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Made in fr
Trazyn's Museum Curator





on the forum. Obviously

But don't interceptors already have Fly? Those are those primaris assault marines, right?

What I have
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Westwood lives in death!
Peace through power!

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

 
   
Made in us
Fixture of Dakka





Pretty much my entire collection of 40k is existing Deathwatch stuff, but oh well. The Primaris are pretty cool and for the most part Kill Teams are a less spammy way of adding them (1 box of Aggressors covers my army?). I like the buffs so far. Hopefully Vets aren't completely worthless. Largely depends on the costs for their unique weapons. Getting my rerolls back is a pretty big deal. It certainly makes rounds not named Hellfire more appealing. The anti-armor Strategem is also pretty exciting.

This message was edited 1 time. Last update was at 2018/05/01 16:14:25


 
   
Made in gb
Stalwart Ultramarine Tactical Marine





Stevenage, UK

 CthuluIsSpy wrote:
But don't interceptors already have Fly? Those are those primaris assault marines, right?


INCEPTORS are the guys with jump packs.

INTERCESSORS are the guys with Bolt Rifles

There are no INTERCEPTORS

Rik
   
Made in us
Fixture of Dakka





 Rik Lightstar wrote:
 CthuluIsSpy wrote:
But don't interceptors already have Fly? Those are those primaris assault marines, right?


INCEPTORS are the guys with jump packs.

INTERCESSORS are the guys with Bolt Rifles

There are no INTERCEPTORS

Rik


Clearly you just need to give some Bolt Rifles to the guys with Jump Packs.
   
Made in us
Decrepit Dakkanaut




I have a bunch of Mk4 dudes with the FW shotguns ready to go, so I'm definitely hoping that they don't get the shaft.

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 us
Chaplain with Hate to Spare





Sioux Falls, SD

Slayer-Fan123 wrote:
I have a bunch of Mk4 dudes with the FW shotguns ready to go, so I'm definitely hoping that they don't get the shaft.
I hope DW shotguns are good again. I might actually switch my Kill Teams to all shotguns anyway, and run Fortis Squads to get SI Ammo.

5250 pts
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Made in gb
Longtime Dakkanaut





 Crimson wrote:
I really don't like the idea of mixing Inceptors into foot-slogging squads. It may be effective, but it just looks stupid.


Agreed, then again I hated adding jump pack marines, bikes and Terminators for mixed units with normal marines. Rules be damned I run marine, Terminator and bike squads separately. Then again I do my five man squads with all the same weapon (four men with frag, plasma gun, hammers etc etc and a Sergeant) will do the same when adding my as yet unpainted starter set Primaris to my Deathwatch army.

Glad to hear that Dreadnoughts are able to have SIA (or is that just Mission Tactics?), I already have four painted up.

This message was edited 3 times. Last update was at 2018/05/01 16:35:33


Painting Warhammer 40,000 Conquest a P and M blog : https://www.dakkadakka.com/dakkaforum/posts/list/0/763491.page 
   
Made in us
Fixture of Dakka





I love the mixed Kill Teams personally, but the rules have never really worked, mostly for transportation reasons. Style wise though I love the look of 5 vets a Terminator and 1-2 jump packs. Admittedly, the Bike has never really made sense.
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

Any confirmation of the Webway Gate's rules?
I've heard it gets setup outside 12" of enemy units and 6" from objectives and units in Reserves can exit the Gate.
But does this bypass the "can only arrive in your DZ on turn 1" restriction?

   
Made in gb
Longtime Dakkanaut





 LunarSol wrote:
I love the mixed Kill Teams personally, but the rules have never really worked, mostly for transportation reasons. Style wise though I love the look of 5 vets a Terminator and 1-2 jump packs. Admittedly, the Bike has never really made sense.


Certainly the bike is the weirdest one, poor footsloggers rushing to keep up or the biker just constantly braking? But style wise it is your army, so run it your way

Painting Warhammer 40,000 Conquest a P and M blog : https://www.dakkadakka.com/dakkaforum/posts/list/0/763491.page 
   
Made in fi
Courageous Space Marine Captain






ListenToMeWarriors wrote:

Agreed, then again I hated adding jump pack marines, bikes and Terminators for mixed units with normal marines. Rules be damned I run marine, Terminator and bike squads separately. Then again I do my five man squads with all the same weapon (four men with frag, plasma gun, hammers etc etc and a Sergeant) will do the same when adding my as yet unpainted starter set Primaris to my Deathwatch army.

I really don't mind mixing terminators or gravis with power armour that much. It looks a bit weird, but not totally crazy, and at least they all move about the same pace. But things like jump packs, or even worse, bikes, in a squad of foot-sloggers just makes no sense.

This message was edited 1 time. Last update was at 2018/05/01 16:38:16


   
Made in us
Ancient Venerable Dark Angels Dreadnought





Stalker Bolt rifles with Hellfire Rounds and using the right Mission Tactic adds a nice sniper unit for taking down big nasties. 2+ to wound, rerolling, plus -2 AP. Will peel a few wounds off some monsters.
   
Made in fr
Longtime Dakkanaut




 Galef wrote:
Any confirmation of the Webway Gate's rules?
I've heard it gets setup outside 12" of enemy units and 6" from objectives and units in Reserves can exit the Gate.
But does this bypass the "can only arrive in your DZ on turn 1" restriction?

It's actually 3" from objectives, not 6".
As far as I know, the only leak we got about it was from French Wargame Studio. They leaked it before the FAQ was out, so didn't mention anything about that restriction.
The "not in your DZ on T1" is still a beta rule, so I would be very surprised if there was an explicit mention of it in a codex. And the codex was probably written before they came up with that beta rule (since it seems it's at least partially based off of Adepticon results).
So my guess is no.
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

fresus wrote:
 Galef wrote:
Any confirmation of the Webway Gate's rules?
I've heard it gets setup outside 12" of enemy units and 6" from objectives and units in Reserves can exit the Gate.
But does this bypass the "can only arrive in your DZ on turn 1" restriction?

It's actually 3" from objectives, not 6".
As far as I know, the only leak we got about it was from French Wargame Studio. They leaked it before the FAQ was out, so didn't mention anything about that restriction.
The "not in your DZ on T1" is still a beta rule, so I would be very surprised if there was an explicit mention of it in a codex. And the codex was probably written before they came up with that beta rule (since it seems it's at least partially based off of Adepticon results).
So my guess is no.

Which is sad. It means the rules for the Gate are DOA.
Why pay points for something that can be killed in the first turn without even being able to use its ability?
The only purpose I can see for it is to "hide" big units like WKs from being alpha struck off the table on turn 1 if you don't get to go first, but that adds yet more points to the already too expensive WK.

Beautiful model though, I'm sure they'll sell enough

-

This message was edited 3 times. Last update was at 2018/05/01 17:23:37


   
Made in gb
Regular Dakkanaut





 LunarSol wrote:
 Rik Lightstar wrote:
 CthuluIsSpy wrote:
But don't interceptors already have Fly? Those are those primaris assault marines, right?


INCEPTORS are the guys with jump packs.

INTERCESSORS are the guys with Bolt Rifles

There are no INTERCEPTORS

Rik


Clearly you just need to give some Bolt Rifles to the guys with Jump Packs.

   
Made in us
Haemonculi Flesh Apprentice






 Galef wrote:
fresus wrote:
 Galef wrote:
Any confirmation of the Webway Gate's rules?
I've heard it gets setup outside 12" of enemy units and 6" from objectives and units in Reserves can exit the Gate.
But does this bypass the "can only arrive in your DZ on turn 1" restriction?

It's actually 3" from objectives, not 6".
As far as I know, the only leak we got about it was from French Wargame Studio. They leaked it before the FAQ was out, so didn't mention anything about that restriction.
The "not in your DZ on T1" is still a beta rule, so I would be very surprised if there was an explicit mention of it in a codex. And the codex was probably written before they came up with that beta rule (since it seems it's at least partially based off of Adepticon results).
So my guess is no.

Which is sad. It means the rules for the Gate are DOA.
Why pay points for something that can be killed in the first turn without even being able to use its ability?
The only purpose I can see for it is to "hide" big units like WKs from being alpha struck off the table on turn 1 if you don't get to go first, but that adds yet more points to the already too expensive WK.

Beautiful model though, I'm sure they'll sell enough

-


It would be incredibly poor judgement of GW to release a BETA rule that shifts the meta for all the armies out there only to release a terrain kit specifically for eldar that directly contradicts and works around the BETA ruling. That would be the definition of pay to play right there. The kit looks gorgeous, buy it for that reason and for some fun interactions with your army. Everything released dfoesn't have to give an edge in a competitive game, especially not faction specific terrain.

This message was edited 1 time. Last update was at 2018/05/01 17:40:35


   
Made in us
Shadowy Grot Kommittee Memba






 Red Corsair wrote:
 Galef wrote:
fresus wrote:
 Galef wrote:
Any confirmation of the Webway Gate's rules?
I've heard it gets setup outside 12" of enemy units and 6" from objectives and units in Reserves can exit the Gate.
But does this bypass the "can only arrive in your DZ on turn 1" restriction?

It's actually 3" from objectives, not 6".
As far as I know, the only leak we got about it was from French Wargame Studio. They leaked it before the FAQ was out, so didn't mention anything about that restriction.
The "not in your DZ on T1" is still a beta rule, so I would be very surprised if there was an explicit mention of it in a codex. And the codex was probably written before they came up with that beta rule (since it seems it's at least partially based off of Adepticon results).
So my guess is no.

Which is sad. It means the rules for the Gate are DOA.
Why pay points for something that can be killed in the first turn without even being able to use its ability?
The only purpose I can see for it is to "hide" big units like WKs from being alpha struck off the table on turn 1 if you don't get to go first, but that adds yet more points to the already too expensive WK.

Beautiful model though, I'm sure they'll sell enough

-


It would be incredibly poor judgement of GW to release a BETA rule that shifts the meta for all the armies out there only to release a terrain kit specifically for eldar that directly contradicts and works around the BETA ruling. That would be the definition of pay to play right there. The kit looks gorgeous, buy it for that reason and for some fun interactions with your army. Everything released dfoesn't have to give an edge in a competitive game, especially not faction specific terrain.


FWIW, also, the army specific TERRAIN tends to be indestructible (see Gnarlmaw). I can definitely see a use for one if it's indestructible. Put it in the middle of the board if you're an aggressive army, put it in your deployment zone if you're a CWE gunline.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in fr
Longtime Dakkanaut




It's T8, 14W, 3+/5++, so not indestructible.
It's not very clear as to when you deploy it. It could be after both armies have deployed (like infiltrators), or it could be during any of your movement phases (much more useful).

I'll get one because I love the model, and I hope it will work with Wraithlords and Wraithknights (given the size and the picture I'd say it's pretty likely).
If it works with Voidweavers, it might be fun to drop a squadron of 3. But I don't think it will be that competitive, especially if you play with the beta rules.
   
Made in de
Longtime Dakkanaut




 Red Corsair wrote:


It would be incredibly poor judgement of GW to release a BETA rule that shifts the meta for all the armies out there only to release a terrain kit specifically for eldar that directly contradicts and works around the BETA ruling. That would be the definition of pay to play right there. The kit looks gorgeous, buy it for that reason and for some fun interactions with your army. Everything released dfoesn't have to give an edge in a competitive game, especially not faction specific terrain.


Or they could've just mirrored the nurgle tree, make the gate utterly indestructible, provide super-cover, hand out mortal wounds and allow nearby units to fall back/advance and shoot/charge willy-nilly without restrictions
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

I certainly agree that contradicting the Beta rules is a bad idea.
The Gate just needs to have a reason to be taken. If all it does is allow you to drop units out of Reserves, but can be destroyed, than it needs something to make it appealing over just using the Stratagems

For example, it if treats units as "embarked" instead of in Reserves, and can be set up outside the DZ, then it is interesting.

-

   
Made in us
Powerful Ushbati





United States

 bullyboy wrote:
Stalker Bolt rifles with Hellfire Rounds and using the right Mission Tactic adds a nice sniper unit for taking down big nasties. 2+ to wound, rerolling, plus -2 AP. Will peel a few wounds off some monsters.


Makes my T8 Haruspex save on a 5+ (if I mange to get Cat off it will be with a FNP) and at T8 usually people care about my big beast. But you won't. That's big.

I fear once again the Tyranids are going to get smacked down to last tier. The recent revision to deepstrike really, really hurt us bad. Now taking away out Toughness advantage will only secure our fate.
   
Made in us
Fixture of Dakka





I mean, its removing the toughness advantage only vs an army with a severely disadvantaged volume of attacks and wounds. The only saving grace the DW have ever had is that rerolls generally ensured their limited firepower counted. Most of these things are just a return to what made them kinda sorta work in the first place, because they've not come close since those things were taken away in the Index.
   
Made in us
Powerful Ushbati





United States

 LunarSol wrote:
I mean, its removing the toughness advantage only vs an army with a severely disadvantaged volume of attacks and wounds. The only saving grace the DW have ever had is that rerolls generally ensured their limited firepower counted. Most of these things are just a return to what made them kinda sorta work in the first place, because they've not come close since those things were taken away in the Index.


They're a rather difficult army to play aren't they?
   
Made in gb
Longtime Dakkanaut




I think the gate completely depends on it's "deployment" options.

If it has to be setup in deployment, then it will be 90% useless in the current beta rules. 90% useless because it can, and probably will die in the first 2 turns - but, it also might not...!

However, if it has options to "deep strike" itself then i can see it still having a good amount of worth. But, then it'd depend on whether it can be deep struck on turn 2 and then also have a unit "disembark" and then still move. Which then goes against the whole current rules of the movement phase. I can't see this happening, but it is worth noting the possibility.

Anyway, in order for this gate to be useful in the first place it has to have rules similar to a transport. i.e. once a unit exits the webway it is treated as disembarking from the gate and can still move. Disembarking units happens at the start of the movement phase and likely limited to 1 unit disembarking a turn.

If it isn't treated like a transport/monolith then it is useless. Similar because, in order to put a unit into the webway you have to use the stratagem (across all 3 eldar factions). This stratagem already allows you to setup anywhere on the table more than 9" away from an enemy. If you can't move after disembarking the gate is simply just a completely waste of points.... Unless it allows you to put certain units in the webway for free (which then makes the stratagem completely worthless...)

Will be interesting to see the rules, but, it feels like the beta rules have 100% put this piece in a difficult place.
   
Made in gb
Impassive Inquisitorial Interrogator




U.K.

Thats a lovely buit of terrain that will come in useful for cool scenarios in campaigns. Loving it

3 SPRUUUUUEESSSS!!!!
JWBS wrote:

I'm not going to re-read the lunacy that is the last few pages of this thread, but I'd be very surprised if anyone actually said that. Even that one guy banging on about how relatively difficult it might be for an Inquisitor to acquire power armour, I don't think even that guy said that.
 
   
Made in us
Sergeant Major




Fort Worthless, TX

Kdash wrote:
I think the gate completely depends on it's "deployment" options.

If it has to be setup in deployment, then it will be 90% useless in the current beta rules. 90% useless because it can, and probably will die in the first 2 turns - but, it also might not...!

However, if it has options to "deep strike" itself then i can see it still having a good amount of worth. But, then it'd depend on whether it can be deep struck on turn 2 and then also have a unit "disembark" and then still move. Which then goes against the whole current rules of the movement phase. I can't see this happening, but it is worth noting the possibility.

Anyway, in order for this gate to be useful in the first place it has to have rules similar to a transport. i.e. once a unit exits the webway it is treated as disembarking from the gate and can still move. Disembarking units happens at the start of the movement phase and likely limited to 1 unit disembarking a turn.

If it isn't treated like a transport/monolith then it is useless. Similar because, in order to put a unit into the webway you have to use the stratagem (across all 3 eldar factions). This stratagem already allows you to setup anywhere on the table more than 9" away from an enemy. If you can't move after disembarking the gate is simply just a completely waste of points.... Unless it allows you to put certain units in the webway for free (which then makes the stratagem completely worthless...)

Will be interesting to see the rules, but, it feels like the beta rules have 100% put this piece in a difficult place.

Or, the beta rules might have made this better. The Beta rules say you can't deepstrike outside of your deployment turn 1, but this allows you to circumvent this rule.

GW - If it ain't broke, fix it until it is. 
   
Made in us
Fixture of Dakka





Denison, Iowa

I think there are some uses for Reivers in a mixed Primaris unit. If you plan on using the Assault Bolters for the Intercessors, then why not take a single Reiver too? They have access to the same gun, cost the same amount of points, but also give an extra special rule and have a better pistol. Sure, it's not much of a boost, but every little bit counts.
   
Made in us
Longtime Dakkanaut





 cuda1179 wrote:
I think there are some uses for Reivers in a mixed Primaris unit. If you plan on using the Assault Bolters for the Intercessors, then why not take a single Reiver too? They have access to the same gun, cost the same amount of points, but also give an extra special rule and have a better pistol. Sure, it's not much of a boost, but every little bit counts.


Actually the reiver would be 1 point cheaper due to the assault bolter costing 1 ppm. Also don't forget their blind grenade. I think having 1 is not a bad choice at all even if you were running standard bolt rifles otherwise.

This message was edited 1 time. Last update was at 2018/05/01 23:48:04


 
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

 Davespil wrote:
Or, the beta rules might have made this better. The Beta rules say you can't deepstrike outside of your deployment turn 1, but this allows you to circumvent this rule.

Actually the beta rules doesn't allow units that arrive from Tactical Reserves to arrive outside their DZ on turn 1
So it is gonna be very hard to circumvent that if the WW Gate brings in Tactical Reserves, even for the most rules lawyery of rules lawyers

-

   
Made in fi
Locked in the Tower of Amareo





 Galef wrote:
 Davespil wrote:
Or, the beta rules might have made this better. The Beta rules say you can't deepstrike outside of your deployment turn 1, but this allows you to circumvent this rule.

Actually the beta rules doesn't allow units that arrive from Tactical Reserves to arrive outside their DZ on turn 1
So it is gonna be very hard to circumvent that if the WW Gate brings in Tactical Reserves, even for the most rules lawyery of rules lawyers

-


Would be funny if GW had to resort to FAQ\in gate to work differently to account for the FAQ rule that was written likely after gate rules were written

2024 painted/bought: 109/109 
   
 
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