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Made in fr
Fresh-Faced New User




The Warp

SilverAlien wrote:
[I think that's mostly people being upset marks no longer give bonuses.
Really? I haven't seen anything about marks for CSM so far...
   
Made in us
Decrepit Dakkanaut





Biloxi, MS USA

Edit: Can't read.

This message was edited 2 times. Last update was at 2017/05/31 00:30:20


You know you're really doing something when you can make strangers hate you over the Internet. - Mauleed
Just remember folks. Panic. Panic all the time. It's the only way to survive, other than just being mindful, of course-but geez, that's so friggin' boring. - Aegis Grimm
Hallowed is the All Pie
The Before Times: A Place That Celebrates The World That Was 
   
Made in us
Lieutenant General





Florence, KY

 whembly wrote:
 Ghaz wrote:
 whembly wrote:
skarsol wrote:
So as best I can tell, Chaos Daemons have lost all innate deep strike ability (except maybe models with wings). That's... A change. And not a good one. Slaanesh also lost their +3"/6" to run and only gained "always strike first" which they mainly already had due to high init. No more rerolls on run/charge distance either. Not really sure they needed to lose all that...

I dunno... I think most daemons are playable now, instead of some power netlist.

Also, the new summoning mechanic is interesting:
Spoiler:
DAEMONIC RITUAL

Instead of moving in their Movement phase, any Chaos
Character
can, at the end of their Movement phase, attempt
to summon a Daemon unit with this ability by performing a
Daemonic Ritual (the character cannot do so if they arrived
as reinforcements this turn, or if they themselves have been
summoned to the battlefield this turn).

If they do so, first choose one of the four Chaos Gods - Khorne,
Tzeentch, Nurgle or Slaanesh. A Character who owes
allegiance to one of the Dark Gods can only attempt to summon the units of
their patron - for example, a Khorne Character could only attempt to
summon Khorne Daemons.

Roll up to 3 dice - this is your summoning roll. You can summon
one new unit with the Daemonic Ritual ability to the battelfiel that
has a Power Rating equal to or less than the total resutl so long
as it has the same Chaos God keyword you chose at the start
(in the case of units that have the choice of allegiance, such as Furies,
the unit when summoned will have this keyword). This unit is treated as
reinforcements for your army and can be placed anywhere on the
battlefield that is entirely within 12" of the character and is more
than 9" from any enemy model. If the total rolled is insufficient to
summon any unit, the ritual fails and no new unit is summoned.

If you summoning roll included any doubles, your character then
suffers a mortal wound. If it contained any triples, it instead suffers
D3 mortal wounds.



According to this... Be'lakor can summon units!

Weirdly... Heldrakes can now be "summoned"?? o.O

EDIT: heldrakes are not aligned with a god, so... nope, can't be summoned. Dang it.

Don't forget you need Reinforcement Points as well.

Yup... but it seems you can simply roll the 3d6, THEN decide what unit to summon based on that result. Provided, of course, you have the reinforcment points.

Seems nifty.

As for summoning heldrakes... I'm now back to the belief that its possible. Heh.

I don't believe we had seen confirmation on Reinforcement Points until now, so I thought it best to point it out to prevent any confusion.

'It is a source of constant consternation that my opponents
cannot correlate their innate inferiority with their inevitable
defeat. It would seem that stupidity is as eternal as war.'

- Nemesor Zahndrekh of the Sautekh Dynasty
Overlord of the Crownworld of Gidrim
 
   
Made in us
Dakka Veteran




 whembly wrote:
skarsol wrote:
And 3d6 is avg of 11.5 power points with 44% chance of taking at least one mortal wounds. :(

Meh... seems like everyone get's a bump in the wounds department.

Also, keep in mind that this isn't "spammable" like the current 7ed.

Just a new twists to summon things.

I think I'd rather summon a Daemon Prince instead.


It's not like you don't have to pay the points for what you summon. They just added a bunch of costs and hoops to jump through to do something that every Daemon model used to do innately. Its not like Daemons have transports.
   
Made in us
Stalwart Veteran Guard Sergeant





Something curious I've noted. So far nobody has leaked anything about faction stratagems.

Based on how the Grand Alliance system works in AoS, I think there was some expectation that the "large" factions like Imperium, Chaos, Aeldari etc. would have their own general use stratagems. Then each faction within these larger factions would have their own specific, tailored stratagems. Thus you'd get more benefit out of focusing on an individual faction like Astra Militarum rather than mixing Imperium units, and more benefit yet than an army that mixed Imperium and Aeldari units.

The fact that nothing of the sort has leaked so far suggests that this isn't the case- that instead there will only be faction-specific stratagems in each faction's codex, and the Imperium/Chaos/whatever keywords only exist to restrict army composition to their respective alliances.

This makes sense to me- since there already a set of generic stratagems available to all armies and each faction will be getting their own, having "large faction" stratagems are probably not necessary, and possibly a balance concern. Kind of like how nobody uses the Bonesplitterz faction bonuses, instead using the Destruction grand alliance bonus since it's so much better.

This message was edited 3 times. Last update was at 2017/05/31 00:34:07


   
Made in us
Been Around the Block






 axisofentropy wrote:
 JimOnMars wrote:
Hey all,

In all of these leaks, do we still not know anything about cover saves from intervening models or buildings?
leaked core rules just say +1 to save if entire unit is on a terrain piece. Some special abilities modify this save. We're told that terrain dataslates will have more specific rules for more specific terrain models.


I really hope something prevents units shooting at enemy units completely on the other side of terrain like the Citadel Wood.
   
Made in us
Stalwart Veteran Guard Sergeant






No "Xenos" keyword, either faction or on the unit. Puts to rest the concerns of folks who thought there'd be a xenos "Grand Alliance," but also seems to miss an opportunity to have an easy activation keyword for stuff like Deathwatch.

   
Made in br
Fireknife Shas'el




Lisbon, Portugal

 Formerly Wu wrote:
Something curious I've noted. So far nobody has leaked anything about faction stratagems.


Faction Stratagems will only show up in their respective codexes

AI & BFG: / BMG: Mr. Freeze, Deathstroke / Battletech: SR, OWA / Fallout Factions: BoS / HGB: Caprice / Malifaux: Arcanists, Guild, Outcasts / MCP: Mutants / SAGA: Ordensstaat / SW Legion: CIS / WWX: Union

 Unit1126PLL wrote:
"FW is unbalanced and going to ruin tournaments."
"Name one where it did that."
"IT JUST DOES OKAY!"

 Shadenuat wrote:
Voted Astra Militarum for a chance for them to get nerfed instead of my own army.
 
   
Made in us
Regular Dakkanaut




I guess it's not too bad for Magnus at the moment. Assuming his psychic bonus is +2 at full health, he has at least an 83% chance (barring Deny the Witch) to have at least a 32" threat range in any given turn when he's at full wounds, he swings at 2+ to hit (re-rolling 1s) with seven attacks at 16 strength, AP -4, and 3 wounds apiece, on top of his psychic dakka that has at least a 91% chance of causing d6 mortal wounds (and at least a 41% chance of causing 2d6 mortal wounds). That's awfully lethal.
   
Made in us
Stalwart Veteran Guard Sergeant





 Vector Strike wrote:
Faction Stratagems will only show up in their respective codexes

Definitely, but there was a possibility that "Imperium" or "Chaos" stratagems would exist in the indexes. Apparently not.

   
Made in us
Dakka Veteran




 JimOnMars wrote:
Hey all,

In all of these leaks, do we still not know anything about cover saves from intervening models or buildings?


Buildings/Ruins give a cover save to models within them. Bikes, Monsterous and vehicles cannot enter a building except on first floor without FLY.
   
Made in us
Lesser Daemon of Chaos




Phoenix, Arizona

Eager to see those GK rules. But there's no way in hell I'm wading through 4-chan to read it.

Loving the CSM rules for the most part, but the Obliterators are... well, unimpressive. I don't know why they can't just go back to using Las, Plas, meltas, asscans, flamers & fists. Just doesn't seem right. However, I'm glad there's no more challenges & that Champ of Chaos is no longer a thing. One of the worst things out of the previous books. Now if I can just get my Night Lords book, to go along with my Thousand Sons book, I think I'll be set for 8th.

Man, I can not wait to have this in my hands. I got my pre-order in w/ my FLGS today and now it feels more real than ever. My friends and I have been discussing this, and we all agree that we haven't been this excited for a new edition ever.

Sometimes, the only truth people understand, comes from the barrel of a gun.
 
   
Made in us
Longtime Dakkanaut





Connecticut

Brian888 wrote:
I guess it's not too bad for Magnus at the moment. Assuming his psychic bonus is +2 at full health, he has at least an 83% chance (barring Deny the Witch) to have at least a 32" threat range in any given turn when he's at full wounds, he swings at 2+ to hit (re-rolling 1s) with seven attacks at 16 strength, AP -4, and 3 wounds apiece, on top of his psychic dakka that has at least a 91% chance of causing d6 mortal wounds (and at least a 41% chance of causing 2d6 mortal wounds). That's awfully lethal.


My current army idea is basically:

Magnus
4 Heralds on Discs
18 Screamers
40 Tzaangors
3 Burning Chariots
28 Brimstone Horrors.

Roughly 2k

Will have roughly 4-5 CP, and moves reeeeeal quick. Magnus is a beauty and the ability to just do a <Tzeentch> army is great.

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.
 
   
Made in be
Khorne Chosen Marine Riding a Juggernaut





Belgium

I know all those are just temporary so that we can play with our models right away like AoS did wit all the Oldhammer factions, but still i'm kinda dissapointed...

We finally get Legions rules after years, and 6 months later, gone, what was even the point?

Would have been better to not release this book at all and keep it for 8th.

I'm very underwhelmed with Kharn.

While he got finaly a 4++ save, 5 wounds and 3+ save is measly, he as no FnP like rule, wich makes him very vulnerable vs Mortal wounds, wich is ironic when you know the guy is renowed for shrugging off Wounds that would be Mortal for anyone else...

His plasma pistol has only one profile and inflicts a mortal wound on a 1 to hit roll.

He cannot reroll 1's to hit roll made in CC in any way and he gives a buff to WE units but only in a 1" radius...come on thats ridiculous!

Yes he can fight Twice per Phase wich is good honestly.

He also lost the Blood God Blessing!!! HE'S VULNERABLE TO PSY POWERS!!!, HERESY!!, SABOTAGE!!!

   
Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

 Platuan4th wrote:
SilverAlien wrote:


 casvalremdeikun wrote:
 Luciferian wrote:
No wonder Apothecaries and Ancients cost so much, they are full-on multiwound characters now.
The unfortunate part about this is that they eat up an Elite slot all by themselves. So it makes it a little harder to stick them in some armies.


Eh, honestly I don't think that's too big a problem, you don't need that many, and troops are looking more competitive this edition.


Plus, you can spend CP to get extra Elite slots if you really need them.
Oh I know. And I could sacrifice 2 CP to do the Elites Mandatory Detachment as well. It isn't a huge deal, I am just saying that it is something one needs to be cognizant of.

I really hope GW didn't make it so Primaris Marines can't ride in Rhinos. It is bad enough that they can't ride in a Drop Pod. This might actually make or break Primaris Marines for me. Blood Angels might be the ones that receive them instead, especially with those cool Inceptors.

I really wish the Astartes Rhino would finally get leaked.

This message was edited 1 time. Last update was at 2017/05/31 00:48:20


5250 pts
3850 pts
Deathwatch: 1500 pts
Imperial Knights: 375 pts
30K 2500 pts 
   
Made in us
Huge Hierodule





Louisiana

 Cephalobeard wrote:
Brian888 wrote:
I guess it's not too bad for Magnus at the moment. Assuming his psychic bonus is +2 at full health, he has at least an 83% chance (barring Deny the Witch) to have at least a 32" threat range in any given turn when he's at full wounds, he swings at 2+ to hit (re-rolling 1s) with seven attacks at 16 strength, AP -4, and 3 wounds apiece, on top of his psychic dakka that has at least a 91% chance of causing d6 mortal wounds (and at least a 41% chance of causing 2d6 mortal wounds). That's awfully lethal.


My current army idea is basically:

Magnus
4 Heralds on Discs
18 Screamers
40 Tzaangors
3 Burning Chariots
28 Brimstone Horrors.

Roughly 2k

Will have roughly 4-5 CP, and moves reeeeeal quick. Magnus is a beauty and the ability to just do a <Tzeentch> army is great.


Does that 4-5 CP count the 3 you get for simply being battle-forged?

Been out of the game for awhile, trying to find time to get back into it. 
   
Made in us
Longtime Dakkanaut





Connecticut

3 stock, detachments give more.

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.
 
   
Made in us
Contagious Dreadnought of Nurgle






Multiple leakers only got Tau

 
   
Made in us
Tail Gunner





 Vector Strike wrote:
 SeraphimXIX wrote:
skarsol wrote:
So as best I can tell, Chaos Daemons have lost all innate deep strike ability (except maybe models with wings). That's... A change. And not a good one. Slaanesh also lost their +3"/6" to run and only gained "always strike first" which they mainly already had due to high init. No more rerolls on run/charge distance either. Not really sure they needed to lose all that...
Honestly the impression I've been getting is that Daemons are up there with Tau and Dark Eldar for most gutted armies in 8th.

BUT, I've also heard that while Dark Eldar are more bland and optionless then ever before the stuff they do have is pretty strong, so maybe it's that way for daemons as well.


Dark Eldar gutted? As far as I've seen, people are liking it. Which nerfs did they suffer?
 Vector Strike wrote:
 SeraphimXIX wrote:
skarsol wrote:
So as best I can tell, Chaos Daemons have lost all innate deep strike ability (except maybe models with wings). That's... A change. And not a good one. Slaanesh also lost their +3"/6" to run and only gained "always strike first" which they mainly already had due to high init. No more rerolls on run/charge distance either. Not really sure they needed to lose all that...
Honestly the impression I've been getting is that Daemons are up there with Tau and Dark Eldar for most gutted armies in 8th.

BUT, I've also heard that while Dark Eldar are more bland and optionless then ever before the stuff they do have is pretty strong, so maybe it's that way for daemons as well.


Dark Eldar gutted? As far as I've seen, people are liking it. Which nerfs did they suffer?


Apparently, skimmer spam is dead and gone, WWPs are gone, reavers are significantly more expensive while also losing options (calttrops are apparently a shadow of their former selves) and melee archons are still unusable.

But due to how strong Deldar ranged special weapons are and how fast and cheap their basic infantry is foot-dar is shaping up to be extremely strong.

I haven't personally seen any of the Deldar rules sans PfP and combat drugs, so I can't verify much of this.

 
   
Made in us
Boosting Space Marine Biker





A Dark Place

Bit weird no-one's leaked Craftworld, no?

   
Made in us
Contagious Dreadnought of Nurgle






Well, here's Tau. This links right to a PDF of the whole section, in case you're too delicate for 4chan:

http://i.4cdn.org/tg/1496192148380.pdf

 
   
Made in fr
Fresh-Faced New User




The Warp

 Slayer le boucher wrote:
I'm very underwhelmed with Kharn.

While he got finaly a 4++ save, 5 wounds and 3+ save is measly, he as no FnP like rule, wich makes him very vulnerable vs Mortal wounds, wich is ironic when you know the guy is renowed for shrugging off Wounds that would be Mortal for anyone else...

His plasma pistol has only one profile and inflicts a mortal wound on a 1 to hit roll.

He cannot reroll 1's to hit roll made in CC in any way and he gives a buff to WE units but only in a 1" radius...come on thats ridiculous!

Yes he can fight Twice per Phase wich is good honestly.

He also lost the Blood God Blessing!!! HE'S VULNERABLE TO PSY POWERS!!!, HERESY!!, SABOTAGE!!!
Ah, finally, someone who agrees with me on this one. Les grands esprits...

I'm not sure why he's so expensive (more than Typhus) when his resistance is not all that impressive. Given the information we have, I think a Chaos lord on juggernaut would easily be better for a similar points cost. As long as you can buy a 4++ and a decent melee weapon from the Champion equipment list, the generic lord on juggernaut should be at least comparable. I would expect the jug' to give extra speed and resistance, making it even better.

Khârn's only real advantage is gorechild. The re-rolls for friendlies and The Betrayer rule kind of cancel one another imho. And his plasma pistol is gakky.
   
Made in us
Fresh-Faced New User




Haven't seen this posted here in its entirety as yet: Grey Knights (via TheFinisher4Ever over at Bolter and Chainsword)

http://imgur.com/a/KP4AI

Blah, blah, blah, Mister Freeman. 
   
Made in us
Contagious Dreadnought of Nurgle






And here are the GK pages, dumped into and imgur album:

http://imgur.com/gallery/fzH58

Edit: this ninja is bad cause I uploaded the whole thing :(

This message was edited 2 times. Last update was at 2017/05/31 01:08:31


 
   
Made in gb
Sneaky Kommando






Battle wagon with 8 wounds I'm crying green tears right now.

 
   
Made in us
Dakka Veteran




Colorado Springs

 Megaknob wrote:
Battle wagon with 8 wounds I'm crying green tears right now.


They have 16...

https://uploads.disquscdn.com/images/67fc52e923466ff7c0124b03952a992fbad87147291c38517443d54092c983c1.jpg
   
Made in es
Grim Dark Angels Interrogator-Chaplain




Vigo. Spain.

 Megaknob wrote:
Battle wagon with 8 wounds I'm crying green tears right now.


What? A Battlewagon has in no way only 8 wounds.

Ninjad.

This message was edited 1 time. Last update was at 2017/05/31 01:17:21


 Crimson Devil wrote:

Dakka does have White Knights and is also rather infamous for it's Black Knights. A new edition brings out the passionate and not all of them are good at expressing themselves in written form. There have been plenty of hysterical responses from both sides so far. So we descend into pointless bickering with neither side listening to each other. So posting here becomes more masturbation than conversation.

ERJAK wrote:
Forcing a 40k player to keep playing 7th is basically a hate crime.

 
   
Made in us
Decrepit Dakkanaut





A full 10 man of Rubrics with a Soulreaper went from 290 to 259. Happy days!
   
Made in ca
Posts with Authority




I'm from the future. The future of space

 WrentheFaceless wrote:
Sicarians kindof got hit with the nerf bat, but looks like they might be a bit cheaper now

Ruststalkers are pretty rough now, mortal wounds on 6s


I really like the infiltrators. Without any scatter or reserve roll, place over 9" (within 12" or 18"), open up with 25 S3 shots or 15 S4 shots. I also like them being a surprise anti infantry attack by putting them within 6" of a techpriest that just moved forward. The same barrage of shots but rerolling 1s to hit.

Balance in pick up games? Two people, each with their own goals for the game, design half a board game on their own without knowing the layout of the board and hope it all works out. Good luck with that. The faster you can find like minded individuals who want the same things from the game as you, the better. 
   
Made in de
Mighty Chosen Warrior of Chaos






From kjolnir over at thetyranidhive forum
Hive Tyrant:

Monstrous Scything Talons: You can reroll rolls of 1 to hit when attacking with this weapon. If the weapon-bearer has more than one pair of scything talons, they can make an additional attack in close combat.
Prehensile Pincher - probably the tail biomorph? The note says, I think, you can make one attack with this weapon in place of one of your regular attacks.

Equipment Options: The Hive Tyrant can replace a pair of Scything Talons for a weapon on the monstrous bio-weapons or monstrous *can't decipher* table
The Hive Tyrant can replace two pair of Scything Talons for weapons on the same table
The Hive Tyrant can have wings. use the second movement characteristic on the table above, and gain the Fly keyword.
This model can take toxin sacs or adrenal glands.

Abilities: Shadow in the Warp
Will of the Hive Mind: A model with this ability has a 12" range for Shadow in the Warp instead of 8"
Death Throes: If this model is reduced to 0 wounds, roll a D6 before it is removed. On a 6, each unit within 3" receives D3 mortal wounds
Psychic Barrier/Shield - This model has a 5+ invulnerable Save

Psyker: The Hiv Tyrant can attempt to manifest two powers during each friendly psychic phase, and can attemt to deny the witch twice during each enemy psychic phase. I knows the power Smite and two powers from the Powers of the Hive Mind discipline.

Faction Keywords: Tyranids, <Hive Fleet>
Keywords: Character, Monster, Psyker, Hive Tyrant

here is a link to the post
http://thetyranidhive.proboards.com/post/899733/thread

This message was edited 1 time. Last update was at 2017/05/31 01:24:23


 
   
 
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