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Made in mx
Towering Hierophant Bio-Titan




Mexico

I was expecting them to be the counterpart of Thousands Sons, turns out they are the counterpart of GSC with all that teleporting.

IMHO surprisingly fits, my local GK players love teleporting around.
   
Made in us
Terrifying Doombull




Well. Ok then.
Teleporting and 2+ saves

Finally a weapon that feels like the 4+ WS is there for a reason- the big hammer on the babywalker is a pure upgrade otherwise.

[Psychic] on psycannons and psilencers feels like a detriment. And psilencers look dubious. GK look like they need higher strength/AP/damage weapons, not just more shots.

Efficiency is the highest virtue. 
   
Made in pl
Dominating Dominatrix





This article has reminded me how badly GK need new models. Purgation ones look like a chibi figures

This message was edited 1 time. Last update was at 2023/05/26 13:16:07


 
   
Made in de
Servoarm Flailing Magos




Germany

Voss wrote:
Well. Ok then.
Teleporting and 2+ saves

Finally a weapon that feels like the 4+ WS is there for a reason- the big hammer on the babywalker is a pure upgrade otherwise.

[Psychic] on psycannons and psilencers feels like a detriment. And psilencers look dubious. GK look like they need higher strength/AP/damage weapons, not just more shots.


I highly suspect that there is a least one [Leader] character that tacks stuff onto [Psychic] weapons, probably more via powers or Stratagems. Dealing out keyworded bonuses willy-nilly seems a thing this time around - and high numbers of shots are always valuable in that paradigm because they give you more triggers. At least GW seems to think that.
   
Made in mx
Towering Hierophant Bio-Titan




Mexico

The 2+ is to simulate being smaller and thus harder to hit
   
Made in de
Servoarm Flailing Magos




Germany

 Shadow Walker wrote:
This article have reminded me how badly GK need new models.


The proportions, man, the proportions:



That looks like a skinny fashion model with a gourd on their head juggling with anvils and sledgehammers
   
Made in au
Longtime Dakkanaut





The image of land raiders teleporting around is amusing

   
Made in pl
Dominating Dominatrix





So we have Deldar, GSC, something for SM supplements, and possibly Imperial Agents left?
   
Made in us
Arch Magos w/ 4 Meg of RAM






2+ save is weird, might be a typo? (we've seen a few of those already)


(nvm, the fluff text confirms its on purpose, sheeeeesh thats gonna be strong)

This message was edited 1 time. Last update was at 2023/05/26 13:24:01


 
   
Made in de
Servoarm Flailing Magos




Germany

 Shadow Walker wrote:
So we have Deldar, GSC, something for SM supplements, and possibly Imperial Agents left?


Pretty much, and it's not entirely clear Agents will get their own preview, we just assumed because they get a card deck. I guess they could also do a general overview of what's going to happen with all the Imperial Armour stuff and Legends to pad out the week if they wanted to.
   
Made in us
Terrifying Doombull




Don't forget the breadboxes duct-taped to their left arm!

On the upside, its a single weekend's release to redo the whole faction.

I suspect we will see it next year. (or spring 2025)

I highly suspect that there is a least one [Leader] character that tacks stuff onto [Psychic] weapons, probably more via powers or Stratagems.

Yeah, I figure there's a ranged counterpart to the melee strat.

Purifying flame needs help, too. Sure you wound infantry on 2+, but... that's about it.


 VladimirHerzog wrote:
2+ save is weird, might be a typo? (we've seen a few of those already)

We've seen things that some people want to be typos. But no, this is specifically called out in the article.

This message was edited 1 time. Last update was at 2023/05/26 13:22:54


Efficiency is the highest virtue. 
   
Made in pl
Dominating Dominatrix





 VladimirHerzog wrote:
2+ save is weird, might be a typo? (we've seen a few of those already)

“Grey Knights have also become tougher and more elite, as befits their reputation and tactics, with many units gaining an improvement to their Save characteristic – often to 2+! ''
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

So this rule uses discrete unit amounts for 4 sizes of game, whereas others are points-based with 3 sizes of game.

The inconsistency is so frustrating.

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

 
   
Made in gb
Dakka Veteran



Derbyshire, UK

 VladimirHerzog wrote:
2+ save is weird, might be a typo? (we've seen a few of those already)


It's mentioned in the text of the article as well, so I doubt it. I think they're getting upgraded to artificer armour, at least for the elites.
   
Made in us
Arch Magos w/ 4 Meg of RAM






Voss wrote:

We've seen things that some people want to be typos. But no, this is specifically called out in the article.


yeah, just spotted it

(and i was referring to the sisters of silence swords having a BS instead of WS)
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

Tsagualsa wrote:
The proportions, man, the proportions:
The transition from metal to plastic caused their heads and Storm Bolters to grow. It's kinda weird.

Weirder still is a GK Grand Master who just has one psychic power, and always the same psychic power.

I also find it strange that Nemesis Force Swords, Nemesis Force Halberds, Nemesis Daemon Hammers, Nemesis Falchions, and Nemesis Matt Warding Staves are all the same thing. On the brightside, they're not called Nemesis DOOOOOOMfists again...

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

 
   
Made in pl
Dominating Dominatrix





Hopefully after faction focuses are over they will get us the unrevealed so far stats for Leviathan units. I want to see ones for Psychophage.
   
Made in us
Terrifying Doombull




 H.B.M.C. wrote:
Tsagualsa wrote:
The proportions, man, the proportions:
The transition from metal to plastic caused their heads and Storm Bolters to grow. It's kinda weird.

Weirder still is a GK Grand Master who just has one psychic power, and always the same psychic power.

I also find it strange that Nemesis Force Swords, Nemesis Force Halberds, Nemesis Daemon Hammers, Nemesis Falchions, and Nemesis Matt Warding Staves are all the same thing. On the brightside, they're not called Nemesis DOOOOOOMfists again...

Consolidation: not just for chaos anymore.

Though I suspect hammers will be still be around for characters and a few units.

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






Versteckt in den Schatten deines Geistes.

Voss wrote:
Consolidation: not just for chaos anymore.
You'd at least thing that Falchions would be the same but with Twin-Linked or something? Or maybe it's because this is a Purgation Squad, and they don't have the options?

Voss wrote:
Though I suspect hammers will be still be around for characters and a few units.
That's probably correct.

This message was edited 1 time. Last update was at 2023/05/26 13:36:41


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

 
   
Made in fi
Locked in the Tower of Amareo





Tsagualsa wrote:
Voss wrote:
Well. Ok then.
Teleporting and 2+ saves

Finally a weapon that feels like the 4+ WS is there for a reason- the big hammer on the babywalker is a pure upgrade otherwise.

[Psychic] on psycannons and psilencers feels like a detriment. And psilencers look dubious. GK look like they need higher strength/AP/damage weapons, not just more shots.


I highly suspect that there is a least one [Leader] character that tacks stuff onto [Psychic] weapons, probably more via powers or Stratagems. Dealing out keyworded bonuses willy-nilly seems a thing this time around - and high numbers of shots are always valuable in that paradigm because they give you more triggers. At least GW seems to think that.


Well there's already devastating wound for melee. Wouldn't surprise same for guns.

2024 painted/bought: 109/109 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

I can't be the only one who thinks the emphasis on teleportation as an army-defining rule is a bit odd. The specific detachment is a Teleport Strike Force, for which this rule works wonderfully well, but presumably there will be other GK detachments that don't have such an emphasis on teleportation, and yet this rule will remain?

I'm not saying that GKs shouldn't have teleportation rules - they're GKs; of course they should! - but they should be native to the units in question, not a blanket rule that allows for oddities like teleporting Land Raiders.

It just screams "Flanderisation". GKs once had an emphasis on teleporting elite Terminators, that was transferred to regular Power Armour Squads with Teleport Attack Squads, who eventually morphed into teleport-jump pack troops, to teleporting Dreadknights, to emergency teleporting shunt units... to teleporting Land Raiders. It's nearly Space Wolves levels of conceptual drift.

Query: Do we know yet what the Psychic ability actually does?

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

 
   
Made in de
Servoarm Flailing Magos




Germany

 H.B.M.C. wrote:
I can't be the only one who thinks the emphasis on teleportation as an army-defining rule is a bit odd. The specific detachment is a Teleport Strike Force, for which this rule works wonderfully well, but presumably there will be other GK detachments that don't have such an emphasis on teleportation, and yet this rule will remain?

I'm not saying that GKs shouldn't have teleportation rules - they're GKs; of course they should! - but they should be native to the units in question, not a blanket rule that allows for oddities like teleporting Land Raiders.

It just screams "Flanderisation". GKs once had an emphasis on teleporting elite Terminators, that was transferred to regular Power Armour Squads with Teleport Attack Squads, who eventually morphed into teleport-jump pack troops, to teleporting Dreadknights, to emergency teleporting shunt units... to teleporting Land Raiders. It's nearly Space Wolves levels of conceptual drift.

Query: Do we know yet what the Psychic ability actually does?


We do not know yet that the Land Raiders do have this rule - in the Custodes preview, we did see units that are (presumably) part of a Faction, but do not get the Faction rule, so the Land Raiders could be excluded as well.
   
Made in us
Regular Dakkanaut




Where's Karol? Karol so what do you think? I don't play grey knight but from an outside observer I think they look pretty good. Movment is super strong and 2+ saves all around looks tough in particular with ap droping all around. I like seeing that they are changing profili around for space marines so they can be a little difrent from each other.

Honestly makes me wonder why death guard wasent just given an extra wound to represent the abundance of sickly flesh but ya from a non grey knight player this looks pretty good for a teaser.

This message was edited 1 time. Last update was at 2023/05/26 14:02:39


 
   
Made in us
Arch Magos w/ 4 Meg of RAM






Boosykes wrote:
Where's Karol? Karol so what do you think? I don't play grey knight but from an outside observer I think they look pretty good. Movment is super strong and 2+ saves all around looks tough in particular with ap droping all around. I like seeing that they are changing profili around for space marines so they can be a little difrent from each other.

Honestly makes me wonder why death guard wasent just given an extra wound to represent the abundance of sickly flesh but ya from a non grey knight player this looks pretty good for a teaser.


probably gonna bitch that theres no difference between termis and regular dudes anymore or something
   
Made in pl
Dominating Dominatrix





 H.B.M.C. wrote:


Query: Do we know yet what the Psychic ability actually does?

From the leaked rules:
[Thumb - Bez tytułu.jpg]

   
Made in gb
Infiltrating Broodlord





England

Being able to swap flanks, drop on any objective every turn seems incredibly strong.

(People complained about the GSC redeploy strat when I used it.)

Plus they get gain Fly when they auto advance 6”…

All on super heavy infantry.

As some that loves fast, manoeuvreable armies, this seems a tad over tuned.

 Nostromodamus wrote:
Please don’t necro to ask if there’s been any news.
 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

So the psychic ability doesn't really do anything.

Total War Warhammer has this odd issue where some things get 'Flaming Attacks', but flaming attacks don't really do anything beyond what regular attacks do. It's not extra damage, it's just an attack which is "Flaming".

Units with regeneration are vulnerable to Flaming attacks as it negates their regeneration, however there are far more things in the game with varying levels of flame resistance than there are with regeneration. Thus, in effect, flaming attacks are more of a detriment than a boon, as in most cases they make the enemy less vulnerable to your attacks.

So far all "Psychic" seems to do is give certain units a better chance of avoiding it.

This message was edited 1 time. Last update was at 2023/05/26 14:27:16


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

 
   
Made in gb
Junior Officer with Laspistol




Manchester, UK

 Souleater wrote:
...this seems a tad over tuned.


I'm guessing they will be pretty expensive in points if they get these cool abilities?

The Tvashtan 422nd "Fire Leopards" - Updated 19/03/11

"Never attribute to malice that which is adequately explained by stupidity." - Hanlon's Razor 
   
Made in de
Servoarm Flailing Magos




Germany

 Trickstick wrote:
 Souleater wrote:
...this seems a tad over tuned.


I'm guessing they will be pretty expensive in points if they get these cool abilities?


It will also be auto-correcting because that Deep Strike stuff needs you to set up at least 9'' from your enemy, and Advancing (to teleport) prevents you from shooting and charging. If you overuse these, you are very mobile, but you don't actually do much, while your enemy walks around the table and shrinks the zones where you can set up again.
   
Made in ca
Nihilistic Necron Lord




The best State-Texas

Well, I never would have guessed this to be the GK army mechanic. Can't really evaluate it that well until we see the full picture.

4000+
6000+ Order. Unity. Obedience.
Thousand Sons 4000+
:Necron: Necron Discord: https://discord.com/invite/AGtpeD4  
   
 
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