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Made in au
Hissing Hybrid Metamorph





'Straya... Mate.

It would honestly discourage me from buying Forgeworld stuff that is even slightly old, due to being at the risk of not having rules for long, noting how big and expensive things are.
Things like chaos spawn getting removed (an example, not rumours of that happening) I wouldnt be too miffed, but a single model that costs $120 Australian Dollars risking getting scrapped due to its mold breaking? No thanks.

 
   
Made in jp
Regular Dakkanaut




 Rippy wrote:
It would honestly discourage me from buying Forgeworld stuff that is even slightly old, due to being at the risk of not having rules for long, noting how big and expensive things are.
Things like chaos spawn getting removed (an example, not rumours of that happening) I wouldnt be too miffed, but a single model that costs $120 Australian Dollars risking getting scrapped due to its mold breaking? No thanks.


I cannot agree more with this statement.

I bought dozens of Forgeworld kits from convertion sets to super heavies
for more than 12 years now.
Some of them (mostly ork and Imperial stuff) are now no longer in production,
I then should find normal to see them removed from the game altogether?!

...

This message was edited 2 times. Last update was at 2017/05/04 06:34:50


 
   
Made in us
Pious Palatine




So it's not really going to be relevant for 4-6 months but are you guys screenshotting each others posts to wave in each others faces when it turns out hordes are great/terrible and close combat is super broken/super terrible. Or do you think people will lose interest.


 
   
Made in dk
Waaagh! Warbiker





Sweden

Daedalus81 wrote:
It's all relative to the statline and points.

Most AoS orcs are surprisingly 2 wounds each and have enough fluffy bravery boosts to make them very resilient.

If 40k doesn't have similar profiles they will then be cheaper per model. Or have some characer synergy.

In the end the orks will likely play like they always have and you won't have to feel ashamed for buying a 'naut.

Complaining that they didn't make those buffs a core rule borders on the absurd, because this system lets them write whatever fits the mold of the army instead of shoe honing an army to a special rule.


Automatically Appended Next Post:
Case in point...

Morale buffs from:

Being in cover
Being in combat
Being in the opponents deployment
Banners and leaders
Sacrifice
Being near a certain number of friendly units

...all have a bearing on how you use the unit and/or the army, without needing to create several paragraphs in the main rules to cover it all and doesn't limit future rules ideas.


How many pages of special rules do you think each unit will need? Take an ork mob for example:

Stats
number of boyz
number of special weapons
stats for those weapons (will we even be able to take rokkits or big shootas?)
Trukks
stats for nob
nob upgrades and weapons
stats for all the different weapons and upgrades
all the special rules regarding size and morale et.c

If we are going to compare with AoS I expect that units will lose a lot of costum stuff.


 
   
Made in ca
Lit By the Flames of Prospero





Edmonton, Alberta

 jhnbrg wrote:
Daedalus81 wrote:
It's all relative to the statline and points.

Most AoS orcs are surprisingly 2 wounds each and have enough fluffy bravery boosts to make them very resilient.

If 40k doesn't have similar profiles they will then be cheaper per model. Or have some characer synergy.

In the end the orks will likely play like they always have and you won't have to feel ashamed for buying a 'naut.

Complaining that they didn't make those buffs a core rule borders on the absurd, because this system lets them write whatever fits the mold of the army instead of shoe honing an army to a special rule.


Automatically Appended Next Post:
Case in point...

Morale buffs from:

Being in cover
Being in combat
Being in the opponents deployment
Banners and leaders
Sacrifice
Being near a certain number of friendly units

...all have a bearing on how you use the unit and/or the army, without needing to create several paragraphs in the main rules to cover it all and doesn't limit future rules ideas.


How many pages of special rules do you think each unit will need? Take an ork mob for example:

Stats
number of boyz
number of special weapons
stats for those weapons (will we even be able to take rokkits or big shootas?)
Trukks
stats for nob
nob upgrades and weapons
stats for all the different weapons and upgrades
all the special rules regarding size and morale et.c

If we are going to compare with AoS I expect that units will lose a lot of costum stuff.


TBH it's kinda hard to tell. Well 8th ed 40k is clearly being influenced by AoS, it doesn't seem like they are going for a Carbon-Copy. Like the fact we still have a Strength and Toughness Characteristic, but BS & WS are now static To-Hit's.

My hunch is that they are going to have to do a armoury for each army to list all the weapons/Items and their rules. Other wise any upgrades that have specail rules would be a bunch of repeating the same rules over and over on every war scroll.

I.E: We have been told Tyranid Lashwhips have specail rules and Unwieldy melee weapons are still a "thing".

(I also imagen Transports will still have their own unit entry that other units refer to for buying a transport as now. Combining the entry multiple times into other entries wouldn't make sence)

This message was edited 1 time. Last update was at 2017/05/04 07:12:52


 
   
Made in es
Longtime Dakkanaut





Nobody post this? (its from faeit yes.. but sounds possible):

- Assault 2d6”, multiple units
- Split fire: any unit can target as many targets as they want
- Normally the unit don’t have to target the nearest unit, but there are lots of abilities that have this restriction
- Invulnerable saves simply ignore armour penetration up to the given value. They are not that common, wave serpents and Canoptek wraiths have one
- Most power fields, etc. are separate saves that are taken in addition to other saves just like FnP of today, they may or may not ignore mortal wounds on a case by case basis
- Dodges, camos, etc are now to hit modifiers
- Characters cannot join units
- Characters can only be targeted if nearest target or within 12”
- Larger models are seldom characters, Gulliman is not for example
- Deepstriking units can be placed anywhere. Every unit with deep strike has a value. Have to beat it to land on target, otherwise opposing player can move unit the rolled distance
- There are no mishaps anymore
- Overwatch shooting against deep striking units within 9” at -1 BS
- Summoning is not a psychic ability anymore, normal deep striking with psyker as homing beacon instead
- There are spells that replenish or add wounds to demon squads
- Most vehicles have a single attack with high S, but no AP, some have considerably more like the battle waggon
- Vehicles and units fighting against vehicles usually can fall back without penalty, they cannot move in the charge phase when they have moved or shot in the same turn. Most walkers don’t have this rule
- Terrain enhances armour in assault phase for the defender, or both in consecutive turns, is negated by grenades
- Assaulting units get +1 attack
- Vertical movement does not count against the allowance but a model cannot go higher than the movement value in a given phase. Lots of exceptions for jumping, flying, etc. of course
Ranges are measured on the ground level from base or model to base or model, whichever is nearer
- Units are deployed within 3” of a transport, cannot move, but can charge in the charge phase
- No more firing from a transport, though some vehicles, especially open topped ones have extra firing points weapons if they transport enough (and sometimes eligible) models. But they use their own BS and the kind of weapon is fixed. For example Raiders have 5 fire point splinter rifles, but only if they transport kabalite warriors
- No challenges
- Hidden power fists viable again, wound allocation by owning player, any model in squad, but wounded ones first
- There are some precision weapons that let the firing player choose the wound allocation (always or on a 6)
- Units have always the same T and Save now. There are some models that have T- Sv - and adapt like drones and grots, most of the other combined units have matchings stats now, Black templar neophytes have a 3+ now, for whatever reason
- Command points allow to reroll saves, hits, wounding or charge distance, reroll any single dice throw, negate all terrain in 12” of one of your models, alter the attack sequence, boost psychic block rolls, allow additional reserves and allow units to get another charge phase after wiping out an enemy
- There are some models like Ghazghkull that have their own abilities that are triggered by command points
- perils of the war: snake eyes on the test, d6 on table, d3 mortal wounds and losing a spell are the worst cases
- Player can spend command points to choose who goes first instead of rolling, whoever spends more
- Matched games have a fixed number of turns, 5 or 6 rounds depending on mission, 18” is starting range and turn 1 charges are completely legal
- Reserves are not random, except for rounding: second turn half the units are deployed, third turn half of the remaining, fourth turn rest
- Flyers have an individual to hit modifier, mostly -2 or -3, a 6 is always a hit as usual, depends on the flying mode for flyers that have more than one
- Flyers are affected by heavy weapon malus, but most flyer weapons are assault,
flyer weapons have often a shorter range and a different name, but are otherwise identical to their ground counterparts
- Terrain does not influence movement distance per se. Some citadel terrain pieces half the movement or do other things.
- There are no warzone rules in the core rules
- True line of sight is used to establish line of sight to a model, but otherwise models count in or out of cover depending if they are in a piece of terrain or if they are touching it and the firing - line goes through the terrain
- In matched play, models have a fixed base size specified in the General’s Handbook. In the two other game types, they can use any base they want
   
Made in de
Longtime Dakkanaut





Are these mostly someone guessing and using AoS rules to make this up? Any contradictions with info we already have from GW? Sounds like good changes though
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

Split fire seems dubious, as they would have mentioned that during the teaser on the shooting phase.
+1 Attack on the Charge contradicts earlier reports, no? Supposedly you only get to strike first now.
The change to invul also seems dubious, as that seems tricky to work out with invul reliant units such as demons.

This message was edited 1 time. Last update was at 2017/05/04 07:35:41


What I have
~4100
~1660

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in gb
Furious Raptor





Wales

If these changes are true it'd make up for keeping 2d6 charge ranges - would love to be able to charge bezerkers out of a rhino again

Chaos Battleship - 3D print your own evil starship!
https://www.kickstarter.com/projects/watcorpdesigns/chaos-battleship

www.WatcorpDesigns.com
https://www.ebay.co.uk/str/watcorpdesigns
https://www.etsy.com/uk/shop/WatcorpDesigns

 
   
Made in de
Longtime Dakkanaut





This doesnt look to be legit

Characters cannot join units? Wasnt thatc confirmed by Pete?

This message was edited 2 times. Last update was at 2017/05/04 07:42:18


 
   
Made in us
Rampaging Carnifex





South Florida

These all sound like fun changes to me. Lets see how these rumours shake up once we learn more.

I would be very happy if this made it into the game:
- Characters cannot join units
- Characters can only be targeted if nearest target or within 12”

This message was edited 1 time. Last update was at 2017/05/04 07:44:14


   
Made in ie
Crazed Spirit of the Defiler




Ireland

Warhams-77 wrote:
This doesnt look to be legit

Characters cannot join units? Wasnt thatc confirmed by Pete?


Yeah I think that much was pretty much confirmed during the QnA.

The salt content is high as this is from anonymous Faeit sources but I wouldn't really say no to anything on there. However Faeit claims to have gotten these Sunday and they don't make any mention of the Morale rules we got Wednesday so I suspect it's a lot of extrapolating from AoS and wishlisting.

Edit: *I messed up a day*

This message was edited 1 time. Last update was at 2017/05/04 08:05:51


By the 37 keys of Tzeentch,We open the way for our brothers,
By the 1000 whispers of Slaanesh we call to them,
By the 12 plagues of Nurgle we fell their enemies,
And by the mighty axe of Khorne we cut open the world for them!

- Ritual of Summoning, Recited by Amphion and Zethus Dark Sorcerers of the Deimos Peninsula,Kronos


 
   
Made in gb
Master Engineer with a Brace of Pistols






Wait, characters can still join units? To be honest I was rather hoping that would be ditched.
   
Made in ie
Crazed Spirit of the Defiler




Ireland

 Future War Cultist wrote:
Wait, characters can still join units? To be honest I was rather hoping that would be ditched.


No I think characters not joining units was confirmed (or heavily hinted at) during the QnA.

By the 37 keys of Tzeentch,We open the way for our brothers,
By the 1000 whispers of Slaanesh we call to them,
By the 12 plagues of Nurgle we fell their enemies,
And by the mighty axe of Khorne we cut open the world for them!

- Ritual of Summoning, Recited by Amphion and Zethus Dark Sorcerers of the Deimos Peninsula,Kronos


 
   
Made in gb
Grim Dark Angels Interrogator-Chaplain





Cardiff

If enough people write in politely I imagine they'll generate rules for OOP FW vehicles. They seem pretty responsive these days, and whilst OOP stuff might not have made the cut initially (I can see why with every unit in the game to write rules for) it's not a massive detour from their day to produce rules for a few rarities as a goodwill piece. Might take a while but ask nicely. Raging on a forum won't work.


 Stormonu wrote:
For me, the joy is in putting some good-looking models on the board and playing out a fantasy battle - not arguing over the poorly-made rules of some 3rd party who neither has any power over my play nor will be visiting me (and my opponent) to ensure we are "playing by the rules"
 
   
Made in gb
Master Engineer with a Brace of Pistols






 Voodoo_Chile wrote:
 Future War Cultist wrote:
Wait, characters can still join units? To be honest I was rather hoping that would be ditched.


No I think characters not joining units was confirmed (or heavily hinted at) during the QnA.


Oh good!

Turns out I completely misread that. I should probably put my glasses on now.

This message was edited 1 time. Last update was at 2017/05/04 08:04:00


 
   
Made in au
Hissing Hybrid Metamorph





'Straya... Mate.

Hmmmm that required alot of salt. I will put in OP as salty Natfka rumour!

 
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

I didn't see this in the thread or on the first post, but here's a summary of the Q&A that was on the 25th of April

Q&A Summary
Was the info released at Adepticon about Movement Stats coming back, Chargers striking first and Morale Tests real?
Yes. Armor save modifiers are coming back, Movement stats are back, chargers will strike first (more on that later), and Morale tests are going to work in a similar manner as AoS.

Vehicles & Armor Values?
No more Armor Value for Vehicles. All models will basically have the same stat line. That means Vehicles will have a Damage Table tailored to each vehicle. As the vehicles take damage they loose effectiveness – possibly lower BS, attacks, etc.

Everyone can hurt Everyone!

Will army play styles change?
They have tried to keep the play styles of armies similar and used this edition change to help reset and refocus those archetypes in a re-inforcing manner.

Is the Game still a D6 system?
Yes.

What’s the typical Game length (time wise)?
For a 1500 point game, shooting for a 90 minute game.

Narrative gaming support? How?
Yes – lots of support. 3 ways to play in mind – New warzones, campaigns, supplements will “have a home” in 8th.

Will every model currently out will have rules?
Yes! “All In” with model rules, including scenery, monsters, etc.

Command Points – how will we generate them?
They will help reflect the army selection & play style. In matched play, EVERY army will be battle-forged. 14 different Force Org charts for army composition. The way you build your army impacts how many you can end-up with.

Command Points – what do they do?
On a very high-level, they do things like give you re-rolls. There are “Generic” abilities and there will be army specific rules when the new codexes come out. One of the Generic abilities will allow you to interrupt charge phase of your opponent.

New Codexes?
Yes! Codexes are not going away, but they will come at a later date.

Army Construction – How will that work?

Here is an example of 3 Force Org Charts – there will be 14 at the start and they (GW) think that no matter what type of army you have you’ll be able to build one that matches a Force Org Chart.

Templates?
Templates are going away!

How often can we use Command Points?
One per phase. They will be a limited resource.

How did you test this edition?
GW reached out to several groups, notably they spoke with several of the big Tournament Organizers in the US for testing and feedback. That includes our buddies at Frontline Gaming, Adepticon, and NOVA. They said, “Most thoroughly we’ve ever tested.” And they have also taken in lots of community feedback though all the various forums, social media, etc.

How will we get the rules?
Day 1 New Rules! Five books on Day One – rules for everyone with Points, too! Digital and Physical. Everything you need to start playing will be out day one for all armies.

Expansions like Cities of Death?
Yes, will be part of the game. More ideas on the way way – more narrative supplements.

How about Broken Units (a la Riptide)?
Most balanced edition with the most robust testing. Hopefully their won’t be any “broken” units.

Match Play regular updates?
Yes! Much like the General’s Handbook, annual update for rules/points.

Fan Interaction?
Interactive Forum Coming as well social media feedback.

Free Rules? How will we get them?
Digital copies available and printed verisons at FLGS and Games Workshop Stores.

Warhammer 40k App for list building?
Working on it, not available for launch but it’s on the way!

Specific Tournament Rules?
No, but core rules have guidance for folks who want to run tournaments – “just suggestions.”

Unit Rebalancing?
Everything is now a legitimate choice. Even pyrovores. Everything can hurt everything else because of the new types of profiles.

How long was this game edition in development?
“A Long Time.”

What were your Top 3 goals for this edition?
1 – Make a game that works for all 3 ways to play

2 – Make sure the game holds-up to a competitive play

3 – Make it more accessible to everyone from new players, to fans of the lore, to hard core hobbyists.

They really wanted to take in as much feedback as possible and incorporate the feed back to what everyone was asking for.

Release Date?
“This Year.” More news on that later – just not today.

More cool stuff at Warhammer Fest?
Yes.

Will you cut down the number of models that are available and “streamline” the armies?
No – All models are sticking around!

How will points work?
Two different types of points!

1 – Powerlevel points – this is a basic, very broad brush gauge for a unit. It’s designed for Narrative play so you can have an idea of how powerful your army is and play in a more relaxed way.

2 – Matched Play Points – this is the very granular option. Weapons, options, etc. all have points costs – like the current system.

What about the factions? Noticed on the new 40k site that Astra Militarum was missing – what gives?
The website is more narrative focused – it’s an intro site for new players and a “getting started” place. Astra Militarum is still around and so are the Skitarii, they aren’t going anywhere.

Will there be new factions?
Yes. and possibly some new ones at launch…

What about Monstrous Creatures?
Yep, they are moving to the Damage Table like vehicles!

How will stats work? Str, Toughness, Wounds?
Again, everything can hurt everything! Stats are NOT capped at 10 anymore. Andy commented that when he played his first game, he really felt like the weapons did what they were supposed to – everything felt “right” when he played (in terms of how weapons worked).

What sized games are supported?
Both Match and Narrative games – 1000 points up to what every you want.

What’s the Highest Wound Count Model?
“The Knights are up there, but I don’t want to say and be wrong later…”

What about Allies?
Yes, allies are still around. But they work slightly different. Because the game is moving to the “Keyword” system the typical Death Star units/combos are not going to work. Your special abilities will only transfer to the units with the correct Keywords. This should cut down on the shenanigans.

The Force Org still supports allies but that will cut into command points…

Will Close-Combat be viable?
“Absolutely” – due to the change with chargers striking first and everyone being able to hurt everyone close combat should be a viable part of the game.

Is Medusa Gone? It wasn’t on the new map!

It’s not gone! The map was just really crowded.

What about Forge World Rules?
Those will be available in the same way.

What about the folks that just purchased books and codexes? Those are all invalidated!
Yes – if you still have your proof of purchase, you can contact GW Customer support for vouchers (time limit of 8 weeks).


Source
http://www.belloflostsouls.net/2017/04/40k-live-faq-round-up.html

This message was edited 1 time. Last update was at 2017/05/04 08:07:27


What I have
~4100
~1660

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in au
Hissing Hybrid Metamorph





'Straya... Mate.

Also Gulliman not being a character? Sounds fake or wrong to me.

 
   
Made in gb
Deranged Necron Destroyer




ERJAK wrote:So it's not really going to be relevant for 4-6 months but are you guys screenshotting each others posts to wave in each others faces when it turns out hordes are great/terrible and close combat is super broken/super terrible. Or do you think people will lose interest.

I'm nearly certain that hordes will be fine for the armies which run them (Orks, nids, GSC; I'm betting Guard can't blob and have fixed unit sizes) and that combat will be fine, because I trust the play testers. MVB commented on the fight phase Facebook post that he wanted to say about the 3" pile in thing to people who thought assault wouldn't be viable; that implies that during testing, he found assault to actually be usable, or else the comment wouldn't make sense. I'm not going to hold it against anyone if it's not, and I'd be surprised if people who think it'll be bad hold it against people who expect it to be fine, because everyone is running on very limited information currently. There are enormous things which we don't know; we're not going to know how it shakes out until we see all the combat rules and points costs.

zamerion wrote:Nobody post this? (its from faeit yes.. but sounds possible):
Spoiler:

- Assault 2d6”, multiple units
- Split fire: any unit can target as many targets as they want
- Normally the unit don’t have to target the nearest unit, but there are lots of abilities that have this restriction
- Invulnerable saves simply ignore armour penetration up to the given value. They are not that common, wave serpents and Canoptek wraiths have one
- Most power fields, etc. are separate saves that are taken in addition to other saves just like FnP of today, they may or may not ignore mortal wounds on a case by case basis
- Dodges, camos, etc are now to hit modifiers
- Characters cannot join units
- Characters can only be targeted if nearest target or within 12”
- Larger models are seldom characters, Gulliman is not for example
- Deepstriking units can be placed anywhere. Every unit with deep strike has a value. Have to beat it to land on target, otherwise opposing player can move unit the rolled distance
- There are no mishaps anymore
- Overwatch shooting against deep striking units within 9” at -1 BS
- Summoning is not a psychic ability anymore, normal deep striking with psyker as homing beacon instead
- There are spells that replenish or add wounds to demon squads
- Most vehicles have a single attack with high S, but no AP, some have considerably more like the battle waggon
- Vehicles and units fighting against vehicles usually can fall back without penalty, they cannot move in the charge phase when they have moved or shot in the same turn. Most walkers don’t have this rule
- Terrain enhances armour in assault phase for the defender, or both in consecutive turns, is negated by grenades
- Assaulting units get +1 attack
- Vertical movement does not count against the allowance but a model cannot go higher than the movement value in a given phase. Lots of exceptions for jumping, flying, etc. of course
Ranges are measured on the ground level from base or model to base or model, whichever is nearer
- Units are deployed within 3” of a transport, cannot move, but can charge in the charge phase
- No more firing from a transport, though some vehicles, especially open topped ones have extra firing points weapons if they transport enough (and sometimes eligible) models. But they use their own BS and the kind of weapon is fixed. For example Raiders have 5 fire point splinter rifles, but only if they transport kabalite warriors
- No challenges
- Hidden power fists viable again, wound allocation by owning player, any model in squad, but wounded ones first
- There are some precision weapons that let the firing player choose the wound allocation (always or on a 6)
- Units have always the same T and Save now. There are some models that have T- Sv - and adapt like drones and grots, most of the other combined units have matchings stats now, Black templar neophytes have a 3+ now, for whatever reason
- Command points allow to reroll saves, hits, wounding or charge distance, reroll any single dice throw, negate all terrain in 12” of one of your models, alter the attack sequence, boost psychic block rolls, allow additional reserves and allow units to get another charge phase after wiping out an enemy
- There are some models like Ghazghkull that have their own abilities that are triggered by command points
- perils of the war: snake eyes on the test, d6 on table, d3 mortal wounds and losing a spell are the worst cases
- Player can spend command points to choose who goes first instead of rolling, whoever spends more
- Matched games have a fixed number of turns, 5 or 6 rounds depending on mission, 18” is starting range and turn 1 charges are completely legal
- Reserves are not random, except for rounding: second turn half the units are deployed, third turn half of the remaining, fourth turn rest
- Flyers have an individual to hit modifier, mostly -2 or -3, a 6 is always a hit as usual, depends on the flying mode for flyers that have more than one
- Flyers are affected by heavy weapon malus, but most flyer weapons are assault,
flyer weapons have often a shorter range and a different name, but are otherwise identical to their ground counterparts
- Terrain does not influence movement distance per se. Some citadel terrain pieces half the movement or do other things.
- There are no warzone rules in the core rules
- True line of sight is used to establish line of sight to a model, but otherwise models count in or out of cover depending if they are in a piece of terrain or if they are touching it and the firing - line goes through the terrain
- In matched play, models have a fixed base size specified in the General’s Handbook. In the two other game types, they can use any base they want

Many of these sound very plausible. That said, I also could have guessed half of them from similarities to AoS. I sort of hope they're all true, as I like them all barring the "no warzone rules" one (and maybe fixed number of turns - very exploitable, which is why they're random currently), but unfortunately wishful thinking doesn't make it true.

This message was edited 2 times. Last update was at 2017/05/04 08:34:55


 
   
Made in gb
Shas'la with Pulse Carbine




Eastern Fringe

I almost think we should just keep to discussing the official information being released by GW and on the FAQ's. Salty rumours tend not to add much other than kindling to already over-heated discussions.

The first rule of unarmed combat is: don’t be unarmed. 
   
Made in au
Hissing Hybrid Metamorph





'Straya... Mate.

Thanks CthulusSpy, will add to OP


Automatically Appended Next Post:
Okay added as an alternative summary


Automatically Appended Next Post:
I don't want to toot my own horn, but by Nurgle that is a nice looking OP!

This message was edited 2 times. Last update was at 2017/05/04 08:18:58


 
   
Made in us
Blood Angel Terminator with Lightning Claws






The change to a lot of former Invuln saves, if true, makes sense considering few weapons will now fully negate a 3+ save, let alone a 2+. Changing it to FnP makes sense, though it makes me wonder if they will stack, such as if a SM command squad has both storm sheids and an apothecary.

GW: "We do no demographic research, we have no focus groups, we do not ask the market what it wants" 
   
Made in ca
Lit By the Flames of Prospero





Edmonton, Alberta

 Voodoo_Chile wrote:
 Future War Cultist wrote:
Wait, characters can still join units? To be honest I was rather hoping that would be ditched.


No I think characters not joining units was confirmed (or heavily hinted at) during the QnA.


I assume you are talking about when they were talking about the steps to stop death stars? Because to me it sounded like the way they were talking implied Character's could still join unit. That is why he was talking about how the Keyword system was being used to stop multiple charaters from joining units to stack buffs on each other, not characters no longer being allowed to join units.

But. If true, that would mean one of two things.

A) you could no longer transport characters in Transports with a unit.
B) Transports can now carry multiple units

B is possible, since it sounds like they don't want Super Heavy Rules to be a "thing" anymore and repersent them with +10 Toughness and Wounds. Thus no need to have a Super Heavy Transport Rule. But TBH I feel like just letting Charater's join units makes more sense for 40k.


Edit: These 4 things should be red flags that this is made up/best guesses/wish listing by Faeit:
-Split fire: any unit can target as many targets as they want
-Most vehicles have a single attack with high S, but no AP, some have considerably more like the battle waggon
- No more firing from a transport, though some vehicles, especially open topped ones have extra firing points weapons if they transport enough (and sometimes eligible) models. But they use their own BS and the kind of weapon is fixed. For example Raiders have 5 fire point splinter rifles, but only if they transport kabalite warriors
- In matched play, models have a fixed base size specified in the General’s Handbook. In the two other game types, they can use any base they want

The splitfire and base thing are just not apart of GW's game design philosophy and the base thing on top of that is just a competitive player wishlist thing every edition. The all vehicles getting a single attack in CC is just pure "lul, wut?". The Fireing point thing is just sounds baffling to me and a very random change.

This message was edited 1 time. Last update was at 2017/05/04 08:34:14


 
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

I don't think the invul change is true.
It clearly said there were invulnerable saves in the physic teaser.
Mortal Wounds are a new mechanic too – these cannot be saved by any means and punch straight through thick armour and even invulnerable saves! Ouch.


As it said save and not modifier, it would seem that invul saving throws still exist.

What I have
~4100
~1660

Westwood lives in death!
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A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in gb
Khorne Chosen Marine Riding a Juggernaut





UK

 Hollow wrote:
I almost think we should just keep to discussing the official information being released by GW and on the FAQ's. Salty rumours tend not to add much other than kindling to already over-heated discussions.


Aye i agree, be interesting if any of the GW blog teasers hit on anything in that list though, would give the other items some more credibility.

 
   
Made in ie
Crazed Spirit of the Defiler




Ireland

 Lockark wrote:
 Voodoo_Chile wrote:
 Future War Cultist wrote:
Wait, characters can still join units? To be honest I was rather hoping that would be ditched.


No I think characters not joining units was confirmed (or heavily hinted at) during the QnA.


I assume you are talking about when they were talking about the steps to stop death stars? Because to me it sounded like the way they were talking implied Character's could still join unit. That is why he was talking about how the Keyword system was being used to stop multiple charaters from joining units to stack buffs on each other, not characters no longer being allowed to join units.



That was it. Yeah I went looking for that in various summaries and couldn't find it so I thought I was losing my goddamn mind.

I had thought they mentioned something about certain rules now having ranges etc (rather than applying to the unit itself) but again I think I need to go through the QnA video and find the exact point cause I could just be conflating a bunch of information in my head here.


By the 37 keys of Tzeentch,We open the way for our brothers,
By the 1000 whispers of Slaanesh we call to them,
By the 12 plagues of Nurgle we fell their enemies,
And by the mighty axe of Khorne we cut open the world for them!

- Ritual of Summoning, Recited by Amphion and Zethus Dark Sorcerers of the Deimos Peninsula,Kronos


 
   
Made in gb
Khorne Chosen Marine Riding a Juggernaut





UK

They didn't mention anything about characters not joining units in the live stream.

In regards to characters buffing units they spoke about how deathstars are a thing and this wont be possible now because every faction will have 'keywords' and abilities will only cross if you have that keyword.

But they didn't lean either way as to if IC's can still join units or if they can't anymore, as i remember anyway!

This message was edited 2 times. Last update was at 2017/05/04 08:36:48


 
   
Made in ca
Lit By the Flames of Prospero





Edmonton, Alberta

 Voodoo_Chile wrote:
 Lockark wrote:
 Voodoo_Chile wrote:
 Future War Cultist wrote:
Wait, characters can still join units? To be honest I was rather hoping that would be ditched.


No I think characters not joining units was confirmed (or heavily hinted at) during the QnA.


I assume you are talking about when they were talking about the steps to stop death stars? Because to me it sounded like the way they were talking implied Character's could still join unit. That is why he was talking about how the Keyword system was being used to stop multiple charaters from joining units to stack buffs on each other, not characters no longer being allowed to join units.



That was it. Yeah I went looking for that in various summaries and couldn't find it so I thought I was losing my goddamn mind.

I had thought they mentioned something about certain rules now having ranges etc (rather than applying to the unit itself) but again I think I need to go through the QnA video and find the exact point cause I could just be conflating a bunch of information in my head here.



I will admit it's been a "Hot minute" since I watched it too, But I recall the Keyword System was the big point he stressed about stopping Death Stars. I recall a line along the lines of "We are using the keyword System so characters can no longer join units to stack buffs", and I'm assumeing you are just remembering "characters can no longer join units" with out the 1st part. I recall it being worded awkward like that at the time.

I will admit fully I could be the one mistaken thow if you can find the video.

This message was edited 1 time. Last update was at 2017/05/04 08:42:15


 
   
Made in ie
Crazed Spirit of the Defiler




Ireland

 Lockark wrote:
 Voodoo_Chile wrote:
 Lockark wrote:
 Voodoo_Chile wrote:
 Future War Cultist wrote:
Wait, characters can still join units? To be honest I was rather hoping that would be ditched.


No I think characters not joining units was confirmed (or heavily hinted at) during the QnA.


I assume you are talking about when they were talking about the steps to stop death stars? Because to me it sounded like the way they were talking implied Character's could still join unit. That is why he was talking about how the Keyword system was being used to stop multiple charaters from joining units to stack buffs on each other, not characters no longer being allowed to join units.



That was it. Yeah I went looking for that in various summaries and couldn't find it so I thought I was losing my goddamn mind.

I had thought they mentioned something about certain rules now having ranges etc (rather than applying to the unit itself) but again I think I need to go through the QnA video and find the exact point cause I could just be conflating a bunch of information in my head here.



I will admit it's been a "Hot minute" since I watched it too, But I recall the Keyword System was the big point he stressed about stopping Death Stars. I recall a line along the lines of "We are using the keyword System so characters can no longer join units to stack buffs", and I'm assumeing you are just remembering "characters can no longer join units" with out the 1st part. I recall it being worded awkward like that at the time.

I will admit fully I could be the one mistaken thow if you can find the video.


Found it, timestamp should be right, around 51:28~




So Pete Foley doesn't specifically say that Characters can't join BUT he does start talking about attaching a Space Marine to an Astra Militarum squad, then corrects himself and instead says put him near an AM squad. I think that's where I got the Characters don't join units from.
Could still go either way but I don't know, I think it looks likely given how much has come from AoS so far.

This message was edited 1 time. Last update was at 2017/05/04 08:51:44


By the 37 keys of Tzeentch,We open the way for our brothers,
By the 1000 whispers of Slaanesh we call to them,
By the 12 plagues of Nurgle we fell their enemies,
And by the mighty axe of Khorne we cut open the world for them!

- Ritual of Summoning, Recited by Amphion and Zethus Dark Sorcerers of the Deimos Peninsula,Kronos


 
   
 
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