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In order to balance out the save modifiers (as well as high wound count), I would expect- I also really, really hope- that rerollable saves will no longer exist, or at least become much rarer and/or the 2nd save is weaker than the 1st. As far as I'm concerned, if those Tzeentch/Ravenwing armies and super special Mary-Sue HQ characters take one to the butt, it will be much better for the other armies and the game in general, as a ~2-3% chance of failing saves on a D6 system is pretty unfair against armies that are lucky to reduce that chance of failure to 17%.

On a separate note, I wonder if bikers will lose their +1T buff and instead get an extra wound or two, much like many other units are receiving. Perhaps, dare I say it, the poor IG Rough Riders will become relevant with 2 or 3 wounds!

#MakeRoughRidersGreatForOnce

This message was edited 1 time. Last update was at 2017/05/01 13:22:10


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 H.B.M.C. wrote:
Can someone explain why pistols can shoot out of combat, during combat?

Does the wild melee of bloody HTH combat pause for a moment to let those with pistols pop off a few shots nearby. Do the Hormagaunts or Bloodletters wait patiently for the Marines to send off a volley at a different (and likely not as pressing) unit of their kinsmen?

As far as abstractions go, this is a weird 'un.


They are quite possibly moving the usage of the pistol from "Extra close combat weapon" to shooting phase. I guess they no longer want a simple pistol to provide, for example, an extra power weapon or power fist CC attack.
Its probably just a simple shift of pistols in the abstraction of CC and Shooting phase.

* I have to say that NewGW impresses me a lot... 
   
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 paqman wrote:
 H.B.M.C. wrote:
Can someone explain why pistols can shoot out of combat, during combat?

Does the wild melee of bloody HTH combat pause for a moment to let those with pistols pop off a few shots nearby. Do the Hormagaunts or Bloodletters wait patiently for the Marines to send off a volley at a different (and likely not as pressing) unit of their kinsmen?

As far as abstractions go, this is a weird 'un.


They are quite possibly moving the usage of the pistol from "Extra close combat weapon" to shooting phase. I guess they no longer want a simple pistol to provide, for example, an extra power weapon or power fist CC attack.
Its probably just a simple shift of pistols in the abstraction of CC and Shooting phase.


It makes the game easier to learn. "You make a number of attacks equal to your attack characteristic."

Done. No need for pistols that sometimes add an attack and sometimes not, no need for the +1A for charging (striking first is enough of a bonus).
   
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 H.B.M.C. wrote:
Can someone explain why pistols can shoot out of combat, during combat?

Does the wild melee of bloody HTH combat pause for a moment to let those with pistols pop off a few shots nearby. Do the Hormagaunts or Bloodletters wait patiently for the Marines to send off a volley at a different (and likely not as pressing) unit of their kinsmen?

As far as abstractions go, this is a weird 'un.


No, because it specifically says you can fire only at the closest unit. So let's list the number of times that the closest unit would not also be the unit you're in combat with?


...........

Anyone?

Bueller?

The biggest problem with this rule I can see is (unless they change charging to happen in the Movement phase, I dont remember if Sigmar does that or not) you'll almost never use it.

Turn you charge in - you're shooting normally. Your opponents turn - you don't get a shooting phase. Until you get all the way around to your turn, provided the combat is still going on AND your opponent hasn't opted to just stroll casually out AND you've got enough pistols to make a difference...you get a few pistol shots.

Will pistols in melee be the "soulblaze" of 8th edition 40k? Or will there be some kind of change in place to allow you to make use of the rule? Only time will tell.

This message was edited 1 time. Last update was at 2017/05/01 13:30:56


"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

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 KommissarKiln wrote:
In order to balance out the save modifiers (as well as high wound count), I would expect- I also really, really hope- that rerollable saves will no longer exist, or at least become much rarer and/or the 2nd save is weaker than the 1st. As far as I'm concerned, if those Tzeentch/Ravenwing armies and super special Mary-Sue HQ characters take one to the butt, it will be much better for the other armies and the game in general, as a ~2-3% chance of failing saves on a D6 system is pretty unfair against armies that are lucky to reduce that chance of failure to 17%.


Going the AOS route the Mary Sues will not have boatloads of saves, just a bunch of wounds. Most heroes have 5 wounds in AOS so can take a light beating.

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 KommissarKiln wrote:
In order to balance out the save modifiers (as well as high wound count), I would expect- I also really, really hope- that rerollable saves will no longer exist, or at least become much rarer and/or the 2nd save is weaker than the 1st. As far as I'm concerned, if those Tzeentch/Ravenwing armies and super special Mary-Sue HQ characters take one to the butt, it will be much better for the other armies and the game in general, as a ~2-3% chance of failing saves on a D6 system is pretty unfair against armies that are lucky to reduce that chance of failure to 17%.

On a separate note, I wonder if bikers will lose their +1T buff and instead get an extra wound or two, much like many other units are receiving. Perhaps, dare I say it, the poor IG Rough Riders will become relevant with 2 or 3 wounds!

#MakeRoughRidersGreatForOnce
Rerollable saves were game-breakers. Since GW got many of the competitive players actively involved in the playtesting, I expect them to be extremely rare or removed altogether. Fortune might be a 9+ power to cast.
   
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After reading the rules again, I don't see the big deal about pistols. Those get to shoot during the shooting phase even if in combat. Now let's take an example of a Seraphim unit with two pairs of inferno pistols.
First case: the Seraphim get the charge.
- Currently: I do 4 inferno shots. Then I charge, and we resolve close combat. Then, supposing everyone stays alive and in combat, it's my opponent turn. We do close combat again. If once again both units are still alive and none flee, I will try to use Hit and Run to disengage. If I manage to do it, I can shoot my inferno pistols again. If not, I can't.
- With the new rules: I do 4 inferno shots. Then I charge, and we resolve close combat. Then, supposing everyone stays alive and in combat, it's my opponent turn. We do close combat again. If once again both units are still alive and none flee, I will try to use Hit and Run to disengage. But even if I fail I can shoot my inferno pistols again.

Yeah, it's definitely better, but it seems to be only marginally so.

This message was edited 1 time. Last update was at 2017/05/01 13:47:47


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 labmouse42 wrote:
I've put a lot of thought into this. It's still way to early to get any specifics, but I think there are a few definite possibilities.

Pistol to the Face
It means that units with pistols can be a lot more effective in 'getting in peoples' faces.

Orks with sluggas, for example. Seraphim with Twin Hand Flamers will be extremely deadly. Plasma pistols might actually become a thing again, especially if they are STR 7, AV -2

Units that cannot stand in assault I expect will usually want to fall back. 10 guard in a line will break and run. If there is no way to 'catch them' and prevent them from running, this perk might not be the bee's knees.

I'm not sure how often only being able to shoot pistols if a unit is 1" away will come up. Will that negate overwatch? If the move phase is before the shooting phase, you can just take a step back and unload.



What do you mean? You'll be able to shoot pistols in close combat, as simple as that. You can't take a step back and unload because if you retreat you can't shoot or charge.
   
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That's assuming hit and run is still a thing.
   
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Or that Vulkan's rules are even a thing. Or if Twin-Linking even exists (the Land Raider might have bespoke Lascannons that are Heavy 2!).

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 Mymearan wrote:
What do you mean? You'll be able to shoot pistols in close combat, as simple as that. You can't take a step back and unload because if you retreat you can't shoot or charge.
- Models with these hand-held firearms can shoot at the closest enemy target in the Shooting phase, even if they themselves are locked in combat!

- When picking a target, you won’t be able to shoot enemies that are in combat with other units, much like the current edition.

Unless there is an exception that lets you shoot the unit you are locked in CC with, pistols will be used to shoot the next closest unit (not the one you are currently engaged in)

The idea here is that a unit with twin-linked hand flamers would be able to do d6 hits per model to the NEXT closest unit. 5 Seraphim would be 4d6 hand flamer hits + 6 bolt pistols shot. If TL still lets you re-roll to wounds, that would be a ~14 TL hits, and 4 STR 4 hits.

Edit : I might be misreading these rules. It would not be the first time.
Edit : Correction on the number of TL flamers Seraphim can use.

This message was edited 3 times. Last update was at 2017/05/01 14:38:49


 
   
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35 points (guessing) for an extra 6-7 wounds on that TL Multi-Melta Squad while giving them much needed movement? #Worth

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On the Internet

So after sifting through a lot of opinions, Warhammer Community posts, screen-capped Twitter posts by Foley and enough salty tears to make me thinks I was floating in the Dead Sea while reading I felt it a good time to sit down, sift through it all and share my thoughts. Plus the Astropath Choir at home was down so I didn't have anything better to do at the time.

Stat Line Changes
So, at least initially it seemed like the most contention fell imto this category. People didn't see a point in giving everyone the same statline to work with, and the idea that a lasgun had the (very faint potential) of hurting a Land Raider was a more heretical notion than a Black Templar Librarian.

As I see it the simplification to a single statline does a few things:

+ balance between MC and vehicles is easier to achieve

+ no more arguements on if something "should" be a vehicle or MC

+ improved durability to most weapons for vehicles (someone did some math and said comparing the old Dread statline to the new one the new one took 111 Scatterlaser shots to the 40 it'd take to kill one on average now assuming the old one was standing in cover)

+ movement stats rid the need for special rules just to make armies like Eldar and Tyranids "feel" faster, streamlining te game

+ removal of initiative simplifies combat order and ensures formally slow weapons have more potential to be used in combat (welcome back Power Fist Sergeants!)

+ removal of the to-hit and WS charts streamline combat in favor of telling you what you need to roll to hit while shooting/punching while also allowing for modifiers (say, as a possible example, a Nurgle unit having a thick cloud of flies in melee that makes it harder for you to hit because you can't see your target in melee) this makes it easier for new players to get intoe game and removes clutter most veteran players didn't need anyways because we'd memorized the charts. 

+ two-hit rolls for melee replacing WS honestly makes me feel like we're representing the abilities of the model more than we were before. It's still an abstraction, but not getting hit in a large melee is harder than hitting something and this feels like it reflectsthat. 

All in all the changes feel largely positive, and it really feels like The move is to make things easier to learn while leaving a lot of room for nuances in how different units interact in combat through modifiers instead of needing to have charts handy all the time.

The change to assault makes weapon choices feel a lot like "never take this" will be a lot less common with options like the trusty Powerfist being more likely to swing as long as you time your unit activations/Command Point usage well during tha Assault Phase.

Shooting
As a Sisters player for the most part it is safe to say I am someone who is pretty keen on the Shooting phase. And what little we've learned so far has me interested as it feels like the move is towards a faster playing, more mobile shooting game than before:

+/- Templates are gone. RIP little plastic buddies. By buddies I of course mean my collection of flamer templates because not even my Avenger Strike Fighters got equipped with blast weapons. Seriously though, the removal means one less thing to keep track of (or lose) and to purchase. Sure they're iconic, but so was the red whippy stick and that died several editions ago. I am on the fence to see how Blast weapons work but in the mean time what I saw from Flamers works just fine for me. I suspect Hand Flamers will turn into D3 weapons though. Heavy Flamers however may see a boost in range and potential damage over the D6 (perhaps 2D3?) which would fit weapon better.

+ Heavy Weapons only suffer a -1 to shoot after you move (even for vehicles). This right here opens up massive amounts of mobility into the game. Sure Orks don't care because they either Snap Fired at BS1 or had an Assault Weapon, but for your average armies this means repositioning is less of a question and more open to do. Ditching blast templates means that these weapons will likely ditch the "move or fire" option that held a lot of weapons back too. Overall this is a great change.

+ Pistols (and only pistols) can shoot units within 1" during the shooting phases (this means you can shoot someone in the face the turn after they charged you) This may be A change that benefits Sisters of Battle the most, but I feel it can go a long way for a lot of units. For Sisters the benefit is pretty obvious: the army gains a big counter-charge punch because nearly every model in the army has a bolt pistol.  Hit on 3+ at S4 is way better than (I assume) punch on 4+ at S3. This means a Battle Sisers unit that is charged can choose to disenae (losing all other actions for the turn) to let another unit take shots at the unit that charged the turn before OR shoot said enemy unit in the face before pummeling them in the face with their tiny ceramite-clad lady-fists. Or the random Powe Weapon/Eviscerator. For pretty much most armies this means a lot more damage done over less turns making assaults last for fewer turns, while also allowing for more generalist units (like Tactical Marines or Battle Sisters) get a chance to stand up to melee-focused units like Genestealers who ignore the shooting phase  but can deal out a fair number of wounds in melee. Plus Bolt Pistol/Chainsword becomes a power combination in some rights as it can shoot and then chop making armies like Black Templars or (people who have weird fetishes for Assault Marines) very happy. 

+ Cover modifies the saving trough directly. Not only does this add a touch of thematic element to the game where super lasers, acid beetles and explosive mini rockets are more likely to be shot at you through the wall rather than over it, but it streamlines the saving system as this means increasing tour save by the cover modifier then subtracting the rend value (if their is one) giving you an easier to learn mechanic that still benfits from good tactics. Plus putting a wall between you and oncoming bullets is generally seen as a sound tactical choice anyways so rewarding tactical thinking (and nice, densely packed boards full of terrain instead of the barren moonscape of so many tables) is always a good thing in my book. Then aain my favorite game type int he past was City Fight so I am aware of my biases on this.

+ Rend values can drop armour saves. I love this because it brings a sense of granularity to the game that the old "all your save or nothing" lacked without really making the game complex. Especially since most basic weapons seem like they will hae a rend value of 0 (I will laugh if the lasgun actually gives your armour save a +1 though). It's a mechanics I emember in WHFB that I always felt would work in 40k and I am glad to see it make it's way over finally.

All around the shooting phase changes look good, with things like the ability to actually move units more with less punishment for doing so, modifiers to saves coming into play (something that'll carry over into the Assault Phase as well), pistols being more useful than purchasing for just +1 attack or using them just so you can charge after you take a couple small pot shots, and generally a move to quicker gameplay by removing templates and scatter die in favor for variable rolls on how many wounds are dealt (to a unit or individual model) mean that the game will move quicker and with less arguements on how many models are under a given template while also making blast and template weapons more deadly against lone models.

Psychic Phase
I don't have a lot to cover here as there isn't a lot for me, a player who only plays armies that hunt Witches instead of fielding them, but what there is has prompted some reaction in my tiny little witch hating heart:

+ No more Daemon summoning circus nonsense. Not only has this been shut down by not putting Warp Charges into a single pool but each Pysker only uses two dice to test to use a power and rolls to hit a target number. So no more throwing large numbers of dice to force through Daemon summoning or Invisibility (looking at you Farseer on a bike). This means more psykers will see use per turn as well since each can use as many powers as their mastery level. 

+ Less of a plus for me, but all Witches know Smite as a power now. Wich does either D3 or D6 mortal wounds (which don't allow ANY kind of saving throw, to include invulnerable saves). While this means anyone who likes to field their witchkin will see more use out of their models since they will all have a base offensive power, apparently this isn't even the limit as rumors have stated the ability to roll or choose your powers as you see fit. So good on you. You bunch of heretics.

+++++ Summoned units aren't free. Even Foley took shots at people on Twitter over their "thousands of points of free daemons" and how the Tzeentch players should "love change". Thank the Emperor because this goes a LOOOOOOOOONG way to balancing lists that use summoned units as a tactic. Plus the studio even put the whole idea of dummoning a free army on blast which means we shouldn't be seeing it as an option going forward.

Frankly the thing I liked out of this was balancing out the psykers more. Limiting power usage to Mastery level is old hat that worked and it's good to have it back, while the removal of the warp charge pool. Summoned units costing points against your army's total is good as well and sold help eliminate the free upgrades they used to be run with (when playing in Matched Play at least).

Assault Phase
My other favorite phase as seen by my strange desire to run close combat units in my Sisters army, and a preference for Bolt Pistol/Chainsword Black Templars over the Bolter weilding ones. Not a LOT here yet, but we can make a couple of inferences based on some other information we've gotten so far:

+ Charging units attack first. Now this isn't clarified in how it works with Alternate Activation in the assault phase, but I assume that without spendin a Command Point to gain the initive over a given unit the defending player can't choose to attack units that just charged that turn until after they've swung. This gives assaulting units the ability to give a good bloody lip prior to losing models to the alternating activation.

+ You aren't locked into combat. Now while breaking from combat does cost the unit at ran away to lose the ability to do anything else (pending any special rules) it does make it easier for armies to act more like they do in the lore with Guardsmen and Tau breaking from combat to allow their allies to drown the attacker in bright flashes of energy.

+ Generalist units can make up their lack if combat punch by having pistols (and in many armies they already do have pistols) making close combat less one sided for the defending player and offering more options for both players in how they construct their army (shoota boyz versus choppa boyz for example)

+ Alternating Activation engages both players during the assault phase while also giving tactical choice in the order you activate your units to attack. The removal of inititive means your side completes all their attacks at once too, which helps speed how combat rolls along, and ensures weapons that were commonly left on the shelf can see new life again.

+ Rend values add more options to how close combat weapons can be statted for the game over how the old AP values, making choices more useful all around (for example the Power Maul and Chainaxe which were seen as largely useless in the old system)

Overall there is a definite push to make the assault phase more engaging instead of waiting to see if you can roll dice or just scoop a unit this turn, weapon options are definitely looking up from the current game with the removal of initive making it so that heavier weapons aren't made useless just because they're slow but rather based on when you use a unit to ensure that they get to swing. Rend values working on everything make less loved weapons more useful in the game, as they work on everything and not just some lightly armoured units.

General Stuff
I left some changes out of the above because they come from speculation or don't fit into a particular slot above:

+ Destoryer weapons are gone. The weapon type will instead be replaced with weapons that do high amount of damage but don't have to rely on special charts to determine e effects of. I assume they'll all rely on dealing Mortal Wounds over regular wounds to ensure they have the right amount of thematic punch, but that's just speculation at the moment.

+ Army/unit rules being locked by keywords. This alone goes a long way to eliminating a lot of the BS in the game in terms of the nigh-unkillable deathstars. With unit specific keywords (example: Berserker for Khorne Berserkers) this can even eliminate the sharing of rules that shouldn't carry over for the purposes of balance.

+Speaking of balance: this is a living edition. That means we can see more frequent tweaks to individual units to correct problems quicker as well as the yearly compendium update that gives us hardcopies for all the rules. The downside is needing to spend more time making sure you have the most current rules but the plus is a more balanced game that is more fun to play.

+ Three game modes: campaign (with unit level point costs to allow you to quickly assemble two different armies for story games that are roughly the same strength without needing to worry about fine details), open play (which lets you basically pour your collection on the table in a points-free slugfest of your own design), and match play (which follows current list building rules, has 14 generic FOCs to start with at launch with more coming with army codex releases, and starts at 1,000 points meaning they set a marker for balanced matches between armies and it starts at the 1k level)

+ 1.5k games are only around 90 minutes long. Great news for tournament organizers and players alike. This means the rules are easier to follow, games follow a more streamlined approach and you can play more games in a day. Like you used to in 5th.

+ Core rules are only 12 pages not counting game type rules, add in 2 pages per game type and the whole ruleset for the core mechanics is under 20 pages total. Less to memorize, less to learn to start playing while not being so stripped back that we need a second rulebook to play the game (lookingnat you GHB)

+ Datasheets will have all unit specific rules and weapon listed meaning less flipping around the codex to find specific rules that only one or two units in the whole book have. 

+ No races are being squatted. For those of us who play Sisters this is nice to know because that is the ever present fan theory that we're all tired of.

+ Command Points add interrupts, die rerolls and army flavor. Generated by the FOC you use a set number of non-regenerating points become accessible for you to use up to one time per phase (with no restriction on whose turn you use them on). Example uses given so far include rerolling a die or attacking a unit that just charged that turn before it attacks, but otheroptions were promised to be available based on which army you're fielding.

+ Allies are still a thing but puritan armies get bonuses for not mixing about. Not too much to say as most of this tied into Command Points so we don't know much yet, but with the keyword restriction for special rules and bonuses for not fielding allies mixed into your army it really helps tone down the premise that you need allies to win with certain armies.

+ Chapter/Legion Tactics will still exist. Play with or against marines? Good news! Those fancy paint jobs will still mean something making it so that when you play against a bunch of power armour all the time it will feel different since there will be different rules for different factions. I expect to see changes on how some of these rules work, but the fact that they will continue to exist will remain a bonus for me as fighting the same army all the time is boring as heck.

Overall I see a lot to like from what we've got so far. There isn't enough to really make a call either way (especially to the lore and if the Imperium (especially the Inquisition and some of the more hard line Marine chapters) freaks out like it should that a Primarch is building a massive legion of Marines that don't perfectly follow the template set for the by the God Emperor).

Having to sit through drip releases through all of May will be painful if we don't get a full copy of the core rules to start looking over and studying. The army specific releases can wait until launch but if we have four weeks of drip fed core rules my interest in this release will likely die down to a simmer instead of the full boil GW expects from us.

Pricing information would be nice to see as well. Not to mention a break down of the five books we're getting at launch (and if there will be free PDFs at launch forspecific armies sans lore stuff like they did with AoS). It seems like it'll be broken into the three factions (Imperium, Chaos and Xenos) with perhaps the Imperium split into Astartes and Agents of the Imperium for the sake of size and the core rules, but if the Imperium doesn't get split in twian for the book release I'm not sure what book five will be so a clear cut list would be nice to see. Word on where this new fifth army will fall into the mix would be nice too.

Basically my only grievances at the moment can be summed up as "more information so I can decide how to feel already!" while I currently maintain enough hope to tempt Tzeentch into ruining my day. 

Maybe if GW starts teasing specific armies soon I'll be able to maintain my excitement but if the next four weeks are tiny teasers on the core rules I'll likely lose all drive to work on a MkIV Black Templar army. 
   
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 labmouse42 wrote:

- Models with these hand-held firearms can shoot at the closest enemy target in the Shooting phase, even if they themselves are locked in combat!

- When picking a target, you won’t be able to shoot enemies that are in combat with other units, much like the current edition.

Unless there is an exception that lets you shoot the unit you are locked in CC with, pistols will be used to shoot the next closest unit (not the one you are currently engaged in)



You might want to rephrase your statement. It sounds like you're saying that if unit A is locked in combat but has pistols, they'd never be able to fire them even against the unit they themselves are locked into combat with. Which your first point claims they can.

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 labmouse42 wrote:
 Mymearan wrote:
What do you mean? You'll be able to shoot pistols in close combat, as simple as that. You can't take a step back and unload because if you retreat you can't shoot or charge.
- Models with these hand-held firearms can shoot at the closest enemy target in the Shooting phase, even if they themselves are locked in combat!

- When picking a target, you won’t be able to shoot enemies that are in combat with other units, much like the current edition.

Unless there is an exception that lets you shoot the unit you are locked in CC with, pistols will be used to shoot the next closest unit (not the one you are currently engaged in)

The idea here is that a unit with twin-linked hand flamers would be able to do d6 hits per model to the NEXT closest unit. 5 Seraphim would be doing 5d6 flamer hits, and if TL still lets you re-roll to wounds, that would be a pretty 18.5 hits re-rolling wounds on another target. Owch!


I don't follow your logic but it's quite obvious that pistol are an exception to the rule of not being able to use ranged weapons in melee. Are you actually suggesting models with pistols will be able to shoot in combat, but not at the unit they're engaged with? That's the most absurd thing I've heard today

This message was edited 1 time. Last update was at 2017/05/01 14:06:37


 
   
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Florence, KY

https://www.warhammer-community.com/2017/05/01/new-warhammer-40000-charge-phasegw-homepage-post-4/

The Charge phase is up. Tomorrow is the Fight phase.

This message was edited 2 times. Last update was at 2017/05/01 14:08:55


'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.'

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Executing Exarch






Overwatch is still in, same rules except you can fire Overwatch multiple times as long as you don't become engaged

This message was edited 1 time. Last update was at 2017/05/01 14:08:50


 
   
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Longtime Dakkanaut




United Kingdom

 labmouse42 wrote:
 Mymearan wrote:
What do you mean? You'll be able to shoot pistols in close combat, as simple as that. You can't take a step back and unload because if you retreat you can't shoot or charge.
- Models with these hand-held firearms can shoot at the closest enemy target in the Shooting phase, even if they themselves are locked in combat!

- When picking a target, you won’t be able to shoot enemies that are in combat with other units, much like the current edition.

Unless there is an exception that lets you shoot the unit you are locked in CC with, pistols will be used to shoot the next closest unit (not the one you are currently engaged in)

The idea here is that a unit with twin-linked hand flamers would be able to do d6 hits per model to the NEXT closest unit. 5 Seraphim would be doing 5d6 flamer hits, and if TL still lets you re-roll to wounds, that would be a pretty 18.5 hits re-rolling wounds on another target. Owch!


why would you need an exception. The unit you are locked in combat with is not of necessity locked in combat with other units, just you. It might be also locked in combat with others of course, that is situational.

This message was edited 1 time. Last update was at 2017/05/01 14:08:45


 
   
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Connecticut

 nintura wrote:
35 points (guessing) for an extra 6-7 wounds on that TL Multi-Melta Squad while giving them much needed movement? #Worth
Even if it goes up to 50 points, I see it worth it.

Personally, I really like this. One of the things I like about GW that Warmachine does not have are an army of tanks. I've always thought that was a good visualization.
   
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'Straya... Mate.

"The basic mechanics of this phase are very similar to how they work now. You can select any unit with 12″ as the target of your charge, and your units will move towards them 2D6″.

Enemy units still have a chance to hit the charging unit with overwatch, provided that they are not already in combat. Just as in the current edition, overwatch is a hit on a flat 6 – all pretty familiar so far.

In the current Warhammer 40,000, you need to reach base contact. In the new edition, though, you only need to come within 1″ of an enemy, which in practice means that compared to the current charge range, you get an extra inch.

You also can’t move within 1″ of an enemy you didn’t declare as the target of your charge, so if you want to engage multiple units, you’ll need to brave the overwatch fire of all of them. Overwatch can also be fired multiple times per phase, but as soon as the unit is engaged, they will no longer be able to fire back."

This message was edited 1 time. Last update was at 2017/05/01 14:44:42


 
   
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I can live with 2d6" charges, but I really wish we didn't have to. Only a minor disappointment though.
   
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Nasty Nob






wish they would have mentioned if runninng precludes charging

ERJAK wrote:


The fluff is like ketchup and mustard on a burger. Yes it's desirable, yes it makes things better, but no it doesn't fundamentally change what you're eating and no you shouldn't just drown the whole meal in it.

 
   
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 ClockworkZion wrote:
+ removal of initiative simplifies combat order and ensures formally slow weapons have more potential to be used in combat (welcome back Power Fist Sergeants!)
Excellent point!
(among many other great ones)
   
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'Straya... Mate.

 davou wrote:
wish they would have mentioned if runninng precludes charging

Ask them on Facebook or Twitter, they might clarify

Also interestingly the next phase is called the "Fight Phase"
"Assault Phase" doesn't exist anymore.

 
   
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One thing I noticed is that it sees you still move even if you'd fail to become locked in combat.
Not sure if that's good or not, but at least it makes some sense (I remember back when I was first starting years ago wondering why my unit didn't move if it turned out I wasn't in charge range).
   
Made in us
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Chillicothe, OH

 ClockworkZion wrote:
So after sifting through a lot of opinions, Warhammer Community posts, screen-capped Twitter posts by Foley and enough salty tears to make me thinks I was floating in the Dead Sea while reading I felt it a good time to sit down, sift through it all and share my thoughts. Plus the Astropath Choir at home was down so I didn't have anything better to do at the time.

Stat Line Changes
So, at least initially it seemed like the most contention fell into this category. People didn't see a point in giving everyone the same statline to work with, and the idea that a lasgun had the (very faint potential) of hurting a Land Raider was a more heretical notion than a Black Templar Librarian.

As I see it the simplification to a single statline does a few things:

+ balance between MC and vehicles is easier to achieve

+ no more arguments on if something "should" be a vehicle or MC

+ improved durability to most weapons for vehicles (someone did some math and said comparing the old Dread statline to the new one the new one took 111 Scatterlaser shots to the 40 it'd take to kill one on average now assuming the old one was standing in cover)

+ movement stats rid the need for special rules just to make armies like Eldar and Tyranids "feel" faster, streamlining te game

+ removal of initiative simplifies combat order and ensures formally slow weapons have more potential to be used in combat (welcome back Power Fist Sergeants!)

+ removal of the to-hit and WS charts streamline combat in favor of telling you what you need to roll to hit while shooting/punching while also allowing for modifiers (say, as a possible example, a Nurgle unit having a thick cloud of flies in melee that makes it harder for you to hit because you can't see your target in melee) this makes it easier for new players to get into game and removes clutter most veteran players didn't need anyways because we'd memorized the charts.

+ two-hit rolls for melee replacing WS honestly makes me feel like we're representing the abilities of the model more than we were before. It's still an abstraction, but not getting hit in a large melee is harder than hitting something and this feels like it reflects that.

All in all the changes feel largely positive, and it really feels like The move is to make things easier to learn while leaving a lot of room for nuances in how different units interact in combat through modifiers instead of needing to have charts handy all the time.

The change to assault makes weapon choices feel a lot like "never take this" will be a lot less common with options like the trusty Powerfist being more likely to swing as long as you time your unit activations/Command Point usage well during the Assault Phase.

Shooting
As a Sisters player for the most part it is safe to say I am someone who is pretty keen on the Shooting phase. And what little we've learned so far has me interested as it feels like the move is towards a faster playing, more mobile shooting game than before:

+/- Templates are gone. RIP little plastic buddies. By buddies I of course mean my collection of flamer templates because not even my Avenger Strike Fighters got equipped with blast weapons. Seriously though, the removal means one less thing to keep track of (or lose) and to purchase. Sure they're iconic, but so was the red whippy stick and that died several editions ago. I am on the fence to see how Blast weapons work but in the mean time what I saw from Flamers works just fine for me. I suspect Hand Flamers will turn into D3 weapons though. Heavy Flamers however may see a boost in range and potential damage over the D6 (perhaps 2D3?) which would fit weapon better.

+ Heavy Weapons only suffer a -1 to shoot after you move (even for vehicles). This right here opens up massive amounts of mobility into the game. Sure Orks don't care because they either Snap Fired at BS1 or had an Assault Weapon, but for your average armies this means re-positioning is less of a question and more open to do. Ditching blast templates means that these weapons will likely ditch the "move or fire" option that held a lot of weapons back too. Overall this is a great change.

+ Pistols (and only pistols) can shoot units within 1" during the shooting phases (this means you can shoot someone in the face the turn after they charged you) This may be A change that benefits Sisters of Battle the most, but I feel it can go a long way for a lot of units. For Sisters the benefit is pretty obvious: the army gains a big counter-charge punch because nearly every model in the army has a bolt pistol. Hit on 3+ at S4 is way better than (I assume) punch on 4+ at S3. This means a Battle Sisters unit that is charged can choose to disengage (losing all other actions for the turn) to let another unit take shots at the unit that charged the turn before OR shoot said enemy unit in the face before pummeling them in the face with their tiny ceramite-clad lady-fists. Or the random Power Weapon/Eviscerator. For pretty much most armies this means a lot more damage done over less turns making assaults last for fewer turns, while also allowing for more generalist units (like Tactical Marines or Battle Sisters) get a chance to stand up to melee-focused units like Genestealers who ignore the shooting phase but can deal out a fair number of wounds in melee. Plus Bolt Pistol/Chainsword becomes a power combination in some rights as it can shoot and then chop making armies like Black Templars or (people who have weird fetishes for Assault Marines) very happy.

+ Cover modifies the saving trough directly. Not only does this add a touch of thematic element to the game where super lasers, acid beetles and explosive mini rockets are more likely to be shot at you through the wall rather than over it, but it streamlines the saving system as this means increasing tour save by the cover modifier then subtracting the rend value (if there is one) giving you an easier to learn mechanics that still benefits from good tactics. Plus putting a wall between you and oncoming bullets is generally seen as a sound tactical choice anyways so rewarding tactical thinking (and nice, densely packed boards full of terrain instead of the barren moonscape of so many tables) is always a good thing in my book. Then again my favorite game type int he past was City Fight so I am aware of my biases on this.

+ Rend values can drop armour saves. I love this because it brings a sense of granularity to the game that the old "all your save or nothing" lacked without really making the game complex. Especially since most basic weapons seem like they will have a rend value of 0 (I will laugh if the lasgun actually gives your armour save a +1 though). It's a mechanic I remember in WHFB that I always felt would work in 40k and I am glad to see it make it's way over finally.

All around the shooting phase changes look good, with things like the ability to actually move units more with less punishment for doing so, modifiers to saves coming into play (something that'll carry over into the Assault Phase as well), pistols being more useful than purchasing for just +1 attack or using them just so you can charge after you take a couple small pot shots, and generally a move to quicker gameplay by removing templates and scatter die in favor for variable rolls on how many wounds are dealt (to a unit or individual model) mean that the game will move quicker and with less arguments on how many models are under a given template while also making blast and template weapons more deadly against lone models.

Psychic Phase
I don't have a lot to cover here as there isn't a lot for me, a player who only plays armies that hunt Witches instead of fielding them, but what there is has prompted some reaction in my tiny little witch hating heart:

+ No more Daemon summoning circus nonsense. Not only has this been shut down by not putting Warp Charges into a single pool but each Pysker only uses two dice to test to use a power and rolls to hit a target number. So no more throwing large numbers of dice to force through Daemon summoning or Invisibility (looking at you Farseer on a bike). This means more psykers will see use per turn as well since each can use as many powers as their mastery level.

+ Less of a plus for me, but all Witches know Smite as a power now. Which does either D3 or D6 mortal wounds (which don't allow ANY kind of saving throw, to include invulnerable saves). While this means anyone who likes to field their witchkin will see more use out of their models since they will all have a base offensive power, apparently this isn't even the limit as rumors have stated the ability to roll or choose your powers as you see fit. So good on you. You bunch of heretics.

+++++ Summoned units aren't free. Even Foley took shots at people on Twitter over their "thousands of points of free daemons" and how the Tzeentch players should "love change". Thank the Emperor because this goes a LOOOOOOOOONG way to balancing lists that use summoned units as a tactic. Plus the studio even put the whole idea of summoning a free army on blast which means we shouldn't be seeing it as an option going forward.

Frankly the thing I liked out of this was balancing out the psykers more. Limiting power usage to Mastery level is old hat that worked and it's good to have it back, while the removal of the warp charge pool. Summoned units costing points against your army's total is good as well and sold help eliminate the free upgrades they used to be run with (when playing in Matched Play at least).

Assault Phase
My other favorite phase as seen by my strange desire to run close combat units in my Sisters army, and a preference for Bolt Pistol/Chainsword Black Templars over the Bolter wielding ones. Not a LOT here yet, but we can make a couple of inferences based on some other information we've gotten so far:

+ Charging units attack first. Now this isn't clarified in how it works with Alternate Activation in the assault phase, but I assume that without spending a Command Point to gain the initiative over a given unit the defending player can't choose to attack units that just charged that turn until after they've swung. This gives assaulting units the ability to give a good bloody lip prior to losing models to the alternating activation.

+ You aren't locked into combat. Now while breaking from combat does cost the unit at ran away to lose the ability to do anything else (pending any special rules) it does make it easier for armies to act more like they do in the lore with Guardsmen and Tau breaking from combat to allow their allies to drown the attacker in bright flashes of energy.

+ Generalist units can make up their lack of combat punch by having pistols (and in many armies they already do have pistols) making close combat less one sided for the defending player and offering more options for both players in how they construct their army (shoota boyz versus choppa boyz for example)

+ Alternating Activation engages both players during the assault phase while also giving tactical choice in the order you activate your units to attack. The removal of initiative means your side completes all their attacks at once too, which helps speed how combat rolls along, and ensures weapons that were commonly left on the shelf can see new life again.

+ Rend values add more options to how close combat weapons can be stat'd for the game over how the old AP values, making choices more useful all around (for example the Power Maul and Chainaxe which were seen as largely useless in the old system)

Overall there is a definite push to make the assault phase more engaging instead of waiting to see if you can roll dice or just scoop a unit this turn, weapon options are definitely looking up from the current game with the removal of initiative making it so that heavier weapons aren't made useless just because they're slow but rather based on when you use a unit to ensure that they get to swing. Rend values working on everything make less loved weapons more useful in the game, as they work on everything and not just some lightly armoured units.

General Stuff
I left some changes out of the above because they come from speculation or don't fit into a particular slot above:

+ Destroyer weapons are gone. The weapon type will instead be replaced with weapons that do high amount of damage but don't have to rely on special charts to determine e effects of. I assume they'll all rely on dealing Mortal Wounds over regular wounds to ensure they have the right amount of thematic punch, but that's just speculation at the moment.

+ Army/unit rules being locked by keywords. This alone goes a long way to eliminating a lot of the BS in the game in terms of the nigh-unkillable deathstars. With unit specific keywords (example: Berserker for Khorne Berserkers) this can even eliminate the sharing of rules that shouldn't carry over for the purposes of balance.

+Speaking of balance: this is a living edition. That means we can see more frequent tweaks to individual units to correct problems quicker as well as the yearly compendium update that gives us hard copies for all the rules. The downside is needing to spend more time making sure you have the most current rules but the plus is a more balanced game that is more fun to play.

+ Three game modes: campaign (with unit level point costs to allow you to quickly assemble two different armies for story games that are roughly the same strength without needing to worry about fine details), open play (which lets you basically pour your collection on the table in a points-free slugfest of your own design), and match play (which follows current list building rules, has 14 generic FOCs to start with at launch with more coming with army codex releases, and starts at 1,000 points meaning they set a marker for balanced matches between armies and it starts at the 1k level)

+ 1.5k games are only around 90 minutes long. Great news for tournament organizers and players alike. This means the rules are easier to follow, games follow a more streamlined approach and you can play more games in a day. Like you used to in 5th.

+ Core rules are only 12 pages not counting game type rules, add in 2 pages per game type and the whole ruleset for the core mechanics is under 20 pages total. Less to memorize, less to learn to start playing while not being so stripped back that we need a second rulebook to play the game (looking at you GHB)

+ Datasheets will have all unit specific rules and weapon listed meaning less flipping around the codex to find specific rules that only one or two units in the whole book have.

+ No races are being squatted. For those of us who play Sisters this is nice to know because that is the ever present fan theory that we're all tired of.

+ Command Points add interrupts, die rerolls and army flavor. Generated by the FOC you use a set number of non-regenerating points become accessible for you to use up to one time per phase (with no restriction on whose turn you use them on). Example uses given so far include rerolling a die or attacking a unit that just charged that turn before it attacks, but other options were promised to be available based on which army you're fielding.

+ Allies are still a thing but puritan armies get bonuses for not mixing about. Not too much to say as most of this tied into Command Points so we don't know much yet, but with the keyword restriction for special rules and bonuses for not fielding allies mixed into your army it really helps tone down the premise that you need allies to win with certain armies.

+ Chapter/Legion Tactics will still exist. Play with or against marines? Good news! Those fancy paint jobs will still mean something making it so that when you play against a bunch of power armour all the time it will feel different since there will be different rules for different factions. I expect to see changes on how some of these rules work, but the fact that they will continue to exist will remain a bonus for me as fighting the same army all the time is boring as heck.

Overall I see a lot to like from what we've got so far. There isn't enough to really make a call either way (especially to the lore and if the Imperium (especially the Inquisition and some of the more hard line Marine chapters) freaks out like it should that a Primarch is building a massive legion of Marines that don't perfectly follow the template set for the by the God Emperor).

Having to sit through drip releases through all of May will be painful if we don't get a full copy of the core rules to start looking over and studying. The army specific releases can wait until launch but if we have four weeks of drip fed core rules my interest in this release will likely die down to a simmer instead of the full boil GW expects from us.

Pricing information would be nice to see as well. Not to mention a break down of the five books we're getting at launch (and if there will be free PDFs at launch for specific armies sans lore stuff like they did with AoS). It seems like it'll be broken into the three factions (Imperium, Chaos and Xenos) with perhaps the Imperium split into Astartes and Agents of the Imperium for the sake of size and the core rules, but if the Imperium doesn't get split in twain for the book release I'm not sure what book five will be so a clear cut list would be nice to see. Word on where this new fifth army will fall into the mix would be nice too.

Basically my only grievances at the moment can be summed up as "more information so I can decide how to feel already!" while I currently maintain enough hope to tempt Tzeentch into ruining my day.

Maybe if GW starts teasing specific armies soon I'll be able to maintain my excitement but if the next four weeks are tiny teasers on the core rules I'll likely lose all drive to work on a MkIV Black Templar army.


Figured since you went through so much trouble to write this up, as awesome as it is, I cleaned it up some for you This way people don't get distracted or break concentration while reading this post.

My Painting Blog, UPDATED!

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

 
   
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Birmingham

 Shadow Captain Edithae wrote:
I hate the idea of abandoning templates, its always been a staple of Warhammer 40K.

If I get back into 40K (I've only ever played 5th Ed), I'll want to houserule templates back into the game.

I'm glad they're gone, they were a useless wastes of time and cause of agro.
   
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'Straya... Mate.

 Matt.Kingsley wrote:
One thing I noticed is that it sees you still move even if you'd fail to become locked in combat.
Not sure if that's good or not, but at least it makes some sense (I remember back when I was first starting years ago wondering why my unit didn't move if it turned out I wasn't in charge range).

Oh great pick up!! You move towards them 2D6, this is massive!! It means you can at least get closer.

This message was edited 1 time. Last update was at 2017/05/01 14:27:44


 
   
Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

puree wrote:
 labmouse42 wrote:
 Mymearan wrote:
What do you mean? You'll be able to shoot pistols in close combat, as simple as that. You can't take a step back and unload because if you retreat you can't shoot or charge.
- Models with these hand-held firearms can shoot at the closest enemy target in the Shooting phase, even if they themselves are locked in combat!

- When picking a target, you won’t be able to shoot enemies that are in combat with other units, much like the current edition.

Unless there is an exception that lets you shoot the unit you are locked in CC with, pistols will be used to shoot the next closest unit (not the one you are currently engaged in)

The idea here is that a unit with twin-linked hand flamers would be able to do d6 hits per model to the NEXT closest unit. 5 Seraphim would be doing 5d6 flamer hits, and if TL still lets you re-roll to wounds, that would be a pretty 18.5 hits re-rolling wounds on another target. Owch!


why would you need an exception. The unit you are locked in combat with is not of necessity locked in combat with other units, just you. It might be also locked in combat with others of course, that is situational.
I see what you are saying. The phrase 'other units' is key here. You are reading 'you won’t be able to shoot enemies that are in combat with other units' as 'I can shoot the unit I am engaged with with pistols'
The term other would apply to 'units not in the assault'.

I read 'other units' as 'Any unit that is not the unit in question'. Therefore any time you are in assault, you cannot be shot - even by the unit you are in assault with.

Honestly it makes more sense to be able to shoot the unit you are engaged in with pistols, so the first definition makes more sense.

This message was edited 1 time. Last update was at 2017/05/01 14:40:15


 
   
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I don't like that both Overwatch and Fall Back exist at the same time. Really puts a damper on combat armies vs shooting armies, given what we know so far.

However, that could change if a bunch of stuff prevents Fall Back or reduces the impact of Overwatch.
   
 
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