Switch Theme:

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
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in gb
Decrepit Dakkanaut







Which ones have we seen both sides of so far?
- SM Land Raider
- CSM Legionaries
- Necron Monolith
- IG Cadian Shock Troops

Can't recall if we saw any more in earlier previews, but we've gotten 4 out of the FF articles so far.

2021-4 Plog - Here we go again... - my fifth attempt at a Dakka PLOG

My Pile of Potential - updates ongoing...

Gamgee on Tau Players wrote:we all kill cats and sell our own families to the devil and eat live puppies.


 Kanluwen wrote:
This is, emphatically, why I will continue suggesting nuking Guard and starting over again. It's a legacy army that needs to be rebooted with a new focal point.

Confirmation of why no-one should listen to Kanluwen when it comes to the IG - he doesn't want the IG, he want's Kan's New Model Army...

tneva82 wrote:
You aren't even trying ty pretend for honest arqument. Open bad faith trolling.
- No reason to keep this here, unless people want to use it for something... 
   
Made in gb
Killer Klaivex




The dark behind the eyes.

I'm very glad SoB are keeping Acts of Faith. I maintain it was one of the best designed mechanics in 9th.

Shame about the customisation, though.


 Dysartes wrote:
I'm with Dudeface on this one, when it comes to poison - I'm expecting to see both ANTI-INFANTRY X and ANTI-MONSTER Y, where X and Y may not be the same value.

Not sure why you think that would be a garbage way of representing the weapon type, vipoid.


The concept works fine. The resulting weapon does not (see below to save me explaining things twice).


Dudeface wrote:
 vipoid wrote:
Voss wrote:

 SarisKhan wrote:
. I do wonder what GW will do with Poisoned weapons, though.


Poison weapons seem fairly straightforward.
I'd venture this as the baseline
Splinter Rifle [Rapid Fire, Anti-Infantry 4+, Anti-Monster 5+] 24" range, A1, BS3+, S3, Ap0, D1.
or
Splinter Rifle [Anti-Infantry 4+, Anti-Monster 5+] 18" range, A2, BS3+, S3, Ap0, D1


In other words, they'll be utter garbage and exist only to remind DE of their NPC status.


Whats wrong with those? I suspect they'll go to 2 shots no rapid fire though personally.


You have a weapon with no AP, D1, no bonus to rate of fire, which wounds it's optimum targets on a 4+ at best.

Do you not see why this is a terrible weapon?


Let me put it another way. In 5th edition, Poison weapons (which wounded both infantry and monsters on a 4+) were okay. Not great, not OP, just okay. They were good against monsters and bikers, average against T4, and bad against vehicles and low-toughness infantry.

Back then, Marines had 1 wound. 9 Kabalites could expect to kill a single Marine at long range, or 2 at close range. Now Marines have doubled in wounds, whilst Kabalites have neither halved in cost, nor gained twice as many shots. Even taking relative costs into account, Kabalites have seen their firepower halve in effectiveness against the most common infantry in the game.

Now look at monsters. Back then, a Carnifex had just 4 wounds and a 3+ save. It took 36 Kabalites (18 in rapid-fire range) to bring one down. Now it has 9 wounds and a 2+ save. It now takes 162 Kabalites (81 in rapid-fire range) to bring one down. Again, monsters have seen dramatic increases in wounds, yet poison - the weapon that's supposed to be effective against them - has seen no improvement to the poison value, to AP, or to damage.

And you want to make it even worse. You think getting 648pts of Kabalites into rapid-fire range to kill a single Carnifex is far too good value. No, it needs to take 972pts of Kablites in rapid-fire range to down a Carnifex.

What is the point of this weapon? What is its purpose beyond cementing DE as an NPC faction?


Sorry for the rant but I am so completely sick of Poison as a concept. It was a neat idea in 5th but all it has done since is hang around the neck of the army like a lead weight, because GW designers refuse to make it remotely good against any target, yet at the same time refuse to replace it with anything else.

 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in us
Arch Magos w/ 4 Meg of RAM






Vipoid, take a breather, we litterally have zero info on drukhari so far...
   
Made in gb
Killer Klaivex




The dark behind the eyes.

 VladimirHerzog wrote:
Vipoid, take a breather, we litterally have zero info on drukhari so far...


a) I was responding to the proposed rules for their poison weapons. You can literally see the chain of posts if you bothered reading it.

b) Can you point me to some evidence that would encourage optimism on my part? Because if not, I will extrapolate from past data and assume that GW will half-arse it like they have in the past 4 editions.

 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in gb
Gore-Drenched Khorne Chaos Lord




 vipoid wrote:

Dudeface wrote:
 vipoid wrote:
Voss wrote:

 SarisKhan wrote:
. I do wonder what GW will do with Poisoned weapons, though.


Poison weapons seem fairly straightforward.
I'd venture this as the baseline
Splinter Rifle [Rapid Fire, Anti-Infantry 4+, Anti-Monster 5+] 24" range, A1, BS3+, S3, Ap0, D1.
or
Splinter Rifle [Anti-Infantry 4+, Anti-Monster 5+] 18" range, A2, BS3+, S3, Ap0, D1


In other words, they'll be utter garbage and exist only to remind DE of their NPC status.


Whats wrong with those? I suspect they'll go to 2 shots no rapid fire though personally.


You have a weapon with no AP, D1, no bonus to rate of fire, which wounds it's optimum targets on a 4+ at best.

Do you not see why this is a terrible weapon?


Let me put it another way. In 5th edition, Poison weapons (which wounded both infantry and monsters on a 4+) were okay. Not great, not OP, just okay. They were good against monsters and bikers, average against T4, and bad against vehicles and low-toughness infantry.

Back then, Marines had 1 wound. 9 Kabalites could expect to kill a single Marine at long range, or 2 at close range. Now Marines have doubled in wounds, whilst Kabalites have neither halved in cost, nor gained twice as many shots. Even taking relative costs into account, Kabalites have seen their firepower halve in effectiveness against the most common infantry in the game.

Now look at monsters. Back then, a Carnifex had just 4 wounds and a 3+ save. It took 36 Kabalites (18 in rapid-fire range) to bring one down. Now it has 9 wounds and a 2+ save. It now takes 162 Kabalites (81 in rapid-fire range) to bring one down. Again, monsters have seen dramatic increases in wounds, yet poison - the weapon that's supposed to be effective against them - has seen no improvement to the poison value, to AP, or to damage.

And you want to make it even worse. You think getting 648pts of Kabalites into rapid-fire range to kill a single Carnifex is far too good value. No, it needs to take 972pts of Kablites in rapid-fire range to down a Carnifex.

What is the point of this weapon? What is its purpose beyond cementing DE as an NPC faction?

Sorry for the rant but I am so completely sick of Poison as a concept. It was a neat idea in 5th but all it has done since is hang around the neck of the army like a lead weight, because GW designers refuse to make it remotely good against any target, yet at the same time refuse to replace it with anything else.


I'm not sure what they can do though tbh, it's basically a sisters bolter +1, you're in the same boat as a lot of armies small arms are. They could make it a s4 ap- weapon and you're worse off. I do understand what you're saying but I don't know what the answer is and I suspect you're going to find that profile a lot more common this edition.
   
Made in gb
Terrifying Wraith




Small arms on battleline/troop units aren't meant to be cheerfully deleting MEQ and monstrous creatures. Poisoned 4+ is different without being universally better, it is just a bit of faction flavour.
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

Billicus wrote:
Small arms on battleline/troop units aren't meant to be cheerfully deleting MEQ and monstrous creatures. Poisoned 4+ is different without being universally better, it is just a bit of faction flavour.
Do you consider an entire squad firing to take down a single MEQ "cheerfully deleting"?

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in gb
Terrifying Wraith




In one turn of shooting? 100%. Few battleline units can. Oh, unless you mean a single meq *model*, in which case no, I guess you could hope for better but they're perhaps not in the best place balance wise at the moment

This message was edited 1 time. Last update was at 2023/05/10 18:57:43


 
   
Made in de
Servoarm Flailing Magos




Germany

For the people interested in useless online drama:

Valrak is now in his livestream, saying that trusted sources have confirmed to him that he is now '100% blacklisted by Games Workshop' and that they are contacting third-party wargaming-related companies and asking them not to work with him...

That seems somewhat unlikely to me, as on the one hand that is bordering on illegal depending on the precise wording of that request, and on the other they literally gave him a content creator pass and preferential treatment just two weeks ago.

This message was edited 1 time. Last update was at 2023/05/10 19:28:36


 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

Billicus wrote:
In one turn of shooting? 100%. Few battleline units can. Oh, unless you mean a single meq *model*, in which case no, I guess you could hope for better but they're perhaps not in the best place balance wise at the moment
Yes, I meant one model.

Because it took 9 Splinter Rifle shots to kill a MEQ in 7th edition.
Now that they doubled in wounds, it takes 18. (36 if they have cover, for now.)

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in gb
Decrepit Dakkanaut







If this is true, it's hilarious.

2021-4 Plog - Here we go again... - my fifth attempt at a Dakka PLOG

My Pile of Potential - updates ongoing...

Gamgee on Tau Players wrote:we all kill cats and sell our own families to the devil and eat live puppies.


 Kanluwen wrote:
This is, emphatically, why I will continue suggesting nuking Guard and starting over again. It's a legacy army that needs to be rebooted with a new focal point.

Confirmation of why no-one should listen to Kanluwen when it comes to the IG - he doesn't want the IG, he want's Kan's New Model Army...

tneva82 wrote:
You aren't even trying ty pretend for honest arqument. Open bad faith trolling.
- No reason to keep this here, unless people want to use it for something... 
   
Made in de
Servoarm Flailing Magos




Germany

 Dysartes wrote:
If this is true, it's hilarious.


If it isn't he might be opening himself up for a lawsuit by claiming it to be so...
   
Made in gb
Killer Klaivex




The dark behind the eyes.

Billicus wrote:
Small arms on battleline/troop units aren't meant to be cheerfully deleting MEQ and monstrous creatures. Poisoned 4+ is different without being universally better, it is just a bit of faction flavour.


Ah yes, I guess I'd better turn to my elite troops, who also have poison. Or my melee, which is more poison. Or my special weapons, which are yet more poison. or my Heavy weapons, which are (you'll never believe this) yet more fething poison.

And I don't mean 'poison with much better profiles', I mean 'the same AP0 D1 4+ profile with slightly more shots'.

Can you maybe see why poison weapons being arse is a bit of an issue?

 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in us
Decrepit Dakkanaut





 bullyboy wrote:
I know Votann is tomorrow but I’m really looking forward to seeing either an aeldari focus or one of the offshoot marine chapters to see how they differ. Knights will also be an interesting focus.


I hope for TS or GK on Friday. Give us an idea of psyker heavy armies.
   
Made in gb
Gore-Drenched Khorne Chaos Lord




 JNAProductions wrote:
Billicus wrote:
Small arms on battleline/troop units aren't meant to be cheerfully deleting MEQ and monstrous creatures. Poisoned 4+ is different without being universally better, it is just a bit of faction flavour.
Do you consider an entire squad firing to take down a single MEQ "cheerfully deleting"?


If it helps, compared to new intercessors, assuming splinter rifles don't change and based on todays points the following are true:

At 24" 176 pts of kabalites do 2.4 wounds to intercessors, 1.2 to terminators.
At 12" they do 4.8 to intercessors and 2.4 to terminators.

180 points of new bolt rifles there are a few high and low points. At 24" the kabalites are better at killing terminators in cover (1.2 vs 0.92 if stationary). They lose vs intercessors even if they move and cover is involved at 24" (1.2 vs 2.2), but inside of 12" they beat bolt rifles regardless of circumstances into terminators/intercessors.
   
Made in ie
Longtime Dakkanaut




Ireland

I can see poison (x) being a weapon key word, and x being a bonus you get to the roll to wound against Infantry and Monsters.

Splinter Rifles may be.
Poison (1), R24" A2, S4 Ap0 D1

The objective of the game is to win. The point of the game is to have fun. The two should never be confused. 
   
Made in us
Towering Hierophant Bio-Titan




Mexico

 vipoid wrote:

Now look at monsters. Back then, a Carnifex had just 4 wounds and a 3+ save. It took 36 Kabalites (18 in rapid-fire range) to bring one down. Now it has 9 wounds and a 2+ save. It now takes 162 Kabalites (81 in rapid-fire range) to bring one down. Again, monsters have seen dramatic increases in wounds, yet poison - the weapon that's supposed to be effective against them - has seen no improvement to the poison value, to AP, or to damage.

And you want to make it even worse. You think getting 648pts of Kabalites into rapid-fire range to kill a single Carnifex is far too good value. No, it needs to take 972pts of Kablites in rapid-fire range to down a Carnifex.

What is the point of this weapon? What is its purpose beyond cementing DE as an NPC faction?


Sorry for the rant but I am so completely sick of Poison as a concept. It was a neat idea in 5th but all it has done since is hang around the neck of the army like a lead weight, because GW designers refuse to make it remotely good against any target, yet at the same time refuse to replace it with anything else.


Sorry but 5th edition Carnifexes were trash and 144pts of basic troops killing a 160pts monster was ridiculous. If you argument is that DE should make Tyranids unplayable, then you have a bad argument.
If you want to kill monsters you have dark lances that you should be taking anyway if you want to have a TAC list.
   
Made in gb
Fixture of Dakka






I think Poison will either be replaced by or a collective rule for Anti Infantry 3/4+ and Anti Monster 5+
   
Made in de
Servoarm Flailing Magos




Germany

 Tyran wrote:
 vipoid wrote:

Now look at monsters. Back then, a Carnifex had just 4 wounds and a 3+ save. It took 36 Kabalites (18 in rapid-fire range) to bring one down. Now it has 9 wounds and a 2+ save. It now takes 162 Kabalites (81 in rapid-fire range) to bring one down. Again, monsters have seen dramatic increases in wounds, yet poison - the weapon that's supposed to be effective against them - has seen no improvement to the poison value, to AP, or to damage.

And you want to make it even worse. You think getting 648pts of Kabalites into rapid-fire range to kill a single Carnifex is far too good value. No, it needs to take 972pts of Kablites in rapid-fire range to down a Carnifex.

What is the point of this weapon? What is its purpose beyond cementing DE as an NPC faction?


Sorry for the rant but I am so completely sick of Poison as a concept. It was a neat idea in 5th but all it has done since is hang around the neck of the army like a lead weight, because GW designers refuse to make it remotely good against any target, yet at the same time refuse to replace it with anything else.


Sorry but 5th edition Carnifexes were trash and 144pts of basic troops killing a 160pts monster was ridiculous. If you argument is that DE should make Tyranids unplayable, then you have a bad argument.
If you want to kill monsters you have dark lances that you should be taking anyway if you want to have a TAC list.


I think that with their current stack of rules, they have better options than throwing the baby out with the bathwater - they can make the majority of poison weapons anti-infantry and keep anti-monster for dedicated monster-killers. There's no need to conflate the two, and it's easily justified in the fluff by saying that the more potent stuff is needed to make a difference against the sheer bulk of most monsters. Everybody gets 'always wound on 6' anyway, no need to play into that degenerate development even more. At some point, max volume of the cheapest gun you can find starts to become the default answer to anything, and nobody wants that.

This message was edited 1 time. Last update was at 2023/05/10 20:13:16


 
   
Made in ca
Infiltrating Broodlord





Oshawa Ontario

You also could do some manner of hybrid system, like Anti-infantry 4+, lethal hits. The auto-wounds on 6s to hit, and 4+ to wound against infantry should cover both bases.

Looking for Durham Region gamers in Ontario Canada, send me a PM!

See my gallery for Chapterhouse's Tervigon, fully painted.
 
   
Made in de
Servoarm Flailing Magos




Germany

 Carnage43 wrote:
You also could do some manner of hybrid system, like Anti-infantry 4+, lethal hits. The auto-wounds on 6s to hit, and 4+ to wound against infantry should cover both bases.


Anti-X plus anything can create a lot of interesting combinations, as Anti-X triggers critical wounds on the lower roll. Anti-infantry 4+, Devastating Wounds for example would deal mortal wounds on a 4+ against infantry, and on a 6+ against anything else. You can think up all sorts of evil poisons that way.
   
Made in ca
Infiltrating Broodlord





Oshawa Ontario

Tsagualsa wrote:
 Carnage43 wrote:
You also could do some manner of hybrid system, like Anti-infantry 4+, lethal hits. The auto-wounds on 6s to hit, and 4+ to wound against infantry should cover both bases.


Anti-X plus anything can create a lot of interesting combinations, as Anti-X triggers critical wounds on the lower roll. Anti-infantry 4+, Devastating Wounds for example would deal mortal wounds on a 4+ against infantry, and on a 6+ against anything else. You can think up all sorts of evil poisons that way.


Yeah, that's neat isn't it? Could see a lot of the admech weapons being keyword soup

Looking for Durham Region gamers in Ontario Canada, send me a PM!

See my gallery for Chapterhouse's Tervigon, fully painted.
 
   
Made in gb
Longtime Dakkanaut





It might not be as simple as simple as making poison weapons anti-infantry and -monster, I'm sure one of the articles mentioned a "mounted" keyword, so this might need to be covered too. There's also the possibility of a swarms keyword for snotlings/nurglings/rippers as well as a beasts keyword, but these seem less likely since the benefit of cover rules only referred to infantry for specific terrain rules.
   
Made in gb
Decrepit Dakkanaut







I wonder if ANTI-NOT-A-VEHICLE is an option

2021-4 Plog - Here we go again... - my fifth attempt at a Dakka PLOG

My Pile of Potential - updates ongoing...

Gamgee on Tau Players wrote:we all kill cats and sell our own families to the devil and eat live puppies.


 Kanluwen wrote:
This is, emphatically, why I will continue suggesting nuking Guard and starting over again. It's a legacy army that needs to be rebooted with a new focal point.

Confirmation of why no-one should listen to Kanluwen when it comes to the IG - he doesn't want the IG, he want's Kan's New Model Army...

tneva82 wrote:
You aren't even trying ty pretend for honest arqument. Open bad faith trolling.
- No reason to keep this here, unless people want to use it for something... 
   
Made in gb
Longtime Dakkanaut





 Dysartes wrote:
I wonder if ANTI-NOT-A-VEHICLE is an option


You jest, but they could just make "poison" an ability that makes 4+ a critical wound against anything that doesn't have the vehicle keyword, but its pretty inelegant after introducing the anti-X rule.
   
Made in us
[DCM]
Tzeentch's Fan Girl






Southern New Hampshire

Aash wrote:
 Dysartes wrote:
I wonder if ANTI-NOT-A-VEHICLE is an option


You jest, but they could just make "poison" an ability that makes 4+ a critical wound against anything that doesn't have the vehicle keyword, but its pretty inelegant after introducing the anti-X rule.


I feel [ANTI-X] is for weapons designed to kill a specific type of unit. For something like poison, which should work against a wide range of unit types but NOT vehicles, making a [POISON] ability makes far more sense. Especially since there's infantry, monsters, bikers, cavalry, "MOUNTED", etc...

This message was edited 1 time. Last update was at 2023/05/10 21:45:09


She/Her

"There are no problems that cannot be solved with cannons." - Chief Engineer Boris Krauss of Nuln

Kid_Kyoto wrote:"Don't be a dick" and "This is a family wargame" are good rules of thumb.


DR:80S++G++M--B+IPwhfb01#+D+++A+++/fWD258R++T(D)DM+++
 
   
Made in gb
Killer Klaivex




The dark behind the eyes.

 Tyran wrote:

Sorry but 5th edition Carnifexes were trash and 144pts of basic troops killing a 160pts monster was ridiculous. If you argument is that DE should make Tyranids unplayable, then you have a bad argument.
If you want to kill monsters you have dark lances that you should be taking anyway if you want to have a TAC list.


Again, if you want poison weapons to be absolute arse against everything - which you clearly do - why does this mechanic need to be a thing?

Please note that I'm not asking for Poison to be brilliant against everything. I'm asking for DE to not be stuck with a faction-defining mechanic that's utter crap and which eats up all the design space for their non-darklight weapons.

You know how other races are allowed weapons with different profiles? Rather than the exact same profile but with your choice of Pistol, Assault, Rapid Fire or Heavy. I'd actually much prefer that. I want to see poison ditched and replaced by a mechanic that isn't gak by design.

This message was edited 1 time. Last update was at 2023/05/10 21:51:36


 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in gb
Mighty Vampire Count






UK

 Shakalooloo wrote:
No plasma pistol or combi-weapon stats for the Battle Sister Superior, so presumably most of the 'character kit' will be on the Armoury card?


Or no longer an option

I AM A MARINE PLAYER

"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos

"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001

www.dakkadakka.com/dakkaforum/posts/list/528517.page

A Bloody Road - my Warhammer Fantasy Fiction 
   
Made in ca
Nihilistic Necron Lord




The best State-Texas

 Manfred von Drakken wrote:
Aash wrote:
 Dysartes wrote:
I wonder if ANTI-NOT-A-VEHICLE is an option


You jest, but they could just make "poison" an ability that makes 4+ a critical wound against anything that doesn't have the vehicle keyword, but its pretty inelegant after introducing the anti-X rule.


I feel [ANTI-X] is for weapons designed to kill a specific type of unit. For something like poison, which should work against a wide range of unit types but NOT vehicles, making a [POISON] ability makes far more sense. Especially since there's infantry, monsters, bikers, cavalry, "MOUNTED", etc...


Yeah, I could very easily see a Poison rule that has something like two values POISON X,X with the Values corresponding to something like Infantry for the first, and everything but infantry/Vehicles for the second or some other kind of combination.

Makes it simple and easy to reference.

4000+
6000+ Order. Unity. Obedience.
Thousand Sons 4000+
:Necron: Necron Discord: https://discord.com/invite/AGtpeD4  
   
Made in us
Terrifying Doombull




 Mr Morden wrote:
 Shakalooloo wrote:
No plasma pistol or combi-weapon stats for the Battle Sister Superior, so presumably most of the 'character kit' will be on the Armoury card?


Or no longer an option


That seems unlikely, since its in the box and 'what's in the box!' is GW mantra these days.
On the other hand, Sisters don't have many weapons, so an armory card just for essentially sergeant gear feels weird. Especially since the melee stuff is on the battle sisters card.
I guess they may have felt the condemnor boltgun and combi-weapons are common to all the sister's squads, so just plunked them together, but couldn't do that with melee weapons since (hopefully) Celestians aren't swinging at WS 4+.

Efficiency is the highest virtue. 
   
 
Forum Index » News & Rumors
Go to: