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![[Post New]](/s/i/i.gif) 2017/05/17 14:09:22
Subject: Re:Warhammer 40k 8th Edition Summary - 16 May 2017: Death Guard / Dark Imperium fluff(All info in OP)
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Decrepit Dakkanaut
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Not too much to fiddle with on that article. I think Dark Eldar are the faction focus today?
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![[Post New]](/s/i/i.gif) 2017/05/17 14:09:44
Subject: Warhammer 40k 8th Edition Summary - 16 May 2017: Death Guard / Dark Imperium fluff(All info in OP)
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Mutilatin' Mad Dok
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Charles Rampant wrote: nintura wrote:So definitely no mishap. You just setup 9" away without scatter.
I'd say that some units - Orks, maybe - might get less reliable methods, but then if they're doing away with the Scatter Dice I'm not sure what methods they'd use in that case.
They could have them come in on a random table edge, just like current outflank.
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![[Post New]](/s/i/i.gif) 2017/05/17 14:09:55
Subject: Warhammer 40k 8th Edition Summary - 16 May 2017: Death Guard / Dark Imperium fluff(All info in OP)
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Longtime Dakkanaut
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En Excelsis wrote:Necrons (as awesome as the models look - and they do look awesome), they are the most absurd addition to the game and they did s much more hamr than good by being squeezed in. It required that the GW writers literally write over existing materlal (Eldar).
I disagree. The initial iteration of Necron lore meshed with the 40k mythos very well. It was Lovecraftian and eldritch in ways no other faction, save perhaps the Slaves to Darkness period Chaos, ever managed to be.
Then they got Warded.
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![[Post New]](/s/i/i.gif) 2017/05/17 14:10:16
Subject: Re:Warhammer 40k 8th Edition Summary - 16 May 2017: Death Guard / Dark Imperium fluff(All info in OP)
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Trazyn's Museum Curator
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Daedalus81 wrote:Not too much to fiddle with on that article. I think Dark Eldar are the faction focus today?
Apparently. Looks like they are doing a focus every two days.
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What I have
~4100
~1660
Westwood lives in death!
Peace through power!
A longbeard when it comes to Necrons and WHFB. Grumble Grumble
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![[Post New]](/s/i/i.gif) 2017/05/17 14:10:17
Subject: Warhammer 40k 8th Edition Summary - 16 May 2017: Death Guard / Dark Imperium fluff(All info in OP)
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Decrepit Dakkanaut
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Charles Rampant wrote: nintura wrote:So definitely no mishap. You just setup 9" away without scatter.
I'd say that some units - Orks, maybe - might get less reliable methods, but then if they're doing away with the Scatter Dice I'm not sure what methods they'd use in that case.
I doubt it. There really isn't a reason to handicap them.
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![[Post New]](/s/i/i.gif) 2017/05/17 14:10:48
Subject: Warhammer 40k 8th Edition Summary - 16 May 2017: Death Guard / Dark Imperium fluff(All info in OP)
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Longtime Dakkanaut
Indiana
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I like it! Definitely helps cancel out some of the shooting buffs. It also has no restriction on doing the teleport in turn one!!!!
This is going to shake things up a lot. It will be interesting to see if drop pods have some exception or not.
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![[Post New]](/s/i/i.gif) 2017/05/17 14:10:51
Subject: Warhammer 40k 8th Edition Summary - 16 May 2017: Death Guard / Dark Imperium fluff(All info in OP)
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Longtime Dakkanaut
Ireland
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I am liking that sneak peak at the Trygon rule. At last it works how it is meant to in the background.
Also confirmation that units can assault when they come in from reserve.
As a Tyranid player, this bodes well!
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The objective of the game is to win. The point of the game is to have fun. The two should never be confused. |
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![[Post New]](/s/i/i.gif) 2017/05/17 14:10:53
Subject: Re:Warhammer 40k 8th Edition Summary - 16 May 2017: Death Guard / Dark Imperium fluff(All info in OP)
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Mutilatin' Mad Dok
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Daedalus81 wrote:Not too much to fiddle with on that article. I think Dark Eldar are the faction focus today?
Oh yeah! I forgot. I'm stoked. I hope they tell us how they're going to implement poison weapons.
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![[Post New]](/s/i/i.gif) 2017/05/17 14:11:19
Subject: Warhammer 40k 8th Edition Summary - 16 May 2017: Death Guard / Dark Imperium fluff(All info in OP)
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Decrepit Dakkanaut
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docdoom77 wrote:
They could have them come in on a random table edge, just like current outflank.
I doubt table edges will be a thing for these kinds of deployments.
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![[Post New]](/s/i/i.gif) 2017/05/17 14:12:50
Subject: Warhammer 40k 8th Edition Summary - 16 May 2017: Death Guard / Dark Imperium fluff(All info in OP)
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Khorne Chosen Marine Riding a Juggernaut
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How does a marine army of drop pods work in matched play?
lol physically deploy the drop pods already landed before your first turn?!
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![[Post New]](/s/i/i.gif) 2017/05/17 14:13:34
Subject: Warhammer 40k 8th Edition Summary - 16 May 2017: Death Guard / Dark Imperium fluff(All info in OP)
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Skillful Swordmaster
The Shadowlands of Nagarythe
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Tactical Reserves are interesting.
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![[Post New]](/s/i/i.gif) 2017/05/17 14:14:09
Subject: Warhammer 40k 8th Edition Summary - 16 May 2017: Death Guard / Dark Imperium fluff(All info in OP)
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Lethal Lhamean
Birmingham
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Finally, the Subterranean Assault rule will actually work!
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![[Post New]](/s/i/i.gif) 2017/05/17 14:14:18
Subject: Warhammer 40k 8th Edition Summary - 16 May 2017: Death Guard / Dark Imperium fluff(All info in OP)
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Skillful Swordmaster
The Shadowlands of Nagarythe
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Latro_ wrote:How does a marine army of drop pods work in matched play?
lol physically deploy the drop pods already landed before your first turn?!
They'll likely have bespoken rules addressing that.
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This message was edited 1 time. Last update was at 2017/05/17 14:14:26
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![[Post New]](/s/i/i.gif) 2017/05/17 14:14:27
Subject: Warhammer 40k 8th Edition Summary - 16 May 2017: Death Guard / Dark Imperium fluff(All info in OP)
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Longtime Dakkanaut
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Leth wrote:I like it! Definitely helps cancel out some of the shooting buffs. It also has no restriction on doing the teleport in turn one!!!!
This is going to shake things up a lot. It will be interesting to see if drop pods have some exception or not.
I very much doubt they will.
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![[Post New]](/s/i/i.gif) 2017/05/17 14:14:32
Subject: Warhammer 40k 8th Edition Summary - 16 May 2017: Death Guard / Dark Imperium fluff(All info in OP)
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Longtime Dakkanaut
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So you no longer roll to get them from reserves. You choose when they come in? And you have to have everything on the table by turn 3. And they can assault. No scatter. Wow.
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This message was edited 1 time. Last update was at 2017/05/17 14:15:14
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![[Post New]](/s/i/i.gif) 2017/05/17 14:14:39
Subject: Warhammer 40k 8th Edition Summary - 16 May 2017: Death Guard / Dark Imperium fluff(All info in OP)
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Longtime Dakkanaut
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If they are following AoS route on this, expect teleportation beacons to allow teleporting even closer to the enemy,
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![[Post New]](/s/i/i.gif) 2017/05/17 14:15:42
Subject: Warhammer 40k 8th Edition Summary - 16 May 2017: Death Guard / Dark Imperium fluff(All info in OP)
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Bounding Dark Angels Assault Marine
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Latro_ wrote:How does a marine army of drop pods work in matched play?
lol physically deploy the drop pods already landed before your first turn?!
While I don't think that's how they'll do it, I could see it working.
Treat them kind of like infiltration units, placing them after the rest of the deployment.
Who knows?
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The 1st Legion
Interrogator-Chaplain Beremiah's Strike Force
The Tearers of Flesh |
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![[Post New]](/s/i/i.gif) 2017/05/17 14:16:34
Subject: Warhammer 40k 8th Edition Summary - 16 May 2017: Death Guard / Dark Imperium fluff(All info in OP)
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Dakka Veteran
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I am guessing based off that, there isn't a roll to bring in your troops? Because if you don't bring them in by 3rd turn they are just destroyed.
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![[Post New]](/s/i/i.gif) 2017/05/17 14:17:25
Subject: Warhammer 40k 8th Edition Summary - 16 May 2017: Death Guard / Dark Imperium fluff(All info in OP)
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Irked Necron Immortal
Colorado
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ASSAULT from Deep Strike!!! My prayers have been answered (3 editions later)
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![[Post New]](/s/i/i.gif) 2017/05/17 14:17:28
Subject: Warhammer 40k 8th Edition Summary - 16 May 2017: Death Guard / Dark Imperium fluff(All info in OP)
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Skillful Swordmaster
The Shadowlands of Nagarythe
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nintura wrote:So you no longer roll to get them from reserves. You choose when they come in? And you have to have everything on the table by turn 3. And they can assault. No scatter. Wow.
It does makes reserve management much, much less random and more tactical - a clear improvement imo.
I find it funny how they remove randomness in some aspects and add them in others.
I am not sure that I'm sold on the whole "Assault after coming from reserves" but that remains to be seen.
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This message was edited 1 time. Last update was at 2017/05/17 14:17:43
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![[Post New]](/s/i/i.gif) 2017/05/17 14:17:56
Subject: Warhammer 40k 8th Edition Summary - 16 May 2017: Death Guard / Dark Imperium fluff(All info in OP)
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Decrepit Dakkanaut
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Nah Man Pichu wrote: Latro_ wrote:How does a marine army of drop pods work in matched play?
lol physically deploy the drop pods already landed before your first turn?!
While I don't think that's how they'll do it, I could see it working.
Treat them kind of like infiltration units, placing them after the rest of the deployment.
Who knows?
You will likely be forced to land them in your deployment area.
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![[Post New]](/s/i/i.gif) 2017/05/17 14:18:06
Subject: Warhammer 40k 8th Edition Summary - 16 May 2017: Death Guard / Dark Imperium fluff(All info in OP)
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Crazed Spirit of the Defiler
Ireland
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Youn wrote:I am guessing based off that, there isn't a roll to bring in your troops? Because if you don't bring them in by 3rd turn they are just destroyed.
Yup, though I imagine like the Trygon, most units with these rules will state "at the end of any movement phase" so as to avoid having to state they don't get additional movement.
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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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![[Post New]](/s/i/i.gif) 2017/05/17 14:18:25
Subject: Warhammer 40k 8th Edition Summary - 16 May 2017: Death Guard / Dark Imperium fluff(All info in OP)
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Bounding Dark Angels Assault Marine
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Youn wrote:I am guessing based off that, there isn't a roll to bring in your troops? Because if you don't bring them in by 3rd turn they are just destroyed.
I actually really like this.
The whole point of military reserves is to deploy them when they're needed, where they're needed.
Leaving their deployment to chance always struck me as a little odd.
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The 1st Legion
Interrogator-Chaplain Beremiah's Strike Force
The Tearers of Flesh |
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![[Post New]](/s/i/i.gif) 2017/05/17 14:18:37
Subject: Warhammer 40k 8th Edition Summary - 16 May 2017: Death Guard / Dark Imperium fluff(All info in OP)
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Chaplain with Hate to Spare
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Latro_ wrote:How does a marine army of drop pods work in matched play?
lol physically deploy the drop pods already landed before your first turn?!
That or they will just start the game deployed with a restriction on how close they can be to an enemy.
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5250 pts
3850 pts
Deathwatch: 1500 pts
Imperial Knights: 375 pts
30K 2500 pts |
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![[Post New]](/s/i/i.gif) 2017/05/17 14:18:48
Subject: Warhammer 40k 8th Edition Summary - 16 May 2017: Death Guard / Dark Imperium fluff(All info in OP)
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Irked Necron Immortal
Colorado
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Trygons become Drop Pods now LOL
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![[Post New]](/s/i/i.gif) 2017/05/17 14:19:15
Subject: Re:Warhammer 40k 8th Edition Summary - 16 May 2017: Death Guard / Dark Imperium fluff(All info in OP)
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Deranged Necron Destroyer
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Huge changes to reserves. The Trygon exemplifies a few - no scatter at all, charge from "deep strike" , choose when it comes in, no withholding after turn 3. All of which sounds great to me, honestly.
No scatter deep strikes seem fine; the "risk-reward" was never really a key decision IMO - you could either deep strike a unit and risk losing it to random rolls, not know when it enters, plus not being able to charge when it does, or you could just deploy normally. I can't think of a single unit which could deep strike which did so without protection from mishaps - losing them (at least for some units) will mean this is actually a tactical option instead of no real choice at all. Seems good to me.
Charging from deep strike - saw it coming to be honest. This is why I suspected 'T''a'u could fall out of combat without penalty yesterday; falling back from combat is a safety valve where you can't just tarpit forever, so there's no reason to actually restrict deep strike charges any more - it's little different from shooting on the first turn if it doesn't lock you in combat until you die. Nevertheless, I'm happy about it, though I imagine many won't be. Terminators are looking a lot scarier, right? I even said yesterday they might be borderline OP if they could just teleport in and assault; well, now we know they probably will be able to do exactly that. This definitely tilts the scales towards assault IMO, and frankly it's been a long time coming.
Choosing when to come in I actually love as a change. I've long been of the opinion, even earlier in this thread, that reserves are nonsense in the current rules; there are few battles in real life where the general can't command when and where reserves should go with a large degree of accuracy, and those where that's not the case usually end in that side losing badly. They are now, functionally, actual reserves - units held back so that you can use them, but don't benefit from their strength at the beginning. Great change IMO.
No withholding after turn 3 - fine, just a measure to stop last second objective grabbing. It's a safety valve rule, and I'm fine with that.
Half of army must start of field - ehhh, I guess this is related to the deep strike assault change, but I don't like it overly. What it's clearly intending to prevent is holding an entire assault army in reserve, then doing a full army charge first turn from deep strike. I get it, and it seems reasonable. The reason I dislike it is solely because I adore seeing drop pod armies, and this stops that; there are few battles which feel more stereotypical "40k" than marines entering via drop pods and coming in all guns blazing, and I'll be very sad to see that disappear. But whatever, I'll take that loss for all the other positive gains.
IMO, a very impactful and good update for the game.
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![[Post New]](/s/i/i.gif) 2017/05/17 14:19:17
Subject: Warhammer 40k 8th Edition Summary - 16 May 2017: Death Guard / Dark Imperium fluff(All info in OP)
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Skillful Swordmaster
The Shadowlands of Nagarythe
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Nah Man Pichu wrote: Latro_ wrote:How does a marine army of drop pods work in matched play?
lol physically deploy the drop pods already landed before your first turn?!
While I don't think that's how they'll do it, I could see it working.
Treat them kind of like infiltration units, placing them after the rest of the deployment.
Who knows?
A good idea would be to put tokens on the table where the pods are going to fall and them drop them there at the end of each movement phase.
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![[Post New]](/s/i/i.gif) 2017/05/17 14:19:29
Subject: Warhammer 40k 8th Edition Summary - 16 May 2017: Death Guard / Dark Imperium fluff(All info in OP)
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Longtime Dakkanaut
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Lithlandis Stormcrow wrote: nintura wrote:So you no longer roll to get them from reserves. You choose when they come in? And you have to have everything on the table by turn 3. And they can assault. No scatter. Wow.
It does makes reserve management much, much less random and more tactical - a clear improvement imo.
I find it funny how they remove randomness in some aspects and add them in others.
I am not sure that I'm sold on the whole "Assault after coming from reserves" but that remains to be seen.
Well, as stated, the odds are against you making that charge given the average will be 7". Plus overwatch. However, with Nids and Fleet....
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![[Post New]](/s/i/i.gif) 2017/05/17 14:19:31
Subject: Re:Warhammer 40k 8th Edition Summary - 16 May 2017: Death Guard / Dark Imperium fluff(All info in OP)
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Courageous Grand Master
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Most people probably want to move the thread on to the latest topic, but I'll make one final point about the 40k fluff:
What GW did to the Necron fluff was a bad bad blunder in my eyes.
You had these scary, merciless machines popping up from nowhere, almost the image of death, and very hard to kill,
and GW had to turn them into Ancient Egypt, thus robbing them off their power, fear factor, and mystery...
Years back, I used to do narrative scenarios with some average joe guardsman in the middle of nowhere, fighting a last ditch defence against these machines, and it was fun...
These days, you have no need to fill in the gaps about the Necrons with your imagination, because it has been done for you.
There was nothing wrong with GW dropping a hint here, a hint there, to add some spice to the Necrons, but chapter and verse?
It's like the missing primarchs - the power of the story and narrative is there because those missing primarchs are different to everybody.
And that made the game fun. Too much story is often not a good thing...
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"Our crops will wither, our children will die piteous
deaths and the sun will be swept from the sky. But is it true?" - Tom Kirby, CEO, Games Workshop Ltd |
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![[Post New]](/s/i/i.gif) 2017/05/17 14:19:43
Subject: Warhammer 40k 8th Edition Summary - 16 May 2017: Death Guard / Dark Imperium fluff(All info in OP)
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Veteran Inquisitorial Tyranid Xenokiller
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Latro_ wrote:How does a marine army of drop pods work in matched play?
lol physically deploy the drop pods already landed before your first turn?!
Lets say you have 8 units with droppods. 16 total units. Well your screwed, 8 pods go in reserve and 8 marine units go on the table, don't bring 8 droppods! Lesson learned.
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Inquisitor Jex wrote:Yeah, telling people how this and that is 'garbage' and they should just throw their minis into the trash as they're not as efficient as XYZ.
Peregrine wrote:So the solution is to lie and pretend that certain options are effective so people will feel better? |
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