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Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

 Valkyrie wrote:
It's 2x Twin-Linked Autocannons as it was in other iterations before 9th. What's the problem?
If Twin-Linked was a re-roll to hit like it once was, then it would be fine, but it's not that, and Twin-Linking actually hurts quite a few units that have suddenly gone from lots of shots to very few. Probably a unit that could have benefited from one of the new rules, like Sustained Hits.

This message was edited 1 time. Last update was at 2023/06/14 14:00:43


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

 
   
Made in it
Growlin' Guntrukk Driver with Killacannon





Overseas

 tauist wrote:
I am pleasantly surprised GW fixed Deathwatch so quickly. Perhaps there is hope for this edition yet..

Also, liking what I see regarding Imperial Agents. Yesterday, I got a Chaos army from my existing minis, and today I got extra mileage from my Imperial KT21 models. Heck, I might even be able to squeeze in some more models from BSF, not too bad!


Indeed, the BSF loadout still exists for the Zealot in the SoB sheets as well and you can easily use Janus Draik as well. I haven't seen anything for the Navigator yet though.

Related to Imperial Agents, looks like Ephrael Stern is no longer an Imperial Agent and is only in the SoB index. Kyganil also appears quite a bit weaker, so that not bode well for Harlequins tomorrow.
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

I seem to recall some people were hoping that the Castigator would be another AT weapon for Sisters.

Well... not quite.

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

 
   
Made in gb
Longtime Dakkanaut






 H.B.M.C. wrote:
I seem to recall some people were hoping that the Castigator would be another AT weapon for Sisters.

Well... not quite.

JuSt UsE mUlTiMeLtAs
   
Made in us
Terrifying Doombull




Real AT is a problem for a lot of factions. Guard and AdMech are the only ones that can really get around it out of this (today's) batch. (AdMech have few big guns, but have lascannons or equivalents and anti-vehicle scattered around the list to support them)

Even knights struggle a bit with their model and weapon limitations.


I worry about orks, because its been a recurring problem for them. Craftworld eldar and necrons should be fine.

This message was edited 2 times. Last update was at 2023/06/14 14:21:13


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






Versteckt in den Schatten deines Geistes.

I'm surprised that Grey Knights lost all their HTH weapons.

I'd've thought that, at the very least, the hammers would stay as a heavy option, and the twin falchions as a more attacks/twin-linked option.

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

 
   
Made in au
Liche Priest Hierophant







 H.B.M.C. wrote:
I seem to recall some people were hoping that the Castigator would be another AT weapon for Sisters.

Well... not quite.

It does try very hard at least, with the hit rerolls and all.
Trying is half the battle afterall
   
Made in au
Regular Dakkanaut




Hehe anyone else notice how the other day GW said the Imperial Knights and Chaos Knights would have separate PDFs? Well the Imperial Knights one has the Chaos Knights tacked on the end. It's not a problem just thought it was funny, a 54 page doc just on Knights, all knights all the time.
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

Hang on... weren't Torsion Cannons meant to be single-shot anti-tank weapons?

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

 
   
Made in ca
Arch Magos w/ 4 Meg of RAM






 H.B.M.C. wrote:
Hang on... weren't Torsion Cannons meant to be single-shot anti-tank weapons?


nah, theyre basically weird gravguns. They used to be lascannon equivalents stats-wise tho
   
Made in it
Growlin' Guntrukk Driver with Killacannon





Overseas

Voss wrote:
Real AT is a problem for a lot of factions. Guard and AdMech are the only ones that can really get around it out of this (today's) batch. (AdMech have few big guns, but have lascannons or equivalents and anti-vehicle scattered around the list to support them)

Even knights struggle a bit with their model and weapon limitations.


I worry about orks, because its been a recurring problem for them. Craftworld eldar and necrons should be fine.

That's a long term struggle for 40k. Make AT too good or too common and vehicles are mostly pointless. Make vehicles too tough, or AT too weak and we wind up with parking lots which are no fun.

I'm hoping they walk the tightrope a little better this edition since I've never enjoyed Rhino's and Landraiders lasting 1 or 2 rounds before blowing up or being rendered into a near useless profile.
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

Sure was hoping that with each Russ variant getting its own sheet that we could see some of the differences in stats - such as a slower, more heavily armoured Demolisher (M8"/T12 vs the M10"/T11 of a regular Russ). Shame they didn't do that...

 VladimirHerzog wrote:
nah, theyre basically weird gravguns. They used to be lascannon equivalents stats-wise tho
And grav-guns are anti-tank, and they were like Lascannons.

So they were anti-tank weapons... and now they're inexplicably anti-infantry weapons.

This message was edited 1 time. Last update was at 2023/06/14 14:38:41


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





 H.B.M.C. wrote:
I'm surprised that Grey Knights lost all their HTH weapons.

C'mon after Nids Warriors you are still surprised?
   
Made in us
Terrifying Doombull




 The Red Hobbit wrote:
Voss wrote:
Real AT is a problem for a lot of factions. Guard and AdMech are the only ones that can really get around it out of this (today's) batch. (AdMech have few big guns, but have lascannons or equivalents and anti-vehicle scattered around the list to support them)

Even knights struggle a bit with their model and weapon limitations.


I worry about orks, because its been a recurring problem for them. Craftworld eldar and necrons should be fine.

That's a long term struggle for 40k. Make AT too good or too common and vehicles are mostly pointless. Make vehicles too tough, or AT too weak and we wind up with parking lots which are no fun.

I'm hoping they walk the tightrope a little better this edition since I've never enjoyed Rhino's and Landraiders lasting 1 or 2 rounds before blowing up or being rendered into a near useless profile.


Just going by what's released, I'm not sure that they've walked it well.
If you're Marines, Guard or AdMech, you've definitely got the tools to handle tanks, though AdMech seems slightly easier to screw up. If you're vanilla Chaos marines or either flavor Knights, you can probably build for it, but can easily end up without enough.
Everybody else has a struggle on their hands (Xenos pending)

This message was edited 1 time. Last update was at 2023/06/14 14:58:25


Efficiency is the highest virtue. 
   
Made in ca
Arch Magos w/ 4 Meg of RAM






 H.B.M.C. wrote:
Sure was hoping that with each Russ variant getting its own sheet that we could see some of the differences in stats - such as a slower, more heavily armoured Demolisher (M8"/T12 vs the M10"/T11 of a regular Russ). Shame they didn't do that...

 VladimirHerzog wrote:
nah, theyre basically weird gravguns. They used to be lascannon equivalents stats-wise tho
And grav-guns are anti-tank, and they were like Lascannons.

So they were anti-tank weapons... and now they're inexplicably anti-infantry weapons.



They work by "grabbing" stuff in gravitational fields then rotating these field opposite of each other. Easier to grab small infantry than to grab a tank i guess
   
Made in de
Servoarm Flailing Magos




Germany

 H.B.M.C. wrote:
Sure was hoping that with each Russ variant getting its own sheet that we could see some of the differences in stats - such as a slower, more heavily armoured Demolisher (M8"/T12 vs the M10"/T11 of a regular Russ). Shame they didn't do that...

 VladimirHerzog wrote:
nah, theyre basically weird gravguns. They used to be lascannon equivalents stats-wise tho
And grav-guns are anti-tank, and they were like Lascannons.

So they were anti-tank weapons... and now they're inexplicably anti-infantry weapons.



To be fair, their anti-tank stats were a weird disconnect from their description in the fluff.
   
Made in us
Decrepit Dakkanaut





 Lord Damocles wrote:
 H.B.M.C. wrote:
I seem to recall some people were hoping that the Castigator would be another AT weapon for Sisters.

Well... not quite.

JuSt UsE mUlTiMeLtAs


EDIT: Invalid example

This message was edited 2 times. Last update was at 2023/06/14 16:58:23


 
   
Made in si
Foxy Wildborne







I heard from a reliable source on 4chan that 11th will be playtested.

The old meta is dead and the new meta struggles to be born. Now is the time of munchkins. 
   
Made in it
Growlin' Guntrukk Driver with Killacannon





Overseas

Voss wrote:
 The Red Hobbit wrote:
Voss wrote:
Real AT is a problem for a lot of factions. Guard and AdMech are the only ones that can really get around it out of this (today's) batch. (AdMech have few big guns, but have lascannons or equivalents and anti-vehicle scattered around the list to support them)

Even knights struggle a bit with their model and weapon limitations.


I worry about orks, because its been a recurring problem for them. Craftworld eldar and necrons should be fine.

That's a long term struggle for 40k. Make AT too good or too common and vehicles are mostly pointless. Make vehicles too tough, or AT too weak and we wind up with parking lots which are no fun.

I'm hoping they walk the tightrope a little better this edition since I've never enjoyed Rhino's and Landraiders lasting 1 or 2 rounds before blowing up or being rendered into a near useless profile.


Just going by what's released, I'm not sure that they've walked it well.
If you're Marines, Guard or AdMech, you've definitely got the tools to handle tanks, though AdMech seems slightly easier to screw up. If you're vanilla Chaos marines or either flavor Knights, you can probably build for it, but can easily end up without enough.
Everybody else has a struggle on their hands (Xenos pending)


Overall I agree, Marines have tools to handle everything (benefits of getting endless releases), AdMech, Eldar, CSM and Knights are well built for AT; I'd say Guard as well depending on cheap they are pointed out. That said it's hard to say without playing, but this may be the first time in a long while that a Landraider has a spot on the table (points dependent). From their design ethos it looks like they took all the spammable old AT weapons and made them S8 or S9 to pop light vehicles and skimmers, while only the single/double shot weapons (Lascannons & Bright/Dark Lances) are true Anti-Tank. Which is a reasonable place to start but it gets tricky when some factions identity mean using only certain weapons and thus never have a Lascannon / Bright Lance equivalent. They may have tricks up their sleeve like a faction/detachment, or easy access to +1 W stratagems or leaders but its hard to see how well that's going to work out without the points and just playing the game.

Then there's Orks where the missiles hits on a 5+ anyways
   
Made in us
Longtime Dakkanaut






Richmond, VA

The Sisters characters have such strange unit restrictions. Some can join Novitiate units, others can't and it seems so random.

Skitarii all come in 10-man units now. No MSU for AdMech.

A bit bummed you can't run a pure Imperial Agents army either, but not a big surprise.

The weapon consolidation and stupid restrictions continue to needle me.

EDIT: Didn't Commissars have an option for Power Fists previously? I feel like the Tempestor Prime and the Commissar got sprue-locked. Turns out that happened before the last Codex release.

But now Attaches come with all three models. You can't just take one.

This message was edited 2 times. Last update was at 2023/06/14 15:41:40


 
   
Made in hu
Pyromaniac Hellhound Pilot





 Daedalus81 wrote:

Or have I interpreted MD incorrectly?

MD is 1/phase/unit, so you should only substitute the damage and pray for the Emperor for good rolls otherwise.

My armies:
14000 points 
   
Made in fi
Dakka Veteran




Vihti, Finland

Huh, SoB Castigator seems to be actually good. Besides, re-rolls to hit depending on weapon and target, it now forces battleshock test if hit.

And IG can get bit silly with how units attach to each other.
   
Made in us
Decrepit Dakkanaut





Biloxi, MS USA

 Scottywan82 wrote:


A bit bummed you can't run a pure Imperial Agents army either, but not a big surprise.


I could see them getting an Arbites or Navy Detachment via White Dwarf.

You know you're really doing something when you can make strangers hate you over the Internet. - Mauleed
Just remember folks. Panic. Panic all the time. It's the only way to survive, other than just being mindful, of course-but geez, that's so friggin' boring. - Aegis Grimm
Hallowed is the All Pie
The Before Times: A Place That Celebrates The World That Was 
   
Made in us
Longtime Dakkanaut






Richmond, VA

 Platuan4th wrote:
 Scottywan82 wrote:


A bit bummed you can't run a pure Imperial Agents army either, but not a big surprise.


I could see them getting an Arbites or Navy Detachment via White Dwarf.


That would be fun. I am keeping my fingers crossed for a Judge model to lead a small force of Arbites.
   
Made in us
Decrepit Dakkanaut





Biloxi, MS USA

 Scottywan82 wrote:
 Platuan4th wrote:
 Scottywan82 wrote:


A bit bummed you can't run a pure Imperial Agents army either, but not a big surprise.


I could see them getting an Arbites or Navy Detachment via White Dwarf.


That would be fun. I am keeping my fingers crossed for a Judge model to lead a small force of Arbites.


Same. I'm still gonna build an Arbite force with Arbites Russes and Chimeras for Narrative games.

You know you're really doing something when you can make strangers hate you over the Internet. - Mauleed
Just remember folks. Panic. Panic all the time. It's the only way to survive, other than just being mindful, of course-but geez, that's so friggin' boring. - Aegis Grimm
Hallowed is the All Pie
The Before Times: A Place That Celebrates The World That Was 
   
Made in us
Ancient Venerable Dark Angels Dreadnought





Figured people would be more pissed frat sisters can only be taken in squads of 10 now
   
Made in it
Growlin' Guntrukk Driver with Killacannon





Overseas

Squads of 10 seem pretty common in 10e, I'm surprised they squatted regular Celestians though.

Overall looks like Sisters have a sizeable number of defensive abilities.
   
Made in gb
Junior Officer with Laspistol




Manchester, UK

A guard Infantry Squad with heavy weapon teams, can't take maximum special weapons or voxes because it would only have 9 or 18-19 models in it. Special/vox are 1 per 10 models. Can't have 2 specials, 2 voxes, and 2 heavies at the same time.

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 gb
Long-Range Land Speeder Pilot




UK

A stupid question on Imperial Guard - a few units can take multiple leaders, and some of the leader units have multiple models. Each of these instances seems to have a rule stating that when the bodyguard unit dies off, the leader units attached separate, at their original starting strength. So if a precision weapon knocks out a few command squad models, do they immediately resurrect when the bodyguard dies?

And is it just me, or is the Exterminator actually not terrible? Seems like a better option than the LRBT if you plan on getting close up.
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

 Insularum wrote:
And is it just me, or is the Exterminator actually not terrible? Seems like a better option than the LRBT if you plan on getting close up.
It got the better end of the bargain compared to the Hydra, that's for certain. Lost two shots, but gained Rapid Fire 4 and Twin-Linked.

[EDIT]: Just realised that tanks don't come in squadrons any more. One step forward, two steps back...


This message was edited 2 times. Last update was at 2023/06/14 16:24:39


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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