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Made in us
Longtime Dakkanaut




Indiana

Requizen wrote:
Something worth noting, I'm thinking this means that everything previously with Jump/Jet Pack will no longer be able to Deep Strike. This might mean the death of Farsight bombs, but who knows.


If I had to guess the FLY rule might confer some form of deepstrike. I am guessing that Jump packs/Jet packs are being rolled into the same rule and its just a matter of your movement value that determines how far you go. Do we know how far people fallback from combat or is it also tied to your movement value?

This message was edited 1 time. Last update was at 2017/05/17 14:53:27


People who stopped buying GW but wont stop bitching about it are the vegans of warhammer

My Deathwatch army project thread  
   
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Zatsuku wrote:
https://www.warhammer-community.com/2017/05/17/new-warhammer-40000-reserves-and-deep-striking-may17gw-homepage-post-4/

Reserves article up. I'm liking what I am seeing.


Well. Totally expected reserves then. Straight port from aos.

At least this time all deathwing is legal and doesn't result autoloss without even dice rolled. Yey.

2024 painted/bought: 109/109 
   
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 stonehorse wrote:
 nintura wrote:
 Do_I_Not_Like_That wrote:
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...



Except that we already had a faction that didn't care about you. It only wanted to devour you and didn't care about anything else whatsoever.


The Wardification of the Necrons was something that to this day is still annoying to witness. The old background was elegant, as it gave enough information, but also left enough out that it created mystery. Also it had the hall marks of ending a greater story to the 40k universe, one that was faught over and lost aeons ago, and wasn't Human centric. It was evident that the writers were heavily influenced by not only Lovecraft, but also Babylon 5. Also the Necrons while being mindless, were led by characters that oozed character, the C'tan, who had a plan for the galaxy beyond mindless consumption. The whole Pariah gene was instrumented by the C'tan, and was going to be their big way of closing the warp, so they could rule the material realm as the Gods they are, while feasting on the misery and pain they inflicted upon the galaxy.

All this was washed away and we had Tomb Kings in space, with hamfisted names at an attempt at puns, and some truly laughable models. The 3rd edition range was perfect, no elaborate onimentation, they looked practical, which given that they are were a machine race, made perfect sense. Also the Monolith to this day looks very alien and bizarre as an engine of war. Where the newer models are far too ostentatious, and have lost that simple elegance.


Subjective opinion is subjective

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Requizen wrote:
Something worth noting, I'm thinking this means that everything previously with Jump/Jet Pack will no longer be able to Deep Strike. This might mean the death of Farsight bombs, but who knows.


Which never made sense to me... I always thought that the fact that those models had jump packs would make it MUCH easier for them to deploy from a Thunderhawk during a flyover and arrive on the table from above... Deppstrike isn't limited to drop pods and teleportariums
   
Made in us
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These rules look oddly familiar.....
Trygon rules:
Spoiler:




Arkanaut Frigate rule:
Spoiler:

Disembark:
Any unit that begins its hero phase embarked within an Arkanaut Frigate can disembark during the hero phase. When a unit
disembarks, set it up so that all its models are within 3" of the vessel and none are within 3" of any enemy models – any disembarking model that
cannot be set up in this way is slain.

Units that disembark can then act normally, including using abilities that can be used in the hero phase, for the remainder of their turn. Note
that a unit cannot both disembark and embark in the same turn.


Stormfiend rule:
Spoiler:

Grinderfist Tunnelers:
If a unit of Stormfiends includes any models equipped with Grinderfists, you can place the unit to one side instead of setting it up on the battlefield as the Stormfiends
tunnel underground. In any of your movement phases, the Stormfiends may attempt to resurface onto the battlefield. If they do so, roll a dice. On the roll of a 1
or 2, the Stormfiends have become lost – they do not resurface this turn but you can try rolling again in your next movement phase. On the roll of a 3 or more, set up the
Stormfiends anywhere on the battlefield more than 9" from any enemy models. This is the unit’s move for that movement phase.



It looks like 9" away from your opponent seems to be the standard for a unit coming onto the board in AoS. And the disembark rules pretty much wipe out people that cannot deploy.


   
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 Leth wrote:
Do we know how far people fallback from combat or is it also tied to your movement value?


It will be your move value.
   
Made in gb
Khorne Chosen Marine Riding a Juggernaut





UK

Assuming they remain the same with twin linked weapons and deepstrike obiterators became even better like - a lot

unless they change them (likely will in rules or in pts) thats appearing 9" away from you firing 12 plasma gun shots into your face from a unit of 3

This message was edited 1 time. Last update was at 2017/05/17 14:55:51


 
   
Made in us
Sneaky Striking Scorpion





 Nah Man Pichu wrote:
Subjective opinion is subjective


Thank you for that very enlightening contribution. No one here was aware that opinions were subjective until you put that in writing for us.

Now we know... and knowing is half the battle.

This message was edited 1 time. Last update was at 2017/05/17 14:55:33


 
   
Made in us
Auspicious Aspiring Champion of Chaos






Mad Doc Grotsnik wrote:Deus Ex Machina.

Like....like how Horus just sort of dropped his shields, allowing The Emperor to board and fight him one-on-one? I mean, what a stroke of luck, eh?

Or how Khaine wasn't actually destroyed by Slaanesh, and instead became shards of himself because narrative reasons.

Or how Tyranids, a latecomer species to Rogue Trader, just sort of appeared in the galaxy because



Deus ex machine : a plot device whereby a seemingly unsolvable problem is suddenly and abruptly resolved by the inspired and unexpected intervention of some new event, character, ability or object.

None of your examples really fit.

His Master's Voice wrote:
 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.


Anyone who thinks the old Necron fluff is any more "Lovecraftian" than the new fluff has only a surface understanding of Lovecraft. An entire race fooled by their god into literally feeding themselves to their pantheon? Have you read nothing involving Nyarlathotep?


Do_I_Not_Like_That wrote:


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.



The modus operandi of most dynasties upon awakening to find their homeworlds occupied is to:

A) slaughter the trespassers

B) capture the trespassers and experiment to see if they might be good candidates for reversing biotransference (this often results in some of option "A")

C) offer to spare the trespassers so long as they serve the dynasty (this can often mean option "B")

Can't see why your narrative scenario should be any different.

casvalremdeikun wrote:At 9", you are getting your charge off less than 50% of the time. I am hoping for stuff like Jump Packs to aid in charging, so stuff like Assault Marines, Vanguard Veterans, and Raptors to be able to get in the turn they arrive though.


Most assault armies in AoS have some way to increase charge range. I wouldn't worry too much about making a 9" charge.

2000 Khorne Bloodbound (Skullfiend Tribe- Aqshy)
1000 Tzeentch Arcanites (Pyrofane Cult - Hysh) in progress
2000 Slaves to Darkness (Ravagers)
 
   
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Dark Eldar are up!
   
Made in us
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Chillicothe, OH

 En Excelsis wrote:
 Nah Man Pichu wrote:
Subjective opinion is subjective


Thank you for that very enlightening contribution. No one here was aware that opinions were subjective until you put that in writing for us.

Now we know... and knowing is half the battle.


I think you messed up your quote tags there a bit.

My Painting Blog, UPDATED!

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Youn wrote:
It looks like 9" away from your opponent seems to be the standard for a unit coming onto the board in AoS. And the disembark rules pretty much wipe out people that cannot deploy.

This was pretty much always the case, right? I can't remember a rule set where if you couldn't deploy you were anything other than destroyed.

Yes, some of these rules are almost identical to the AoS equivalents... is that a bad thing? It seems to me that if it's not broken and works better than the old system, it's better to adopt it than not; I'm not a fan of changing rules for the sole difference of having them be different, with no justification for having done so.
   
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Daedalus81 wrote:
 Oaka wrote:


Primaris Drop Pods, on the other hand...


Some units in AoS with a character in play can drop closer than 9". It is a possibility - with a point cost attached.


He's talking about breaking the fundamental rule that all armies must have half their units deployed before the game. Which will almost certainly apply universally.
   
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If the Fly keyword doesn't grant a Deepstriking ability, then Sniper Drones at least don't appear to be able to Deepstrike (they couldn't before due to the Marksman in the unit, but they were also Jet Pack infantry), but that doesn't prevent other Jet Pack units like Crisis Suits, Stealth Suits, Ghostkeels, and Riptides from having bespoke deepstriking rules.

If Fly does grant Deepstriking, then that will be one hard-working key word.
   
Made in fi
Locked in the Tower of Amareo





 nintura wrote:
 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....


8 enough. No need to get to b2b. 42%

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 kestral wrote:
Otherwise crisis suits who hit you with 3-18 automatic hits (EACH) followed by another 3-18 automatic hits when you assaulted them were going to make any pure assault units utterly worthless. Still, could be really great done right. Fingers crossed.


I play tau, and I'd honestly prefer if they didnt give the suits a means to enter via 'deep strike'

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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The faction focus today is awesome. Tons of detail. I think DE players might be happy.

https://www.warhammer-community.com/2017/05/17/warhammer-40000-faction-focus-drukhari-may17/

This message was edited 1 time. Last update was at 2017/05/17 15:00:36


 
   
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tneva82 wrote:
 nintura wrote:
 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....


8 enough. No need to get to b2b. 42%


As mentioned earlier, 8 is NOT enough, because you have to be MORE THAN 9" away, which means an 8" charge and a 1" engagement bubble will never be enough to engage an enemy model.
   
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on the forum. Obviously

dark eldar is up

Warhammer 40,000 Faction Focus: Drukhari
Continuing our Faction Focus series for the new Warhammer 40,000, Frankie returns to tell us about what we can expect from the Dark Eldar, or the Drukhari, as they call themselves.

Frankie is one of the team who runs some of the biggest Warhammer 40,000 events in the world, including the Las Vegas Open and the recently announced SoCal Open. He’s also been part of the playtesting team for the new edition and has a particular soft spot for the forces of Commorragh.

Drukhari, also known as the Dark Eldar, are absolutely my favourite faction due to their background. They are like space pirates of the roughest sort mixed with a dash of maniacal arena combatants sprinkled with the bizarre and terrifying Haemonculus Covens. This forms a potent cocktail of evil which I’m sure we can all agree is awesome! They constantly fight amongst themselves for political power and to gain status by any means possible. When not stabbing one another in the back, they stage horrific raids into realspace for slaves and treasure. They must constantly seek ways to preserve their lifespans, as they do not have the protection of the infinity circuit used by their craftworld kin to shield their spirits from Slaanesh when they die.

Drukhari do not currently get a lot of attention on the top competitive tables. They can struggle to make it into close combat and often get cut down by overwatch before they get to swing. Their shooting, while potentially deadly, relies heavily on their Poisoned weapons which suffer against many armies.



What I want is Raiders flying around with guys shooting poisoned needles out of the back. I want close combat units that are feared and some cool (hopefully extra dirty!) tricks I can use to gain (unfair) advantage during battle as is befitting of a low down dirty space pirate!

In the new Warhammer 40,000, Raiders are exactly what they should be. They are blisteringly fast, open topped transports that deliver warriors where you need them but remain a little fragile. Open Topped vehicles allow you to shoot out of them still, which is a massive benefit. You can even fire Pistol weapons out of the vehicle when it is engaged in close combat! However, Raiders are nowhere near the paper thin deathtraps they could be in the past. Venoms, as well, are absolutely fantastic vehicles, and due to the changes to the core rules of the game, all of their weapons now have at least a chance to hurt even resilient vehicles on a 6 to wound (representing that lucky hit through a vision slit, or punching through a weakened section of armour).



These vehicles are restored to glory, allowing you to zoom around the battlefield and get your troops into key positions. They are also armed with strong weapons beyond splinter cannons. You can have a dark lance, which will give you serious punch to open other people’s transports or take down large creatures with a strength of 8, an AP of -4 and D6 damage. Or you can go with the disintegrator cannon, which has three shots that all do 2 damage at AP -3.

With a toughness value and wounds, these vehicles are also much more durable. Lastly, these vehicles have a 5+ invulnerable save versus shooting attacks which will help when getting blasted by heavy weapons, and they ignore the -1 penalty to shooting heavy weapons after moving, keeping them agile. You can imagine how potent Ravagers will be with these rules!

What about some of those iconic melee units, such as Incubi? They are my absolute favourite unit in the entire Drukhari range, and they are now truly frightening combatants. They have a klaive that hits at +1 Strength and AP -3… yikes that’s going to hurt! The leader of a unit is a beast as well, gaining +2 damage if he rolls a 6 to wound. This unit will be dominating their Fight phases in the new Warhammer 40,000. When you pair them up with some of the characters for added bonuses, such as the man himself, Drazhar, you will have a devastating combo. I am happily painting more for my army, now!



Wyches will be seen in greater numbers too. Honestly, this might be one of the top 3 most improved units in all of the new edition! They get the 4+ invulnerable save in the Fight phase, just like before, and can now dish out some damage in combat. Their hydra gauntlets and razorflails are fantastic, giving their attacks -1 AP. But their real talent is in the No Escape special rule.



When an enemy infantry unit in melee tries to Fall Back out of combat with Wyches, they can only do so if they win a roll-off with you. That is so incredibly powerful because it will protect your close combat units from getting shot and allows you to kill whatever you are locked in combat with. Units like the T’au Crisis Suits I was telling you about last time will no longer be able to simply leave combat and shoot you to bits! The Wyches have been a lot of fun to play with and will be accompanying my Incubi on the tabletop for a vicious one-two combo.



I hope all you Drukhari players are as excited to put your armies on the tables as I am. There are so many more exciting developments to talk about with this faction but so little time. I didn’t even get to touch on Haemonculus Covens! But all of that will come in time.


So, you know how everyone got worried about the free fall back rule? Well wyches can negate that.

This message was edited 1 time. Last update was at 2017/05/17 15:02:44


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~1660

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Peace through power!

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

 
   
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Chillicothe, OH

"You can even fire Pistol weapons out of the vehicle when it is engaged in close combat!"

Interesting.

My Painting Blog, UPDATED!

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on the forum. Obviously

 nintura wrote:
"You can even fire Pistol weapons out of the vehicle when it is engaged in close combat!"

Interesting.


Yeah, I saw that too. Does that mean vehicles can now be locked in combat, and that wyches can keep them locked in combat?

This message was edited 1 time. Last update was at 2017/05/17 15:03:29


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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Daedalus81 wrote:
The faction focus today is awesome. Tons of detail. I think DE players might be happy.

https://www.warhammer-community.com/2017/05/17/warhammer-40000-faction-focus-drukhari-may17/


I know I am! Dark Lances are AP -4! Good trade for the shorter range vs. Lascannon. Raiders sound amazing and don't suffer the movement penalty to firing heavy weapons and Disintegrators actually sound really good!


   
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Khorne Chosen Marine Riding a Juggernaut





UK

Daedalus81 wrote:
Dark Eldar are up!


They sound pretty meh

 docdoom77 wrote:


Raiders sound amazing and don't suffer the movement penalty to firing heavy weapons and Disintegrators actually sound really good!



They don't suffer much of a move penalty now and most folks give em the 5++ as standard right?
Sounds like jink is gone though,,,,

dark lances look good though

This message was edited 1 time. Last update was at 2017/05/17 15:07:05


 
   
Made in gb
Mighty Vampire Count






UK

Ohh might be able to use my Ravegers again - and the old flicker field is back

So, you know how everyone got worried about the free fall back rule? Well wyches can negate that


well they might - its a straight dice roll - hopefully charcaters will be able to slant the odds in a bubble.

This message was edited 1 time. Last update was at 2017/05/17 15:05:39


I AM A MARINE PLAYER

"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos

"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001

www.dakkadakka.com/dakkaforum/posts/list/528517.page

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 Leth wrote:

They have streamlined the game and removed a LOT of randomness from things like movement and deployment.

There are so many things that you can now plan for instead of having areas where your entire battle plan gets screwed by a single gakky die role. You get more control over morale and fallbacks, you get more control over unit movement and placement, you dont scatter and can make!


Which might be good if you want chess, less so id you want wargame. Generals and soldiers don't have god view like players have.

40k moves more and more away from war to abstract marker pushing

2024 painted/bought: 109/109 
   
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New Orleans, LA

"But their real talent is in the No Escape special rule. When an enemy infantry unit in melee tries to Fall Back out of combat with Wyches, they can only do so if they win a roll-off with you. That is so incredibly powerful because it will protect your close combat units from getting shot and allows you to kill whatever you are locked in combat with. Units like the T’au Crisis Suits I was telling you about last time will no longer be able to simply leave combat and shoot you to bits!"


Very interesting!

DA:70S+G+M+B++I++Pw40k08+D++A++/fWD-R+T(M)DM+
 
   
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UK

tneva82 wrote:
 Leth wrote:

They have streamlined the game and removed a LOT of randomness from things like movement and deployment.

There are so many things that you can now plan for instead of having areas where your entire battle plan gets screwed by a single gakky die role. You get more control over morale and fallbacks, you get more control over unit movement and placement, you dont scatter and can make!


Which might be good if you want chess, less so id you want wargame. Generals and soldiers don't have god view like players have.

40k moves more and more away from war to abstract marker pushing


Really? One of the Massive complaints about 40k was the randomness and loads of knee jerk reaction to the random charge range was shown earlier.

I AM A MARINE PLAYER

"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos

"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001

www.dakkadakka.com/dakkaforum/posts/list/528517.page

A Bloody Road - my Warhammer Fantasy Fiction 
   
Made in us
Regular Dakkanaut



Denmark

 CthuluIsSpy wrote:
 nintura wrote:
"You can even fire Pistol weapons out of the vehicle when it is engaged in close combat!"

Interesting.


Yeah, I saw that too. Does that mean vehicles can now be locked in combat, and that wyches can keep them locked in combat?


Maybe thats what open-topped vechicles now do? Massive chariots that you ram into the enemy and provide a fighting platform

3000 point  
   
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Venoms should be interesting... I kind of think the Incubi took a slight nerf - hopefully a point reduction will accompany that. Farewell AP2 Klaives :(
   
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Colorado

Daedalus81 wrote:
 Leth wrote:
Do we know how far people fallback from combat or is it also tied to your movement value?


It will be your move value.

Never mind

This message was edited 1 time. Last update was at 2017/05/17 15:08:50


 
   
 
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