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![[Post New]](/s/i/i.gif) 2016/08/24 17:23:04
Subject: 40K FAQ first draft posted (Codex Chaos Daemons added 8/24)
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Swift Swooping Hawk
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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.
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![[Post New]](/s/i/i.gif) 2016/08/24 18:20:07
Subject: 40K FAQ first draft posted (Codex Chaos Daemons added 8/24)
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Powerful Phoenix Lord
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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.
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![[Post New]](/s/i/i.gif) 2016/08/24 18:27:02
Subject: 40K FAQ first draft posted (Codex Chaos Daemons added 8/24)
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Insect-Infested Nurgle Chaos Lord
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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.
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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. |
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![[Post New]](/s/i/i.gif) 2016/08/24 19:25:28
Subject: 40K FAQ first draft posted (Codex Chaos Daemons added 8/24)
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Lead-Footed Trukkboy Driver
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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.
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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
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![[Post New]](/s/i/i.gif) 2016/08/24 19:35:48
Subject: 40K FAQ first draft posted (Codex Chaos Daemons added 8/24)
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Powerful Phoenix Lord
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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.
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![[Post New]](/s/i/i.gif) 2016/08/24 19:53:34
Subject: 40K FAQ first draft posted (Codex Chaos Daemons added 8/24)
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Lead-Footed Trukkboy Driver
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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.
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This message was edited 3 times. Last update was at 2016/08/24 20:04:15
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![[Post New]](/s/i/i.gif) 2016/08/29 15:41:30
Subject: 40K FAQ first draft posted (Codex Chaos Daemons added 8/24)
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Confessor Of Sins
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Finally the Chaos Focus vs Psychic Focus debate can rest!
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Cratfworld Alaitoc (Gallery)
Order of the Red Mantle (Gallery)
Grand (little) Army of Chaos, now painting! (Blog) |
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![[Post New]](/s/i/i.gif) 2016/08/29 15:53:22
Subject: 40K FAQ first draft posted (Codex Chaos Daemons added 8/24)
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Powerful Phoenix Lord
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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)
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![[Post New]](/s/i/i.gif) 2016/08/30 10:59:34
Subject: 40K FAQ first draft posted (Codex Chaos Daemons added 8/24)
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Witch Hunter in the Shadows
Aachen
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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.
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![[Post New]](/s/i/i.gif) 2016/08/30 11:04:00
Subject: Re:40K FAQ first draft posted (Codex Chaos Daemons added 8/24)
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Chaplain with Hate to Spare
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What codexes are we missing at this point?
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5250 pts
3850 pts
Deathwatch: 1500 pts
Imperial Knights: 375 pts
30K 2500 pts |
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![[Post New]](/s/i/i.gif) 2016/08/30 11:31:40
Subject: Re:40K FAQ first draft posted (Codex Chaos Daemons added 8/24)
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Executing Exarch
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Aside from a potential Deathwatch one, I think all have been covered.
Maybe we'll start getting the finished "un-draft" products?
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![[Post New]](/s/i/i.gif) 2016/08/30 11:33:11
Subject: Re:40K FAQ first draft posted (Codex Chaos Daemons added 8/24)
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Longtime Dakkanaut
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The following could (but not necessarily will) receive FAQ's:
- Codex: Deathwatch
- Stronghold Assault
- Codex: Cadia (Astra Militarum Supplement)
I think that's it.
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Galef wrote:If you refuse to use rock, you will never beat scissors. |
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![[Post New]](/s/i/i.gif) 2016/08/30 11:33:22
Subject: 40K FAQ first draft posted (Codex Chaos Daemons added 8/24)
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Oozing Plague Marine Terminator
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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...
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![[Post New]](/s/i/i.gif) 2016/08/30 11:36:25
Subject: 40K FAQ first draft posted (Codex Chaos Daemons added 8/24)
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Longtime Dakkanaut
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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.
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Galef wrote:If you refuse to use rock, you will never beat scissors. |
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![[Post New]](/s/i/i.gif) 2016/08/30 13:09:48
Subject: Re:40K FAQ first draft posted (Codex Chaos Daemons added 8/24)
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Lieutenant General
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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.
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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 |
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![[Post New]](/s/i/i.gif) 2016/08/30 14:52:22
Subject: 40K FAQ first draft posted (Codex Chaos Daemons added 8/24)
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Gargantuan Gargant
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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.
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![[Post New]](/s/i/i.gif) 2016/08/30 15:43:30
Subject: 40K FAQ first draft posted (Codex Chaos Daemons added 8/24)
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Locked in the Tower of Amareo
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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.
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This message was edited 2 times. Last update was at 2016/08/30 15:44:33
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![[Post New]](/s/i/i.gif) 2016/08/30 16:06:51
Subject: 40K FAQ first draft posted (Codex Chaos Daemons added 8/24)
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Haemonculi Flesh Apprentice
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You don't shoot necrons and expect to wipe them out efficiently, you sweep them in combat.
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![[Post New]](/s/i/i.gif) 2016/08/30 16:12:23
Subject: 40K FAQ first draft posted (Codex Chaos Daemons added 8/24)
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Powerful Phoenix Lord
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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
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This message was edited 1 time. Last update was at 2016/08/30 16:13:54
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![[Post New]](/s/i/i.gif) 2016/08/31 07:37:15
Subject: 40K FAQ first draft posted (Codex Chaos Daemons added 8/24)
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Legendary Dogfighter
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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.
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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. |
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![[Post New]](/s/i/i.gif) 2016/08/31 10:40:30
Subject: 40K FAQ first draft posted (Codex Chaos Daemons added 8/24)
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Oozing Plague Marine Terminator
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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.
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![[Post New]](/s/i/i.gif) 2016/08/31 15:48:10
Subject: 40K FAQ first draft posted (Codex Chaos Daemons added 8/24)
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Longtime Dakkanaut
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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
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![[Post New]](/s/i/i.gif) 2016/08/31 16:43:56
Subject: 40K FAQ first draft posted (Codex Chaos Daemons added 8/24)
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Blood-Raging Khorne Berserker
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Thanks for the link! Hopefully they clarify whether or not assault terminators can take a CML
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![[Post New]](/s/i/i.gif) 2016/08/31 19:48:59
Subject: 40K FAQ first draft posted (Codex Chaos Daemons added 8/24)
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Locked in the Tower of Amareo
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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.
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This message was edited 1 time. Last update was at 2016/08/31 19:50:01
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![[Post New]](/s/i/i.gif) 2016/08/31 20:33:03
Subject: 40K FAQ first draft posted (Codex Chaos Daemons added 8/24)
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Decrepit Dakkanaut
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Wulfen and Thunderwolves killed off an orikan / nemesor / obyron / dlord star at the weekend. Needed 10 wulfen at different times.
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![[Post New]](/s/i/i.gif) 2016/08/31 21:10:26
Subject: 40K FAQ first draft posted (Codex Chaos Daemons added 8/24)
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Locked in the Tower of Amareo
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Good for SW! At least there is one Imperial list that functions as intended other than vanilla marines.
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![[Post New]](/s/i/i.gif) 2016/08/31 22:36:36
Subject: 40K FAQ first draft posted (Codex Chaos Daemons added 8/24)
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Decrepit Dakkanaut
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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
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![[Post New]](/s/i/i.gif) 2016/09/01 17:04:34
Subject: 40K FAQ first draft posted (Codex Chaos Daemons added 8/24)
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Locked in the Tower of Amareo
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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!
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![[Post New]](/s/i/i.gif) 2016/09/07 13:55:54
Subject: 40K FAQ first draft posted (Codex Chaos Daemons added 8/24)
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Lead-Footed Trukkboy Driver
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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.
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This message was edited 1 time. Last update was at 2016/09/07 13:56:47
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![[Post New]](/s/i/i.gif) 2016/11/22 17:30:20
Subject: 40K FAQ first draft posted (Main Rulebook FINAL FAQ added 11/22)
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Lieutenant General
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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.
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'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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