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10th Edition Rumour Roundup - in the grim darkness of the far future, there are only power levels  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in gb
Longtime Dakkanaut




Dudeface wrote:
 Gir Spirit Bane wrote:
THe charge roll is how it is done in AoS, roll to see your options and then run into any available options.

Now that you don't HAVE to charge what you shot at in modern 40k, its a change I was expecting in 10th


I actually dislike the change, that is a layer of skill and risk management being removed imo.

Agreed. There was previously a bit of a trade-off in deciding whether to attempt a riskier charge (or multi-charge) or take the safe option. This removes that as a decision point, which feels like a step backwards. A lot will depend on how the rest of the game works as this is all a balancing act across the whole game rather than just every part in isolation.

I do like the new Engagement Range and Consolidating rules. They always felt unnecessarily convoluted and gamey to me. Making it a good idea not to get into base-to-base with your frothing lunatics so you can get an extra 3" of movement is pretty counter-intuitive. Removing all the fiddly measuring of 0.5" ranges is also good.
   
Made in gb
Ridin' on a Snotling Pump Wagon






Counter point?

I found multi charge (where you could declare against a further away target, and hope to consolidate into it) a bit….gamey for my tastes.

I get it was fully within the rules, hardly a secret and a good trick. But it still never sat right with me.

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Made in fi
Locked in the Tower of Amareo





 Mad Doc Grotsnik wrote:
Counter point?

I found multi charge (where you could declare against a further away target, and hope to consolidate into it) a bit….gamey for my tastes.

I get it was fully within the rules, hardly a secret and a good trick. But it still never sat right with me.


If you didn't reach target pre-pile in whole charge failed. Being able to consolidiate was irrelevant.

Io you didn't declare you didn't attack.

The further units will be more at risk in 10e if true.

2024 painted/bought: 109/109 
   
Made in us
Decrepit Dakkanaut





I think the charge rules make sense in terms of how the rest of the phase is changing in terms of movement. And I think it will get balanced out with reactions.

How are people feeling about Blast?

It certainly doesn't disincentivize bigger units, because the increase is gradual. At the same time the odds of a spike are a bit more. A battlecannon dropping 6+D6 on 30 Boyz makes more sense given the old pie plate, but then that's not exactly less lethal ( not that the entirety of the game will be less lethal, of course -- just less crap making it worse ).

12 BC shots only comes to 4 Boyz unless they have a 5+ now and are in cover. So it's not horrendous. Just seems somewhat out of scope. Certainly any double shooting should go away.

This message was edited 1 time. Last update was at 2023/05/02 13:04:13


 
   
Made in at
Longtime Dakkanaut





Space Marine faction focus and we finally get a view of the back of the cards which has wargear options unit composition and transport infos
https://www.warhammer-community.com/2023/05/02/warhammer-40000-faction-focus-space-marines-2/






This message was edited 2 times. Last update was at 2023/05/02 13:12:19


 
   
Made in ca
Deathwing Terminator with Assault Cannon






 Daedalus81 wrote:
Certainly any double shooting should go away.



It should anyway since the direction of 10th appears to be baking rules like Shock Assault and presumably shoot twice into the base attacks of a weapon. It's cleaner to give a Leman Russ Battlecannon 2d6 shots than 1d6 shots twice. You lose the difference to split targets, but that's minor enough to not justify needing a special rule.

Blast being more gradual is nice - and avoids creating a penalty for attaching a character to a unit and bringing it over a threshold.
   
Made in gb
Liche Priest Hierophant







Love the new implementation of Combat Doctrines. So much more interesting than "this set of weapons improve their AP".
   
Made in gb
Dakka Veteran





Glad they mentioned Votann - hopefully getting an update next Summer and possibly something before maybe through the 4th Tyrannic War campaign?
   
Made in gb
Using Object Source Lighting







 silverstu wrote:
Glad they mentioned Votann - hopefully getting an update next Summer and possibly something before maybe through the 4th Tyrannic War campaign?


Yeah I think we are not going to get much in the first year of next edition. Hopefully around the middle of it assuming its a 3 year cycle.

   
Made in us
5th God of Chaos! (Ho-hum)





Curb stomping in the Eye of Terror!

The Assault Ramp rule on the Land Raider bodes well for Dark Eldar / Harlequin / Ork open top rides!

Live Ork, Be Ork. or D'Ork!


 
   
Made in gb
Long-Range Land Speeder Pilot




UK

Has there been any hints yet at how the fight phase is resolved? One thing I was thinking of a while ago after it was revealed that the attacks characteristic is off the unit statline and onto the weapon is that guys with 2 close combat weapons would be pretty strong. Today's article has Guilliman on 21 attacks if he can use both weapons - not complaining but that is going to be hard to survive a round against.
   
Made in si
Foxy Wildborne







Hmmm looks good apart from the too high number of attacks on everything.

The old meta is dead and the new meta struggles to be born. Now is the time of munchkins. 
   
Made in us
Ancient Venerable Dark Angels Dreadnought





Devastator doctrine still doesn’t make sense, that sounds like it belongs in tactical doctrine. They just never seem to get it right.
Nice to see improved transport capacity on regular land raider. Has to be due to attaching characters to units now.
   
Made in us
Terrifying Doombull




I like most of that.

The Land Raider datasheet is largely reassuring in several ways- transport capacity, assault ramp, decent firepower, nice T, Armor and Wounds, but not invulnerable to dedicated anti-tank (see heavy laser destroyer)

However, twin-linked is going to nag at me for the entire edition, because it already looks really arbitrary. That said, the lascannons would have sucked if they were twin-linked.

Combat doctrines look a lot more tactical rather than just a temporary spreadsheet adjustment.

I'm curious as to how widespread Roboute's OC adjustment ability is going to be. (and if some factions can apply negative adjustments to enemy units). Its the sort of thing that's quietly powerful and will sneak by general attention.

Efficiency is the highest virtue. 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

12 models in a Land Raider? Now you can finally fit a 5-man squad of Termies and a character! Rejoice!

Back when we did our own rules, we had a core rule called "Room for da boss!", which basically meant there was always room for a single Independent Character joined to a unit to sit inside a transport, even if the unit filled the transport's capacity completely. Doing that would probably be easier, but I can live with them factoring this into transport capacities.

And it's nice to see some more of the Marine faction rules, but we still don't know their structure.

This message was edited 1 time. Last update was at 2023/05/02 13:52:15


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

 
   
Made in au
Longtime Dakkanaut





 Insularum wrote:
Has there been any hints yet at how the fight phase is resolved? One thing I was thinking of a while ago after it was revealed that the attacks characteristic is off the unit statline and onto the weapon is that guys with 2 close combat weapons would be pretty strong. Today's article has Guilliman on 21 attacks if he can use both weapons - not complaining but that is going to be hard to survive a round against.



Yes would be interested to know if you have to choose which one or get to use both because being able to output 49 wounds in one round is pretty crazy...

   
Made in us
Decrepit Dakkanaut





Love Guilliman. No rerolls. Just really good interactions and they don't overload all at the same time, but instead toggle. Super happy with this design.


Automatically Appended Next Post:
 Hellebore wrote:
 Insularum wrote:
Has there been any hints yet at how the fight phase is resolved? One thing I was thinking of a while ago after it was revealed that the attacks characteristic is off the unit statline and onto the weapon is that guys with 2 close combat weapons would be pretty strong. Today's article has Guilliman on 21 attacks if he can use both weapons - not complaining but that is going to be hard to survive a round against.



Yes would be interested to know if you have to choose which one or get to use both because being able to output 49 wounds in one round is pretty crazy...


It's quite likely that you 'choose one melee weapon' to fight with.


Automatically Appended Next Post:
 bullyboy wrote:
Devastator doctrine still doesn’t make sense, that sounds like it belongs in tactical doctrine. They just never seem to get it right.
Nice to see improved transport capacity on regular land raider. Has to be due to attaching characters to units now.


It's move and shoot without penalty, sort of. A quick reposition for your heavy weapons that don't have a target.

This message was edited 2 times. Last update was at 2023/05/02 14:13:51


 
   
Made in gb
Longtime Dakkanaut





The combat doctrines are interesting. If I’m reading it correctly, you can only choose each of the 3 options once per battle, and each only lasts a until your next command phase, so you can’t just pick one and leave it turned on.
   
Made in us
Decrepit Dakkanaut





I'm guessing we're ( hopefully ) going to get one faction article each weekday like this and that will almost take us to June 10th timeline. Maybe a few gaps here and there.
   
Made in de
Servoarm Flailing Magos




Germany

 Daedalus81 wrote:
I'm guessing we're ( hopefully ) going to get one faction article each weekday like this and that will almost take us to June 10th timeline. Maybe a few gaps here and there.


They have 24 factions that get decks, it's 29 weekdays until June 10th, and 5 weeks - looks like we'll get 4 previews a week if they give one to each faction, with one day for other stuff like model features for the Tyranids etc. - looks almost planned
   
Made in us
Decrepit Dakkanaut





If anything they really know how to keep us talking most of the time.
   
Made in us
Towering Hierophant Bio-Titan




Mexico

Tsagualsa wrote:

They have 24 factions that get decks, i

Actually 26, at least according to the WarhammerFest stream.
   
Made in us
Decrepit Dakkanaut





Maybe it's been too long, but when did the regular LR get a MM? And where does it go? I don't think I've seen one put on the base pattern.
   
Made in gb
Ridin' on a Snotling Pump Wagon






 Daedalus81 wrote:
Maybe it's been too long, but when did the regular LR get a MM? And where does it go? I don't think I've seen one put on the base pattern.


Pintel Mount, carried over when the Crusader crossed the Rubicon Plasticarus


Automatically Appended Next Post:
Aash wrote:
The combat doctrines are interesting. If I’m reading it correctly, you can only choose each of the 3 options once per battle, and each only lasts a until your next command phase, so you can’t just pick one and leave it turned on.


Indeed. But you get to choose which kicks, so no more “turn 1 = Dev, turn 2 = Tac” etc.

This message was edited 1 time. Last update was at 2023/05/02 14:55:53


Fed up of Scalpers? But still want your Exclusives? Why not join us?

Hey look! It’s my 2025 Hobby Log/Blog/Project/Whatevs 
   
Made in gb
Fully-charged Electropriest



UK

Now that's a Landraider that works like a Landraider should.

 
   
Made in gb
Longtime Dakkanaut





I quite like it. A final turn switch to devastator doctrine to reposition some units and shoot someone off an objective could be quite dramatic.
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

I like how the doctrines make the marines more mobile and flexible, but not just a bump in lethality.

Looks like fun.

   
Made in us
Decrepit Dakkanaut





Aash wrote:
I quite like it. A final turn switch to devastator doctrine to reposition some units and shoot someone off an objective could be quite dramatic.


Yea there's a bit of a skill there. One might be tempted to drop it turn 1, but waiting for the right moment could be more impactful yet risky.

This message was edited 2 times. Last update was at 2023/05/02 15:15:00


 
   
Made in fi
Locked in the Tower of Amareo





 Insularum wrote:
Has there been any hints yet at how the fight phase is resolved? One thing I was thinking of a while ago after it was revealed that the attacks characteristic is off the unit statline and onto the weapon is that guys with 2 close combat weapons would be pretty strong. Today's article has Guilliman on 21 attacks if he can use both weapons - not complaining but that is going to be hard to survive a round against.


Well each model chooses 1 weapon to use in melee is pretty easy core rule.

That or he just kills everything he touches. He's primarch and gw been moving toward herohammer 2 big guy duel games. So wouldn't even be that odd.

2024 painted/bought: 109/109 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






In the 10th edition of the Codex Astartes, when you flip to the chapter describing the Assault chapter it just says "Waaagh!".

Dem blue gitz is stealin' everthin'. Oy, were did our burna boyz go?

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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