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Made in ie
Fresh-Faced New User






On the alpha legion/raven guard infiltrate, am I right in thinking the model can move up to 9" regardless of its move characteristic? then assuming I go first can move my normal 6"?
   
Made in us
Speedy Swiftclaw Biker





There is no such thing as stacking cover saves anywhere in the game anyway. There is no reason to expect it to be different for this stratagem, even if it wasn't explicitly stated in the stratagem text.
   
Made in us
Haemonculi Flesh Apprentice






Demon primarchs not being able to assault over a handful of chaf in a picket line is hilarious levels of absurdity. I look forward to witnessing that one go down initially /s


Automatically Appended Next Post:
 orangebrushminiatures wrote:
On the alpha legion/raven guard infiltrate, am I right in thinking the model can move up to 9" regardless of its move characteristic? then assuming I go first can move my normal 6"?


That's how it reads to me. I'm guessing they didn't want to fully ruin assault centurions

This message was edited 2 times. Last update was at 2018/09/28 15:46:18


   
Made in fi
Locked in the Tower of Amareo





PiƱaColada wrote:
I do find it comical that they inadvertently (or on purpose) buffed Order of Companions again even after raising it to 3CP.

" If a rule allows me to re-roll Damage rolls of 1, and the
Damage characteristic for a weapon is D3, do I re-roll the D6
rolls of 1 and 2 (which are halved to get the D3 result) or only
the original D6 rolls of 1?
A: In this case, you re-roll the D3 result (so you re-roll
rolls of 1 or 2 made on the D6)."

Page 4 of the BRB errata. Everyone I know always played that as natural 1's before but now it significantly helps buffing siegebreakers


Huh i have never heard anybody playing otherwise. You are rolling dice with 3 results.

Interesting differ in views. But then again there's huge amount of rule combinations people play with without even deliberate house rules

This message was edited 1 time. Last update was at 2018/09/28 15:55:41


2024 painted/bought: 109/109 
   
Made in de
Longtime Dakkanaut




PiƱaColada wrote:
I do find it comical that they inadvertently (or on purpose) buffed Order of Companions again even after raising it to 3CP.

" If a rule allows me to re-roll Damage rolls of 1, and the
Damage characteristic for a weapon is D3, do I re-roll the D6
rolls of 1 and 2 (which are halved to get the D3 result) or only
the original D6 rolls of 1?
A: In this case, you re-roll the D3 result (so you re-roll
rolls of 1 or 2 made on the D6)."

Page 4 of the BRB errata. Everyone I know always played that as natural 1's before but now it significantly helps buffing siegebreakers


It's always been the dice result of a one, independent of what's on the dice. Note that you cannot possibly roll a 1 on 2D3 (minimum result is a 2) or 3D3 (minimum result is a 3).
   
Made in us
Haemonculi Flesh Apprentice






Never mind it was squirreled away at the bottom.

This message was edited 1 time. Last update was at 2018/09/28 16:09:50


   
Made in gb
Khorne Chosen Marine Riding a Juggernaut





UK

interesting they change the tac reserves from 'power' to points


Automatically Appended Next Post:
for the lols alpha legion and ravenguard starts changed... does this mean you can use it multiple times on the same unit?

we know you can use it multiple times they faq'd that in a previous release but could i say (or should i say what stops me):

use the strat on some cultists move them 9" forward
use the strat again on the same unit and move them 9" again (just make sure 9" away from enemy)




Also with regaining CP
I deploy a char that can regen CP say ultamarine captain
I then deploy using CP ravenguard.
there is no battleround... so how can i regenerate or is there now no limit... um...

This message was edited 4 times. Last update was at 2018/09/28 16:42:14


 
   
Made in ie
Fresh-Faced New User






 Latro_ wrote:
interesting they change the tac reserves from 'power' to points


Automatically Appended Next Post:
for the lols alpha legion and ravenguard starts changed... does this mean you can use it multiple times on the same unit?

we know you can use it multiple times they faq'd that in a previous release but could i say (or should i say what stops me):

use the strat on some cultists move them 9" forward
spent the strat again on the same unit and move them 9" again



I think you spend the points on the different units during deployment, and then when the first round begins move them, so the deployment phase would be over by the time you move them
   
Made in gb
Khorne Chosen Marine Riding a Juggernaut





UK

actually yea i guess the trick is in the wording of 'when you deploy' you cant do it multiple times because you only deploy once

 
   
Made in us
Regular Dakkanaut




Am I the only one who sees an issue with the new fortify defenses stratagem?

Ins't it disproportionately far more powerful for armies such as DG in comparison to other armies, say Orks/GSC for instance.

A 2+ save for your ENTIRE army is far more significant than a 5+ or 4+, but of course it costs both armies the same to accomplish.

Poor balance GW....poor poor balance
   
Made in fr
Hallowed Canoness





No FAQ for Index Imperium 2, which is weird because many of those in it haven't received a codex (SoB, Inqu, SoS for instance)

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Made in es
Grim Dark Angels Interrogator-Chaplain




Vigo. Spain.

 Hybrid Son Of Oxayotl wrote:
No FAQ for Index Imperium 2, which is weird because many of those in it haven't received a codex (SoB, Inqu, SoS for instance)


SoB will have their beta-codex in this CA. The same reason why orks, genestealer cultists, and point changes wheren't here.

 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
Gore-Soaked Lunatic Witchhunter







Tournament soup builds have gotten a few corners shaved off (no more multiple-CP-regen-rolls and a few more expensive stratagems), but there's still nothing preventing you from taking ten extra CP from random Guardsmen in the first place, which means all the Imperial armies are going to continue being designed around the idea that you've got 3-400pts of random Guardsmen floating around plugging any holes in your list.

Woo. Such a fantastic set of changes setting us up for a whole new raft of army builds rather than the endless cookie-cutter sea of guardsmen-Dominus Knight-Marine characters soup lists.

Balanced Game: Noun. A game in which all options and choices are worth using.
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Made in us
Regular Dakkanaut




Quite honestly the GW rules team just needs to be gutted and rehired from the ground up. It just doesn't seem like they have a grasp on their own rules and the implications of them across a multitude of armies.
   
Made in us
Haemonculi Flesh Apprentice






EldarExarch wrote:
Am I the only one who sees an issue with the new fortify defenses stratagem?

Ins't it disproportionately far more powerful for armies such as DG in comparison to other armies, say Orks/GSC for instance.

A 2+ save for your ENTIRE army is far more significant than a 5+ or 4+, but of course it costs both armies the same to accomplish.

Poor balance GW....poor poor balance


You may just be the only human alive right now thinking that strat makes marines too good ( of any iteration). I honestly think it buffs guardsmen too much. The issue with first turn is having expensive things like tanks bight it, not chaf. Id have rather the stratagem gave out a 5++ because it would do nothing for cheap chaf but help marines and tanks from the alpha. As it is now, a castellan will still solo every important AT you have turn 1.


Automatically Appended Next Post:
 Hybrid Son Of Oxayotl wrote:
No FAQ for Index Imperium 2, which is weird because many of those in it haven't received a codex (SoB, Inqu, SoS for instance)


https://whc-cdn.games-workshop.com/wp-content/uploads/2018/04/warhammer_40000_index_imperium_2_en-2.pdf

This message was edited 1 time. Last update was at 2018/09/28 17:27:29


   
Made in us
Oozing Plague Marine Terminator





Agents of Vect available only for Black Heart. Hahaha! Some common sense.
   
Made in us
Haemonculi Flesh Apprentice






The single biggest thing missing from this FAQ that I am super unimpressed by is that they didn't address farming the logical way, by tying your detachments CP's to the actual faction making it up or by limiting stratagems to the warlords faction keyword.

Instead they stopped imperial soup from gaining as many CP's back, but they never ran out anyway lol. They can easily start the game with 20 cp's. More then enough to table someone in the first two turns by burning all the guardsmens CP's on the knight with them. Want to adda knight to your army? Then you should leave the household Strats at home unless he's the warlord.

   
Made in us
Lieutenant General





Florence, KY

 Red Corsair wrote:
 Hybrid Son Of Oxayotl wrote:
No FAQ for Index Imperium 2, which is weird because many of those in it haven't received a codex (SoB, Inqu, SoS for instance)


https://whc-cdn.games-workshop.com/wp-content/uploads/2018/04/warhammer_40000_index_imperium_2_en-2.pdf

That's five months old, from the last FAQ cycle.

Index: Imperium 2
Updated 16/04/2018

'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
Krazed Killa Kan






EldarExarch wrote:
Am I the only one who sees an issue with the new fortify defenses stratagem?

Ins't it disproportionately far more powerful for armies such as DG in comparison to other armies, say Orks/GSC for instance.

A 2+ save for your ENTIRE army is far more significant than a 5+ or 4+, but of course it costs both armies the same to accomplish.

Poor balance GW....poor poor balance


This was a day 1 issue with the 8th edition cover system where going from a MEQ to TEQ was far more impactful than going from a T Shirt save to flak armor.

"Hold my shoota, I'm goin in"
Armies (7th edition points)
7000+ Points Death Skullz
4000 Points
+ + 3000 Points "The Fiery Heart of the Emperor"
3500 Points "Void Kraken" Space Marines
3000 Points "Bard's Booze Cruise" 
   
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Stubborn Prosecutor





 Dynas wrote:
The fly change is a BIG one i think.

Also, I like the going 2nd Stratagem giving your entire army cover saves. Question though, would that stack with other cover save bonus for things like:

A.) already in actual cover
B.) Hive Fleet bonus like Jormagunder
C.) Unit abilities and other equipment that grant cover saves


You can't double-stack cover saves.

I like the strategem - paying 2 CP hurts, but the fact that my opponent might deploy assuming I'll spend the CP might make it worthwhile for the meta reasons alone.

The changes to CP regen and new strategem costs is hard to determine without playing a few games. It seems pretty crippling but I'll wait and see what it does to the meta.

At least they can't Agent of Vect my Teleportarium strike any more...

Bender wrote:* Realise that despite the way people talk, this is not a professional sport played by demi gods, but rather a game of toy soldiers played by tired, inebriated human beings.


https://www.victorwardbooks.com/ Home of Dark Days series 
   
Made in us
Longtime Dakkanaut





 Red Corsair wrote:
The single biggest thing missing from this FAQ that I am super unimpressed by is that they didn't address farming the logical way, by tying your detachments CP's to the actual faction making it up or by limiting stratagems to the warlords faction keyword.

Instead they stopped imperial soup from gaining as many CP's back, but they never ran out anyway lol. They can easily start the game with 20 cp's. More then enough to table someone in the first two turns by burning all the guardsmens CP's on the knight with them. Want to adda knight to your army? Then you should leave the household Strats at home unless he's the warlord.


I see a huge difference here.

Now with 2 detachments of guards (one of which is a brigade) and one of knights you can fuel a single knight for 2 turns.

Previously with a single battalion of guards you could fuel a knight and the smashers. I consider that a big improvement.
   
Made in fi
Locked in the Tower of Amareo





 Nightlord1987 wrote:
Agents of Vect available only for Black Heart. Hahaha! Some common sense.


Interesting though it's first strategem that requires specific faction detachment up to chapter/regiment/whateve. Hopefully in future they mark such clearly

2024 painted/bought: 109/109 
   
Made in pl
Longtime Dakkanaut





I like the DW and SM changes. It's literally gakking nothing

EldarExarch wrote:
Am I the only one who sees an issue with the new fortify defenses stratagem?

Ins't it disproportionately far more powerful for armies such as DG in comparison to other armies, say Orks/GSC for instance.

A 2+ save for your ENTIRE army is far more significant than a 5+ or 4+, but of course it costs both armies the same to accomplish.

Eh, the stratagem will affect 3x more units on average in the horde armies. Your saves might not be as good but you lose a lot less with each failed one and this helps to mitigate biggest horde weakness, massed small arms fire. Each AP - gun is going to wound half the number of orks it would before, while not making a big difference against MEQ killer weapons like melta or plasma you'd expect to be pointed at DG. Anything that could limit wound spam is welcome to encourage a bit of variety.

Then there is the fact it's a lot harder to fit 30 strong mob in cover than 5 strong DG MSU, and orks/tyranids want to be deployed aggressively in front. Being able to do so and blunt enemy alpha strike at the same time is going to be big for them, IMO.
   
Made in us
Lone Wolf Sentinel Pilot






Texas

 Irbis wrote:
I like the DW and SM changes. It's literally gakking nothing

EldarExarch wrote:
Am I the only one who sees an issue with the new fortify defenses stratagem?

Ins't it disproportionately far more powerful for armies such as DG in comparison to other armies, say Orks/GSC for instance.

A 2+ save for your ENTIRE army is far more significant than a 5+ or 4+, but of course it costs both armies the same to accomplish.

Eh, the stratagem will affect 3x more units on average in the horde armies. Your saves might not be as good but you lose a lot less with each failed one and this helps to mitigate biggest horde weakness, massed small arms fire. Each AP - gun is going to wound half the number of orks it would before, while not making a big difference against MEQ killer weapons like melta or plasma you'd expect to be pointed at DG. Anything that could limit wound spam is welcome to encourage a bit of variety.

Then there is the fact it's a lot harder to fit 30 strong mob in cover than 5 strong DG MSU, and orks/tyranids want to be deployed aggressively in front. Being able to do so and blunt enemy alpha strike at the same time is going to be big for them, IMO.


Agree. Can't wait to try it out with my Nids. Not to mention the buff to Nidzilla units that don't have to be 50% obscured and in cover to get the save. Now I can put my big boys right out front with the other guys.

This message was edited 1 time. Last update was at 2018/09/28 18:40:49


10000+
10000+
8500+
3000+
8000+
3500+ IK Plus 1x Warhound, Reaver, Warlord Titans

DakkaSwap Successful Transactions: cormadepanda, pretre x3, LibertineIX, Lbcwanabe, privateer4hire, Cruentus (swap), Scatwick2 (swap), boneheadracer (swap), quickfuze (swap), Captain Brown (swap) x2, luftsb, Forgottonson, WillvonDoom, bocatt (swap)

*I'm on Bartertown as Dynas 
   
Made in us
Haemonculi Flesh Apprentice






 Ghaz wrote:
 Red Corsair wrote:
 Hybrid Son Of Oxayotl wrote:
No FAQ for Index Imperium 2, which is weird because many of those in it haven't received a codex (SoB, Inqu, SoS for instance)


https://whc-cdn.games-workshop.com/wp-content/uploads/2018/04/warhammer_40000_index_imperium_2_en-2.pdf

That's five months old, from the last FAQ cycle.

Index: Imperium 2
Updated 16/04/2018


Sure, but it's there. He said there was no FAQ, they may not have needed to FAQ anything afterall the index has been out for over a year through multiple iterations including CA.

   
Made in fi
Locked in the Tower of Amareo





If they think those armies need nothing...

2024 painted/bought: 109/109 
   
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Haemonculi Flesh Apprentice






 Vankraken wrote:
EldarExarch wrote:
Am I the only one who sees an issue with the new fortify defenses stratagem?

Ins't it disproportionately far more powerful for armies such as DG in comparison to other armies, say Orks/GSC for instance.

A 2+ save for your ENTIRE army is far more significant than a 5+ or 4+, but of course it costs both armies the same to accomplish.

Poor balance GW....poor poor balance


This was a day 1 issue with the 8th edition cover system where going from a MEQ to TEQ was far more impactful than going from a T Shirt save to flak armor.


If you have a 6+ save and it becomes a 5+ you have increased your save by 100%, a marine increases his save by 25%.




Automatically Appended Next Post:
tneva82 wrote:
If they think those armies need nothing...


Well again fair enough. I meant they need no further clarification based on whats there. Which isn't much, they need a codex.


Automatically Appended Next Post:
Spoletta wrote:
 Red Corsair wrote:
The single biggest thing missing from this FAQ that I am super unimpressed by is that they didn't address farming the logical way, by tying your detachments CP's to the actual faction making it up or by limiting stratagems to the warlords faction keyword.

Instead they stopped imperial soup from gaining as many CP's back, but they never ran out anyway lol. They can easily start the game with 20 cp's. More then enough to table someone in the first two turns by burning all the guardsmens CP's on the knight with them. Want to adda knight to your army? Then you should leave the household Strats at home unless he's the warlord.


I see a huge difference here.

Now with 2 detachments of guards (one of which is a brigade) and one of knights you can fuel a single knight for 2 turns.

Previously with a single battalion of guards you could fuel a knight and the smashers. I consider that a big improvement.


Our definitions of big are different is all.

This message was edited 2 times. Last update was at 2018/09/28 19:06:43


   
Made in fi
Locked in the Tower of Amareo





 Red Corsair wrote:

If you have a 6+ save and it becomes a 5+ you have increased your save by 100%, a marine increases his save by 25%.


But marines halve their casualties while orks only reduce casualties 20%

2024 painted/bought: 109/109 
   
Made in us
Shadowy Grot Kommittee Memba






 Irbis wrote:
I like the DW and SM changes. It's literally gakking nothing

EldarExarch wrote:
Am I the only one who sees an issue with the new fortify defenses stratagem?

Ins't it disproportionately far more powerful for armies such as DG in comparison to other armies, say Orks/GSC for instance.

A 2+ save for your ENTIRE army is far more significant than a 5+ or 4+, but of course it costs both armies the same to accomplish.

Eh, the stratagem will affect 3x more units on average in the horde armies. Your saves might not be as good but you lose a lot less with each failed one and this helps to mitigate biggest horde weakness, massed small arms fire. Each AP - gun is going to wound half the number of orks it would before, while not making a big difference against MEQ killer weapons like melta or plasma you'd expect to be pointed at DG. Anything that could limit wound spam is welcome to encourage a bit of variety.

Then there is the fact it's a lot harder to fit 30 strong mob in cover than 5 strong DG MSU, and orks/tyranids want to be deployed aggressively in front. Being able to do so and blunt enemy alpha strike at the same time is going to be big for them, IMO.


That's not exactly how math works. an increase in armor save from 3+ to 2+ causes ap- guns to cause half the casualties, an increase in armor save from 6+ to 5+ does not.

Bolter vs an ork

2*.6666*.5*.83333 (6+ armor save): .555 unsaved wounds.
2*.6666*.5*.6666 (5+ armor save): .444 unsaved wounds.

It's about 20% less damage.

"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!"  
   
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Sioux Falls, SD

tneva82 wrote:
If they think those armies need nothing...
It's possible they will be receiving hefty points reductions in CA. They won't, but it's possible. I won't hold my breath.

The problem with SM and CSM continues to be overcosted basic units and significant power differences between Tactics. Add in the fact that, instead of fixing Soup armies, they just nerfed the gak out of the most useful aspects of SM and CSM armies.

The one of first places to start with fixing SM and CSM is to have their tactics affect ALL units, not just Infantry and Bikers. Practically every other army in the game gets that. No reason for SM not to have that. Especially when several of our models have actual SM pilots for them.

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