alone wraiths which are probably the best tarpit unit in the game. The only thing you can do against Necrons is hope for hold objective X cards all game and win because of obsec. You won't kill them, you try to survive until the game ends and collect points. Thanks to the harvest Necrons will probably have some scarabs which are the only killable unit in their entire codex (+ transports). If you have a friendly opponent he might be willing to not use anything that brings RP to 4+. Actually that proved to be an exciting and balanced game when we did that.

   
Made in us
Longtime Dakkanaut




Today's faq is a post asking for questions regarding a deathwatch faq which it sounds like will be posted next week for clarification.

https://m.facebook.com/1575682476085719/photos/a.1576243776029589.1073741828.1575682476085719/1676232199364079/?type=3&source=54
   
Made in us
Blood-Raging Khorne Berserker





Pittsburgh, PA

gungo wrote:
Today's faq is a post asking for questions regarding a deathwatch faq which it sounds like will be posted next week for clarification.

https://m.facebook.com/1575682476085719/photos/a.1576243776029589.1073741828.1575682476085719/1676232199364079/?type=3&source=54


Thanks for the link! Hopefully they clarify whether or not assault terminators can take a CML
   
Made in us
Locked in the Tower of Amareo




 Red Corsair wrote:
You don't shoot necrons and expect to wipe them out efficiently, you sweep them in combat.


Good luck putting wounds on them in CC. I guess Space Wolves can. BA certainly can't cause enough damage to get past LD 10.

This message was edited 1 time. Last update was at 2016/08/31 19:50:01


 
   
Made in gb
Decrepit Dakkanaut




Wulfen and Thunderwolves killed off an orikan / nemesor / obyron / dlord star at the weekend. Needed 10 wulfen at different times.
   
Made in us
Locked in the Tower of Amareo




Good for SW! At least there is one Imperial list that functions as intended other than vanilla marines.
   
Made in gb
Decrepit Dakkanaut




Martel732 wrote:
Good for SW! At least there is one Imperial list that functions as intended other than vanilla marines.

It was the only time my wulfen did what they were really supposed to all weekend. Faced knights first two games, rapid firing battle cannon are NASTY
   
Made in us
Locked in the Tower of Amareo




nosferatu1001 wrote:
Martel732 wrote:
Good for SW! At least there is one Imperial list that functions as intended other than vanilla marines.

It was the only time my wulfen did what they were really supposed to all weekend. Faced knights first two games, rapid firing battle cannon are NASTY


I guess. Most opponents kind of laugh at them. Riptide don't care!
   
Made in fi
Lead-Footed Trukkboy Driver





Boston

I think necrons serve as a great army at stopping armies other than eldar/SM/daemons from reaching the top tables. Daemons can either corrupt objectives and win that way or get a D-thirster and win that way. Space marines sit on all the objectives or have giant death star of doom and run over even the most resilient necron star. Eldar make a wraithknight invisible and let it stomp out all those annoying characters.

Other armies don't really have the tools to deal with necrons all that well.


Also, none of this matters if you bring the pylons with characters. That will clear the table in short order, ESPECIALLY against death stars.

This message was edited 1 time. Last update was at 2016/09/07 13:56:47


 
   
Made in us
Lieutenant General





Florence, KY

 Ghaz wrote:
... ongoing discussion in News & Rumours. FAQ can be found HERE.

Skitarii & Cult Mechanicus FAQs HERE.

Militarum Tempestus Scions, Inquisition, Adepta Sororitas and Officio Assassinorum HERE.

Imperial Knights, Genestealer Cults and Deathwatch HERE.

Daemonkin, Legion of the Damned and Blood Oath FAQs HERE

Codex Space Marines FAQ HERE

Codex Space Wolves FAQ HERE

Codex Dark Angels FAQ HERE

Codex Blood Angels FAQ HERE

Codex Craftworld Eldar, Dark Eldar and Harlequins HERE

Codex Tau Empire HERE

Codex Orks HERE

Codex Chaos Space Marines HERE

Codex Tyranids HERE

Astra Militarum and Grey Knights HERE

Codex Necrons HERE

Codex Chaos Daemons HERE

Main Rulebook FINAL FAQ posted HERE.

Main Rulebook FINAL FAQ posted.

'It is a source of constant consternation that my opponents
cannot correlate their innate inferiority with their inevitable
defeat. It would seem that stupidity is as eternal as war.'

- Nemesor Zahndrekh of the Sautekh Dynasty
Overlord of the Crownworld of Gidrim
 
   
 
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