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Made in us
Battlewagon Driver with Charged Engine





broxus wrote:
In other game systems if you have first turn everything just counts as moving. This results in a -1 penalty for many units (normally the big damage units)
This would be awesome. Currently, even the roll-off is bad, as the winner of the roll-off still has a huge advantage.
   
Made in us
Badass "Sister Sin"






Camas, WA

Nogil wrote:
More leaks / rumours

Oooh!
via sources on Faeit 212

Oh... Nevermind.

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Devestating Grey Knight Dreadknight




I'm just miffed that there are no leaked changes to Grey Knights, who are currently stuck with the least interesting and least competitive codex thus far.

Hope is the first step on the road to disappointment. 
   
Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

I am really hoping for a Chapter/Legion/Whatever trait for all of the armies that don't have them. Just one each. Basically, I want the armies to be on par with each other, even if codex armies have more choices.

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Decrepit Dakkanaut




 greyknight12 wrote:
I'm just miffed that there are no leaked changes to Grey Knights, who are currently stuck with the least interesting and least competitive codex thus far.

AdMech says hi, but...
Terminators going up in price was super insulting. I'm also still miffed that Purifiers lost their second attack.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in gb
Ancient Space Wolves Venerable Dreadnought





 Ghaz wrote:
... while the Triumvirate of Ynnead has been reboxed to include the new rules for the Ynnari from Index: Imperium 2, meaning you won’t need to buy this book if you’re looking to field a Ynnari army with your codex in open play.

If their rules were changing, they wouldn't have went through the effort to put the index rules in the kit.

So removing the 7th edition rules that will just confuse new players and keeping the box in line with the “kit includes rules” paradigm they’ve been pursuing for years isn’t a good enough reason?

"Three months? I'm going to go crazy …and I'm taking you with me!"
— Vala Mal Doran
 
   
Made in us
Humming Great Unclean One of Nurgle






 Karthicus wrote:
I did see someone mention a GW army builder for AOS. If they would do the same for 40k that would be a fantastic tool to have at our disposal. I bet we will see it in 2018. Doesn't make sense for them to give that to AOS and not 40k.
You know how 40k has power levels as a rough balance mechanism? AoS points are like that. It's X points for Y models, all upgrades and weapon options are free (and yes, this does affect balance like you might imagine). This means an army builder is far more simple for AoS than it would be for 40k.

Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
Made in us
Lieutenant General





Florence, KY

 Mr_Rose wrote:
 Ghaz wrote:
... while the Triumvirate of Ynnead has been reboxed to include the new rules for the Ynnari from Index: Imperium 2, meaning you won’t need to buy this book if you’re looking to field a Ynnari army with your codex in open play.

If their rules were changing, they wouldn't have went through the effort to put the index rules in the kit.

So removing the 7th edition rules that will just confuse new players and keeping the box in line with the “kit includes rules” paradigm they’ve been pursuing for years isn’t a good enough reason?

So new players can be confused with out of date 8th edition rules instead if they change the rules in a few months? If the 8th edition index rules aren't going to be sticking around for a while, why even include them in the kit?

'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
Blood-Raging Khorne Berserker





Pittsburgh, PA

 Ghaz wrote:
 Mr_Rose wrote:
 Ghaz wrote:
... while the Triumvirate of Ynnead has been reboxed to include the new rules for the Ynnari from Index: Imperium 2, meaning you won’t need to buy this book if you’re looking to field a Ynnari army with your codex in open play.

If their rules were changing, they wouldn't have went through the effort to put the index rules in the kit.

So removing the 7th edition rules that will just confuse new players and keeping the box in line with the “kit includes rules” paradigm they’ve been pursuing for years isn’t a good enough reason?

So new players can be confused with out of date 8th edition rules instead if they change the rules in a few months? If the 8th edition index rules aren't going to be sticking around for a while, why even include them in the kit?


For no other reason than to give you something stupid to complain about
   
Made in us
Nasty Nob on a Boar





Galveston County

Ynnari can go away, the same way the Albion Fen beast and truthsayer did inFantasy. You came, moved the story along, now either unite the Aeldar (CW, Dark & Clown types) or go away.

No madam, 40,000 is the year that this game is set in. Not how much it costs. Though you may have a point. - GW Fulchester
The Gatling Guns have flamethrowers on them because this is 40k - DOW III
 
   
Made in gb
Lethal Lhamean




Birmingham

 Uriels_Flame wrote:
Ynnari can go away, the same way the Albion Fen beast and truthsayer did inFantasy. You came, moved the story along, now either unite the Aeldar (CW, Dark & Clown types) or go away.

I'd much rather they became a full fledged army in their own right than hodgepodge of some other armies.
   
Made in us
Mounted Kroot Tracker







I wonder whether the Dark Eldar and Harlequin webway strike stratagems can be used in addition to the Craftworlds one or whether the entire army can only use it once. It might be fun to see an army of mixed jetbikes explode out of reserves.

   
Made in es
Thrall Wizard of Tzeentch






Nogil wrote:

Thousand Sons
Warlord Trait- re-roll deny witch tests
Relic- rolling doubles for psychic tests means the opponent may not resist with deny the witch or negate it by any means.
Psychic Power- warp charge of 7. Select an enemy unit within 18" and roll 9 dice. The unit suffers mortal wounds on each roll of a 6
Stratagems
1CP If within 6" of at least 2 other friendly TS psykers, you can add 2 to your psychic test.


This is... dissappointing. Very so...

I hope this is not true. Warlord trait re-roll "deny the witch"? Maybe re-rolling psychic test for this army, but "deny the witch"? Why?

The psychic power is basically useless unless you have wildy good luck... In 6 dice the average is to get one 6. In 9 dice it would be 1.something or being really generous, 2. And with 7 warp charge is not really very easy... Comparing that with Smite that can make 1D3 mortal wounds, with difficulty 5, i really don't see the point for this power. Sure, with veeeery good luck you can have 9 mortal wounds... but with bad dice rolls you can do nothing. Much better the basic smite. If these are the kind of psychic powers we can expect for the "masters of the warp", well... And then in the same rumour we have the Harlequins, for 1 CP gaining a 3++ after advancing.

Very dissappointing... So i really hope this is not true.
   
Made in gb
Regular Dakkanaut




 JimOnMars wrote:
broxus wrote:
In other game systems if you have first turn everything just counts as moving. This results in a -1 penalty for many units (normally the big damage units)
This would be awesome. Currently, even the roll-off is bad, as the winner of the roll-off still has a huge advantage.


Honestly I think the return of night fighting (or Acid Rain in the open play cards) would go a long way to mitigate first turn advantage.
   
Made in gb
Mighty Vampire Count






UK

 Warpspy wrote:
Nogil wrote:

Thousand Sons
Warlord Trait- re-roll deny witch tests
Relic- rolling doubles for psychic tests means the opponent may not resist with deny the witch or negate it by any means.
Psychic Power- warp charge of 7. Select an enemy unit within 18" and roll 9 dice. The unit suffers mortal wounds on each roll of a 6
Stratagems
1CP If within 6" of at least 2 other friendly TS psykers, you can add 2 to your psychic test.


This is... dissappointing. Very so...

I hope this is not true. Warlord trait re-roll "deny the witch"? Maybe re-rolling psychic test for this army, but "deny the witch"? Why?

The psychic power is basically useless unless you have wildy good luck... In 6 dice the average is to get one 6. In 9 dice it would be 1.something or being really generous, 2. And with 7 warp charge is not really very easy... Comparing that with Smite that can make 1D3 mortal wounds, with difficulty 5, i really don't see the point for this power. Sure, with veeeery good luck you can have 9 mortal wounds... but with bad dice rolls you can do nothing. Much better the basic smite. If these are the kind of psychic powers we can expect for the "masters of the warp", well... And then in the same rumour we have the Harlequins, for 1 CP gaining a 3++ after advancing.

Very dissappointing... So i really hope this is not true.


I wonder how the relic interacts with Sisters of Silence etc?

I AM A MARINE PLAYER

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Made in us
Humming Great Unclean One of Nurgle






 Warpspy wrote:
Nogil wrote:

Thousand Sons
Warlord Trait- re-roll deny witch tests
Relic- rolling doubles for psychic tests means the opponent may not resist with deny the witch or negate it by any means.
Psychic Power- warp charge of 7. Select an enemy unit within 18" and roll 9 dice. The unit suffers mortal wounds on each roll of a 6
Stratagems
1CP If within 6" of at least 2 other friendly TS psykers, you can add 2 to your psychic test.


This is... dissappointing. Very so...

I hope this is not true. Warlord trait re-roll "deny the witch"? Maybe re-rolling psychic test for this army, but "deny the witch"? Why?

The psychic power is basically useless unless you have wildy good luck... In 6 dice the average is to get one 6. In 9 dice it would be 1.something or being really generous, 2. And with 7 warp charge is not really very easy... Comparing that with Smite that can make 1D3 mortal wounds, with difficulty 5, i really don't see the point for this power. Sure, with veeeery good luck you can have 9 mortal wounds... but with bad dice rolls you can do nothing. Much better the basic smite. If these are the kind of psychic powers we can expect for the "masters of the warp", well... And then in the same rumour we have the Harlequins, for 1 CP gaining a 3++ after advancing.

Very dissappointing... So i really hope this is not true.
While I agree the power is lackluster, the main advantage over smite is picking a target rather than only hitting the closest.

Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
Made in gb
Power-Hungry Cultist of Tzeentch




Portsmouth, UK

 NinthMusketeer wrote:
 Warpspy wrote:
Nogil wrote:

Thousand Sons
Warlord Trait- re-roll deny witch tests
Relic- rolling doubles for psychic tests means the opponent may not resist with deny the witch or negate it by any means.
Psychic Power- warp charge of 7. Select an enemy unit within 18" and roll 9 dice. The unit suffers mortal wounds on each roll of a 6
Stratagems
1CP If within 6" of at least 2 other friendly TS psykers, you can add 2 to your psychic test.


This is... dissappointing. Very so...

I hope this is not true. Warlord trait re-roll "deny the witch"? Maybe re-rolling psychic test for this army, but "deny the witch"? Why?

The psychic power is basically useless unless you have wildy good luck... In 6 dice the average is to get one 6. In 9 dice it would be 1.something or being really generous, 2. And with 7 warp charge is not really very easy... Comparing that with Smite that can make 1D3 mortal wounds, with difficulty 5, i really don't see the point for this power. Sure, with veeeery good luck you can have 9 mortal wounds... but with bad dice rolls you can do nothing. Much better the basic smite. If these are the kind of psychic powers we can expect for the "masters of the warp", well... And then in the same rumour we have the Harlequins, for 1 CP gaining a 3++ after advancing.

Very dissappointing... So i really hope this is not true.
While I agree the power is lackluster, the main advantage over smite is picking a target rather than only hitting the closest.


We have Infernal Gaze (less Warp charge, on average does the same damage as the new power) and Gift of Chaos (cheaper, but much shorter ranged and they have to pass a toughness test, but does more damage). Not sure why you'd use the new power, unless Aspiring Sorcerers can use it instead of Smite? Even then...
   
Made in us
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 Camundongo wrote:
We have Infernal Gaze (less Warp charge, on average does the same damage as the new power) and Gift of Chaos (cheaper, but much shorter ranged and they have to pass a toughness test, but does more damage). Not sure why you'd use the new power, unless Aspiring Sorcerers can use it instead of Smite? Even then...

Chances are we won't have Infernal Gaze or Gift of Chaos when the new list rolls around. Or more importantly, we won't have Warptime or Prescience either... it'll be difficult for them to even break even with the CSM list.
   
Made in gb
Decrepit Dakkanaut




UK

 Warpspy wrote:
Nogil wrote:

Thousand Sons
Warlord Trait- re-roll deny witch tests
Relic- rolling doubles for psychic tests means the opponent may not resist with deny the witch or negate it by any means.
Psychic Power- warp charge of 7. Select an enemy unit within 18" and roll 9 dice. The unit suffers mortal wounds on each roll of a 6
Stratagems
1CP If within 6" of at least 2 other friendly TS psykers, you can add 2 to your psychic test.


This is... dissappointing. Very so...

I hope this is not true. Warlord trait re-roll "deny the witch"? Maybe re-rolling psychic test for this army, but "deny the witch"? Why?

The psychic power is basically useless unless you have wildy good luck... In 6 dice the average is to get one 6. In 9 dice it would be 1.something or being really generous, 2. And with 7 warp charge is not really very easy... Comparing that with Smite that can make 1D3 mortal wounds, with difficulty 5, i really don't see the point for this power. Sure, with veeeery good luck you can have 9 mortal wounds... but with bad dice rolls you can do nothing. Much better the basic smite. If these are the kind of psychic powers we can expect for the "masters of the warp", well... And then in the same rumour we have the Harlequins, for 1 CP gaining a 3++ after advancing.

Very dissappointing... So i really hope this is not true.


but is it re-roll YOUR deny the witch (pretty Meh) or force your opponent to reroll their deny the witch if you choose (pretty good since it would make it a lot harder for them to block your stronger powers)

 
   
Made in us
Humming Great Unclean One of Nurgle






 Camundongo wrote:
 NinthMusketeer wrote:
 Warpspy wrote:
Nogil wrote:

Thousand Sons
Warlord Trait- re-roll deny witch tests
Relic- rolling doubles for psychic tests means the opponent may not resist with deny the witch or negate it by any means.
Psychic Power- warp charge of 7. Select an enemy unit within 18" and roll 9 dice. The unit suffers mortal wounds on each roll of a 6
Stratagems
1CP If within 6" of at least 2 other friendly TS psykers, you can add 2 to your psychic test.


This is... dissappointing. Very so...

I hope this is not true. Warlord trait re-roll "deny the witch"? Maybe re-rolling psychic test for this army, but "deny the witch"? Why?

The psychic power is basically useless unless you have wildy good luck... In 6 dice the average is to get one 6. In 9 dice it would be 1.something or being really generous, 2. And with 7 warp charge is not really very easy... Comparing that with Smite that can make 1D3 mortal wounds, with difficulty 5, i really don't see the point for this power. Sure, with veeeery good luck you can have 9 mortal wounds... but with bad dice rolls you can do nothing. Much better the basic smite. If these are the kind of psychic powers we can expect for the "masters of the warp", well... And then in the same rumour we have the Harlequins, for 1 CP gaining a 3++ after advancing.

Very dissappointing... So i really hope this is not true.
While I agree the power is lackluster, the main advantage over smite is picking a target rather than only hitting the closest.


We have Infernal Gaze (less Warp charge, on average does the same damage as the new power) and Gift of Chaos (cheaper, but much shorter ranged and they have to pass a toughness test, but does more damage). Not sure why you'd use the new power, unless Aspiring Sorcerers can use it instead of Smite? Even then...
Like I said, that doesn't make it at all good but there is at least some reason to use it over smite if those are the two options. In a TS army its also entirely possible that the two powers you mentioned were already used in the same phase and accordingly can't be used again until the next turn.

Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
Made in us
Lit By the Flames of Prospero





Edmonton, Alberta

 Imateria wrote:
 Uriels_Flame wrote:
Ynnari can go away, the same way the Albion Fen beast and truthsayer did inFantasy. You came, moved the story along, now either unite the Aeldar (CW, Dark & Clown types) or go away.

I'd much rather they became a full fledged army in their own right than hodgepodge of some other armies.


It would be better IMHO for them to be like Imperial Guard Storm Troopers and Auxiliary. A "out of faction" choice, that still allows you to count as a single faction. The don't benefit from your craft world abilities, but don't stop you from taking them if in the same detachment.

This message was edited 1 time. Last update was at 2017/11/11 21:43:15


 
   
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Thunderhawk Pilot Dropping From Orbit




AZ

When does this codex thing with updated rules and FAQ come out?



 
   
Made in us
Badass "Sister Sin"






Camas, WA

December

Looking for great deals on miniatures or have a large pile you are looking to sell off? Checkout Mindtaker Miniatures.
Live in the Pacific NW? Check out http://ordofanaticus.com
 
   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

 Lockark wrote:
 Imateria wrote:
 Uriels_Flame wrote:
Ynnari can go away, the same way the Albion Fen beast and truthsayer did inFantasy. You came, moved the story along, now either unite the Aeldar (CW, Dark & Clown types) or go away.

I'd much rather they became a full fledged army in their own right than hodgepodge of some other armies.


It would be better IMHO for them to be like Imperial Guard Storm Troopers and Auxiliary. A "out of faction" choice, that still allows you to count as a single faction. The don't benefit from your craft world abilities, but don't stop you from taking them if in the same detachment.

The problem with this is that there is another part to that:
Militarum Tempestus units taken as part of, say, a Catachan Detachment?
They don't benefit from the Catachan rules nor do they prevent the Catachans from benefitting from theirs...but they also do not get their own benefits. Scions do actually have their own Regimental rules(Stormtroopers: models shooting at half range or less can make an extra shot for each hit roll of 6+ that they make) that they don't get for being part of another Regimental detachment.

So if Ynnari were given that setup, they shouldn't get their special perks in a Craftworld Detachment. At all.

This message was edited 1 time. Last update was at 2017/11/12 16:00:02


 
   
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 greyknight12 wrote:
I'm just miffed that there are no leaked changes to Grey Knights, who are currently stuck with the least interesting and least competitive codex thus far.


You and me both, brother.
   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

Audustum wrote:
 greyknight12 wrote:
I'm just miffed that there are no leaked changes to Grey Knights, who are currently stuck with the least interesting and least competitive codex thus far.


You and me both, brother.

I wouldn't read much into it one way or the other. It's highly unlikely that these are in fact real changes.
   
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Battlewagon Driver with Charged Engine





 Kanluwen wrote:
Audustum wrote:
 greyknight12 wrote:
I'm just miffed that there are no leaked changes to Grey Knights, who are currently stuck with the least interesting and least competitive codex thus far.


You and me both, brother.

I wouldn't read much into it one way or the other. It's highly unlikely that these are in fact real changes.
Agreed. Technically, none of factions got leaks...only rumors.
   
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Ollanius Pius - Savior of the Emperor






Gathering the Informations.

 JimOnMars wrote:
 Kanluwen wrote:
Audustum wrote:
 greyknight12 wrote:
I'm just miffed that there are no leaked changes to Grey Knights, who are currently stuck with the least interesting and least competitive codex thus far.


You and me both, brother.

I wouldn't read much into it one way or the other. It's highly unlikely that these are in fact real changes.
Agreed. Technically, none of factions got leaks...only rumors.

And really, from the way it's being presented all of the "rumors" are the only thing that each faction gets. Which is...questionable at best. My Wanderers in AoS saw a full table of Command Traits, 6 Relics, and then some new special rules to bring them roughly to parity with those armies which had full army books.
   
Made in us
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 Kanluwen wrote:
 JimOnMars wrote:
 Kanluwen wrote:
Audustum wrote:
 greyknight12 wrote:
I'm just miffed that there are no leaked changes to Grey Knights, who are currently stuck with the least interesting and least competitive codex thus far.


You and me both, brother.

I wouldn't read much into it one way or the other. It's highly unlikely that these are in fact real changes.
Agreed. Technically, none of factions got leaks...only rumors.

And really, from the way it's being presented all of the "rumors" are the only thing that each faction gets. Which is...questionable at best. My Wanderers in AoS saw a full table of Command Traits, 6 Relics, and then some new special rules to bring them roughly to parity with those armies which had full army books.
I don't think we're going to get full parity anyway. If we did, why would anyone bother to buy the codex?

Like it or not, it's obvious that the indexes were deliberately weakened relative to the codexes to make sure people bought both. I don't see CA breaking that trend. I just means we get to buy three things instead of two.
   
Made in fi
Locked in the Tower of Amareo





 JimOnMars wrote:
I don't think we're going to get full parity anyway. If we did, why would anyone bother to buy the codex?


Because you don't have option if we want to play tournaments? Players are excelent at self-policying themselves into following GW's dictations even stricter than GW is trying and now even GW is "latest only" for pretty much first time.

2024 painted/bought: 109/109 
   
 
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