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Et In Arcadia Ego





Canterbury

https://www.warhammer-community.com/2019/04/29/warhammer-40000-update-april-2019-gw-homepage-post-2/


After countless hours of playtesting, weeks of writing, a frankly dangerous number of coffees and even a couple of intercontinental trips, the Warhammer 40,000 Update – April 2019 is finally ready! From broad changes to tiny tweaks, this update promises to make your games more balanced and fun than ever before. Don’t just take our word for it – here’s Warhammer 40,000 rulesmaster Robin Cruddace with some release notes:

Robin: There has never been a more exciting time to be playing Warhammer 40,000! Since our last online update in Autumn 2018, we have released several new codexes, campaign books, supplements and a new edition of Chapter Approved. Throughout this period, we have also received a vast amount of feedback from you – the Warhammer 40,000 community – face-to-face at events around the world, and online through our Facebook page and our FAQ inbox. Thank you to everybody who got in contact – it has proved invaluable in helping us to make this update. We have been hard at work compiling and analysing your feedback, and I hope you will see the impact it has had.

So, what does this update contain? Well, the first thing we have done is to update our FAQ and Errata documents to take into account any new questions that have been raised since their last update (so if you have a question about a specific army, make sure you check out the Errata and FAQ document for that army’s codex). These updates include some changes to the core Warhammer 40,000 rules and some further clarifications of how certain rules work – the most notable changes and clarifications are the first things detailed in the Designer’s Commentary (see below).

Next, we have looked at all the beta rules introduced in the last update and, after making some changes to incorporate your feedback, have finalised those rules. Finally, we have made a handful of changes to certain rules to help address some balance issues that are consistently being raised by the community. These can be found at the end of the document.

We hope this update clears up any questions you might have about the rules, but please continue to send your feedback to 40kFAQ@gwplc.com. In the meantime, may you always roll sixes (unless you’re taking a Morale test).

Thanks, Robin! The Warhammer 40,000 Update – April 2019, complete with notes and insights from our designers, is now live – download it in your preferred language via the links below. It’s also available over on the Downloads page along with a number of updates to codexes and rules supplements, including Shadowspear and Vigilus Ablaze



https://www.warhammer-community.com/wp-content/uploads/2019/04/warhammer_40000_update_April_2019_en.pdf


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Knights Castellan took a hit. 100 points more, Max 4+ INV.

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 Mad Doc Grotsnik wrote:
Knights Castellan took a hit. 100 points more, Max 4+ INV.



Seems ok. After the Ynnari hit, I was expecting it to double in price, lose the invul and go to T5, lol.
   
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Can't see that the individual books FAQ's are up yet.

Lo and behold as I type....

This message was edited 1 time. Last update was at 2019/04/29 16:33:04


 
   
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Bolter Discipline rule now doesn't affect vehicles so the Dark Talon, Storm Raven and Land Raider Crusader have also been nerfed which sucks majorly. Deathwatch also took a bit of a hit because of it too.
   
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MistaGav wrote:
Bolter Discipline rule now doesn't affect vehicles so the Dark Talon, Storm Raven and Land Raider Crusader have also been nerfed which sucks majorly. Deathwatch also took a bit of a hit because of it too.


I'm fine with Deathwatch, but were Land Raiders really overperforming with the buff? Oh well, GW giveth, and GW taketh away.

EDIT: Double-firing Hellfire Shells with the Armorium Cherub is axed as well.

This message was edited 1 time. Last update was at 2019/04/29 16:36:05


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Orks took a hit too. Mob Up only works on Boyz.

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So Grey Knights Interceptors can no longer shunt first turn. I am so thankful for the nerf to GKs. They were really OP.
   
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Oblits left at 65 it seems unless I missed it?
   
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Dudeface wrote:
Oblits left at 65 it seems unless I missed it?


No. They are 115. It just isn't pink for some reason.
   
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 AlmightyWalrus wrote:
MistaGav wrote:
Bolter Discipline rule now doesn't affect vehicles so the Dark Talon, Storm Raven and Land Raider Crusader have also been nerfed which sucks majorly. Deathwatch also took a bit of a hit because of it too.


I'm fine with Deathwatch, but were Land Raiders really overperforming with the buff? Oh well, GW giveth, and GW taketh away.

EDIT: Double-firing Hellfire Shells with the Armorium Cherub is axed as well.


It actually made me consider one or a Storm Raven as a bullet hose but not anymore I guess.
   
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 Boss Salvage wrote:
Thrilled to see Renegade Chapters require their gods' marks. Khorne-flavored Flawless Host was dumb.
Agreed. It seemed like that would be something too minor for them to rule on, very happy.

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Hooray for flying over units being back! And flyers being put in their place! No more weird shenanigans where they block movement.
   
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grinton wrote:
So Grey Knights Interceptors can no longer shunt first turn. I am so thankful for the nerf to GKs. They were really OP.


Can you point out where you're seeing this? I can't find it.

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So, Big Summary as far as I can see it:

-Knight Castellans are now 100pts more expensive, and rotate ion shields now caps out at a 4++, big nerf to the knight component of the current imperial soup meta list.

-Fly in the charge phase is now reverted, allowing models to move across enemy models while charging. This also affects abilities like Flip Belts that work with Fly

-Eldar Craftworld psychic powers now only affect Eldar Craftworld units, removing the interaction of most notably Doom with Drukhari Disintegrators and Harlequin Haywire Cannons.

-Special Issue Ammo from deathwatch now no longer works with bolter discipline. Feel free to envision your deathwatch troopers' discipline vanishing as they see how PANTS-CRAPPINGLY AWESOME their special bullets are!

-Roll-off type abilities like Death Grip and Mental Onslaught have all been given a rule causing them to automatically fail if the target rolls a 6, so your knight can no longer be instagibbed by a memebrain spacebug. Or at least, it is less likely.

-Thousand Sons rubric units no longer have that problem where they go up like firecrackers when they suffer a single Perils of the Warp. That's nice.

-Various marine stuff has been randomly twaddled with. Vehicles no longer get beta boltguns, grey knights lost the 2++ GMNDK, everyone's hand flamers got extra handflamey when they got jealous of those D6 shot ones the genestealer cults got, and the weird interactions with the devastator ammo baby and the mortal wound stratagems has been removed.

-Obliterators, turns out, were supposed to be 115 points. Everyone who bought 20 of them with the idea that they'd be 65 now gets to make a surprised pikachu face.

-Pretty much nothing happened to guard.

This message was edited 1 time. Last update was at 2019/04/29 17:00:11


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For 'countless hours' of revision, I expected more than a few tweaks. Especially after all that hype in the article itself!

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Alabama

Daemon Princes of different flavors are all now the same datasheet for Matched Play. That's a big shift. And it looks like there's no detachment CP nerf that was being rumored? Unless I missed it.


This message was edited 2 times. Last update was at 2019/04/29 17:04:30


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The GC Mental Onslaught auto kill bomb is no longer possible, but I don't think anyone really expected it to survive.

   
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 The Phazer wrote:
The GC Mental Onslaught auto kill bomb is no longer possible, but I don't think anyone really expected it to survive.



Ditto with Deathgrip.

Nice that it's a single consolidated document this time around too.
   
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Voss wrote:
For 'countless hours' of revision, I expected more than a few tweaks. Especially after all that hype in the article itself!
Perhaps a small comfort, but when it comes to these things too little is often preferable to too much. And the degree to change does not always reflect how much thought went into it.

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the_scotsman wrote:
So, Big Summary as far as I can see it:

-Pretty much nothing happened to guard.


I am shocked I tells you shocked.

Single most broken army since launch remains pretty much untouched, instead they try to nerf them by smashing the nerf bat into armies/units that guard players ally in again.

At this point it’s pretty clear that guard are 8th editions designated broken army.

Your last point is especially laughable and comical, because not only the 7th ed Valkyrie shown dumber things (like being able to throw the troopers without parachutes out of its hatches, no harm done) - Irbis 
   
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Florence, KY

Sunny Side Up wrote:
Dudeface wrote:
Oblits left at 65 it seems unless I missed it?


No. They are 115. It just isn't pink for some reason.

'New' FAQs aren't in magenta (note this is a 2.0 FAQ and not a 1.x FAQ).

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Easiest and most obvious way to get all Imperium players to buy into an army with ugly ancient plastics.

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Yeah, (non-Castellan) Knights, Guard/AdMech and Smash/Shield Captain (back to charging over chaff) lists seem to come out best, along with the Jim Vesal (tm) special and maybe Tau.

Eldar get hit hard, Lootaz lose mob-up, mental onslaught limited, etc..,

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 NinthMusketeer wrote:
Voss wrote:
For 'countless hours' of revision, I expected more than a few tweaks. Especially after all that hype in the article itself!
Perhaps a small comfort, but when it comes to these things too little is often preferable to too much. And the degree to change does not always reflect how much thought went into it.


Cute, but given the number of unaddressed, widely known outstanding issues, too little is not preferable at all.

This message was edited 2 times. Last update was at 2019/04/29 17:16:15


 
   
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MistaGav wrote:
Bolter Discipline rule now doesn't affect vehicles so the Dark Talon, Storm Raven and Land Raider Crusader have also been nerfed which sucks majorly. Deathwatch also took a bit of a hit because of it too.

To be honest, it only really affects two uses - DW bikers kiting enemies from max range, and the clowns who were abusing storm bolters as sniper weapons (giving DW stalkers back their primary role). Anything that deep strikes can still do it within 12 inches and rapid fire SA anyway. Hell, it even opens up some new options compared to Codex DW as written as now you can double your number of shots against chaff in a lot of cases choosing quantity over quality. Redemptor non-bolt weapons are extra useless now though.

Funnily enough they missed edge case of that one rapid firing relic. Oh well...
   
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The good:

- FLY keyword fixed. It's a good compromise. Although I'm still salty that Wraith Form is just a worse version of fly, when it should be better

- Castellan points hike
- Eldar soup psychic BS nerfed
- Deamon Prince spam nerfed

The bad:

- The rumoured CP detachment tweak wasn't true
- Guardsmen are still undercosted and loyal 32 will continue

The ugly:

- Necrons and Grey Knights got pretty much nothing to bring up their woefully underperforming armies. I guess there's always the next codex, in a couple years.....

This message was edited 1 time. Last update was at 2019/04/29 17:19:28


 
   
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ArmchairArbiter wrote:
Hooray for flying over units being back! And flyers being put in their place! No more weird shenanigans where they block movement.


But a flamer is still the best weapon to shoot down a supersonic air/space superiority fighter

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 Irbis wrote:
Hell, it even opens up some new options compared to Codex DW as written as now you can double your number of shots against chaff in a lot of cases choosing quantity over quality.


Was just about to mention this. DW effectively have four firing modes now (three of which have pretty common uses).
   
 
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