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Made in us
Archmagos Veneratus Extremis




On the Internet

 Xenomancers wrote:
So what you are telling me is - gardsmen are even more important now. LOL.

As a screening unit for Knights (which makes fluff sense) or as a support element (also makes sense when you consider lore) which helps you gain CP. Not so much for the late game CP generation though.


Automatically Appended Next Post:
 Ordana wrote:
 ClockworkZion wrote:
Guard giving extra CP at the start of the game wasn't as much of an issue as them giving 2-3 extra turns of maxed out CP usage due to regeneration.

We couldn't turn 1 deep strike for several editions. It was basically broken the way it worked with being able to charge out of DS and made the completely game into "roll dice, remove models" if you went second and got locked into your deployment zone.

Page 27 – Chaplain Dreadnought
Add the following ability to this datasheet:
‘Dreadnought Character: This model may not be given any relics.‘

Did I miss a broken combo here? Suprised this was even a problem considering how few relics it could even take to start with.
Space Wolves could do some nice stuff with it I believe.

Fair enough. I was just thinking of Vanilla Marines and the like two? options you could give it.

This message was edited 1 time. Last update was at 2018/09/28 14:48:56


 
   
Made in pl
Fixture of Dakka




 Daedalus81 wrote:

Except that this isn't a moving target. This has been known before this FAQ that GK is getting an overhaul in CA.


So when is CA coming out, next year around spring right?

If you have to kill, then kill in the best manner. If you slaughter, then slaughter in the best manner. Let one of you sharpen his knife so his animal feels no pain. 
   
Made in us
Archmagos Veneratus Extremis




On the Internet

Karol wrote:
 Daedalus81 wrote:

Except that this isn't a moving target. This has been known before this FAQ that GK is getting an overhaul in CA.


So when is CA coming out, next year around spring right?

Should be December.
   
Made in us
Decrepit Dakkanaut





Am I reading this right?

With the new tactical reserves any turn 1 abilities can deepstrike models again?

GK spells, DMC, and the like?
   
Made in de
Longtime Dakkanaut




 Daedalus81 wrote:
Am I reading this right?

With the new tactical reserves any turn 1 abilities can deepstrike models again?

GK spells, DMC, and the like?


They always could.
   
Made in ca
Dakka Veteran




Nice to see those overpowered Blood Angels get dulled a little.
   
Made in gb
Longtime Dakkanaut




OK... So... posting this before going back and reading the comments...


HOLY , thank the Emperor i didn't go ahead and expand my Raven Guard strike force in the way i was planning. (essentially using Reivers, terminators and some characters for a turn 1 charge from SftSs) - but i guess Reivers are more dead now than they were before lol.

I'm glad they fixed the Chaos Invuln strat and capped it at 4++.
Vect - lol, still gonna get 2 uses out of it (maybe)
Kinda surprised they didn't also up the cost of Rotate Ion Shields by 1 as well, making it 2CP/4CP.

Question though - With the change to the tactical reserve rule - i take it the current ruling where "if it starts on the table it can still deepstrike anywhere on the table" is still in effect? Would it have been so hard for them to clarify it and add it into this faq ruling?

I'm glad they nerfed CP farming in a reasonable way.

Not sure why there is a serious nerf to Eldar Rangers - as this essentially means they can't deploy turn 1. (unless they intend for them to still be able to arrive turn 1?)

Right... Off to the pub, so i'll try to digest all of this later.
   
Made in us
Archmagos Veneratus Extremis




On the Internet

 Daedalus81 wrote:
Am I reading this right?

With the new tactical reserves any turn 1 abilities can deepstrike models again?

GK spells, DMC, and the like?

TACTICAL RESERVES
Instead of being set up on the battlefield during Deployment, many units have the ability to be set up on teleportariums, in high orbit, in ambush,
etc., in order to arrive on the battlefield mid-game as reinforcements. When setting up your army during Deployment for a matched play game, at
least half the total number of units in your army must be set up on the battlefield, and the combined points value of all the units you set up on the
battlefield during Deployment (including those that are embarked within Transports that are set up on the battlefield) must be at least half of your
army’s total points value, even if every unit in your army has an ability that would allow them to be set up elsewhere.

Furthermore, in matched play games, units that are not placed on the battlefield during deployment in order to arrive on the battle mid-game as reinforcements cannot arrive on the battlefield during the first battle round.

Finally, any unit that has not arrived on the battlefield by the end of the third battle round in a matched play game counts as having been destroyed.

(Bolded for emphasis)Yes and no. You can come in on turn 1, but not in matched play.

This message was edited 1 time. Last update was at 2018/09/28 15:08:46


 
   
Made in us
Decrepit Dakkanaut





Sunny Side Up wrote:
 Daedalus81 wrote:
Am I reading this right?

With the new tactical reserves any turn 1 abilities can deepstrike models again?

GK spells, DMC, and the like?


They always could.


Err, durr, I mean warp time after DMC. Not sure where my head was. Having a hard time parsing without the old rules available.
   
Made in de
Longtime Dakkanaut




 ClockworkZion wrote:

(Bolded for emphasis)Yes and no. You can come in on turn 1, but not in matched play.


Yeah. But if you use DMC, Necron-thingy, Da Jump, Gate of Infinity, the-now-slightly-more-expensive-Upon-Wings-of-Fire, Grey Knight Interceptors, etc.., etc. you are setting up on the table, hence the rule seems not applicable to those.

You can be in your opponents face turn 1 with those, at the price of having to deploy on the table.
   
Made in us
Archmagos Veneratus Extremis




On the Internet

 Daedalus81 wrote:
Sunny Side Up wrote:
 Daedalus81 wrote:
Am I reading this right?

With the new tactical reserves any turn 1 abilities can deepstrike models again?

GK spells, DMC, and the like?


They always could.


Err, durr, I mean warp time after DMC. Not sure where my head was. Having a hard time parsing without the old rules available.

Looks like it but since you can only beta strike with it they might not see it as a big of an issue as it was as a turn 1 combo.
   
Made in pl
Fixture of Dakka




 ClockworkZion wrote:
Karol wrote:
 Daedalus81 wrote:

Except that this isn't a moving target. This has been known before this FAQ that GK is getting an overhaul in CA.


So when is CA coming out, next year around spring right?

Should be December.


Well I guess I waited 9 months, I can wait another 3. Although considering the last CA book, maybe GW should just phase GK out and give people money return for their models or something.

If you have to kill, then kill in the best manner. If you slaughter, then slaughter in the best manner. Let one of you sharpen his knife so his animal feels no pain. 
   
Made in us
Locked in the Tower of Amareo




After playing against a lot GK for a while, I think GK units are better than marine units.
   
Made in us
Nasty Nob






Martel732 wrote:
After playing against a lot GK for a while, I think GK units are better than marine units.


They might be if you compare them without looking at their points cost.

ERJAK wrote:


The fluff is like ketchup and mustard on a burger. Yes it's desirable, yes it makes things better, but no it doesn't fundamentally change what you're eating and no you shouldn't just drown the whole meal in it.

 
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

Q1) Some units, like Carnifexes and Leman Russ Battle
Tanks, can contain up to 3 models each, but after they are set
up on the battlefield, they each become individual units. How
many of these models can I include in my army if I’m using the
Organised Events guidelines for, say, a 2,000 point game?
A1) You can include up to 3 units in a 2,000 point game,
meaning you could include up to 9 of these models.

Q3) Are the Daemon Prince datasheet from Codex: Chaos
Space Marines, the Daemon Prince of Nurgle datasheet
from Codex: Death Guard, and the Daemon Prince of
Tzeentch datasheet from Codex: Thousand Sons all
considered different datasheets for the purposes of the Organised
Events guidelines?
A3) Yes.

Well those are both disappointing answers

-

   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Karol wrote:
Well I guess I waited 9 months, I can wait another 3. Although considering the last CA book, maybe GW should just phase GK out and give people money return for their models or something.


How about a can of Retributor Armour Spray and a free Custodes Codex?

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in us
Archmagos Veneratus Extremis




On the Internet

Martel732 wrote:
After playing against a lot GK for a while, I think GK units are better than marine units.

They are better than vanilla Marines (sans Primaris due to extra attacks and wounds), the problem is that basic Marines suck so hard that people feel Primaris should be the baseline and then we go up from there.


Automatically Appended Next Post:
 Galef wrote:
Q1) Some units, like Carnifexes and Leman Russ Battle
Tanks, can contain up to 3 models each, but after they are set
up on the battlefield, they each become individual units. How
many of these models can I include in my army if I’m using the
Organised Events guidelines for, say, a 2,000 point game?
A1) You can include up to 3 units in a 2,000 point game,
meaning you could include up to 9 of these models.

Q3) Are the Daemon Prince datasheet from Codex: Chaos
Space Marines, the Daemon Prince of Nurgle datasheet
from Codex: Death Guard, and the Daemon Prince of
Tzeentch datasheet from Codex: Thousand Sons all
considered different datasheets for the purposes of the Organised
Events guidelines?
A3) Yes.

Well those are both disappointing answers

The first is fine (and only serves to highlight how Marine tanks should come in units of 3 as well) while the second is definitely still an issue.

This message was edited 1 time. Last update was at 2018/09/28 15:24:28


 
   
Made in pl
Fixture of Dakka




 Jidmah wrote:
Karol wrote:
Well I guess I waited 9 months, I can wait another 3. Although considering the last CA book, maybe GW should just phase GK out and give people money return for their models or something.


How about a can of Retributor Armour Spray and a free Custodes Codex?


People wouldn't allow me me to do it. Plus am not even sure if custodes haver termintors. all I saw being used is jetbike dudes and someone using recast foot dudes as bases decoration.


They are better than vanilla Marines (sans Primaris due to extra attacks and wounds), the problem is that basic Marines suck so hard that people feel Primaris should be the baseline and then we go up from there.


The only fun games, still lost though, I had were vs a guy with an army made out of primaris starters, up until the deathwatch codex came up. After that it was less fun, and when he added some custodes is stoped being a game, and became me removing models of the table.

If you have to kill, then kill in the best manner. If you slaughter, then slaughter in the best manner. Let one of you sharpen his knife so his animal feels no pain. 
   
Made in de
Been Around the Block




Warp Surge can put a unit to 2++(I dont even know which unit this is) so they nerf it hard and cap it to 4++? Seems pretty harsh.

Also they add the cover bonus stratagem, which is cool for many armies, but useless for Daemons.

Guess my Khorne and Slaanesh guys will suffer further.

Edit: Can I summon units turn 1? Seems like it, I didnt hold them back while setting up, they just didnt exist back then.

This message was edited 1 time. Last update was at 2018/09/28 15:59:35


 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Cinderspirit wrote:
Warp Surge can put a unit to 2++(I dont even know which unit this is) so they nerf it hard and cap it to 4++? Seems pretty harsh.

Also they add the cover bonus stratagem, which is cool for many armies, but useless for Daemons.

Guess my Khorne and Slaanesh guys will suffer further.


It was already capped a 3++ with Empheral Form adding +1 to it. Now it's capped 4++ with Empheral Form still adding +1 to it.

The only units affected are Pink Horrors and characters wearing either the Armour of Scron or the Impossible Robes.

This message was edited 1 time. Last update was at 2018/09/28 16:02:44


7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in us
Furious Fire Dragon




USA

Nevermind, I missed the portion in the main FAQ

This message was edited 1 time. Last update was at 2018/09/28 16:07:37


We mortals are but shadows and dust...
6k
:harlequin: 2k
2k
2k 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 mokoshkana wrote:
 Galef wrote:
Codex: Craftworlds, pages 91 and 94 – Illic Nightspear and Rangers, Appear Unbidden
Change the last sentence of this ability to read:
‘At the end of any of your Movement phases, this unit can emerge from the webway – set this unit up anywhere on
the battlefield that is more than 9" away from any enemy models.’
Where are you seeing this? I don't see anything about this in the CWE FAQ which I downloaded from warhammer-community. I am looking at version 1.2. Is that the correct version?


It's in the big FAQ

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in gb
Norn Queen






 Jidmah wrote:
 mokoshkana wrote:
 Galef wrote:
Codex: Craftworlds, pages 91 and 94 – Illic Nightspear and Rangers, Appear Unbidden
Change the last sentence of this ability to read:
‘At the end of any of your Movement phases, this unit can emerge from the webway – set this unit up anywhere on
the battlefield that is more than 9" away from any enemy models.’
Where are you seeing this? I don't see anything about this in the CWE FAQ which I downloaded from warhammer-community. I am looking at version 1.2. Is that the correct version?


It's in the big FAQ
Because it's an errata only for use with the Beta rules. Both are the correct version, it's just the CWE FAQ is for normal play and the Big FAQ is for Beta Matched play.
   
Made in es
Grim Dark Angels Interrogator-Chaplain




Vigo. Spain.

Sunny Side Up wrote:
 ClockworkZion wrote:

(Bolded for emphasis)Yes and no. You can come in on turn 1, but not in matched play.


Yeah. But if you use DMC, Necron-thingy, Da Jump, Gate of Infinity, the-now-slightly-more-expensive-Upon-Wings-of-Fire, Grey Knight Interceptors, etc.., etc. you are setting up on the table, hence the rule seems not applicable to those.

You can be in your opponents face turn 1 with those, at the price of having to deploy on the table.


They clarified that those things ignore the Deepstrike limitation, but in a Facebook post. I don't see why they haven't put it into this FAQ. They probably forgot, but it is how is played.

 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 de
Longtime Dakkanaut




 Galas wrote:


They clarified that those things ignore the Deepstrike limitation, but in a Facebook post. I don't see why they haven't put it into this FAQ. They probably forgot, but it is how is played.


The FB thing clarified it, but the difference between tactical reserves and reinforcements is there without the FB post. The new beta reserves rule also is explicit that the limitation applies to units set up in reserves during deployment.
   
Made in gb
Norn Queen






Sunny Side Up wrote:
 Galas wrote:


They clarified that those things ignore the Deepstrike limitation, but in a Facebook post. I don't see why they haven't put it into this FAQ. They probably forgot, but it is how is played.


The FB thing clarified it, but the difference between tactical reserves and reinforcements is there without the FB post. The new beta reserves rule also is explicit that the limitation applies to units set up in reserves during deployment.
It's almost like writing rules properly gives you a functional game.

HOW BOUT DAT!?
Glad to see I was vindicated in the end. Now I know how mah boi Konrad felt.

This message was edited 3 times. Last update was at 2018/09/28 16:49:18


 
   
Made in de
Been Around the Block




 Jidmah wrote:
Cinderspirit wrote:
Warp Surge can put a unit to 2++(I dont even know which unit this is) so they nerf it hard and cap it to 4++? Seems pretty harsh.

Also they add the cover bonus stratagem, which is cool for many armies, but useless for Daemons.

Guess my Khorne and Slaanesh guys will suffer further.


It was already capped a 3++ with Empheral Form adding +1 to it. Now it's capped 4++ with Empheral Form still adding +1 to it.

The only units affected are Pink Horrors and characters wearing either the Armour of Scron or the Impossible Robes.


Does it work that way? Then everyone I know played this kind of rule wrong. My understanding was if I have multiple buffs stacking and I somehow would get a better result than the threshhold I will be capped by the threshold. So I can't go above a 4++ with Warp Surge now. Is it really like this: My Daemon has a 5++, now I add Warp Surge, which makes it 4++, and then I add Ephemeral Form and go to a 3++? Feels super wrong. But GW says I could get a 2++, so it must be the right way.
   
Made in us
Longtime Dakkanaut





Sunny Side Up wrote:
 Galas wrote:


They clarified that those things ignore the Deepstrike limitation, but in a Facebook post. I don't see why they haven't put it into this FAQ. They probably forgot, but it is how is played.


The FB thing clarified it, but the difference between tactical reserves and reinforcements is there without the FB post. The new beta reserves rule also is explicit that the limitation applies to units set up in reserves during deployment.


This. There is now no longer any possible double interpretation. The old limit of "Deploy in your area" is no more. The new rule is just "If you put a unit in reserves during deployment, then you can't have it turn 1".


Automatically Appended Next Post:
Cinderspirit wrote:
 Jidmah wrote:
Cinderspirit wrote:
Warp Surge can put a unit to 2++(I dont even know which unit this is) so they nerf it hard and cap it to 4++? Seems pretty harsh.

Also they add the cover bonus stratagem, which is cool for many armies, but useless for Daemons.

Guess my Khorne and Slaanesh guys will suffer further.


It was already capped a 3++ with Empheral Form adding +1 to it. Now it's capped 4++ with Empheral Form still adding +1 to it.

The only units affected are Pink Horrors and characters wearing either the Armour of Scron or the Impossible Robes.


Does it work that way? Then everyone I know played this kind of rule wrong. My understanding was if I have multiple buffs stacking and I somehow would get a better result than the threshhold I will be capped by the threshold. So I can't go above a 4++ with Warp Surge now. Is it really like this: My Daemon has a 5++, now I add Warp Surge, which makes it 4++, and then I add Ephemeral Form and go to a 3++? Feels super wrong. But GW says I could get a 2++, so it must be the right way.


You save on a RESULT of 4++, but the robe turns your 3s into 4s.

This message was edited 1 time. Last update was at 2018/09/28 16:53:16


 
   
Made in us
Blood-Drenched Death Company Marine




I wait with bated breath to see what tneva82 will complain about now.

   
Made in us
Powerful Phoenix Lord





Dallas area, TX

Nice to see the Webway Portal is even MORE useless since you can't even use it at all turn 1. Since it will be dead on turn 2, why bother?

-

   
 
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