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Made in us
Agile Revenant Titan




Florida

Has some clarifications across factions. I assume GW will release an article advising as such.

Aeldari summary for example.

Aeldari:

Spiritseer can no longer resurrect Wraiths in the opponent's command phase.

Wraithguard can no longer shoot into combat when attacked in melee.

Autarch Reaper Launcher damage on 2-shot profile reduced to 1.

Wave Serpent number of shots on Twin Stacannon reduced to 2.

Autarch can now eqip all gear without restrictions, allowing to recreate the model from 9th edition codex cover.

Corsairs can be included in Ynnari.

Wave Serpent Shield discharge is restricted to its shooting phase.

No earth shattering, thought provoking quote. I'm just someone who was introduced to 40K in the late 80's and it's become a lifelong hobby. 
   
Made in us
Confessor Of Sins





Tacoma, WA, USA

Most, but not all, of the indexes have been updated in the Downloads section of Warhammer Community.
   
Made in fr
Pewling Menial




I checked a handful of errors I remembered. All were fixed :
- firing deck missing on some rhinos
- wolf scouts with only 1pv
- some dreadnoughts missing the "Dreadnought" keyword

I hope we'll get a changelog.
   
Made in fi
Courageous Space Marine Captain






Sarigar wrote:

Corsairs can be included in Ynnari.


Finally! They will go aesthetically together perfectly.

I hope they update the Index PDFs too. (EDIT: Apparently they did.)


This message was edited 1 time. Last update was at 2023/07/26 14:20:43


   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

They added kit-based weapon restrictions to Traitor Guard units.

*sigh*


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

 
   
Made in gb
Towering Hierophant Bio-Titan






Change log for datacards

https://www.warhammer-community.com/wp-content/uploads/2023/05/YRK9ZpspblzJHLb7.pdf
   
Made in us
Warp-Screaming Noise Marine





Well, it's pretty obvious we're in the "open beta" stage of this edition Anyway, glad to see the fixes coming, I hope that we'll get even more soon.

Drukhari - 4.7k
Space Marines - 3.1k
Chaos Space Marines - 2.9k
Harlequins - 0.9k
 
   
Made in us
Maddening Mutant Boss of Chaos





Albany, NY

Baal Predator got Deadly Demise. That one seemed wrong in my first game of 10th.

   
Made in us
Terrifying Doombull






Huh. Looks like they 're-fixed' the autarch weapon options again. Glad they learned nothing from the previous eldar codex.


Votann 'appraising glare' enhancement actually functions now. Their special character got hit with the eldar nerf.


They... had to special rule in majority toughness for grot units. That feels like such a basic design failure.

Love the fixes to space marine units they're obliterating. That just feels bad.

Ooo. Barbgaunts got brought in line with other disruption units and can only affect 1 unit at a time. Still easy to take multiple units and have a big impact, but its no longer quite as stupid.

This message was edited 1 time. Last update was at 2023/07/26 15:16:45


Efficiency is the highest virtue. 
   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

Time to send off another email for Kasrkin Sergeants getting a basic weapon option, I guess!
   
Made in us
Confessor Of Sins





Tacoma, WA, USA

Voss wrote:
They... had to special rule in majority toughness for grot units. That feels like such a basic design failure.
Given that the Core Rules explicitly tell you to use the highest Toughness in the unit (except for Leader models), the Grot unit special rule is necessary to give the unit to T2 without putting the Handlers at T2. No design flaw, just a unit that needs to work opposite of the standard rules.
   
Made in us
Terrifying Doombull




 alextroy wrote:
Voss wrote:
They... had to special rule in majority toughness for grot units. That feels like such a basic design failure.
Given that the Core Rules explicitly tell you to use the highest Toughness in the unit (except for Leader models), the Grot unit special rule is necessary to give the unit to T2 without putting the Handlers at T2. No design flaw, just a unit that needs to work opposite of the standard rules.

Which is a design flaw. If your core rule doesn't work for the most obvious example of a mixed toughness unit, you've done screwed up. Especially since I'm having a hard time thinking of another example that doesn't fall under the leader exemption or that they didn't bail on for completely different rules (tau drones). Ogryn bodyguards, maybe?

This message was edited 2 times. Last update was at 2023/07/26 15:30:14


Efficiency is the highest virtue. 
   
Made in gb
Longtime Dakkanaut




 SarisKhan wrote:
Well, it's pretty obvious we're in the "open beta" stage of this edition Anyway, glad to see the fixes coming, I hope that we'll get even more soon.


Early Access/Pre-Alpha testing
   
Made in fr
Locked in the Tower of Amareo





So 9e was alpha test as well since it got errataes as well?

2024 painted/bought: 109/109 
   
Made in us
Confessor Of Sins





Tacoma, WA, USA

Voss wrote:
 alextroy wrote:
Voss wrote:
They... had to special rule in majority toughness for grot units. That feels like such a basic design failure.
Given that the Core Rules explicitly tell you to use the highest Toughness in the unit (except for Leader models), the Grot unit special rule is necessary to give the unit to T2 without putting the Handlers at T2. No design flaw, just a unit that needs to work opposite of the standard rules.

Which is a design flaw. If your core rule doesn't work for the most obvious example of a mixed toughness unit, you've done screwed up. Especially since I'm having a hard time thinking of another example that doesn't fall under the leader exemption or that they didn't bail on for completely different rules (tau drones). Ogryn bodyguards, maybe?
You have noted a perfect example. An Ogryn Bodyguard attached to a Command Squad gives the unit T5 while it is alive, but not while the Command Squad is leading another unit as the bodyguard unit's Toughness is used in those cases.

So we have 2 cases with different results. One of them would need a special rule to work as they currently do. Are there any other cases we can use to determine if GW got the rule backwards? If not, there is no design flaw, just a choice as to where to draw the line.
   
Made in gb
Sneaky Sniper Drone





UK

Any idea if they are going to add the legends to the app as it would be really useful to be able to add them in battleforge.


-My cults stuff-
=====Begin Dakka Geek Code=====
DC:70+S++G+MB+I++Pw40k87-D++A++++/wWD090R+T(Pic)DM+
======End Dakka Geek Code====== 
   
Made in us
Decrepit Dakkanaut





Biloxi, MS USA

 Drakheart wrote:
Any idea if they are going to add the legends to the app as it would be really useful to be able to add them in battleforge.


I'm going to venture no since they were released before this update and the previous app didn't have them either.

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




 H.B.M.C. wrote:
They added kit-based weapon restrictions to Traitor Guard units.

*sigh*


Don't think it's FULLY kit based. It says max two of the same one, and the kits come with 1 each right?


Automatically Appended Next Post:
Also I love how much needed to be fixed. Really shows the lack of care in creating the indices to begin with.

This message was edited 1 time. Last update was at 2023/07/26 16:09:53


 
   
Made in gb
Longtime Dakkanaut






Going by the changelog, the Terminator Captain can still be left unable to fight in close combat, despite fixes to a bunch of other units with the same problem; and Death Guard Cultists still inexplicably have merged weapons while Chaos Marine cultists have distinct pistol+CCW and autogun options.


EviscerationPlague wrote:
 H.B.M.C. wrote:
They added kit-based weapon restrictions to Traitor Guard units.

*sigh*


Don't think it's FULLY kit based. It says max two of the same one, and the kits come with 1 each right?

I wonder if that is so that you can mash both units from Blackstone Fortress together to make one WYSIWYG legal unit..?
EDIT: Nope, you're still a guy short

This message was edited 2 times. Last update was at 2023/07/26 16:18:42


 
   
Made in us
Impassive Inquisitorial Interrogator






 alextroy wrote:
Voss wrote:
 alextroy wrote:
Voss wrote:
They... had to special rule in majority toughness for grot units. That feels like such a basic design failure.
Given that the Core Rules explicitly tell you to use the highest Toughness in the unit (except for Leader models), the Grot unit special rule is necessary to give the unit to T2 without putting the Handlers at T2. No design flaw, just a unit that needs to work opposite of the standard rules.

Which is a design flaw. If your core rule doesn't work for the most obvious example of a mixed toughness unit, you've done screwed up. Especially since I'm having a hard time thinking of another example that doesn't fall under the leader exemption or that they didn't bail on for completely different rules (tau drones). Ogryn bodyguards, maybe?
You have noted a perfect example. An Ogryn Bodyguard attached to a Command Squad gives the unit T5 while it is alive, but not while the Command Squad is leading another unit as the bodyguard unit's Toughness is used in those cases.

So we have 2 cases with different results. One of them would need a special rule to work as they currently do. Are there any other cases we can use to determine if GW got the rule backwards? If not, there is no design flaw, just a choice as to where to draw the line.


And yet Proteus Kill teams have to count as T4 unless you max out termies (+1 bike) and don't attach any characters because it goes by majority. This is the same rule as kill teams but even dumber because it's grots and not Marimes and Bikes/termies.
   
Made in us
Fixture of Dakka





 ProfSrlojohn wrote:
 alextroy wrote:
Voss wrote:
 alextroy wrote:
Voss wrote:
They... had to special rule in majority toughness for grot units. That feels like such a basic design failure.
Given that the Core Rules explicitly tell you to use the highest Toughness in the unit (except for Leader models), the Grot unit special rule is necessary to give the unit to T2 without putting the Handlers at T2. No design flaw, just a unit that needs to work opposite of the standard rules.

Which is a design flaw. If your core rule doesn't work for the most obvious example of a mixed toughness unit, you've done screwed up. Especially since I'm having a hard time thinking of another example that doesn't fall under the leader exemption or that they didn't bail on for completely different rules (tau drones). Ogryn bodyguards, maybe?
You have noted a perfect example. An Ogryn Bodyguard attached to a Command Squad gives the unit T5 while it is alive, but not while the Command Squad is leading another unit as the bodyguard unit's Toughness is used in those cases.

So we have 2 cases with different results. One of them would need a special rule to work as they currently do. Are there any other cases we can use to determine if GW got the rule backwards? If not, there is no design flaw, just a choice as to where to draw the line.


And yet Proteus Kill teams have to count as T4 unless you max out termies (+1 bike) and don't attach any characters because it goes by majority. This is the same rule as kill teams but even dumber because it's grots and not Marimes and Bikes/termies.


That's because the Proteus Kill Team has its own special rule for determining toughness that doesn't seem to have been written with character attachments in mind.
   
Made in us
Confessor Of Sins





Tacoma, WA, USA

I don't see how the Kill Team Toughness rule cares about Leaders one way or another. The Kill Team is the bodyguard units and all attacks against the Attached Unit are resolved against the Kill Team's Toughness. That means you apply the Toughness as determined per the rules for the Kill Team bodyguard unit, disregarding any models leading the unit.

You do have to give GW negative props for managing to have three different ways of how to determine a unit's Toughness over such a small subset of units.

This message was edited 1 time. Last update was at 2023/07/26 17:59:31


 
   
Made in us
Impassive Inquisitorial Interrogator






 alextroy wrote:
I don't see how the Kill Team Toughness rule cares about Leaders one way or another. The Kill Team is the bodyguard units and all attacks against the Attached Unit are resolved against the Kill Team's Toughness. That means you apply the Toughness as determined per the rules for the Kill Team bodyguard unit, disregarding any models leading the unit.

You do have to give GW negative props for managing to have three different ways of how to determine a unit's Toughness over such a small subset of units.


Leaders are considered part of the unit, no? and the rule cares about the *models* in the unit, and as such the leader will be counted in determining the majority toughness in the unit. And since only units that can join on-foot vanguard vets can join the Proteus kill team, the majroity Toughness willl near always be T4 (unless I'm forgetting one).

"Each time an attack targets a Kill Team unit from your army that contains models with different Toughness characteristics, until the attacking unit has finished making its attacks, use the Toughness characteristic of the majority of the models in that unit when determining what roll is required for that attack to successfully wound. If two or more Toughness characteristics are tied for majority, use the highest value."

   
Made in fi
Regular Dakkanaut




Deathwing Ancient still can't change his weapons.
   
Made in us
Longtime Dakkanaut




Santtu wrote:
Deathwing Ancient still can't change his weapons.

Whelp, that's what happens when GW thinks Dark Amgels need separate entries for THEIR Terminators instead of just rightfully consolidating them.
   
Made in fi
Regular Dakkanaut




It's because the instructions only show how to build it with storm bolter and powerfist.

This message was edited 1 time. Last update was at 2023/07/26 19:56:40


 
   
Made in us
Longtime Dakkanaut




Santtu wrote:
It's because the instructions only show how to build it with storm bolter and powerfist.

Makes sense, the players are too fething stupid to figure out how to build models without their hands being held the whole time
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

Voss wrote:
Huh. Looks like they 're-fixed' the autarch weapon options again. Glad they learned nothing from the previous eldar codex.
I can't wait for the Eldar Codex to hit so that they can forget this for a third time in a row, and then FAQ it.

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

 
   
Made in gb
2nd Lieutenant





 SarisKhan wrote:
Well, it's pretty obvious we're in the "open beta" stage of this edition Anyway, glad to see the fixes coming, I hope that we'll get even more soon.


I mean, we don't even have a single codex released yet, and unlike say Ravening hordes for 6th WFB, they've tried to release factions that aren't just bare bones. (Whether that means they don't get immediately eclipsed by codex factions remains to be seen). But the fact remains they've released quite alot content in a short period of time, and any other time they have done this (8th, AOS), its effectively been an open beta.
   
Made in us
Blood-Raging Khorne Berserker




Dallas, Tx

Open beta sucks at least in this form...I'm not a fan of 10th. Might just skip it and wait till 11th lol.

ToW armies I own:
Empire: 10,000+
Chaos Legions: DoC- 10,000+; WoC- 7,500+; Beastmen- 2,500+; Chaos Dwarves- 3,500+
Unaligned: Ogres- 2,500; Tomb Kings- 3,000
Hotek: Dark Elves- 7,500+; High Elves- 2,500
40k armies I own:
CSM- 25,000+  
   
 
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