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Made in us
Inspiring SDF-1 Bridge Officer





Mississippi

So it seems GW has realized it can't compete with Battlescribe or Wahpedia and has decided to just burn everything down by making the "free" versions so awful.

Whether they'll fix things in the Codex/future Munitorium is to be seen, or if they've finally given up for real. Even if GW "fixes" the situation, the monthly Codex releases (and its flip-flopping on which direction to take the rules system - "Do we want balanced or over-the-top this month?") and GWs inability to write tight, balanced rules in the first place doesn't bode well for the state of the game for the short life of 10th.

I'm so glad I bailed on GW's rules. Wish I'd been smart enough to have avoided buying the minis - but at least I can use them in other systems, if I choose.

It never ends well 
   
Made in gb
Longtime Dakkanaut






 Nevelon wrote:

The logic is “if all options are balanced, we don’t need to deal with upgrade costs”

The execution (or failure thereof) is the issue.

That's NOT logical though.

How is the option to take a vox-caster for free supposed to be balanced against not taking a free vox-caster?
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

Damn it. Wrong thread!

This message was edited 2 times. Last update was at 2023/06/19 14:03:00


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




 Lord Damocles wrote:
 Nevelon wrote:

The logic is “if all options are balanced, we don’t need to deal with upgrade costs”

The execution (or failure thereof) is the issue.

That's NOT logical though.

How is the option to take a vox-caster for free supposed to be balanced against not taking a free vox-caster?


the only balance there is when its taking the Vox or taking something else, and even then it needs to make some sort of logical sense why you wouldn't have both

I guess its an option for people who built without but frankly just bake it into the unit rules at this point for stuff like this
   
Made in gb
2nd Lieutenant





leopard wrote:


the only balance there is when its taking the Vox or taking something else, and even then it needs to make some sort of logical sense why you wouldn't have both



Because the plasma gun arms only go with the vox caster body...
   
Made in gb
Longtime Dakkanaut




 Dawnbringer wrote:
leopard wrote:


the only balance there is when its taking the Vox or taking something else, and even then it needs to make some sort of logical sense why you wouldn't have both



Because the plasma gun arms only go with the vox caster body...


seriously?

I mean... what?
   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

It's not true either way.
   
Made in gb
Longtime Dakkanaut




 Kanluwen wrote:
It's not true either way.


this is good, I had visions of a vox caster turning ear wax to plasma and firing it sideways
   
Made in gb
Regular Dakkanaut




 H.B.M.C. wrote:


They're a multi-billion dollar company. When it comes to the miniature gaming market, GW are not the biggest fist in the pond. They are the pond. You cannot play the manpower excuse when they have a rules department whose job it is to do one thing: Write rules.


And when other great games companies like Wyrd, Covus Belli, PP etc can produce well balanced rule sets and provide all rules, cards, army building, game tracking etc in a single digital app format that is updated instantly and is either free or fairly minimal cost...... GW has no excuse for not committing part of their larger resources to doing the same.

Also, I object to the idea the GW are the pond. However, i would agree that their biggest achievement to date is persuading most people that hey are....
   
Made in gb
2nd Lieutenant





leopard wrote:
 Kanluwen wrote:
It's not true either way.


this is good, I had visions of a vox caster turning ear wax to plasma and firing it sideways



The Krieg instructions show you can build either the vox or plasma gun. Hence the restriction on the data sheet for either / or. But thanks Kanluwen for telling me I have no idea what I'm talking about...

This message was edited 1 time. Last update was at 2023/06/19 14:59:10


 
   
Made in us
Arch Magos w/ 4 Meg of RAM






Sunno wrote:

Also, I object to the idea the GW are the pond. However, i would agree that their biggest achievement to date is persuading most people that hey are....


GW 100% is the biggest name in the game. The odds of stores having some amount of GW products is much higher than them storing some Infinity/Malifaux/SW:Legion/etc.

I'd say GW's biggest achievement is not persuading that theyre the biggest name, more that theyre the ones offering the best system and the their cost is the average cost of wargames.

The amount of time i've tried to make people try other games and was told "Oh, it seems worse than 40k" or "Oh ,i don't wanna drop a ton of cash in a new game" is mind boggling.
   
Made in gb
Assassin with Black Lotus Poison





Bristol

 Dawnbringer wrote:
leopard wrote:
 Kanluwen wrote:
It's not true either way.


this is good, I had visions of a vox caster turning ear wax to plasma and firing it sideways



The Krieg instructions show you can build either the vox or plasma gun. Hence the restriction on the data sheet for either / or. But thanks Kanluwen for telling me I have no idea what I'm talking about...


Yep.

For every 10 models in this unit, up to 2 Death
Korps Troopers can each have their lasgun
replaced with one of the following:*
◦ 1 flamer
◦ 1 grenade launcher
◦ 1 meltagun
◦ 1 sniper rifle

■ For every 10 models in this unit, 1 Death Korps
Trooper equipped with a lasgun can be equipped
with one of the following:
◦ 1 vox-caster (that model’s lasgun cannot be
replaced)
◦ 1 plasma gun

So for every 10 models, you get 1 choice of a plasma gun or a vox.

Apparently the training for plasma guns on krieg is a shared class with operating the Vox, and clashes with every other weapon training class.

This message was edited 2 times. Last update was at 2023/06/19 15:11:31


The Laws of Thermodynamics:
1) You cannot win. 2) You cannot break even. 3) You cannot stop playing the game.

Colonel Flagg wrote:You think you're real smart. But you're not smart; you're dumb. Very dumb. But you've met your match in me.
 
   
Made in us
Longtime Dakkanaut




 Dawnbringer wrote:
leopard wrote:
 Kanluwen wrote:
It's not true either way.


this is good, I had visions of a vox caster turning ear wax to plasma and firing it sideways



The Krieg instructions show you can build either the vox or plasma gun. Hence the restriction on the data sheet for either / or. But thanks Kanluwen for telling me I have no idea what I'm talking about...


I haven’t built the kit personally, but it seems you could just put the arms on another body? I do that with skitarii and it’s fine.
   
Made in us
Decrepit Dakkanaut





Biloxi, MS USA

 Dawnbringer wrote:
leopard wrote:
 Kanluwen wrote:
It's not true either way.


this is good, I had visions of a vox caster turning ear wax to plasma and firing it sideways



The Krieg instructions show you can build either the vox or plasma gun. Hence the restriction on the data sheet for either / or. But thanks Kanluwen for telling me I have no idea what I'm talking about...


But Kan's point is that despite what the instructions say, the arms fit on other bodies.

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 fi
Courageous Space Marine Captain






Dandelion wrote:

I haven’t built the kit personally, but it seems you could just put the arms on another body?

You absolutely can.

   
Made in gb
Assassin with Black Lotus Poison





Bristol

 Platuan4th wrote:
 Dawnbringer wrote:
leopard wrote:
 Kanluwen wrote:
It's not true either way.


this is good, I had visions of a vox caster turning ear wax to plasma and firing it sideways



The Krieg instructions show you can build either the vox or plasma gun. Hence the restriction on the data sheet for either / or. But thanks Kanluwen for telling me I have no idea what I'm talking about...


But Kan's point is that despite what the instructions say, the arms fit on other bodies.


Which doesn't matter, as the options for the unit in-game are 1 vox or plasma gun per 10 models. So if you decided to take the plasma gun arms, and put them on a different body to have a plasma gun and a vox in your ten man krieg squad? Congratulations, that unit is not legal to play as a krieg squad. You need to have a 20 model unit of kriegers to get both a plasma gun and a vox.

This message was edited 6 times. Last update was at 2023/06/19 15:49:51


The Laws of Thermodynamics:
1) You cannot win. 2) You cannot break even. 3) You cannot stop playing the game.

Colonel Flagg wrote:You think you're real smart. But you're not smart; you're dumb. Very dumb. But you've met your match in me.
 
   
Made in us
Longtime Dakkanaut




 Crimson wrote:
Dandelion wrote:

I haven’t built the kit personally, but it seems you could just put the arms on another body?

You absolutely can.


Ah, the tyranny of… the instructions writers? Weird
   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

 Dawnbringer wrote:
leopard wrote:
 Kanluwen wrote:
It's not true either way.


this is good, I had visions of a vox caster turning ear wax to plasma and firing it sideways



The Krieg instructions show you can build either the vox or plasma gun.

Do the instructions show that you can put the "Gunner Veteran" arms for the flamer onto the "Medic Veteran" body, with no conversion work needed?

There's really just a single body/arm/head combo that's locked and that is the Demo Specialist. The instructions just show what matches the showcased models.
Hence the restriction on the data sheet for either / or.

Frankly? I doubt that's why. If it had been, they would have locked it immediately via a downloaded datasheet. It never happened.
If I were to make an assumption?

I'd assume that the datasheet was locked that way to prevent exploiting the "Fire on My Position"(Vox-Caster model dies, on a D6 roll of a 4+, every unit within 3" suffers D3 Mortal Wounds. Cult of Sacrifice[the DKoK "suggested" regimental trait via FW] reduced it from 2 to 1 CP) Epic Deed Stratagem last edition, which we know had several books delayed significantly before their final releases.

But thanks Kanluwen for telling me I have no idea what I'm talking about...

You understand that the kit also has to build an Infantry Squad as well, correct?

They have not yet done an actual, dedicated "Death Korps of Krieg" squad release intended for 40k proper. All the instructions are just copy/pastes of the Octarius ones, and I can flat out tell you right now that there are significant alterations you can make to the squad simply by playing around with the arms.
   
Made in gb
Assassin with Black Lotus Poison





Bristol

 Kanluwen wrote:
They have not yet done an actual, dedicated "Death Korps of Krieg" squad release intended for 40k proper. All the instructions are just copy/pastes of the Octarius ones, and I can flat out tell you right now that there are significant alterations you can make to the squad simply by playing around with the arms.


So, you're saying there is an actual, dedicated Death Korp of Krieg release for 40k proper.

Because it's rules are right there in the PDF alongside all of the other actual, dedicated releases for 40k proper, and it can only take 1 plasma gun OR vox per 10 models.

This message was edited 1 time. Last update was at 2023/06/19 15:40:34


The Laws of Thermodynamics:
1) You cannot win. 2) You cannot break even. 3) You cannot stop playing the game.

Colonel Flagg wrote:You think you're real smart. But you're not smart; you're dumb. Very dumb. But you've met your match in me.
 
   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

 A Town Called Malus wrote:

Which doesn't matter, as the options for the unit in-game are 1 vox or plasma gun per 10 models. So if you decided to take the plasma gun arms, and put them on a different body to have a plasma gun and a vox in your ten man krieg squad? Congratulations, that unit is not legal to play. You need to have a 20 model unit of kriegers to get both a plasma gun and a vox.

The Infantry Squad is still a thing...at least for now?
   
Made in gb
Assassin with Black Lotus Poison





Bristol

 Kanluwen wrote:
 A Town Called Malus wrote:

Which doesn't matter, as the options for the unit in-game are 1 vox or plasma gun per 10 models. So if you decided to take the plasma gun arms, and put them on a different body to have a plasma gun and a vox in your ten man krieg squad? Congratulations, that unit is not legal to play. You need to have a 20 model unit of kriegers to get both a plasma gun and a vox.

The Infantry Squad is still a thing...at least for now?


Ah yes, the infantry squad which does not get any of the rules specific to the Death Korp of Krieg squad such as the medpack, or the DKoK unit ability.

So, why is it that Kriegers cannot take a plasma gun and a vox in a 10 man squad when every other battleline infantry squad can (except for the ancient catachans, but they can only take 1 flamer per 5 and 1 vox per 10)? And does it correlate to the printed instruction limitations of the set, regardless of whether the arms can actually be used on other bodies in practice?

This message was edited 3 times. Last update was at 2023/06/19 15:45:49


The Laws of Thermodynamics:
1) You cannot win. 2) You cannot break even. 3) You cannot stop playing the game.

Colonel Flagg wrote:You think you're real smart. But you're not smart; you're dumb. Very dumb. But you've met your match in me.
 
   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

 A Town Called Malus wrote:
 Kanluwen wrote:
They have not yet done an actual, dedicated "Death Korps of Krieg" squad release intended for 40k proper. All the instructions are just copy/pastes of the Octarius ones, and I can flat out tell you right now that there are significant alterations you can make to the squad simply by playing around with the arms.


So, you're saying there is an actual, dedicated Death Korp of Krieg release for 40k proper.

Because it's rules are right there in the PDF alongside all of the other actual, dedicated releases for 40k proper, and it can only take 1 plasma gun OR vox per 10 models.

So, you're saying that those rules were available from the outset?

January 2022 is when the DKoK individual box was released.
November 2022 is when the Cadia Stands army box released, marking the first instance of the "plasma OR vox" coming into effect.

We had KT downloads for quite a few teams over the past few years. DKoK wasn't one of them.
   
Made in gb
Assassin with Black Lotus Poison





Bristol

 Kanluwen wrote:
 A Town Called Malus wrote:
 Kanluwen wrote:
They have not yet done an actual, dedicated "Death Korps of Krieg" squad release intended for 40k proper. All the instructions are just copy/pastes of the Octarius ones, and I can flat out tell you right now that there are significant alterations you can make to the squad simply by playing around with the arms.


So, you're saying there is an actual, dedicated Death Korp of Krieg release for 40k proper.

Because it's rules are right there in the PDF alongside all of the other actual, dedicated releases for 40k proper, and it can only take 1 plasma gun OR vox per 10 models.

So, you're saying that those rules were available from the outset?.


I mean, yes. The rules for the Death Korp of Krieg squad has been available in the Imperial Guard 10th edition rules from the outset of the rules for Imperial Guard in 10th edition being available. Have you actually read them?

This message was edited 3 times. Last update was at 2023/06/19 15:48:53


The Laws of Thermodynamics:
1) You cannot win. 2) You cannot break even. 3) You cannot stop playing the game.

Colonel Flagg wrote:You think you're real smart. But you're not smart; you're dumb. Very dumb. But you've met your match in me.
 
   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

 A Town Called Malus wrote:
 Kanluwen wrote:
 A Town Called Malus wrote:

Which doesn't matter, as the options for the unit in-game are 1 vox or plasma gun per 10 models. So if you decided to take the plasma gun arms, and put them on a different body to have a plasma gun and a vox in your ten man krieg squad? Congratulations, that unit is not legal to play. You need to have a 20 model unit of kriegers to get both a plasma gun and a vox.

The Infantry Squad is still a thing...at least for now?

Ah yes, the infantry squad which does not get any of the rules specific to the Death Korp of Krieg squad such as the medpack, or the DKoK unit ability.

Yes. Same as how anyone who had Cadian Snipers has to use the Infantry Squads.

So, why is it that Kriegers cannot take a plasma gun and a vox in a 10 man squad when every other battleline infantry squad can (except for the ancient catachans, but they can only take 1 flamer per 5 and 1 vox per 10)?

Counterpoint:
Why is it that Krieg can take a Plasma Gun and 2 specials in a 10 man squad when every other battleline infantry squad can not?
And does it correlate to the printed instruction limitations of the set, regardless of whether the arms can actually be used on other bodies in practice?

Why is it that Kasrkin Sergeants cannot take a Hotshot Lasgun, despite the printed instructions and the Kill Team roster actually allowing for it?

The answer is how the hell should I know, the designers constantly screw up when it comes to Guard. I said this last week when the index drop in that it feels like the writers don't actually know what the kits can do.

 A Town Called Malus wrote:

I mean, yes. The rules for the Death Korp of Krieg squad has been available in the Imperial Guard 10th edition rules from the outset of the rules for Imperial Guard in 10th edition being available. Have you actually read them?

So the 10th edition rules have been available since January of 2022?

This is going to be a circular argument it seems. You're hyperfocused on the 10th edition rules, while ignoring that DKoK have been available for over a year now and for almost half a year before the 9th edition codex dropped.

I'm not focused on that. I built three DKoK squads, a pair of Special Weapon Squads, and a Command Squad before the 9E book even dropped. I don't know why precisely they did any of what they did. Nobody but the design team knows why they did it that way.

This message was edited 1 time. Last update was at 2023/06/19 15:54:05


 
   
Made in hk
Mekboy Hammerin' Somethin'






Actually, you can’t attach any Krieg arms to any body - at least not without some degree of modification. They’re quite restrictive. It’s not just the instructions that limit the options.

Build a man a fire, and he'll be warm for a day. Set a man on fire, and he'll be warm for the rest of his life.

Terry Pratchett RIP 
   
Made in gb
Assassin with Black Lotus Poison





Bristol

Then why did you claim that Dawnbringer was wrong when he said that the rules for kriegers prevented them from taking both a plasma gun and a vox in a 10 man squad and the reason that GW imposed such a restriction?

"the only balance there is when its taking the Vox or taking something else, and even then it needs to make some sort of logical sense why you wouldn't have both"

"Because the plasma gun arms only go with the vox caster body..."

According to the official instructions for assembling the models, which is what GW often uses for its idiotic and arbitrary restrictions, that is exactly the reason that kriegers cannot take both a plasma gun and a vox.


Automatically Appended Next Post:
 Kanluwen wrote:

So the 10th edition rules have been available since January of 2022?

This is going to be a circular argument it seems. You're hyperfocused on the 10th edition rules, while ignoring that DKoK have been available for over a year now and for almost half a year before the 9th edition codex dropped.

I'm not focused on that. I built three DKoK squads, a pair of Special Weapon Squads, and a Command Squad before the 9E book even dropped. I don't know why precisely they did any of what they did. Nobody but the design team knows why they did it that way.


Might want to check the topic of the thread then, Kan, I wonder if there might be a reason that people here are focused on what the rules for 10th edition are rather than the rules from a year ago that you want to talk about. From the onset of 10th, what this entire thread is about, Krieg have had rules in the main rules document for the IG, and those rules say 1 vox or plasma gun per ten models, because 1 model in the kit is designed to either use a plasma gun or a vox, just as Dawn said.

This message was edited 4 times. Last update was at 2023/06/19 16:00:19


The Laws of Thermodynamics:
1) You cannot win. 2) You cannot break even. 3) You cannot stop playing the game.

Colonel Flagg wrote:You think you're real smart. But you're not smart; you're dumb. Very dumb. But you've met your match in me.
 
   
Made in gb
Decrepit Dakkanaut







 A Town Called Malus wrote:
Ah yes, the infantry squad which does not get any of the rules specific to the Death Korp of Krieg squad such as the medpack, or the DKoK unit ability.

In fairness - and in a vague attempt to inject a dash of levity into proceedings here - the DKoK squad can't benefit from the medpack yet either, as they have no way to take it in the squad

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
Assassin with Black Lotus Poison





Bristol

 Dysartes wrote:
 A Town Called Malus wrote:
Ah yes, the infantry squad which does not get any of the rules specific to the Death Korp of Krieg squad such as the medpack, or the DKoK unit ability.

In fairness - and in a vague attempt to inject a dash of levity into proceedings here - the DKoK squad can't benefit from the medpack yet either, as they have no way to take it in the squad

Yeah, I also noticed that. Nice to see that my Stealth Suits aren't alone in looking at wargear locked behind a glass case with rules for using them on the table but no rules for acquiring them. Maybe they should set up a support group, Wargear Anonymous.

This message was edited 3 times. Last update was at 2023/06/19 16:07:41


The Laws of Thermodynamics:
1) You cannot win. 2) You cannot break even. 3) You cannot stop playing the game.

Colonel Flagg wrote:You think you're real smart. But you're not smart; you're dumb. Very dumb. But you've met your match in me.
 
   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

 A Town Called Malus wrote:
Then why did you claim that Dawnbringer was wrong when he said that the rules for kriegers prevented them from taking both a plasma gun and a vox in a 10 man squad and the reason that GW imposed such a restriction?

"the only balance there is when its taking the Vox or taking something else, and even then it needs to make some sort of logical sense why you wouldn't have both"
"Because the plasma gun arms only go with the vox caster body..."

Cool, so where's the article discussing that? I'd assume there is one, since we're taking Dawnbringer's statement as fact to be defended.

I get that people assume it's why, but I can point to several kits with instructions that clearly aren't complete nor reflected in the rules.
According to the official instructions for assembling the models, which is what GW often uses for its idiotic and arbitrary restrictions, that is exactly the reason that kriegers cannot take both a plasma gun and a vox.

And yet, you can build a squad with both a plasma gun and a vox.


Might want to check the topic of the thread then, Kan, I wonder if there might be a reason that people here are focused on what the rules for 10th edition are rather than the rules from a year ago that you want to talk about. From the onset of 10th, what this entire thread is about, Krieg have had rules in the main rules document for the IG, and those rules say 1 vox or plasma gun per ten models, because 1 model in the kit is designed to either use a plasma gun or a vox, just as Dawn said.

That's why I mentioned the whole Infantry Squad thing, that you immediately leaped in to try to discredit or something, while ignoring that we do not have a dedicated Infantry Squad kit. The Cadians, Catachans, and DKoK all have to also be able to build that unit.

Also, repeating it since you chose to ignore it:
The instructions aren't the end all, be all. If they truly were? I'd have Kasrkin Sergeants with Hotshot Lasguns right now.


Automatically Appended Next Post:
 Dysartes wrote:
 A Town Called Malus wrote:
Ah yes, the infantry squad which does not get any of the rules specific to the Death Korp of Krieg squad such as the medpack, or the DKoK unit ability.

In fairness - and in a vague attempt to inject a dash of levity into proceedings here - the DKoK squad can't benefit from the medpack yet either, as they have no way to take it in the squad

Dollars to donuts, the medpack wasn't meant to be an upgrade but rather a keyword.

This message was edited 2 times. Last update was at 2023/06/19 16:13:07


 
   
Made in us
Decrepit Dakkanaut





edit : not going to be able to discuss without adding a billion pounds of nuance

This message was edited 2 times. Last update was at 2023/06/19 16:24:11


 
   
 
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