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Do many people actually play using "Power Levels" (and is there really any way to know this for sure?) and will "Power Levels" be continuing into 40K 9th?
   
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Decrepit Dakkanaut





Biloxi, MS USA

 Alpharius wrote:
Do many people actually play using "Power Levels" (and is there really any way to know this for sure?) and will "Power Levels" be continuing into 40K 9th?


Yes, 9th will have PL for Narrative games, it was mentioned in the Crusade article. The only groups I know of to use PL as the "norm" are The Narrative Guys for their events(which I haven't seen any issues occurring since it attracts a certain style of player) and apparently Kan's group uses/used them?

This message was edited 1 time. Last update was at 2020/06/20 13:54:41


You know you're really doing something when you can make strangers hate you over the Internet. - Mauleed
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Hallowed is the All Pie
The Before Times: A Place That Celebrates The World That Was 
   
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the_scotsman wrote:
 BaconCatBug wrote:
Spoiler:

The Sorcerer on the left can be shot. The Sorcerer on the right cannot be shot.
Who here can guess the reason why?

Solution: The Left is secretly this scenario
Spoiler:


So this is a post mocking how a precisely defined rule will always result in edge cases - like you could have those cultists 3.000" away and 3.001" away and make the same post - so what youd prefer is a rule where both players would just reasonably agree that a character could or could not be shot at?


think it was just a quiz
   
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Archmagos Veneratus Extremis




On the Internet

 Alpharius wrote:
Do many people actually play using "Power Levels" (and is there really any way to know this for sure?) and will "Power Levels" be continuing into 40K 9th?

Yes to both counts. GW has said they'll be doing updates to PL, just not as often as points which will make them more balanced as the game goes forward.

The Crusade system uses PL as well.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 Jadenim wrote:
Am I misreading it, or is one of those Ork stratagems “pay a command point to destroy one of your own flyers in the vain hope it will hit the enemy”?!


Not in "vain hope". You move your bommer in the middle of the enemy army, drop your bomb and then have it crash right there, cause flat 3 mortal wounds to every single unit, including characters, within 6" of the flyer's base. It's an extremely powerful tool and has won games for me single-handedly when my opponent wasn't careful.

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. 
   
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Trazyn's Museum Curator





on the forum. Obviously

 Jidmah wrote:
 Jadenim wrote:
Am I misreading it, or is one of those Ork stratagems “pay a command point to destroy one of your own flyers in the vain hope it will hit the enemy”?!


Not in "vain hope". You move your bommer in the middle of the enemy army, drop your bomb and then have it crash right there, cause flat 3 mortal wounds to every single unit, including characters, within 6" of the flyer's base. It's an extremely powerful tool and has won games for me single-handedly when my opponent wasn't careful.


Oh, so you can still attack? Strange, I thought you had to drop bombs in the shooting phase for a minute.
That does sound like a useful strat. Ork flyers aren't known for their resilience, so anything going on a bombing run is going to die anyway.

What I have
~4100
~1660

Westwood lives in death!
Peace through power!

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

 
   
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Longtime Dakkanaut




 ClockworkZion wrote:
Ice_can wrote:
 ClockworkZion wrote:
diepotato47 wrote:
We may actually get the rules a bit earlier than the release, iirc the app goes live on the day preorders open, and the app may be fully equip with rules and new power levels.

Honestly I'm hoping we see the full free rules go live on WHC as well when the pre-order pops up.

I think you'll be sadly disappointed, in all honesty while the app goes live on the preorder date I'm not exactly sure how they intend it to work as they have aaid the new codex's will come with a code or such to unlock the digital version of the rules so we may even get an app that's esentially useless? Though I am hoping what will happen is the 8th edition hold over rules will be enabled free/ easily someway then as the ninth edition books come out they will have a QR code or some sort of key to unlock the rules.

QR codes are likely how they'll unlock the books.

And I'm not sure why I'd be disappointed, if they have the free core rules on the app like the AoS one does, then they should be online on the WHC site for download as well.

I think the core rules will be in the App but I suspect that's where they will stay to push the App if that makes sense.
   
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Auspicious Aspiring Champion of Chaos






torblind wrote:
the_scotsman wrote:
 BaconCatBug wrote:
Spoiler:

The Sorcerer on the left can be shot. The Sorcerer on the right cannot be shot.
Who here can guess the reason why?

Solution: The Left is secretly this scenario
Spoiler:


So this is a post mocking how a precisely defined rule will always result in edge cases - like you could have those cultists 3.000" away and 3.001" away and make the same post - so what youd prefer is a rule where both players would just reasonably agree that a character could or could not be shot at?


think it was just a quiz


Then you must not be familiar with BCB's reputation. He's an absurdist.

2000 Khorne Bloodbound (Skullfiend Tribe- Aqshy)
1000 Tzeentch Arcanites (Pyrofane Cult - Hysh) in progress
2000 Slaves to Darkness (Ravagers)
 
   
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Ollanius Pius - Savior of the Emperor






Gathering the Informations.

 Platuan4th wrote:
 Alpharius wrote:
Do many people actually play using "Power Levels" (and is there really any way to know this for sure?) and will "Power Levels" be continuing into 40K 9th?


Yes, 9th will have PL for Narrative games, it was mentioned in the Crusade article. The only groups I know of to use PL as the "norm" are The Narrative Guys for their events(which I haven't seen any issues occurring since it attracts a certain style of player) and apparently Kan's group uses/used them?

Yepperdoodles, but we're not exactly a huge group. It's basically just people that got tired of the style of some gamers locally to show up announcing to the whole store that they were "banned from playing with other groups" because of rules disputes so they had to get pickup games in order to do tournament prep(despite not being registered for the events in question, cause I started to ask after the first time it happened to me)...after arranging the pickup game as a friendly game.

Now, we just basically ask upfront "Are you cool with playing Power instead of Points? I don't have/couldn't get Chapter Approved from the shop I like to go to.". People interested in actually playing a game will tend to be cool with it, people out to just copypasta tourney lists tend to freak out.
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

People who are interesting in playing the game use points all the time, Kan.

Meanwhile, Death Guard Faction Focus time!

GW wrote:As well as championing the use of ‘pure’ Death Guard armies, uncorrupted by the ‘clean taint’ of allies...
Fun fact: The Death Guard can take units from their own Codex and still lose their army abilities. So much for "pure" without any allies. Moving on...

A Playtester Who Should Know Better wrote:My favorite change of the new edition is how many more Command points the servants of the Plague God have at their disposal.
You mean to say that the general new rules for CP apply to Deathguard? Un-fething-believable! Not a strong start kids...

A Playtester Who Should Know Better wrote:With the new edition’s matched play missions, it’s more important than ever to keep sight of your objectives.
Hang on... what did GW say about this guy?

"...Sam is a well established tournament organiser and a regular on the top tables and podiums of events across the USA. "

And he was losing sight of his objectives in 8th?

A Playtester Who Should Know Better wrote:My Daemon Engines, Terminators and Characters will confidently hold the center of the battlefield while I grind down the enemy in a battle of attrition, leaving my Poxwalkers and Plague Marines free to take advantage of the terrain to advance and claim objectives.
That literally has nothing to do with 9th. That's just your overall strategy for playing your army.

GW wrote:Sam’s not done yet...
Did... did he start? 'Cause he wasn't really told us anything yet.

A Playtester Who Should Know Better wrote:Under the new rules, my Plagueburst Crawlers are just as deadly with their plaguespitters even while locked in combat.
You mean to say that the general new rules for Vehicles also apply to Deathguard vehicles? Un-fething-believable!

A Playtester Who Should Know Better wrote:Not only that, but now my Crawlers can fire their nasty plagueburst mortars (which are now Blast weapons too) on the move without suffering a hit penalty!
Who'da thunk it that a mortar would end up being a blast weapon in the new edition. What a revelation.

A Playtester Who Should Know Better wrote:Since the player who isn’t taking their turn gets to choose the first non-charging unit to fight with, the Foul Blightspawn’s Revolting Stench ensures that the Blightlords will fight first against any enemy units that dare charge them.
But that's a rule they already have. What relevance is this to 9th?

These previews are just so bad. And this one stinks.

Geddit? Stinks? Because it's about Nurg... never mind...


This message was edited 2 times. Last update was at 2020/06/20 15:27:33


Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
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Longtime Dakkanaut





https://www.warhammer-community.com/2020/06/20/faction-focus-death-guardgw-homepage-post-4fw-homepage-post-4/

Death Guard Faction Focus

This message was edited 1 time. Last update was at 2020/06/20 15:20:39


 
   
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Archmagos Veneratus Extremis




On the Internet

Matrindur wrote:
https://www.warhammer-community.com/2020/06/20/faction-focus-death-guardgw-homepage-post-4fw-homepage-post-4/

Death Guard Faction Focus

Nothing new there that I spotted at least. These articles are feeling more and more like a "here's what you can expect to be able to do with your army in the new edition" over any real chunky rules info.

Kind of a "chill out, your army will work how it does now, but it'll benefit from X, Y, and Z rules we gave you previews on" sort of deal over real info (unfortunately).
   
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The previews are basically all just "hey guys! good news! this army gets to benefit from the generic rule that everyone else gets to benefit too because it's a generic rule! shocking, eh?"

   
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Toronto

You guys need to read better for those nuggets. GW just snnnnneaking in those little rules hints into the faction focuses like candy.

"Since the player who isn’t taking their turn gets to choose the first non-charging unit to fight with, the Foul Blightspawn’s Revolting Stench ensures that the Blightlords will fight first against any enemy units that dare charge them. "

Player who's turn it ISN'T gets to fight first (non charges). That's a small, but pretty impactful change.

This message was edited 3 times. Last update was at 2020/06/20 15:41:07


   
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Yeah, that seems like a very weird change if it's not a screw-up. Seems like it just encourages you to fall back even more...because if you stay in combat, now you not only can't shoot, you also have to let your opponent fight first.
   
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Archmagos Veneratus Extremis




On the Internet

yukishiro1 wrote:
Yeah, that seems like a very weird change if it's not a screw-up. Seems like it just encourages you to fall back even more...because if you stay in combat, now you not only can't shoot, you also have to let your opponent fight first.

So once again the question circles back to "how the heck does falling back work in 9th?"
   
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Longtime Dakkanaut





Toronto

The way the blightspawn is worded seems entirely intentional. It's what makes Revolting Stench work.
I think its a very interesting change. It allows the oppoent player a chance to shake themselves out of combat, which will be especially interesting if falling back changes (god I hope those speculations come true). More of a chance to fight free. But you're right... this really only works IF they make changes to falling back, otherwise the obvious choice is to retreat from an ongoing combat on your turn.

But if you're an assault army, look at it this way: You basically get two first picks in a row. First, on the turn you charge, and then first on the enemy turn when you're stuck in. How is that a bad thing?

This message was edited 4 times. Last update was at 2020/06/20 15:51:38


   
Made in gb
Regular Dakkanaut




 McGibs wrote:
You guys need to read better for those nuggets. GW just snnnnneaking in those little rules hints into the faction focuses like candy.

"Since the player who isn’t taking their turn gets to choose the first non-charging unit to fight with, the Foul Blightspawn’s Revolting Stench ensures that the Blightlords will fight first against any enemy units that dare charge them. "

Player who's turn it ISN'T gets to fight first (non charges). That's a small, but pretty impactful change.


Yep, it means my big hormagaunt units can now charge into combat...probably get stuck there, then in my opponents turn get shot by pistols and punched in the face before they can do anything.

OK, so that was sarcasm sorry, I'm actually not too bothered about this as everything I've seen so far seems to suggest that the plan for melee armies will be to advance turn one, then charge as many enemy units as you've got charging ones (the change to multicharge pretty much means unit on unit fights) in an attempt to give your opponent as many problems to worry about as possible (seeing as fallback is now a stratagem and outside of T'au I can't think of too many units i would imagine getting extra overwatch rules) and try to force a mistake.

I quite like this as its a very Tyranid approach to warfare, however I can see more elite melee armies (Blood Angels?) really having to think a bit more about who they engage.

Despite all the doomsaying going on around here I will personally still be using multiple big units of gaunts because it looks cool.

Edit Please ignore a lot of this as it seems i completely forgot that the following turn will be my opponents and therefore I will be picking non charging units first..so actually its an improvement Yay.

This message was edited 1 time. Last update was at 2020/06/20 15:55:51


 
   
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Toronto

Uh... I dont think you read it right.
On your opponents turn, YOU get to fight first. Your gaunts get shot by pistols, and then mulch whatever shot them.

This message was edited 2 times. Last update was at 2020/06/20 15:56:16


   
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Slaanesh Chosen Marine Riding a Fiend





Gurnee, IL

 McGibs wrote:
The way the blightspawn is worded seems entirely intentional. It's what makes Revolting Stench work.
I think its a very interesting change. It allows the oppoent player a chance to shake themselves out of combat, which will be especially interesting if falling back changes (god I hope those speculations come true). More of a chance to fight free. But you're right... this really only works IF they make changes to falling back, otherwise the obvious choice is to retreat from an ongoing combat on your turn.

But if you're an assault army, look at it this way: You basically get two first picks in a row. First, on the turn you charge, and then first on the enemy turn when you're stuck in. How is that a bad thing?


Only if you already have that ability as your army wide rule like Emperor's Children and all Slaanesh Daemons.

"Fear the cute ones." 
   
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Regular Dakkanaut




 McGibs wrote:
Uh... I dont think you read it right.
On your opponents turn, YOU get to fight first. Your gaunts get shot by pistols, and then mulch whatever shot them.


Yeah, just dawned on me after I hit submit.

Edited to point out my rather huge mistake.

   
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Tzeentch Veteran Marine with Psychic Potential





What I don’t like is they talk about non-LOS shooting but don’t mention a change. If there is no change to non-LOS shooting that could be an issue.
   
Made in ro
Deranged Necron Destroyer




princeyg wrote:

OK, so that was sarcasm sorry, I'm actually not too bothered about this as everything I've seen so far seems to suggest that the plan for melee armies will be to advance turn one, then charge as many enemy units as you've got charging ones (the change to multicharge pretty much means unit on unit fights) in an attempt to give your opponent as many problems to worry about as possible (seeing as fallback is now a stratagem and outside of T'au I can't think of too many units i would imagine getting extra overwatch rules) and try to force a mistake.


Wait did I miss something, has fallback been confirmed to be a strategem? Or did you mean overwatch?
   
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Regular Dakkanaut




Actually, I'm interested in seeing if weapons with a minimum range such as the plage thing in the article will be able to fire OUT of combat instead of atengaged models. I mean, if you cant physically lower the barrel enough what do you do?
   
Made in ca
Longtime Dakkanaut





Toronto

Being a blast weapon, it cant shoot into its own combat anyway, but I don't see why it cant declare a target outside of combat as long as it's outside it's minimum range and it clears everything else within 1" with its other weapons first. The new "Big Guns Never Tire" rule that lets vehicles shoot in combat is pretty much build with this in mind.

This message was edited 2 times. Last update was at 2020/06/20 16:03:18


   
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Regular Dakkanaut




IanVanCheese wrote:
princeyg wrote:

OK, so that was sarcasm sorry, I'm actually not too bothered about this as everything I've seen so far seems to suggest that the plan for melee armies will be to advance turn one, then charge as many enemy units as you've got charging ones (the change to multicharge pretty much means unit on unit fights) in an attempt to give your opponent as many problems to worry about as possible (seeing as fallback is now a stratagem and outside of T'au I can't think of too many units i would imagine getting extra overwatch rules) and try to force a mistake.


Wait did I miss something, has fallback been confirmed to be a strategem? Or did you mean overwatch?


Oh dear lord, I am really not with it today. Yeah I meant overwatch, so more of my models should actually make it into combat to then be in the position next turn. Perhaps I should just go to bed for the rest of the day :(.
   
Made in gb
Grim Dark Angels Interrogator-Chaplain





Cardiff

 McGibs wrote:
Being a blast weapon, it cant shoot into its own combat anyway, but I don't see why it cant declare a target outside of combat as long as it's outside it's minimum range and it clears everything else within 1" with its other weapons first. The new "Big Guns Never Tire" rule that lets vehicles shoot in combat is pretty much build with this in mind.


Unless that hull Heavy Bolter kills everyone nearby, though, it’s hard to load and fire artillery with Orks all over your Basilisk. So it seems unlikely they’d get to fire the main gun. Seems vaguely realistic, not a problem.

 Stormonu wrote:
For me, the joy is in putting some good-looking models on the board and playing out a fantasy battle - not arguing over the poorly-made rules of some 3rd party who neither has any power over my play nor will be visiting me (and my opponent) to ensure we are "playing by the rules"
 
   
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Mysterious Techpriest





Belgium

I wonder if changing Fall Back to be used in the Combat phase instead would be interesting. But with some restrictions. I'm thinking "A unit may Fall Back in the Combat Phase instead of fighting, but can only do so when all the units that charged this unit this turn have fought."

That way it can still Fall Back, still can't shoot the following turn, and the charging units didn't get punched in the meantime.

40K: Adeptus Mechanicus
AoS: Nighthaunts 
   
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 Aaranis wrote:
I wonder if changing Fall Back to be used in the Combat phase instead would be interesting. But with some restrictions. I'm thinking "A unit may Fall Back in the Combat Phase instead of fighting, but can only do so when all the units that charged this unit this turn have fought."

That way it can still Fall Back, still can't shoot the following turn, and the charging units didn't get punched in the meantime.


I almost think this might be what is happening, because the rule change makes some sense then: the opponent gets the first activation during your turn, so that you can't fall back before they get to strike again. And if you want to fall back, you end up taking two rounds of combat before you can do so.

It would also fit the bill for the "big change" that Reece was talking about not having been revealed yet.

This message was edited 1 time. Last update was at 2020/06/20 16:19:14


 
   
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yep, first thing I noticed was the change to combat sequence which is a big deal.

Also, the Silent Bodyguard rule....is that something that already existed for deathshroud terms, or is this how bodyguards will now work? For example, you have a dedicated bodyguard unit of 2 within 3" of character. Character can be targeted, but bodyguard take hits on a 2+. Best part, this is hits, not auto MW which I hated. So the bodyguard will make it's saves as normal.

This message was edited 2 times. Last update was at 2020/06/20 16:26:42


 
   
 
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