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Made in gb
Ancient Space Wolves Venerable Dreadnought





 CthuluIsSpy wrote:
 davou wrote:
Ice_can wrote:
 davou wrote:

regardless of any modifiers leaves me some very high hopes for orks. It sets a precedent for modifiers not mattering; exactly what alot of ork players want.


Modifiers have never counted for overwatch the reason for explicitly stating it here is Tau units not being charged being allowed to overwatch by another name and some people presumably claiming to hit modifications cout in that instance.
I would hope there is no way thew are going to hand out ignore to hits modifiers army wide after the brokenness that is reaper spam.


oh damn, I thought modifiers like stealth suits have negatively affected overwatch


Nope. Neither positive nor negative modifiers have an effect on overwatch.


I feel I should point out that overwatch does not make the modifiers go away; it just makes them irrelevant to working out hits. Stack enough negative mods on overwatch and you can make overcharging plasma suicidal, just like with regular shooting. Even if it does hit too…

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United States

 Mr_Rose wrote:
 CthuluIsSpy wrote:
 davou wrote:
Ice_can wrote:
 davou wrote:

regardless of any modifiers leaves me some very high hopes for orks. It sets a precedent for modifiers not mattering; exactly what alot of ork players want.


Modifiers have never counted for overwatch the reason for explicitly stating it here is Tau units not being charged being allowed to overwatch by another name and some people presumably claiming to hit modifications cout in that instance.
I would hope there is no way thew are going to hand out ignore to hits modifiers army wide after the brokenness that is reaper spam.


oh damn, I thought modifiers like stealth suits have negatively affected overwatch


Nope. Neither positive nor negative modifiers have an effect on overwatch.


I feel I should point out that overwatch does not make the modifiers go away; it just makes them irrelevant to working out hits. Stack enough negative mods on overwatch and you can make overcharging plasma suicidal, just like with regular shooting. Even if it does hit too…


How? If it cannot be modified in any way, how could you make it roll gets hot?
   
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 Togusa wrote:
Spoiler:
 Mr_Rose wrote:
 CthuluIsSpy wrote:
 davou wrote:
Ice_can wrote:
 davou wrote:

regardless of any modifiers leaves me some very high hopes for orks. It sets a precedent for modifiers not mattering; exactly what alot of ork players want.


Modifiers have never counted for overwatch the reason for explicitly stating it here is Tau units not being charged being allowed to overwatch by another name and some people presumably claiming to hit modifications cout in that instance.
I would hope there is no way thew are going to hand out ignore to hits modifiers army wide after the brokenness that is reaper spam.


oh damn, I thought modifiers like stealth suits have negatively affected overwatch


Nope. Neither positive nor negative modifiers have an effect on overwatch.


I feel I should point out that overwatch does not make the modifiers go away; it just makes them irrelevant to working out hits. Stack enough negative mods on overwatch and you can make overcharging plasma suicidal, just like with regular shooting. Even if it does hit too…


How? If it cannot be modified in any way, how could you make it roll gets hot?


Your premise is not correct.

Overwatch is resolved like a normal shooting attack (Including rolling to-hit) and uses all the normal rules except:
"A 6 is always required for a successful hit roll, irrespective of the firing model's ballistic skill or any modifiers)."

The roll is made normally, with modifiers applying as normal for a shooting attack. If you roll a 1 or lower, including through modifiers, you could trigger Mortal Wound or instadeath mechanics, as normal for that weapon in a shooting attack. The only aspect in which modifiers don't apply is in determining what is "required for a successful hit roll".
   
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 Galas wrote:
Nope. "You can add 1 to wound rolls for any other T'au Sept units". But those to wound rolls don't need to be agaisnt the unit you are using the stratagem into it. If the unit has more than one weapon it can totally shot one weapon to that target, the other weapons to other targets, and all of them receive +1 to wound.

I'm not gonna use this that way, of course, I agree with you the RAI is clear. But this will be FAQ'ed or people will be abuse it for free +1 to Wound.

Spoiler:
Just so you're aware, this is wrong RAW as well as RAI.

You use the stratagem when one of your units deals an unsaved wound on an enemy unit. You cannot wound 2 different units at the same time with any ranged weapon in the shooting phase as far as I'm aware? Even if you could, you resolve wounds one at a time so it would still be only able to effect 1 unit. It also says at the end of the stratagem "You can add 1 to wound rolls for any other T'au Sept units from your army that target the same enemy unit this phase."

I misunderstood your argument, RAW I believe you're correct.

This message was edited 1 time. Last update was at 2018/03/06 10:20:16


 
   
Made in be
Regular Dakkanaut




 An Actual Englishman wrote:
 Galas wrote:
Nope. "You can add 1 to wound rolls for any other T'au Sept units". But those to wound rolls don't need to be agaisnt the unit you are using the stratagem into it. If the unit has more than one weapon it can totally shot one weapon to that target, the other weapons to other targets, and all of them receive +1 to wound.

I'm not gonna use this that way, of course, I agree with you the RAI is clear. But this will be FAQ'ed or people will be abuse it for free +1 to Wound.


Just so you're aware, this is wrong RAW as well as RAI.

You use the stratagem when one of your units deals an unsaved wound on an enemy unit. You cannot wound 2 different units at the same time with any ranged weapon in the shooting phase as far as I'm aware? Even if you could, you resolve wounds one at a time so it would still be only able to effect 1 unit. It also says at the end of the stratagem "You can add 1 to wound rolls for any other T'au Sept units from your army that target the same enemy unit this phase."
I misunderstood your argument, RAW I believe you're correct.



I Don't understand how RAW you can shoot targets other than the Original enemy unit you use the stratagem on.
Why do you cut the sentence in 2 and leave out the "that target the same enemy unit this phase" in "You can add 1 to wound rolls for any other T'au Sept units from your army that target the same enemy unit this phase."

That is changing the wording in your advantage.
I think it's clear but there should be a faq just to avoid these shenanigans

   
Made in gb
Mekboy on Kustom Deth Kopta






Krull wrote:
I Don't understand how RAW you can shoot targets other than the Original enemy unit you use the stratagem on.
Why do you cut the sentence in 2 and leave out the "that target the same enemy unit this phase" in "You can add 1 to wound rolls for any other T'au Sept units from your army that target the same enemy unit this phase."

That is changing the wording in your advantage.
I think it's clear but there should be a faq just to avoid these shenanigans

The argument is this -
I target a unit with a T'au SEPT model and they fail a wound - at this point I play the stratagem.
I then target the same unit with another T'au SEPT model that has multiple weapons, let's say a Broadside, and split fire so some of my weapons are targeting other enemy units.

According to the stratagem RAW it could be argued that I get +1 to wound rolls for the phase because I have still, technically, targeted the unit that was the victim of the stratagem. This means I could have +1 to wound another unit that wasn't the victim of the stratagem because my Broadside is firing at the victim of the stratagem too. Does that make sense? It's clearly not RAI but RAW is tricky.

This message was edited 1 time. Last update was at 2018/03/06 10:56:34


 
   
Made in be
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Because it says unit and not attack. That's almost on I have blood angel Conscripts level of RaW interpretation.




 
   
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Technically:

When you know you are wrong but want to see if you can get away with openly cheating.


 
   
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And the Desperation, exploitation, and the predictions of how terrible this codex will be, weeks prior to release, have begun!

That being said, from what I have seen, it looks pretty decent book. 3 CP for that Strat is not so bad. Hopefully there will be some sort of relic that allows CP regeneration.

Excited to see what else they leak as we get closer.

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 BrotherGecko wrote:

Technically:

When you know you are wrong but want to see if you can get away with openly cheating.



It's only cheating if it's illegal.

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Made in jp
Drone without a Controller





Tsilber wrote:
And the Desperation, exploitation, and the predictions of how terrible this codex will be, weeks prior to release, have begun!

That being said, from what I have seen, it looks pretty decent book. 3 CP for that Strat is not so bad. Hopefully there will be some sort of relic that allows CP regeneration.

Excited to see what else they leak as we get closer.

Amazing, isn't it? Just ignore the people who are up in arms about it, the Codex is going to be great. 85% of our units getting buffed, great stratagems and faction traits, and much-needed balance changes? Sign me up.
   
Made in gb
Battlefortress Driver with Krusha Wheel






Wow, this thread is getting scummy. Also, I seriously thjnk they need to get rid of the whole plasma overcharging when negative hits stack. It's not only annoying to keep strack of but is dumb. Really needs to be on a natural 1 for everyone just like overwatch or wounding is natural 6.
   
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Plasma is already one of the more powerfull options in game curently. It does not need a buff.




 
   
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 Earth127 wrote:
Plasma is already one of the more powerfull options in game curently. It does not need a buff.


Not really a nerf though... it's dumb that some armies get this advantage and others don't. Also breaks game lore... "wow... that army is hard to see. Geuss my equipment has a 50% chance of exploding now". I don't even use plasma and I think it's dumb...
   
Made in be
Courageous Beastmaster





It's not the most intelligently designed of flaws. Bedsides do they have overcharging plasma? I thought like eldar Tau didn't have it.


edit: well in 8th they do.

This message was edited 2 times. Last update was at 2018/03/06 15:17:23





 
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

 Earth127 wrote:
It's not the most intelligently designed of flaws. Bedsides do they have overcharging plasma? I thought like eldar they didn't have it.


Who, Tau? Nope, only imperial plasma can overcharge.

Also

For many, the Riptide Battlesuit is the iconic T’au Empire unit, and with the new codex, you can expect to see a LOT more of them on a tabletop near you thanks to a suite of rules improvements. Firstly, the armaments of the Riptide have been tweaked in power to hit harder and have more shots, allowing you to deal more damage with this deadly war machine:


Suuuure it is GW, sure it is.
Its not as if crisis suits predated those and are way associated much more with the Tau than a big dumb suit that runs contrary to their doctrine, as they were supposed to dislike titan analogues. Oh wait.

This message was edited 1 time. Last update was at 2018/03/06 15:16:47


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 CthuluIsSpy wrote:
 Earth127 wrote:
It's not the most intelligently designed of flaws. Bedsides do they have overcharging plasma? I thought like eldar they didn't have it.


Who, Tau? Nope, only imperial plasma can overcharge.


Chaos plasma can as well.
   
Made in de
Longtime Dakkanaut




Bork'an up: https://www.warhammer-community.com/2018/03/06/tau-preview-borkan-septgw-homepage-post-3/

I figured they'd probably limit the trait to weapons with at least 24" range, like Vostroyans. But nope, and they specifically call out the Stormsurge's short-range profiles. So Y'vahras are go.
   
Made in be
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Ouch in 8th Tau can overcharge.




 
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

 Asmodai wrote:
 CthuluIsSpy wrote:
 Earth127 wrote:
It's not the most intelligently designed of flaws. Bedsides do they have overcharging plasma? I thought like eldar they didn't have it.


Who, Tau? Nope, only imperial plasma can overcharge.


Chaos plasma can as well.


Eh, chaos plasma is imperial plasma, really. It is from the same manufacturer.

What I have
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~1660

Westwood lives in death!
Peace through power!

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Across the Great Divide

Y'varhas are now crazy with getting to reroll a dice on the number of flamer gaks

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 lolman1c wrote:
 Earth127 wrote:
Plasma is already one of the more powerfull options in game curently. It does not need a buff.


Not really a nerf though... it's dumb that some armies get this advantage and others don't. Also breaks game lore... "wow... that army is hard to see. Geuss my equipment has a 50% chance of exploding now". I don't even use plasma and I think it's dumb...


Still better than previous editions, where firing 2 plasma weapons at the same time removed the chance to overheat
   
Made in se
Executing Exarch






jeeesus that new Riptide + stratagem...
   
Made in es
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Vigo. Spain.

Man those buffs to the riptide. 1 CP to use two bonuses of the Nova Reactor...

 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.

 
   
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/sigh, and I was just getting used to not seeing Riptides...
   
Made in gb
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Requizen wrote:
/sigh, and I was just getting used to not seeing Riptides...


It's okay, they still don't seem very good, just not outright useless.
   
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changemod wrote:
Requizen wrote:
/sigh, and I was just getting used to not seeing Riptides...


It's okay, they still don't seem very good, just not outright useless.


I dunno man, coming down in points and getting massively boosted guns and a really good 1CP Stratagem is a big jump. I don't know much about Tau but just looking at that I would think you'd have to be crazy to not have at least one in your army.
   
Made in gb
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Requizen wrote:
changemod wrote:
Requizen wrote:
/sigh, and I was just getting used to not seeing Riptides...


It's okay, they still don't seem very good, just not outright useless.


I dunno man, coming down in points and getting massively boosted guns and a really good 1CP Stratagem is a big jump. I don't know much about Tau but just looking at that I would think you'd have to be crazy to not have at least one in your army.


It's a big jump, but the unit needs to consistently mortal wound itself to get a good rate of fire going, and then is BS4+ so will miss half it's shots.

And it's still a very pricey unit, the 50 point cut just takes it down from "How could the playtesters possibly have missed how overpriced this is?"
   
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changemod wrote:
Requizen wrote:
/sigh, and I was just getting used to not seeing Riptides...


It's okay, they still don't seem very good, just not outright useless.


So about where everything in the game should be? Sounds good to me. Anything it needs now will be a small tweak.
   
Made in gb
Longtime Dakkanaut




 Daedalus81 wrote:
changemod wrote:
Requizen wrote:
/sigh, and I was just getting used to not seeing Riptides...


It's okay, they still don't seem very good, just not outright useless.


So about where everything in the game should be? Sounds good to me. Anything it needs now will be a small tweak.


This is a bit of a hair split, but "not very good but not completely useless" is distinctly -below- where it would be ideal for everything to sit.
   
 
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