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Made in us
Decrepit Dakkanaut





Youn wrote:
tneva82 wrote:


Unless they invalidate people's existing units mixed units exists. Lots ofunits could have variable amount


Name a unit with Mixed models where the save is different and it's not because a character model has been added.

Note: All characters are now their own units.



Vanguard Vets can take a variable number of stormshields.
   
Made in us
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Sioux Falls, SD

Even more reason for me to hope Imperial Fists tactics boost bolt weapons. That Inceptors Squad is pretty awesome. The fact they lack a melee weapon is made up for by their Mortal wound ability. Pretty awesome. I hope Jump Pack Marines all have Fly. Death Company would love that.


Automatically Appended Next Post:
Daedalus81 wrote:
Youn wrote:
tneva82 wrote:


Unless they invalidate people's existing units mixed units exists. Lots ofunits could have variable amount


Name a unit with Mixed models where the save is different and it's not because a character model has been added.

Note: All characters are now their own units.



Vanguard Vets can take a variable number of stormshields.
so can Assault Terminators.

This message was edited 1 time. Last update was at 2017/05/26 18:31:01


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 Brotherjanus wrote:
Say you have 3 lascannon hits and 4 bolter hits that have wounded and saves have been failed. You would allocate the successful wounding hits depending on what's best as the defender. For example, a unit of 5 Ork Nobs with 3 wounds each. You would resolve the bolter wounds first dealing 3 damage to a healthy Nob killing it then one damage to a second healthy Nob. You then assign one lascannon hit against the now damaged Nob. Roll for damage. If you roll a 1 the lucky Nob lives to soak the next hit, otherwise he alone is removed (2-6 damage doesn't matter as 2 will kill him). It then goes from 2 total dead Nobs to 5 dead Nobs depending on die rolls. This is one example and it will speed up once everyone plays it a few times.


For defender wouldnt best be bolter, bolter, lascannon, bolter, lc, lc?

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Breng77 wrote:
 ClockworkZion wrote:
Breng77 wrote:
 ClockworkZion wrote:
Breng77 wrote:
 ClockworkZion wrote:
 MasterSlowPoke wrote:
There shouldn't be a situation where multiple models are wounded.

Wounds are allocated before taking saves, so the first time a unit takes saves it's theoretically possible for multiple models to be injured at the same time.


They are technically allocated one at a time, so you could never assign them to multiple models simultaneously. So you would allocate 1 wound, take the save, if model takes a wound he must take the next save otherwise it can go on a different model. To speed this up for multiple models with the same save you would roll saves then allocate.

That sounds rather complicated and slowed. Multi-wound model units would be a PITA to play quickly in this method.


Yes, but the rules quoted are for making attacks one at a time. The speed up rules might be (for multiple attacks at the same time), roll to hit, roll to wound, take saves (if the same), allocate wounds, roll for damage. Which you would use for all circumstances without mixed saves, which are most units.

Wounds are allocated first in the chart, so I don't know why people keep trying to swap that around.

That said single wound models can easily follow the chart as presented, it's only slowed when dealing with multi-wound models and needing to kill a single model before moving on to the next.


Because we don't know if it is swapped around for making multiple attack rolls at once. Look at the first paragraph under resolve attacks it states that the rules shown are for resolving single attacks, and not for rolling multiple attacks at the same time. IN this case it is irrelevant what order you do things in as allocate then save is no different than save then allocate other than that you know whether or not you will fail the save prior to allocation, but unless you are putting it on valuable models first this makes no difference.


Good call! I didn't catch that. It does specifically say that this is the process for resolving one attack at a time which implies there could be a different process for batches of attacks.

That's reassuring.

   
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Only one off the top of my head is a Boyz squad where the Nob can take 'Eavy Armor by himself. I think Broodlords have a different save as well, but they'll probably be taken out the squad and made a Character.

You also have Artificer Armor for all the 30k Tac Squads.
   
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On the Internet

Youn wrote:
tneva82 wrote:


Unless they invalidate people's existing units mixed units exists. Lots ofunits could have variable amount


Name a unit with Mixed models where the save is different and it's not because a character model has been added.

Note: All characters are now their own units.

I can think of Saint Celestine, Techmarine with Servitors and Inquisitor with Henchmen. In all of those cases, I am betting the dataslate has something special written on it.

30k is the only thing that comes to mind personally. There your Sergeants can wear Artificer Armour.

Maybe Orks and 'Eavy Armour?
   
Made in us
Decrepit Dakkanaut





tneva82 wrote:
 Brotherjanus wrote:
Say you have 3 lascannon hits and 4 bolter hits that have wounded and saves have been failed. You would allocate the successful wounding hits depending on what's best as the defender. For example, a unit of 5 Ork Nobs with 3 wounds each. You would resolve the bolter wounds first dealing 3 damage to a healthy Nob killing it then one damage to a second healthy Nob. You then assign one lascannon hit against the now damaged Nob. Roll for damage. If you roll a 1 the lucky Nob lives to soak the next hit, otherwise he alone is removed (2-6 damage doesn't matter as 2 will kill him). It then goes from 2 total dead Nobs to 5 dead Nobs depending on die rolls. This is one example and it will speed up once everyone plays it a few times.


For defender wouldnt best be bolter, bolter, lascannon, bolter, lc, lc?


If the rules allow it and you wanted to be a cheesy nob then you take bolter hits until you have just one wound left then take a lascannon hit.

I'm sure they'll have stuff governing different weapons and fast rolling in the side bar that we can't see yet.
   
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Youn wrote:
tneva82 wrote:


Unless they invalidate people's existing units mixed units exists. Lots ofunits could have variable amount


Name a unit with Mixed models where the save is different and it's not because a character model has been added.

Note: All characters are now their own units.

I can think of Saint Celestine, Techmarine with Servitors and Inquisitor with Henchmen. In all of those cases, I am betting the dataslate has something special written on it.



Yes this. There should be no more mixed save units in the game. All saves can be taken at once from a single wound pool since defender can pick who dies, even out of line of sight and range.
   
Made in us
Potent Possessed Daemonvessel





tneva82 wrote:
Daedalus81 wrote:
 oni wrote:
 RegulusBlack wrote:
So If I understand correctly (because I’m technically rolling each of these attacks 1 at a time)

-I can batch roll my LasCannons separately from my Lasguns and make the opponent save per model on LasCannons first, followed by Lasguns for maximum effect. i.e. (Lasgun wound does not get eaten up by 2W model before LasCannon finishes him)
This makes sense from a different save/toughness unit (terminator with shield vs. rest of squad without)

I like it, removes shenanigans, and makes it more streamlined


Quite the opposite actually. We're back to 5th edition wound allocation shenanigans. Your opponent will get to allocate the wounds. So it's likely that they'll choose for any Lasgun wounds to go onto normal 2+/5++ Terminators and then place the Lascannon wounds on the 2+/3++ Terminators and vice versa. No matter which shots you chose to do first the opponent can choose the opposite models for allocation.




Unless the model is wounded - then they have no choice. I'll be curious to see if you can have a mixed storm shield unit though. I'm doubtful that it will exist - or stormshields will be different.

Also - shoot only the lascannons at the termies and the lasguns at something else.


Unless they invalidate people's existing units mixed units exists. Lots ofunits could have variable amount


Lots of units have mixed saves? I cannot think of very many really. Especially if characters/ICs are separate units. The biggest thing will be invulnerable saves, this also requires them to be multi-wound to really matter.

Dark Eldar Beast Pack
Deathwatch/Wolfguard
Can a nob take heavy armor if his squad doesn't?
DE command squad


That is literally all I can think of for units that have mixed saves other than the odd invul here or there (storm/combat shields on characters, Thunderwolves)

Most other mixed save units seem to have been multiple ICs that I can recall.



   
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On the Internet

Youn wrote:
tneva82 wrote:


Unless they invalidate people's existing units mixed units exists. Lots ofunits could have variable amount


Name a unit with Mixed models where the save is different and it's not because a character model has been added.

Note: All characters are now their own units.

I can think of Saint Celestine, Techmarine with Servitors and Inquisitor with Henchmen. In all of those cases, I am betting the dataslate has something special written on it.

Inquisitors are ICs and will get shunted from the Henchmen Squads.

Techmarines will likely end up projecting a Mind Lock bubble and become separate characters as well.
   
Made in gb
Longtime Dakkanaut





davethepak wrote:
Hmmm..... while maybe not a direct replacement...two things;

1 - Why would you take assault marines over the new "tau suit-marines". They are incredibly mobile, dish out amazing damage, and have six wounds a unit.
Maybe if you are expecting lots of incoming low ap damage? not sure. Of course, obviously there could be something I am missing here.

2 - Its not just about taking them as replacements - every unit you take is less points for something else.
if after vehicles, flyers, etc. you only have X points for infantry - why not take the better units?

and this is even before we get the primaris dreads....



Figuring out the pros and cons of taking Primaris vs taking existing units is something I'm looking forward to and dreading at the same time . Hopefully once we have all the game and army rules there wont be an obvious choice one way or the other.
   
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Potent Possessed Daemonvessel





 ClockworkZion wrote:
Youn wrote:
tneva82 wrote:


Unless they invalidate people's existing units mixed units exists. Lots ofunits could have variable amount


Name a unit with Mixed models where the save is different and it's not because a character model has been added.

Note: All characters are now their own units.

I can think of Saint Celestine, Techmarine with Servitors and Inquisitor with Henchmen. In all of those cases, I am betting the dataslate has something special written on it.

Inquisitors are ICs and will get shunted from the Henchmen Squads.

Techmarines will likely end up projecting a Mind Lock bubble and become separate characters as well.


Techmarines are already ICs they don't need to join their servitors, Celestine will likely be separate from her retinue as well.
   
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On the Internet

GoatboyBeta wrote:
davethepak wrote:
Hmmm..... while maybe not a direct replacement...two things;

1 - Why would you take assault marines over the new "tau suit-marines". They are incredibly mobile, dish out amazing damage, and have six wounds a unit.
Maybe if you are expecting lots of incoming low ap damage? not sure. Of course, obviously there could be something I am missing here.

2 - Its not just about taking them as replacements - every unit you take is less points for something else.
if after vehicles, flyers, etc. you only have X points for infantry - why not take the better units?

and this is even before we get the primaris dreads....



Figuring out the pros and cons of taking Primaris vs taking existing units is something I'm looking forward to and dreading at the same time . Hopefully once we have all the game and army rules there wont be an obvious choice one way or the other.

Until the Primaris get actual kits the biggest con is a limited unit size and no wargear options.


Automatically Appended Next Post:
Breng77 wrote:
 ClockworkZion wrote:
Youn wrote:
tneva82 wrote:


Unless they invalidate people's existing units mixed units exists. Lots ofunits could have variable amount


Name a unit with Mixed models where the save is different and it's not because a character model has been added.

Note: All characters are now their own units.

I can think of Saint Celestine, Techmarine with Servitors and Inquisitor with Henchmen. In all of those cases, I am betting the dataslate has something special written on it.

Inquisitors are ICs and will get shunted from the Henchmen Squads.

Techmarines will likely end up projecting a Mind Lock bubble and become separate characters as well.


Techmarines are already ICs they don't need to join their servitors, Celestine will likely be separate from her retinue as well.

I can actually see Celestine staying with her retinue as they're bought as a single unit and she already can't join units in that form.

This message was edited 1 time. Last update was at 2017/05/26 18:40:22


 
   
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Would allocation for units of multi-wound creatures might be a whole separate entry. Let's not panic just yet.

He knows that I know and you know that he actually doesn't know the rules at all. 
   
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 MasterSlowPoke wrote:
Only one off the top of my head is a Boyz squad where the Nob can take 'Eavy Armor by himself. I think Broodlords have a different save as well, but they'll probably be taken out the squad and made a Character.

You also have Artificer Armor for all the 30k Tac Squads.


Various terminators, thundeiwolves, wolfen...

2024 painted/bought: 109/109 
   
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Crisis Suits as well, they can opt to take shield generators on individual models.
   
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This edition will seriously weaken Celestine from the tank she used to be. I guess you could put her closest from unit in a hope that your opponent fires at her vs the unit she is next to.
   
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Gore-Drenched Khorne Chaos Lord




tneva82 wrote:
 MasterSlowPoke wrote:
Only one off the top of my head is a Boyz squad where the Nob can take 'Eavy Armor by himself. I think Broodlords have a different save as well, but they'll probably be taken out the squad and made a Character.

You also have Artificer Armor for all the 30k Tac Squads.


Various terminators, thundeiwolves, wolfen...


All these examples involve storm shields which we don't have rules for, so might be worth holding off on that assumption
   
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Unlikely they start to make them radically different. So far wargear has been pretty predictable.

2024 painted/bought: 109/109 
   
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On the Internet

Youn wrote:
This edition will seriously weaken Celestine from the tank she used to be. I guess you could put her closest from unit in a hope that your opponent fires at her vs the unit she is next to.

I never saw her as tanky. Mostly because of ID and her lack of EW.

That said, she likely still keeps the wonder twins who can take wounds for her...
   
Made in us
Decrepit Dakkanaut





Youn wrote:
This edition will seriously weaken Celestine from the tank she used to be. I guess you could put her closest from unit in a hope that your opponent fires at her vs the unit she is next to.


Or she'll have completely new rules to fit...


Automatically Appended Next Post:
Dudeface wrote:


All these examples involve storm shields which we don't have rules for, so might be worth holding off on that assumption


It's not the rules for storm shields, but the ability to not have all storm shields. I'm sure the rules will shake out to be sensible. I was just hoping it got addressed in the main rule.

This message was edited 1 time. Last update was at 2017/05/26 18:56:33


 
   
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Name a unit with Mixed models where the save is different and it's not because a character model has been added.


Can Wolfguard Squad leaders not take Terminator armor anymore? (In 7th)
   
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Barcelona, Spain

Interestingly. People were right, there's smaller SH detachments with no benefits. Hell, there's a detachment that DEDUCES COMMAND POINTS!

   
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Oh? That is interesting indeed.
   
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That aux support is a nice way to add flexibility.

   
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On the Internet

Lord Kragan wrote:
Interestingly. People were right, there's smaller SH detachments with no benefits. Hell, there's a detachment that DEDUCES COMMAND POINTS!


That Auxillary detachment is kind of nuts. I mean I get it if you want to add just one extra FOC option to your army for some reason, but at the same time it's rather punishing.
   
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That is the 'sure you can take one guy from that other army for his special rules, but its going to cost you' Detachment.
   
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Daedalus81 wrote:
tneva82 wrote:
 Brotherjanus wrote:
Say you have 3 lascannon hits and 4 bolter hits that have wounded and saves have been failed. You would allocate the successful wounding hits depending on what's best as the defender. For example, a unit of 5 Ork Nobs with 3 wounds each. You would resolve the bolter wounds first dealing 3 damage to a healthy Nob killing it then one damage to a second healthy Nob. You then assign one lascannon hit against the now damaged Nob. Roll for damage. If you roll a 1 the lucky Nob lives to soak the next hit, otherwise he alone is removed (2-6 damage doesn't matter as 2 will kill him). It then goes from 2 total dead Nobs to 5 dead Nobs depending on die rolls. This is one example and it will speed up once everyone plays it a few times.


For defender wouldnt best be bolter, bolter, lascannon, bolter, lc, lc?


If the rules allow it and you wanted to be a cheesy nob then you take bolter hits until you have just one wound left then take a lascannon hit.

I'm sure they'll have stuff governing different weapons and fast rolling in the side bar that we can't see yet.


You couldn't do that because I, the attacker, would roll all the bolter shots first, tell you to resolve them, then move on to las cannons.
   
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Lord Kragan wrote:
Interestingly. People were right, there's smaller SH detachments with no benefits. Hell, there's a detachment that DEDUCES COMMAND POINTS!
Spoiler:



I'm okay with this. Want to take that extra Librarian for the spellpower? Fine. -1 CP. Seems good to me.

2000 Khorne Bloodbound (Skullfiend Tribe- Aqshy)
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2000 Slaves to Darkness (Ravagers)
 
   
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Connecticut

Interesting. As most tournament formats are just allowing full RAW GW rules for at least the first few months/year, it looks like we'll have all sorts of lists possible.

Blood Angels, Custodes, Tzeentch, Alpha Legion, Astra Militarum, Deathwatch, Thousand Sons, Imperial Knights, Tau, Genestealer Cult.

I have a problem.

Being contrary for the sake of being contrary doesn't make you unique, it makes you annoying.

 Purifier wrote:
Using your rules isn't being a dick.
 
   
 
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