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Made in us
Regular Dakkanaut




Also, bringing the Yncarne in off the last casualty of an enemy shooting/assault phase could be a good way to get it around the board and assault in your turn.

--edit

This message was edited 2 times. Last update was at 2017/02/04 16:38:30


 
   
Made in es
Swift Swooping Hawk





 H.B.M.C. wrote:
Could'a sworn that when the pre-orders went up there was a 3 War Walker set. It's not there now.


Yes it was both Black guardians: Vypers and War walkers in group of 3, at least in new zealand store it showed at 1st.

About the soulburst and psychic powers, there may be a formation or a special rule that allow to choose Revenant powers at will (it's show in the imgur pics) so maybe you can take the most fitting one.

P.S: TBh this bring me old vibes from the undead armies in 3rd-4th edition in WFB and the Dance of Vanhel sinergy.
   
Made in us
Haemonculi Flesh Apprentice






IDK we will have to wait and see but from the look of it right off the bat the army reminds me of khorne demonkin too much. A lot of "hey let me pay for multiple small units to get shot off the table so I can do X" is a terrible strategy IMO. At least KDK can summon with it but for this Ynari army to tick they are going to need to be on foot, and none of the units they can take are durable. Will wait and see what people come up with but my guess is this army is going to run out of steam very fast in objective games. Fun fact as well is the Yncarne only gaining wounds fropm lost models immediately after they die meaning you can shoot all the chaf around him first then blast him. On there turn they would need to turtle back up around him for that power to work which doesn't seem productive.

That said I am happy the new rules are different and not very powerful. In the right order, with the right units at the right time soulburst could be crippling but as an army wide rule it's rather meh. It's a good break from the usual OP crap they tend to toss these books.

The three leaked swords all appear to be the three characters weapons. AP2 fleshbane armor bane on the Yncarnes makes me think it won't be a MC or have stats over S5 T5. The Yvraines sword is fething strange, it's snowflake power works when killing eldar only lol. Visarch seems to have a solid sword but its only his base attacks until you start feeding your models to the opponent which again seems like a terrible strategy. His leadership power seems like it could be hillarious though when coupled with harlies.


Automatically Appended Next Post:
Lord Perversor wrote:
 H.B.M.C. wrote:
Could'a sworn that when the pre-orders went up there was a 3 War Walker set. It's not there now.


Yes it was both Black guardians: Vypers and War walkers in group of 3, at least in new zealand store it showed at 1st.

About the soulburst and psychic powers, there may be a formation or a special rule that allow to choose Revenant powers at will (it's show in the imgur pics) so maybe you can take the most fitting one.

P.S: TBh this bring me old vibes from the undead armies in 3rd-4th edition in WFB and the Dance of Vanhel sinergy.


Your VERY optimistic about that one. GW has yet to allow any psycher in 7th edition to pick their powers, the only exceptions are when a psycher knows every power.


Automatically Appended Next Post:
Slayer-Fan123 wrote:
Storm Of Whispers is pretty stupid for being a WC1 Nova.


To be fair it is the only solid power in the diciplin IMO and at S3 and a random number of hits it really won't be that devastating outside the odd game where they happen to catch an opponent clumping units outside transports around the caster.

This message was edited 2 times. Last update was at 2017/02/04 16:49:21


   
Made in jp
Fresh-Faced New User




Goobi2 wrote:
Well, going by some of the bulk sets on the site: Vypers and War Walkers get some love, too.

The issue with that double charge Incubi plan is that by the time they charge and kill something, they have typically run out of attacks that phase. So even if they charge into something else that turn, they will not get anymore attacks since the rule locks the initiative step from where the 1st combat ended.

It would be good for units with a few characters that can clear a unit and then the non characters can chew a unit. It can lock you into an assault with a non threatening unit so you can be shot. It can plunge you into assault at some interesting times, like the enemy's psychic phase. Etc
------

I'm guessing the thing that lets 2 units Soulburst off one kill is a detachment bonus. So, in that detachment, you may see things like 2 Warp Spider units jetting in close and deleting a unit and then full jetting away or shooting another unit. Enemy kills one of these units, the ither immediately gets to shoot/run again. (All assuming Warp Spiders make it in, but the concept holds for other units)


I see. How about this: you make a regular charge with Incubi into a unit, and you charge reavers into something else. You resolve the Incubi first and the consolidate (let something else move or shoot with Soulburst). Then you move onto the combat with the reavers. The reavers then kill the unit with HOW at the initiative 10 step, so the Incubi now can charge at the end of the step, and their new combat begins at the Initiative 9 step?

I think it needs an FAQ, as this system changes the whole game. I mean, what Initiative step is the Psychic phase? You can charge in your opponents turn now, and that's going to have a whole lot of weird interactions!
   
Made in pl
Wicked Warp Spider





 Red Corsair wrote:


Lord Perversor wrote:
 H.B.M.C. wrote:
Could'a sworn that when the pre-orders went up there was a 3 War Walker set. It's not there now.


Yes it was both Black guardians: Vypers and War walkers in group of 3, at least in new zealand store it showed at 1st.

About the soulburst and psychic powers, there may be a formation or a special rule that allow to choose Revenant powers at will (it's show in the imgur pics) so maybe you can take the most fitting one.

P.S: TBh this bring me old vibes from the undead armies in 3rd-4th edition in WFB and the Dance of Vanhel sinergy.


Your VERY optimistic about that one. GW has yet to allow any psycher in 7th edition to pick their powers, the only exceptions are when a psycher knows every power.


It is right there in the glossary, Warlord trait called Warden of Forgotten Wisdom, let's you choose your powers instead of rolling them.
   
Made in us
Longtime Dakkanaut






Chillicothe, OH

 Mantle wrote:
Goobi2 wrote:
Well, going by some of the bulk sets on the site: Vypers and War Walkers get some love, too.

The issue with that double charge Incubi plan is that by the time they charge and kill something, they have typically run out of attacks that phase. So even if they charge into something else that turn, they will not get anymore attacks since the rule locks the initiative step from where the 1st combat ended.

It would be good for units with a few characters that can clear a unit and then the non characters can chew a unit. It can lock you into an assault with a non threatening unit so you can be shot. It can plunge you into assault at some interesting times, like the enemy's psychic phase. Etc


I can see this being FaQ'd some might say that it stays at the initiative step and therefore the unit may make its attacks again but I think it's meant to lock your unit out of its initiative step and is just a way to get stuck in to another unit so you aren't stranded in the open to get shot at, being eldar you're more than likely striking first in your opponents turn anyway.


That still doesn't sound right. If you're I5 and you wipe a unit, then charge into anything I4, that would mean they get attacks on you and you have no choice but to take it.

My Painting Blog, UPDATED!

Armies in 8th:
Minotaurs: 1-0-0
Thousand Sons: 15-3

 
   
Made in jp
Fresh-Faced New User




 Red Corsair wrote:
IDK we will have to wait and see but from the look of it right off the bat the army reminds me of khorne demonkin too much. A lot of "hey let me pay for multiple small units to get shot off the table so I can do X" is a terrible strategy IMO. At least KDK can summon with it but for this Ynari army to tick they are going to need to be on foot, and none of the units they can take are durable. Will wait and see what people come up with but my guess is this army is going to run out of steam very fast in objective games. Fun fact as well is the Yncarne only gaining wounds fropm lost models immediately after they die meaning you can shoot all the chaf around him first then blast him. On there turn they would need to turtle back up around him for that power to work which doesn't seem productive.

That said I am happy the new rules are different and not very powerful. In the right order, with the right units at the right time soulburst could be crippling but as an army wide rule it's rather meh. It's a good break from the usual OP crap they tend to toss these books.

The three leaked swords all appear to be the three characters weapons. AP2 fleshbane armor bane on the Yncarnes makes me think it won't be a MC or have stats over S5 T5. The Yvraines sword is fething strange, it's snowflake power works when killing eldar only lol. Visarch seems to have a solid sword but its only his base attacks until you start feeding your models to the opponent which again seems like a terrible strategy. His leadership power seems like it could be hillarious though when coupled with harlies.


Automatically Appended Next Post:
Lord Perversor wrote:
 H.B.M.C. wrote:
Could'a sworn that when the pre-orders went up there was a 3 War Walker set. It's not there now.


Yes it was both Black guardians: Vypers and War walkers in group of 3, at least in new zealand store it showed at 1st.

About the soulburst and psychic powers, there may be a formation or a special rule that allow to choose Revenant powers at will (it's show in the imgur pics) so maybe you can take the most fitting one.

P.S: TBh this bring me old vibes from the undead armies in 3rd-4th edition in WFB and the Dance of Vanhel sinergy.


Your VERY optimistic about that one. GW has yet to allow any psycher in 7th edition to pick their powers, the only exceptions are when a psycher knows every power.


'Warden of Forgotten Wisdom ' says you can pick.

This message was edited 1 time. Last update was at 2017/02/04 17:08:33


 
   
Made in pl
Wicked Warp Spider





 nintura wrote:
 Mantle wrote:
Goobi2 wrote:
Well, going by some of the bulk sets on the site: Vypers and War Walkers get some love, too.

The issue with that double charge Incubi plan is that by the time they charge and kill something, they have typically run out of attacks that phase. So even if they charge into something else that turn, they will not get anymore attacks since the rule locks the initiative step from where the 1st combat ended.

It would be good for units with a few characters that can clear a unit and then the non characters can chew a unit. It can lock you into an assault with a non threatening unit so you can be shot. It can plunge you into assault at some interesting times, like the enemy's psychic phase. Etc


I can see this being FaQ'd some might say that it stays at the initiative step and therefore the unit may make its attacks again but I think it's meant to lock your unit out of its initiative step and is just a way to get stuck in to another unit so you aren't stranded in the open to get shot at, being eldar you're more than likely striking first in your opponents turn anyway.


That still doesn't sound right. If you're I5 and you wipe a unit, then charge into anything I4, that would mean they get attacks on you and you have no choice but to take it.


It looks like a rule especially designed for Harlequins, in which case you always have mixed (and still high) initiative values. It is VERY common for Harlequin characters to wipe out units and leave basic troupers without anything left to slay.
   
Made in es
Swift Swooping Hawk





nou wrote:
 nintura wrote:
 Mantle wrote:
Goobi2 wrote:
Well, going by some of the bulk sets on the site: Vypers and War Walkers get some love, too.

The issue with that double charge Incubi plan is that by the time they charge and kill something, they have typically run out of attacks that phase. So even if they charge into something else that turn, they will not get anymore attacks since the rule locks the initiative step from where the 1st combat ended.

It would be good for units with a few characters that can clear a unit and then the non characters can chew a unit. It can lock you into an assault with a non threatening unit so you can be shot. It can plunge you into assault at some interesting times, like the enemy's psychic phase. Etc


I can see this being FaQ'd some might say that it stays at the initiative step and therefore the unit may make its attacks again but I think it's meant to lock your unit out of its initiative step and is just a way to get stuck in to another unit so you aren't stranded in the open to get shot at, being eldar you're more than likely striking first in your opponents turn anyway.


That still doesn't sound right. If you're I5 and you wipe a unit, then charge into anything I4, that would mean they get attacks on you and you have no choice but to take it.


It looks like a rule especially designed for Harlequins, in which case you always have mixed (and still high) initiative values. It is VERY common for Harlequin characters to wipe out units and leave basic troupers without anything left to slay.


Or just try to synergy it along other units, get a fast moving unit charge and finish some weak enemy unit (Reavers or skyweavers) then use the Soulburst to allow an Incubi unit or Wraithblades nearby wich are Init 1, move closer like running and get a charge into a more dangerous unit deeper, adding some risk and reward.
   
Made in jp
Fresh-Faced New User




Another thought: you have an IC character in a unit. That unit is killed in your opponent's shooting phase, leaving the IC alone. Soulburst acts as though it is your turn, so the IC can immediately move and join a new unit. A little more protection?

This message was edited 1 time. Last update was at 2017/02/04 17:20:31


 
   
Made in us
Regular Dakkanaut




Colonel Cabbage wrote:
Goobi2 wrote:
Well, going by some of the bulk sets on the site: Vypers and War Walkers get some love, too.

The issue with that double charge Incubi plan is that by the time they charge and kill something, they have typically run out of attacks that phase. So even if they charge into something else that turn, they will not get anymore attacks since the rule locks the initiative step from where the 1st combat ended.

It would be good for units with a few characters that can clear a unit and then the non characters can chew a unit. It can lock you into an assault with a non threatening unit so you can be shot. It can plunge you into assault at some interesting times, like the enemy's psychic phase. Etc
------

I'm guessing the thing that lets 2 units Soulburst off one kill is a detachment bonus. So, in that detachment, you may see things like 2 Warp Spider units jetting in close and deleting a unit and then full jetting away or shooting another unit. Enemy kills one of these units, the ither immediately gets to shoot/run again. (All assuming Warp Spiders make it in, but the concept holds for other units)


I see. How about this: you make a regular charge with Incubi into a unit, and you charge reavers into something else. You resolve the Incubi first and the consolidate (let something else move or shoot with Soulburst). Then you move onto the combat with the reavers. The reavers then kill the unit with HOW at the initiative 10 step, so the Incubi now can charge at the end of the step, and their new combat begins at the Initiative 9 step?

I think it needs an FAQ, as this system changes the whole game. I mean, what Initiative step is the Psychic phase? You can charge in your opponents turn now, and that's going to have a whole lot of weird interactions!


Good point! That would work! Multiple units working together is the only way this buff makes much difference.

Also, the Initiative thing only takes place if you charge during a Fight subphase. A charge at any other point is just a normal charge (though a delayed hammer of wrath hit sounds silly. Though, since the unit wouldn't be doing anything til then anyway [except maybe a nova, which would feel weird] you can think of it as a the combat as "and this is what happened"

This message was edited 1 time. Last update was at 2017/02/04 18:31:18


 
   
Made in gb
Fireknife Shas'el





Leicester

Why 7" I wonder? Most GW profiles work in multiples of 6", or occasionally 5". Could this be an indication of something new in 8th ed? (Although God knows what).

DS:80+S+GM+B+I+Pw40k08D+A++WD355R+T(M)DM+
 Zed wrote:
*All statements reflect my opinion at this moment. if some sort of pretty new model gets released (or if I change my mind at random) I reserve the right to jump on any bandwagon at will.
 
   
Made in us
Regular Dakkanaut




 Jadenim wrote:
Why 7" I wonder? Most GW profiles work in multiples of 6", or occasionally 5". Could this be an indication of something new in 8th ed? (Although God knows what).


My bet is that they are operating sort of like the Chaos god powers/abilities that use the favored number of their lord. Guess Ynnead and Nurgle have a bit in common.
   
Made in gb
Agile Revenant Titan






 Jadenim wrote:
Why 7" I wonder? Most GW profiles work in multiples of 6", or occasionally 5". Could this be an indication of something new in 8th ed? (Although God knows what).


My initial thought was 'isn't 7 Nurgle's sacred number? Sure is cropping up a lot'

Could be coincidence, but considering that what the Eldar are doing is not far from birthing a Chaos God of Death I do wonder whether it's supposed to be a little bit fishy.

It's certainly enough to make my Craftworlders suspicious at least...

Check out may pan-Eldar projects http://www.dakkadakka.com/dakkaforum/posts/list/702683.page

Also my Rogue Trader-esque spaceport factions http://www.dakkadakka.com/dakkaforum/posts/list/709686.page

Oh, and I've come up with a semi-expanded Shadow War idea and need some feedback! https://www.dakkadakka.com/dakkaforum/posts/list/726439.page

Lastly I contribute to a blog too! http://objectivesecured.blogspot.co.uk/ Check it out! It's not just me  
   
Made in gb
Grim Dark Angels Interrogator-Chaplain





The Rock

 angelofvengeance wrote:
Cinematic trailer for pt 2...



AoV's Hobby Blog 29/04/18 The Tomb World stirs p44
How to take decent photos of your models
There's a beast in every man, and it stirs when you put a sword in his hand
Most importantly, Win or Lose, always try to have fun.
Armies Legion: Dark Angels 
   
Made in gb
Stubborn White Lion





UK

Goobi2 wrote:
Colonel Cabbage wrote:
Goobi2 wrote:
Well, going by some of the bulk sets on the site: Vypers and War Walkers get some love, too.

The issue with that double charge Incubi plan is that by the time they charge and kill something, they have typically run out of attacks that phase. So even if they charge into something else that turn, they will not get anymore attacks since the rule locks the initiative step from where the 1st combat ended.

It would be good for units with a few characters that can clear a unit and then the non characters can chew a unit. It can lock you into an assault with a non threatening unit so you can be shot. It can plunge you into assault at some interesting times, like the enemy's psychic phase. Etc
------

I'm guessing the thing that lets 2 units Soulburst off one kill is a detachment bonus. So, in that detachment, you may see things like 2 Warp Spider units jetting in close and deleting a unit and then full jetting away or shooting another unit. Enemy kills one of these units, the ither immediately gets to shoot/run again. (All assuming Warp Spiders make it in, but the concept holds for other units)


I see. How about this: you make a regular charge with Incubi into a unit, and you charge reavers into something else. You resolve the Incubi first and the consolidate (let something else move or shoot with Soulburst). Then you move onto the combat with the reavers. The reavers then kill the unit with HOW at the initiative 10 step, so the Incubi now can charge at the end of the step, and their new combat begins at the Initiative 9 step?

I think it needs an FAQ, as this system changes the whole game. I mean, what Initiative step is the Psychic phase? You can charge in your opponents turn now, and that's going to have a whole lot of weird interactions!


Good point! That would work! Multiple units working together is the only way this buff makes much difference.

Also, the Initiative thing only takes place if you charge during a Fight subphase. A charge at any other point is just a normal charge (though a delayed hammer of wrath hit sounds silly. Though, since the unit wouldn't be doing anything til then anyway [except maybe a nova, which would feel weird] you can think of it as a the combat as "and this is what happened"


We might get a better idea from the actual book, these rules seem to be short handed for the glossary and are full of mistakes and doubled words.





 
   
Made in us
Longtime Dakkanaut




Colonel Cabbage wrote:
Goobi2 wrote:
Well, going by some of the bulk sets on the site: Vypers and War Walkers get some love, too.

The issue with that double charge Incubi plan is that by the time they charge and kill something, they have typically run out of attacks that phase. So even if they charge into something else that turn, they will not get anymore attacks since the rule locks the initiative step from where the 1st combat ended.

It would be good for units with a few characters that can clear a unit and then the non characters can chew a unit. It can lock you into an assault with a non threatening unit so you can be shot. It can plunge you into assault at some interesting times, like the enemy's psychic phase. Etc
------

I'm guessing the thing that lets 2 units Soulburst off one kill is a detachment bonus. So, in that detachment, you may see things like 2 Warp Spider units jetting in close and deleting a unit and then full jetting away or shooting another unit. Enemy kills one of these units, the ither immediately gets to shoot/run again. (All assuming Warp Spiders make it in, but the concept holds for other units)


I see. How about this: you make a regular charge with Incubi into a unit, and you charge reavers into something else. You resolve the Incubi first and the consolidate (let something else move or shoot with Soulburst). Then you move onto the combat with the reavers. The reavers then kill the unit with HOW at the initiative 10 step, so the Incubi now can charge at the end of the step, and their new combat begins at the Initiative 9 step?

I think it needs an FAQ, as this system changes the whole game. I mean, what Initiative step is the Psychic phase? You can charge in your opponents turn now, and that's going to have a whole lot of weird interactions!


I hope there is a detailed explanation because while I think this interpretation is a reasonable one its pretty contrived and struggle to believe its intentional.

I think you could interpret it that the unit will always be able to fight if it is entering a new combat (since such has its own sequence of initiative steps). An issue will only come up if you are in a multiple combat and entering after the relevant initiative step has passed.
   
Made in ca
Fixture of Dakka




Warhams-77 wrote:
Download the free ibook preview, it comes with the psychic powers and other rules in the Glossary section, I kid you not

Webway Assault rule is back. Deepstrike deployment, no scatter, at least 9" distance to enemy models. I guess Black Guardians will get these




I did. I did not see it. Is this different for people in different regions?

*edit*

I see it must be the interactive edition for this to work.

This message was edited 1 time. Last update was at 2017/02/04 19:28:33


Agies Grimm:The "Learn to play, bro" mentality is mostly just a way for someone to try to shame you by implying that their metaphorical nerd-wiener is bigger than yours. Which, ironically, I think nerds do even more vehemently than jocks.

Everything is made up and the points don't matter. 40K or Who's Line is it Anyway?

Auticus wrote: Or in summation: its ok to exploit shoddy points because those are rules and gamers exist to find rules loopholes (they are still "legal"), but if the same force can be composed without structure, it emotionally feels "wrong".  
   
Made in de
Longtime Dakkanaut





I dont think so. You have checked the glossary?

Here is the link to my album with the pics (minus campaign rules etc)

http://imgur.com/a/dbR41



This message was edited 1 time. Last update was at 2017/02/04 19:19:07


 
   
Made in us
Pyro Pilot of a Triach Stalker





The Eternity Gate

 angelofvengeance wrote:
 angelofvengeance wrote:
Cinematic trailer for pt 2...




That right there is why 40K is so freaking cool. Great video!

01001000 01100001 01101001 01101100 00100000 01101111 01110101 01110010 00100000 01001110 01100101 01100011 01110010 01101111 01101110 00100000 01101111 01110110 01100101 01110010 01101100 01101111 01110010 01100100 01110011 00100001  
   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

 Mantle wrote:
Goobi2 wrote:
Colonel Cabbage wrote:
Goobi2 wrote:
Well, going by some of the bulk sets on the site: Vypers and War Walkers get some love, too.

The issue with that double charge Incubi plan is that by the time they charge and kill something, they have typically run out of attacks that phase. So even if they charge into something else that turn, they will not get anymore attacks since the rule locks the initiative step from where the 1st combat ended.

It would be good for units with a few characters that can clear a unit and then the non characters can chew a unit. It can lock you into an assault with a non threatening unit so you can be shot. It can plunge you into assault at some interesting times, like the enemy's psychic phase. Etc
------

I'm guessing the thing that lets 2 units Soulburst off one kill is a detachment bonus. So, in that detachment, you may see things like 2 Warp Spider units jetting in close and deleting a unit and then full jetting away or shooting another unit. Enemy kills one of these units, the ither immediately gets to shoot/run again. (All assuming Warp Spiders make it in, but the concept holds for other units)


I see. How about this: you make a regular charge with Incubi into a unit, and you charge reavers into something else. You resolve the Incubi first and the consolidate (let something else move or shoot with Soulburst). Then you move onto the combat with the reavers. The reavers then kill the unit with HOW at the initiative 10 step, so the Incubi now can charge at the end of the step, and their new combat begins at the Initiative 9 step?

I think it needs an FAQ, as this system changes the whole game. I mean, what Initiative step is the Psychic phase? You can charge in your opponents turn now, and that's going to have a whole lot of weird interactions!


Good point! That would work! Multiple units working together is the only way this buff makes much difference.

Also, the Initiative thing only takes place if you charge during a Fight subphase. A charge at any other point is just a normal charge (though a delayed hammer of wrath hit sounds silly. Though, since the unit wouldn't be doing anything til then anyway [except maybe a nova, which would feel weird] you can think of it as a the combat as "and this is what happened"


We might get a better idea from the actual book, these rules seem to be short handed for the glossary and are full of mistakes and doubled words.

Ehhh.

The reason some of it is "doubled words" is because it's the iTunes version. The glossary there has a "popout" for the USRs.
   
Made in us
Regular Dakkanaut





miami, fl

Warden of Forgotten Wisdom is AWESOME!! Also, webway assault, finally.

This message was edited 1 time. Last update was at 2017/02/04 19:38:38


 
   
Made in ca
Fixture of Dakka




Oh my. The rules just seem insane. Then again, I don't know 40K rules very well, so maybe they are not. But man I thought it was tough fighting Eldar, just going to get a lot harder now if I am not mistaken.

I guess it would be against the rules to post them eh? Just so many of them. I don't know what is old and what is new. I guess anything with the name Ynnead is new.

Can I just name the rules and not say what they do? I am bored, thought if I was allowed to give some excitement (in a good way I hope).

Agies Grimm:The "Learn to play, bro" mentality is mostly just a way for someone to try to shame you by implying that their metaphorical nerd-wiener is bigger than yours. Which, ironically, I think nerds do even more vehemently than jocks.

Everything is made up and the points don't matter. 40K or Who's Line is it Anyway?

Auticus wrote: Or in summation: its ok to exploit shoddy points because those are rules and gamers exist to find rules loopholes (they are still "legal"), but if the same force can be composed without structure, it emotionally feels "wrong".  
   
Made in gb
Missionary On A Mission






Warhams-77 wrote:
I dont think so. You have checked the glossary?

Here is the link to my album with the pics (minus campaign rules etc)

http://imgur.com/a/dbR41


So Yvraine's pet cat generates an extra D3 Warp Charge, is that right? Is the red dude the Visarch?

- - - - - - -
   
Made in gb
Grim Dark Angels Interrogator-Chaplain





The Rock

 BBAP wrote:
Warhams-77 wrote:
I dont think so. You have checked the glossary?

Here is the link to my album with the pics (minus campaign rules etc)

http://imgur.com/a/dbR41


So Yvraine's pet cat generates an extra D3 Warp Charge, is that right? Is the red dude the Visarch?


Yes and yes.

AoV's Hobby Blog 29/04/18 The Tomb World stirs p44
How to take decent photos of your models
There's a beast in every man, and it stirs when you put a sword in his hand
Most importantly, Win or Lose, always try to have fun.
Armies Legion: Dark Angels 
   
Made in us
Haemonculi Flesh Apprentice






nou wrote:
 Red Corsair wrote:


Lord Perversor wrote:
 H.B.M.C. wrote:
Could'a sworn that when the pre-orders went up there was a 3 War Walker set. It's not there now.


Yes it was both Black guardians: Vypers and War walkers in group of 3, at least in new zealand store it showed at 1st.

About the soulburst and psychic powers, there may be a formation or a special rule that allow to choose Revenant powers at will (it's show in the imgur pics) so maybe you can take the most fitting one.

P.S: TBh this bring me old vibes from the undead armies in 3rd-4th edition in WFB and the Dance of Vanhel sinergy.


Your VERY optimistic about that one. GW has yet to allow any psycher in 7th edition to pick their powers, the only exceptions are when a psycher knows every power.


It is right there in the glossary, Warlord trait called Warden of Forgotten Wisdom, let's you choose your powers instead of rolling them.


Sure but you still have to roll that trait which is random! So your powers are still randomly being determined.

This message was edited 1 time. Last update was at 2017/02/04 20:08:49


   
Made in ca
Fixture of Dakka




I am getting myself confused. With the news of a Primarch coming in, I tried looking for rules for him. Can't find any. The Primarch shows up in Gather Storm III correct? So he is not in Gatthering Storm II.

So is Gathering Storm II just Eldar and Dark Eldar? I don't see anything of other rules for other codices. Are there other races going to be in this book or not?

Agies Grimm:The "Learn to play, bro" mentality is mostly just a way for someone to try to shame you by implying that their metaphorical nerd-wiener is bigger than yours. Which, ironically, I think nerds do even more vehemently than jocks.

Everything is made up and the points don't matter. 40K or Who's Line is it Anyway?

Auticus wrote: Or in summation: its ok to exploit shoddy points because those are rules and gamers exist to find rules loopholes (they are still "legal"), but if the same force can be composed without structure, it emotionally feels "wrong".  
   
Made in us
Haemonculi Flesh Apprentice






Davor wrote:
Oh my. The rules just seem insane. Then again, I don't know 40K rules very well, so maybe they are not. But man I thought it was tough fighting Eldar, just going to get a lot harder now if I am not mistaken.

I guess it would be against the rules to post them eh? Just so many of them. I don't know what is old and what is new. I guess anything with the name Ynnead is new.

Can I just name the rules and not say what they do? I am bored, thought if I was allowed to give some excitement (in a good way I hope).


Time will tell but I doubt they will be better then the current meta. Soul burst replaces other eldar faction rules so for example your Dire Avengers of Ynari will not have battle focus, a better rule for them IMO, instead of moving and running then shooting to get into range or shooting then hiding, moving then running and waiting til their turn for them to kill a nearby unit in order to shoot, or moving and shooting and waiting for a nearby unit to die to run. Granted you could shoot again which is nice but this is why I think the army will burn out of models quickly. They still are not durable at all and their tricks require boots on the ground.

   
Made in gb
Longtime Dakkanaut





 Red Corsair wrote:

Sure but you still have to roll that trait which is random! So your powers are still randomly being determined.


Gah if there is one part of 40k's current version that I really detest its the random tables for warlord traits and psyker powers. 40k and every other wargame out there is always "unrealistic" because we can pick and choose virtually every thing about our armies. Either we should be able to pick and choose everything about the force we field from the tanks to the skills of our commander, or every force org slot and wargear option should be a random table.

Sorry had to get that off my chest

This message was edited 1 time. Last update was at 2017/02/04 20:28:57


 
   
Made in ca
Fixture of Dakka




Just browsing noticed a few things I never seen before in 40K. Non psyker charcters can become psykers for the rest of the game, another rule I believe shoudl have been a Tyranid rule gives units Fearless and Feel No Pain.

Another thing I noticed. Not sure if this was done before in other codicies. In one rule it says
...with the Ynnari Faction...
does this mean we can ket tags or key words like in Age of Sigmar or has this been done already in other books?

*edit*

If I am reading this correctly the psychic powers are called Revenant? Sorry don't know the proper terminology. I mean the Tree is called Revenant and it has

Primaris Power Spirit Hook

Shield of Ynnead
Storm of Whispers
Word of the Phoenix
Ancestor's Grace
Unbind Souls
Gaze of Ynnead

This message was edited 5 times. Last update was at 2017/02/04 20:33:00


Agies Grimm:The "Learn to play, bro" mentality is mostly just a way for someone to try to shame you by implying that their metaphorical nerd-wiener is bigger than yours. Which, ironically, I think nerds do even more vehemently than jocks.

Everything is made up and the points don't matter. 40K or Who's Line is it Anyway?

Auticus wrote: Or in summation: its ok to exploit shoddy points because those are rules and gamers exist to find rules loopholes (they are still "legal"), but if the same force can be composed without structure, it emotionally feels "wrong".  
   
 
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