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Made in gb
Fixture of Dakka






 Imateria wrote:
 Souleater wrote:


I am sort of pleased to see that Ynnari are listed as their own faction as i'm an inveterate Elf-lover. But even I have to question the number of Eldar factions we now have. Five is it now?


Currently 5 with Corsairs, will go down to 4 as Doom of Mymeara will be invalid for some time to come after 8th lands (expect Forgeworld to FAQ their big £50 books for use in 8th some time before 11th ed hits). There is, however, considerably more difference between the 3 main Aeldari factions than any of the Space Marine factions. I mean a tactical squad is a tactical squad regardless of what colour they're painted in, but there's quite a bit of difference between Kabalite Warriors, Guardians and Troope's. I hope Exodites get added to the list at some point as well.

I'm also praying for decent rules for my Nids, I haven't played with them for a year and a half now their codex is so bad, the only reason I haven't burnt it yet is the fluff is worth keeping.


There could be six, I suppose; there's not yet an Exodite army.

Actually, having Guardian squads and Kabalite Warrior squads being identical apart from their standard rifle would be a good idea, IMO; both units could be descended from the same pre-fall Eldar "territorial army" or similar.
   
Made in gb
Courageous Space Marine Captain






Glasgow, Scotland

With regards to the new "5 Master Codexes" being released, I have seen no news or information, but I would wager that the codexes would be4


Imperium Of Man (All flavours of Space Marines, Imperial Guard incl. Stormtroopers, Sisters of both flavours, Grey Knights, Custodes, Inquisition, Assassins, all flavours of AdMech, Imperial Knights)

Forces of Chaos (All flavours of Chaos Marines, Daemons, Imperial Guard/Traitor Guard, AdMech/Dark Mechanicum, Chaos Knights) =

Forces of the Aeldari: (Craftworlds, Iyanden, Deldar, Harlequins, Exodites, Ynnaedi Eldar, Corsairs).


Alliable Xenos but not friendly friends: Tau Empire, Farsight Enclaves, Necron Dynasties, maybe Orks as well


Hostile Xenos: Tyranids and maybe Orks.



I'm like to put Orks and Nids in the one codex, but maybe Nids will get their own book as the Extragalactic, helps no one alien, with Orks and Necrons flung together as the wildcards who don't often ally with anyone, and Eldar and Tau as the friendlier Xenos. Chaos and Imperium would definitely be two of the books being the largest factions, and I could see Eldar getting an entire faction due to how large their current Codex collection has become (Craftworlds, Deldar, Harleys, Aeldari (?), Corsairs, etc)

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England

 Ronin_eX wrote:


That would be GW's attempt to "personalize" the 'Nids. After Nucrons came out and had a culture and weren't just post-singularity death droids, this basically left 'Nids as the only faction in the game that didn't have character.

By allowing the hive mind to give out little slices of its uber-conciousness, you can create semi-autonomous character 'Nids and allow folks to personalize their army beyond "and this is Hive Tyrant #9.86x10^4983209482349283443298, they are super original!"

They got close to that when Old One Eye and a few other attempts at 'Nid special characters was a thing. But making it more explicitly part of their background means that you can have individual, characterful 'Nids without it seeming really weird. In a game that sprung from a nearly RPG-like skirmish system, character creation has always been a big part of 40k, and bringing 'Nids in to the fold is a good idea. Now hopefully people can get as attached to "The Red Maw of Carnax IV" as they will to "Chapter Master Pancy F'ants of the Rainbow Marines".

It's a little thing, but should help folks "get in to character" so to speak.




Tyranids character is being a swarm driven by the Hivemind. I love the idea of that much more than Ace Hive Tyrant (Smoke me a Ripper, I'll be home for breakfast.) I am in character playing my Tyranids without needing to identify with them as individuals. The bigger issue with getting into the Tyranid groove has been their rather anemic presence on the tabletop and the view of many Space Marine players that they are their merely as NPC cannon-fodder for them to shoot to bits and pulp in assault.

In my humble opinion allowing characters in the Hive Fleets actually makes them less interesting, and less characterful because they just become more human...and that's the last bloody thing I want from 'the most alien' of playable armies.

I hated it when they turned Necron into yet another army of Humans-but-in-Tin-Suits. i know other folks loved it.

I've treated things like Old One Eye as 'expensive' to grow strains that the Hive Mind uses rarely against particularly tough opposition.


On Eldar Craftworlds: If Jes Goodwin is still the driving creative force behind the Craftworld Eldar I think a lot of their style will stay intact. It's pretty distinct and flavourful as it is. GW may prefer to expend their crazier ideas on the Ynnari, for one thing. (I'm still deeply suspicious of a faction led by something that looks exactly like an Aeldari Possessed of She-Who-Thirsts! At the moment they are a faction with four 'dedicated' models (if you count the cat!). GW might let rip with Hrud, Jokaero or even Demiurg before getting round to doing much modelwise with the existing Xenos races if Age of Sigmar is any sort of guide.

It would not surprise me if we see a good couple of years of stuff for the new(er) Xenos factions with little in the way of support for the older factions. Interwoven with new Space Marine kits, of course. At least GW have started giving Chaos Space Marines some plastic love - which is very pleasing.

I wonder how the Xenos are going to be represented with the bigger conflict being between Chaos and the Imperium. Will we be there simply frustrating or aiding either side? Might we actually get a few campaigns that are purely Xenos vs Xenos. (I know that everybody wants to join in on a big campaign but it does stretch credulity sometimes.


 Nostromodamus wrote:
Please don’t necro to ask if there’s been any news.
 
   
Made in us
Consigned to the Grim Darkness





USA

 Rippy wrote:
Also don't forget that they said that every faction is getting love this year.

They also said Sisters were getting something new with Imperial Agents, then all we got was "oh you can ally easier, and everyone gets Celestine so she's no longer your own unique character any more."

There's still room for skepticism, even if the news so far looks good.

This message was edited 2 times. Last update was at 2017/04/26 19:47:30


The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
 
   
Made in us
Longtime Dakkanaut




Ute nation

 Deadshot wrote:
With regards to the new "5 Master Codexes" being released, I have seen no news or information, but I would wager that the codexes would be4


Imperium Of Man (All flavours of Space Marines, Imperial Guard incl. Stormtroopers, Sisters of both flavours, Grey Knights, Custodes, Inquisition, Assassins, all flavours of AdMech, Imperial Knights)

Forces of Chaos (All flavours of Chaos Marines, Daemons, Imperial Guard/Traitor Guard, AdMech/Dark Mechanicum, Chaos Knights) =

Forces of the Aeldari: (Craftworlds, Iyanden, Deldar, Harlequins, Exodites, Ynnaedi Eldar, Corsairs).


Alliable Xenos but not friendly friends: Tau Empire, Farsight Enclaves, Necron Dynasties, maybe Orks as well


Hostile Xenos: Tyranids and maybe Orks.



I'm like to put Orks and Nids in the one codex, but maybe Nids will get their own book as the Extragalactic, helps no one alien, with Orks and Necrons flung together as the wildcards who don't often ally with anyone, and Eldar and Tau as the friendlier Xenos. Chaos and Imperium would definitely be two of the books being the largest factions, and I could see Eldar getting an entire faction due to how large their current Codex collection has become (Craftworlds, Deldar, Harleys, Aeldari (?), Corsairs, etc)


They said there would be a marine codex and a separate Imperium codex, so the best guess at the moment is

1.) Space marines - Codex chapters, Dark angels, Blood Angels, Space Wolves, deathwatch, and grey knights
2.) Imperial Agents - Imperial Guard (and all sub-flavors thereof), Sisters of battle, inquisition, Ad mech (including Skitarii) and imperial knights.
3.) Aeldari - Craftworld Eldar, Dark Eldar, harlequins, Ynarri, and Corsairs (from forgeword)
4.) Xenos - Tau, Necrons, Tyranids (w/ GSC), and Orks
5.) Chaos - Chaos Space marines (with 1k sons and death guard getting full army treatments), Daemons, renegades and heretics (so dark mechanicum, renegade knights, and the traitor guard).

Remember these aren't codexes these are just the launch groupings that come with unit rules and the main game rules. Codexes will be faction specific when they come out.

This message was edited 2 times. Last update was at 2017/04/26 20:03:17


Constantly being negative doesn't make you seem erudite, it just makes you look like a curmudgeon.  
   
Made in us
Bonkers Buggy Driver with Rockets






If orks are as slow as they are in SW:A, then trukks will be a must. Depending on how they're statted, it may finally be viable to use big shootas instead of rokkits due to them being able to wound anything. Here's hoping for a melee Horde army with lots of options for going fast, hitting hard, using walkers, and not being completely at the mercy of RNG.

40k drinking game: take a shot everytime a book references Skitarii using transports.
 
   
Made in ca
Insect-Infested Nurgle Chaos Lord






I am so glad my orks remain unpainted for 4 whole editions.

Because it sounds like they're all going under the knife. Again.

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 au
Hissing Hybrid Metamorph





'Straya... Mate.

 Melissia wrote:
 Rippy wrote:
Also don't forget that they said that every faction is getting love this year.

They also said Sisters were getting something new with Imperial Agents, then all we got was "oh you can ally easier, and everyone gets Celestine so she's no longer your own unique character any more."

There's still room for skepticism, even if the news so far looks good.

Always, but it's better for the old mental health to not let things worry you

 
   
Made in gb
Courageous Space Marine Captain






Glasgow, Scotland

 Grimgold wrote:
 Deadshot wrote:
With regards to the new "5 Master Codexes" being released, I have seen no news or information, but I would wager that the codexes would be4


Imperium Of Man (All flavours of Space Marines, Imperial Guard incl. Stormtroopers, Sisters of both flavours, Grey Knights, Custodes, Inquisition, Assassins, all flavours of AdMech, Imperial Knights)

Forces of Chaos (All flavours of Chaos Marines, Daemons, Imperial Guard/Traitor Guard, AdMech/Dark Mechanicum, Chaos Knights) =

Forces of the Aeldari: (Craftworlds, Iyanden, Deldar, Harlequins, Exodites, Ynnaedi Eldar, Corsairs).


Alliable Xenos but not friendly friends: Tau Empire, Farsight Enclaves, Necron Dynasties, maybe Orks as well


Hostile Xenos: Tyranids and maybe Orks.



I'm like to put Orks and Nids in the one codex, but maybe Nids will get their own book as the Extragalactic, helps no one alien, with Orks and Necrons flung together as the wildcards who don't often ally with anyone, and Eldar and Tau as the friendlier Xenos. Chaos and Imperium would definitely be two of the books being the largest factions, and I could see Eldar getting an entire faction due to how large their current Codex collection has become (Craftworlds, Deldar, Harleys, Aeldari (?), Corsairs, etc)


They said there would be a marine codex and a separate Imperium codex, so the best guess at the moment is

1.) Space marines - Codex chapters, Dark angels, Blood Angels, Space Wolves, deathwatch, and grey knights
2.) Imperial Agents - Imperial Guard (and all sub-flavors thereof), Sisters of battle, inquisition, Ad mech (including Skitarii) and imperial knights.
3.) Aeldari - Craftworld Eldar, Dark Eldar, harlequins, Ynarri, and Corsairs (from forgeword)
4.) Xenos - Tau, Necrons, Tyranids (w/ GSC), and Orks
5.) Chaos - Chaos Space marines (with 1k sons and death guard getting full army treatments), Daemons, renegades and heretics (so dark mechanicum, renegade knights, and the traitor guard).

Remember these aren't codexes these are just the launch groupings that come with unit rules and the main game rules. Codexes will be faction specific when they come out.



That is a much better list and one I would be in support of, although I'd rather throw GK in with Imperial Agents, as, although they are Space Marines, they have very little crossover apart from statlines and combat squads.

I'm celebrating 8 years on Dakka Dakka!
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Credit to Castiel for banner. Thanks Cas!
 
   
Made in us
Horrific Howling Banshee






They said there would be a marine codex and a separate Imperium codex, so the best guess at the moment is

1.) Space marines - Codex chapters, Dark angels, Blood Angels, Space Wolves, deathwatch, and grey knights
2.) Imperial Agents - Imperial Guard (and all sub-flavors thereof), Sisters of battle, inquisition, Ad mech (including Skitarii) and imperial knights.
3.) Aeldari - Craftworld Eldar, Dark Eldar, harlequins, Ynarri, and Corsairs (from forgeword)
4.) Xenos - Tau, Necrons, Tyranids (w/ GSC), and Orks
5.) Chaos - Chaos Space marines (with 1k sons and death guard getting full army treatments), Daemons, renegades and heretics (so dark mechanicum, renegade knights, and the traitor guard).

Remember these aren't codexes these are just the launch groupings that come with unit rules and the main game rules. Codexes will be faction specific when they come out.


This is what I'm expecting. The material will fit best this way, with each book being about the same size, except the SM one (A big bigger, because they have to squeeze 15 armies in it).

 Badablack wrote:
40k starts with the question, “Who is worse, Satan or the Nazis?” And goes from there. It’s a big colorful ball pit full of horrible people screaming and shooting each other.

chromedog wrote:From the Fuggly DEldar of the time, before they let Jes goodwin have his good and proper way with the entire faction design.

I don't want the best army, just one that isn't an exercise in picking up my models by turn 3.

HoundsofDemos wrote:
The game doesn't need super space marines, it needs more variety.

 Badablack wrote:
40k starts with the question, “Who is worse, Satan or the Nazis?” And goes from there. It’s a big colorful ball pit full of horrible people screaming and shooting each other.

PenitentJake wrote:
It doesn't matter if you're not dominating the game; if you have 3-4 x as many models and options than the rest of us and you're still getting new kits, we're still gonna rip on the faction. If I had 100 + Drukhari kits all in plastic to choose from, or 100 + Sisters kits, I think I'd be more likely to be receptive to Space Marine player's complaints about anything.


 
   
Made in au
Hissing Hybrid Metamorph





'Straya... Mate.

corsairs won't be in the same book as the rest of Aeldari, they will get seperate rules provided on FW's website I think

 
   
Made in us
Longtime Dakkanaut




Ute nation

They said rules for forge world will be released day one, so it's likely they will end up in the main books.

Constantly being negative doesn't make you seem erudite, it just makes you look like a curmudgeon.  
   
Made in au
Hissing Hybrid Metamorph





'Straya... Mate.

 Grimgold wrote:
They said rules for forge world will be released day one, so it's likely they will end up in the main books.

While this would be the greatest thing to happen in 8th, I just don't see it happening.

 
   
Made in au
Ancient Space Wolves Venerable Dreadnought






 Robin5t wrote:
 Rippy wrote:
fresus wrote:
My main army is Harlequins, which will be strongly affected by the "charging unit strikes first" thingy.
They'll probably have a very high movement stat. Maybe other units will have a BS penalty when shooting at them, which would match the holo-suits' fluff better than a flat invul.
My big hope is for the army wide fear to finally matter. It could very well define their play style. Especially if you need to pass some kind of Ld test to charge them, because it would increase their chance to charge you (you fail your charge in your turn, they charge you in theirs), or if failing a fear test in combat made you strike last. With access to Ld debuffs, and maybe weapons that wound based on Ld (like the shadowseer's mistave in SWA), they could really be the "freakshow" army.

So you want to be:
- Fastest in CC
- Impossible to shoot
- Fear controllers

Didn't you get the memo that they are trying to balance everything?
Given that the Harlies are losing two of the main things that keep them alive in melee with the changeover (due to fixed to-hit and no initiative) I think it's fairly reasonable to expect some other benefits to make up for it.

Besides, that's exactly what Harlequins are supposed to be in the fluff. They're the fastest in close combat, they're very difficult to shoot and they're great at psychological warfare.


On the subject of Harlequins, they still don't have a leader/HQ type do they?

I don't break the rules but I'll bend them as far as they'll go. 
   
Made in fr
Longtime Dakkanaut




 Dakka Wolf wrote:
On the subject of Harlequins, they still don't have a leader/HQ type do they?

The Visarch and Yvraine can be used as HQ choices in a harlequin CAD. But they keep their Ynarri faction, and aren't able to share transports at deployment. And there is absolutely no reason to take a harlequin CAD, because an ynarri warhost has the same requirements but provides much better benefits.
So harlequins can join events where a CAD is mandatory, but they don't have an HQ of their own.
   
Made in us
Sneaky Lictor




Sacramento, CA

 Souleater wrote:
[
In my humble opinion allowing characters in the Hive Fleets actually makes them less interesting, and less characterful because they just become more human...and that's the last bloody thing I want from 'the most alien' of playable armies.

qft.

Nids are appealing to me because they are that unreasonable, instinct-only, animalistic (trying to avoid "mindless"...) army that can only do what's in their nature - devour. You can't even say they're "bad" or "evil", which to me makes them quite interesting. But once you give them a conscience or self-awareness, then they become "evil" and suddenly much less interesting.

 Deadshot wrote:
With regards to the new "5 Master Codexes" being released, I have seen no news or information, but I would wager that the codexes would be4

I'm a bit behind on the 90-page rumor thread... Where is it leaked/rumored there'll be 5 master codices?

This message was edited 2 times. Last update was at 2017/04/27 05:21:15


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 Dr. Cheesesteak wrote:
Where is it leaked/rumored there'll be 5 master codices?


Think it was in the QnA FAQ.

Or twitter..

but 5 books on release
   
Made in ca
Commander of the Mysterious 2nd Legion





 Deadshot wrote:
 Grimgold wrote:
 Deadshot wrote:
With regards to the new "5 Master Codexes" being released, I have seen no news or information, but I would wager that the codexes would be4


Imperium Of Man (All flavours of Space Marines, Imperial Guard incl. Stormtroopers, Sisters of both flavours, Grey Knights, Custodes, Inquisition, Assassins, all flavours of AdMech, Imperial Knights)

Forces of Chaos (All flavours of Chaos Marines, Daemons, Imperial Guard/Traitor Guard, AdMech/Dark Mechanicum, Chaos Knights) =

Forces of the Aeldari: (Craftworlds, Iyanden, Deldar, Harlequins, Exodites, Ynnaedi Eldar, Corsairs).


Alliable Xenos but not friendly friends: Tau Empire, Farsight Enclaves, Necron Dynasties, maybe Orks as well


Hostile Xenos: Tyranids and maybe Orks.



I'm like to put Orks and Nids in the one codex, but maybe Nids will get their own book as the Extragalactic, helps no one alien, with Orks and Necrons flung together as the wildcards who don't often ally with anyone, and Eldar and Tau as the friendlier Xenos. Chaos and Imperium would definitely be two of the books being the largest factions, and I could see Eldar getting an entire faction due to how large their current Codex collection has become (Craftworlds, Deldar, Harleys, Aeldari (?), Corsairs, etc)


They said there would be a marine codex and a separate Imperium codex, so the best guess at the moment is

1.) Space marines - Codex chapters, Dark angels, Blood Angels, Space Wolves, deathwatch, and grey knights
2.) Imperial Agents - Imperial Guard (and all sub-flavors thereof), Sisters of battle, inquisition, Ad mech (including Skitarii) and imperial knights.
3.) Aeldari - Craftworld Eldar, Dark Eldar, harlequins, Ynarri, and Corsairs (from forgeword)
4.) Xenos - Tau, Necrons, Tyranids (w/ GSC), and Orks
5.) Chaos - Chaos Space marines (with 1k sons and death guard getting full army treatments), Daemons, renegades and heretics (so dark mechanicum, renegade knights, and the traitor guard).

Remember these aren't codexes these are just the launch groupings that come with unit rules and the main game rules. Codexes will be faction specific when they come out.



That is a much better list and one I would be in support of, although I'd rather throw GK in with Imperial Agents, as, although they are Space Marines, they have very little crossover apart from statlines and combat squads.


actually GKs have a fair bit of cross over. Dreadnoughts, Rhinos, Razorbacks, stormraven gunships, all 3 flavors of land raider, thats a LOT of stuff stuff which if included with the "guard and friends" supplement would need to be reprinted. cover em all together and you can save over a half dozen pages. which is gonna be important when you consider how thick the various codices are. even if you accept as likely that some things will be "effectivly the same" (space wolf grey hunters just being a tac squad, for example). the IoM super codices are gonna be pretty big.

Opinions are not facts please don't confuse the two 
   
Made in au
Ancient Space Wolves Venerable Dreadnought






BrianDavion wrote:
 Deadshot wrote:
 Grimgold wrote:
 Deadshot wrote:
With regards to the new "5 Master Codexes" being released, I have seen no news or information, but I would wager that the codexes would be4


Imperium Of Man (All flavours of Space Marines, Imperial Guard incl. Stormtroopers, Sisters of both flavours, Grey Knights, Custodes, Inquisition, Assassins, all flavours of AdMech, Imperial Knights)

Forces of Chaos (All flavours of Chaos Marines, Daemons, Imperial Guard/Traitor Guard, AdMech/Dark Mechanicum, Chaos Knights) =

Forces of the Aeldari: (Craftworlds, Iyanden, Deldar, Harlequins, Exodites, Ynnaedi Eldar, Corsairs).


Alliable Xenos but not friendly friends: Tau Empire, Farsight Enclaves, Necron Dynasties, maybe Orks as well


Hostile Xenos: Tyranids and maybe Orks.



I'm like to put Orks and Nids in the one codex, but maybe Nids will get their own book as the Extragalactic, helps no one alien, with Orks and Necrons flung together as the wildcards who don't often ally with anyone, and Eldar and Tau as the friendlier Xenos. Chaos and Imperium would definitely be two of the books being the largest factions, and I could see Eldar getting an entire faction due to how large their current Codex collection has become (Craftworlds, Deldar, Harleys, Aeldari (?), Corsairs, etc)


They said there would be a marine codex and a separate Imperium codex, so the best guess at the moment is

1.) Space marines - Codex chapters, Dark angels, Blood Angels, Space Wolves, deathwatch, and grey knights
2.) Imperial Agents - Imperial Guard (and all sub-flavors thereof), Sisters of battle, inquisition, Ad mech (including Skitarii) and imperial knights.
3.) Aeldari - Craftworld Eldar, Dark Eldar, harlequins, Ynarri, and Corsairs (from forgeword)
4.) Xenos - Tau, Necrons, Tyranids (w/ GSC), and Orks
5.) Chaos - Chaos Space marines (with 1k sons and death guard getting full army treatments), Daemons, renegades and heretics (so dark mechanicum, renegade knights, and the traitor guard).

Remember these aren't codexes these are just the launch groupings that come with unit rules and the main game rules. Codexes will be faction specific when they come out.



That is a much better list and one I would be in support of, although I'd rather throw GK in with Imperial Agents, as, although they are Space Marines, they have very little crossover apart from statlines and combat squads.


actually GKs have a fair bit of cross over. Dreadnoughts, Rhinos, Razorbacks, stormraven gunships, all 3 flavors of land raider, thats a LOT of stuff stuff which if included with the "guard and friends" supplement would need to be reprinted. cover em all together and you can save over a half dozen pages. which is gonna be important when you consider how thick the various codices are. even if you accept as likely that some things will be "effectivly the same" (space wolf grey hunters just being a tac squad, for example). the IoM super codices are gonna be pretty big.


Not really. Most codecies/codexes are half "Eavy Metal" pages and fluff, trim those back (preferably "Eavy Metal") and you have less pages than most shops put in their mailbox pamphlets.

I don't break the rules but I'll bend them as far as they'll go. 
   
Made in au
Hissing Hybrid Metamorph





'Straya... Mate.

 Dakka Wolf wrote:


On the subject of Harlequins, they still don't have a leader/HQ type do they?

No, will be interesting how they fit in to new FoCs

 
   
Made in gb
Courageous Space Marine Captain






Glasgow, Scotland

 Dakka Wolf wrote:
BrianDavion wrote:
 Deadshot wrote:
 Grimgold wrote:
 Deadshot wrote:
With regards to the new "5 Master Codexes" being released, I have seen no news or information, but I would wager that the codexes would be4


Imperium Of Man (All flavours of Space Marines, Imperial Guard incl. Stormtroopers, Sisters of both flavours, Grey Knights, Custodes, Inquisition, Assassins, all flavours of AdMech, Imperial Knights)

Forces of Chaos (All flavours of Chaos Marines, Daemons, Imperial Guard/Traitor Guard, AdMech/Dark Mechanicum, Chaos Knights) =

Forces of the Aeldari: (Craftworlds, Iyanden, Deldar, Harlequins, Exodites, Ynnaedi Eldar, Corsairs).


Alliable Xenos but not friendly friends: Tau Empire, Farsight Enclaves, Necron Dynasties, maybe Orks as well


Hostile Xenos: Tyranids and maybe Orks.



I'm like to put Orks and Nids in the one codex, but maybe Nids will get their own book as the Extragalactic, helps no one alien, with Orks and Necrons flung together as the wildcards who don't often ally with anyone, and Eldar and Tau as the friendlier Xenos. Chaos and Imperium would definitely be two of the books being the largest factions, and I could see Eldar getting an entire faction due to how large their current Codex collection has become (Craftworlds, Deldar, Harleys, Aeldari (?), Corsairs, etc)


They said there would be a marine codex and a separate Imperium codex, so the best guess at the moment is

1.) Space marines - Codex chapters, Dark angels, Blood Angels, Space Wolves, deathwatch, and grey knights
2.) Imperial Agents - Imperial Guard (and all sub-flavors thereof), Sisters of battle, inquisition, Ad mech (including Skitarii) and imperial knights.
3.) Aeldari - Craftworld Eldar, Dark Eldar, harlequins, Ynarri, and Corsairs (from forgeword)
4.) Xenos - Tau, Necrons, Tyranids (w/ GSC), and Orks
5.) Chaos - Chaos Space marines (with 1k sons and death guard getting full army treatments), Daemons, renegades and heretics (so dark mechanicum, renegade knights, and the traitor guard).

Remember these aren't codexes these are just the launch groupings that come with unit rules and the main game rules. Codexes will be faction specific when they come out.



That is a much better list and one I would be in support of, although I'd rather throw GK in with Imperial Agents, as, although they are Space Marines, they have very little crossover apart from statlines and combat squads.


actually GKs have a fair bit of cross over. Dreadnoughts, Rhinos, Razorbacks, stormraven gunships, all 3 flavors of land raider, thats a LOT of stuff stuff which if included with the "guard and friends" supplement would need to be reprinted. cover em all together and you can save over a half dozen pages. which is gonna be important when you consider how thick the various codices are. even if you accept as likely that some things will be "effectivly the same" (space wolf grey hunters just being a tac squad, for example). the IoM super codices are gonna be pretty big.


Not really. Most codecies/codexes are half "Eavy Metal" pages and fluff, trim those back (preferably "Eavy Metal") and you have less pages than most shops put in their mailbox pamphlets.


While I debate on the fluffy and the pictures being too much, I support this in that there is very few pages of actual rules in the latest codexes. While Imperial Agents is going to be massively bulky due to the variety of different profiles and vehicles, Space Marines could easily be trimmed down by use of specific symbols on each page. Assuming the FoC battlefield roles stay the same, each unit in the SM Master Codex could come with two symbols at the top.

A standard SM helmet stamp could indicate that this unit can be taken by any force in the book, for example, a tactical squad.
The various DA, BA, SW, GK, BT and DW insignias could be stamped on to indicate only a particular chapter may take this unit (ie, Thunderwolf Cavalry or Sanguinary Guard). This book is looking like it will be the Master Codex of Space Marines people have begged for for years.
Options limited or restricted by chapter selection.

Here is an example of the options list based on this hypothesis

Tactical Squad

Unit Composition
4 Space Marines
1 Space Marine Sergeant*
*Space Wolf Tactical Squads instead contain 5 Space Marines

May add up to 5 additional Space Marines to the unit.......Xpts
One Space Marine may exchange his boltgun for a weapon from the Special or Heavy Weapons list
If the squad numbers 10 models, one additional marine may select a weapon from the Special or Heavy Weapons list
The Space Marine Sergeant may upgrade to a Veteran Sergeant for xpts
The Space Marine Sergeant or Veteran Sergeant may exchange his boltgun or bolt pistol for a weapon chosen from the Melee or Ranged weapons list.
A Space Marine Sergeant or Veteran Sergeant may take any of the following:
- Teleport Homer
- Melta Bombs
- Combat Shield
A Tactical Squad selected as part of an Imperial Fists army may replace their Bolt Pistols with Boarding Shields
A Tactical squad selected as part of a Space Wolves force may take a Chainsword for +2pts per model
A Tactical Squad selected as part of Space Wolves force may instead exchange their boltguns for a a chainsword for free

A Tactical Squad may select a Rhino, Razorback or Drop Pod as a Dedicated Transport. A Tactical Squad numbering 10 models may select a Rhino as a dedicated transport for free no additional points (upgrades for the Rhino must be paid as normal). A Tactical Squad in a Blood Angels force may select a Stormraven Gunship as a Dedicated Transport. A Tactical Squad in a Space Wolves force may select a Stormwolf as a Dedicated Transport.



This is an example of a universal unit which can apply throughout almost any chapter, even Space Wolves, although they name theirs Grey Hunters, they are essentially a Tactical Squad and its much more streamlined to call in such and allow a SW player to write "Grey Hunter Pack Bob" on their list if they are that picky.

A different example would be Terminators vs Deathwing Knights

4 termies and sergeant, etc

1 Terminator may take
- Assault Cannon
- Heavy Flamer
- Cyclone Missile Launcher
- Plasma Cannon (Dark Angels only)
Any model may exchange their Power Weapon for
- Power Fist
- Chainfist
- Lightning Claw
Any model may exchange their power weapon and stormbolter for
- Pair LC
- TH/SS
- Frost Blade or Frost Axe (Space Wolf Only)

A Terminator Squad may take a Land Raider variant as a Dedicated Transport. Terminators of X chapter may take Y transport (Stormwolf, Stormraven, etc)


VS

Deathwing Knights.

Deathwing Knights may only be included in a Dark Angels army.

(As per current version)






Then you could have other options such as Deathwatch Veterans


Deathwatch Veteran Squad

(As per current Codex)


A Deathwatch Veteran Squad selected as part of a Deathwatch Detachment is treated as a Troops unit.
A Deathwatch Veteran Squad selected as part of a Space Marine, Blood Angels, Dark Angels or Space Wolves detachment is treated as an Elites unit.

This message was edited 1 time. Last update was at 2017/04/27 10:11:39


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 Traditio wrote:
 Gamgee wrote:
I want Dark Eldar to be great again. They aren't bad right now I've seen them do well, but I would like to see them pushed a little strength wise.


I suspect that, if poison remains in the game and works anything like it does now, Dark Eldar are going to be buffed substantially, simply because vehicles are getting a T value as opposed to AV.

Incidentally, I'm hoping that Sternguard keep some form of poison rounds...


No way poisoned shots would hurt vehicles, even if they get a T value instead of the AV.

 
   
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 Robin5t wrote:
Besides, that's exactly what Harlequins are supposed to be in the fluff. They're the fastest in close combat, they're very difficult to shoot and they're great at psychological warfare.

And Grey Knights are stronger than the strongest of the strongest of the strongest and can't be affected in any way by the powers of the warp, so let's make them immune to all psychic powers, give them every possible special rule as the fluff basically says they are the masters of everything and you're not allowed to know about them, because they are super secretive and other chapters know of them as best as rumours of rumours.

The fluff in 40k is all about how everyone is better than everyone else at everything. You can't seriously try to balance around that.

In the book Skitarius (may the Omnissiah forgive this steaming pile of dung) the Skitarii have these huge drop ships that they use to, while in drop descent, crash into CSM flyers to knock them out by going into a spin and basically drilling these landing craft into the fighter flyers. It's the dumbest thing I've read. Now, let's give my beloved Ad Mech huge drop ships that work like drop pods with more seats, and I can destroy any flyer by dropping through it.

 
   
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Ute nation

 Blackie wrote:
 Traditio wrote:
 Gamgee wrote:
I want Dark Eldar to be great again. They aren't bad right now I've seen them do well, but I would like to see them pushed a little strength wise.


I suspect that, if poison remains in the game and works anything like it does now, Dark Eldar are going to be buffed substantially, simply because vehicles are getting a T value as opposed to AV.

Incidentally, I'm hoping that Sternguard keep some form of poison rounds...


No way poisoned shots would hurt vehicles, even if they get a T value instead of the AV.


My thought as well, I suspect we will have keywords in 40k, poison will only work on units with the biological keyword, and haywire will only work on units with the mechanical keyword.

Constantly being negative doesn't make you seem erudite, it just makes you look like a curmudgeon.  
   
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 Grimgold wrote:
 Blackie wrote:
 Traditio wrote:
 Gamgee wrote:
I want Dark Eldar to be great again. They aren't bad right now I've seen them do well, but I would like to see them pushed a little strength wise.


I suspect that, if poison remains in the game and works anything like it does now, Dark Eldar are going to be buffed substantially, simply because vehicles are getting a T value as opposed to AV.

Incidentally, I'm hoping that Sternguard keep some form of poison rounds...


No way poisoned shots would hurt vehicles, even if they get a T value instead of the AV.


My thought as well, I suspect we will have keywords in 40k, poison will only work on units with the biological keyword, and haywire will only work on units with the mechanical keyword.


I am imagining this will be pretty much how it works. any "vehicle" which will probably be walkers, tanks, skimmers, flyers, etc. are immune to poison... though I love the imagry of a techmarine surveying damage to a land raider and calling over the apothecary to inject the tank with anti toxins to counteract the poison.

10000 points 7000
6000
5000
5000
2000
 
   
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I am happy that my Orks... Really can't get any worse than they are now. I also have an extensive Chaos army and a decent White Scars biker army, so all these changes are looking good and fun for me.
   
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 BlaxicanX wrote:
My expectation is that MC heavy armies like Tyranids and Daemons will get a boost, with their scarier MC's getting some nice wound increases.

I could see a Trygon going up to like 12, with Mawlocs and Trygon primes hovering around the 20 area.


I wouldn't expect this no offense, it may be double digit but barely. You have to think we've seen the profile for Guilleman already, and posterboy only went from 6->9 wounds.
   
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mhalko1 wrote:
 BlaxicanX wrote:
My expectation is that MC heavy armies like Tyranids and Daemons will get a boost, with their scarier MC's getting some nice wound increases.

I could see a Trygon going up to like 12, with Mawlocs and Trygon primes hovering around the 20 area.


I wouldn't expect this no offense, it may be double digit but barely. You have to think we've seen the profile for Guilleman already, and posterboy only went from 6->9 wounds.


I agree, expect around 8-9 wounds for Carnifex, Hive Tyrant, Harpies, Crones, Haruspex and Exocrine, with Tervigon, Tyrannofex, Trygon and Mawloc around 12, maybe 15 max

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3 wounds models can be buffed to 5-6, certainly not 8-9. 5 wounds models can get 9 wounds in 8th edition.

 
   
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Glasgow, Scotland

 Blackie wrote:
3 wounds models can be buffed to 5-6, certainly not 8-9. 5 wounds models can get 9 wounds in 8th edition.



Says who?

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