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Made in de
Stalwart Dark Angels Space Marine





beast_gts wrote:
 Seneca wrote:
Am I blind? Where are the mentioned rule changes to movement, the Grenade stratagem and devastating wounds in the Dataslate? I'm not in the mood to watch an hour long video for something I could simply read.
Core Rules Updates and Rules Commentary. There's a load more updated stuff on the Downloads page.


Thanks a lot. They should've at least put up a link to those too on the page
   
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so you have to pay to pivot now... why are they going back to making things so hard?
   
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This isn't an update, this is borderline an edition change...

Warhammer 40k 10.5 here we go...

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why are broadsides 90 180 & 300? are they bad at math or rule 3 is somehow warrant the extra 30pts on top?
   
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 aracersss wrote:
why are broadsides 90 180 & 300? are they bad at math or rule 3 is somehow warrant the extra 30pts on top?


It's nice to see GW finally using non-linear point costs for units that perform very differently when taken at minimum or maximum size.

Tyranid rippers got the opposite treatment, at 25/40/50 because no one ever ran more than a single model.
   
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Canada

Tyranids Synapse gaining +1 Str in melee is quite interesting. Broodlord (and thus Genestealers) and Neurolictor gained the Synapse keyword so they are now both S7 in melee, nice, and Genestealers with Broodlord will be S5

Also nice to see the Trygon/Mawloc and Raveners added for Vanguards! It made so much sense and yet they weren't originally. Happy to see that change!

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Tyranids army - Ever evolving, but about 10k pts
Custodes - 3,500pts (Fully painted yay!)
Thousand Sons - 4,000 pts
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U.k

 Crimson wrote:
Impulsor and Repulsor have their transport capacity increased. Nice!


Any idea why? I can’t see a reason it’s better but might be being thick.
   
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Biloxi, MS USA

Andykp wrote:
 Crimson wrote:
Impulsor and Repulsor have their transport capacity increased. Nice!


Any idea why? I can’t see a reason it’s better but might be being thick.


To account for adding characters to units. Same reason the Rhino and Land Raiders got an increase.

This message was edited 1 time. Last update was at 2024/06/20 15:08:10


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Andykp wrote:
 Crimson wrote:
Impulsor and Repulsor have their transport capacity increased. Nice!


Any idea why? I can’t see a reason it’s better but might be being thick.
As an example--adding a character to 6-man units, such as Bladeguard, which would need a transport capacity of 7.
   
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Tampa, FL

 MinscS2 wrote:
This isn't an update, this is borderline an edition change...

Warhammer 40k 10.5 here we go...
Am stewpid can I get a ELI5 why this is basically 10.5?

- Wayne
Formerly WayneTheGame 
   
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There are a TON of changes, not only to the armies but the main rules. With this and the pariah nexus mission rules changes, it is almost a new edition.
   
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Tampa, FL

Domandi wrote:
There are a TON of changes, not only to the armies but the main rules. With this and the pariah nexus mission rules changes, it is almost a new edition.
Makes sense. that's a good thing, I guess?

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Fayetteville

 usernamesareannoying wrote:
so you have to pay to pivot now... why are they going back to making things so hard?


They checked their notes from 2010 and found that people had been losing their minds over Raiders and Battlewagons getting "extra movement" when they deployed sideways. So they fixed it for 10th.

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Biloxi, MS USA

 Arschbombe wrote:
 usernamesareannoying wrote:
so you have to pay to pivot now... why are they going back to making things so hard?


They checked their notes from 2010 and found that people had been losing their minds over Raiders and Battlewagons getting "extra movement" when they deployed sideways. So they fixed it for 10th.


Raiders are on circular bases and are thus exempt from this change.

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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
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UK

It sounds like they might be fixing the issue that Tyranids were very good at taking out infantry and marines, but borderline had only two options for heavy armour - the Tyrannofex and Zoanthropes

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Wayniac wrote:
Domandi wrote:
There are a TON of changes, not only to the armies but the main rules. With this and the pariah nexus mission rules changes, it is almost a new edition.
Makes sense. that's a good thing, I guess?


So an edition lasts how long? 3 years? This update comes how long after the beginning of 10th?
I would rather they stick with something for a change theres no patience for these constant changes.

   
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Gore-Drenched Khorne Chaos Lord




 NAVARRO wrote:
Wayniac wrote:
Domandi wrote:
There are a TON of changes, not only to the armies but the main rules. With this and the pariah nexus mission rules changes, it is almost a new edition.
Makes sense. that's a good thing, I guess?


So an edition lasts how long? 3 years? This update comes how long after the beginning of 10th?
I would rather they stick with something for a change theres no patience for these constant changes.


Weird I remember 3 weeks after the edition launched when eldar were banned and people demanded rapid changes.
   
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Austria

yeah, to how the Datasheets were handled, I haven't read anywhere people demanding changes to the core rules to fix Eldar

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 kodos wrote:
yeah, to how the Datasheets were handled, I haven't read anywhere people demanding changes to the core rules to fix Eldar


The changes to titanic, towering and devastating were all core rules changes as a result of eldar. Unless someone can correct ofc.

This message was edited 1 time. Last update was at 2024/06/20 18:33:12


 
   
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U.k

Mchagen wrote:
Andykp wrote:
 Crimson wrote:
Impulsor and Repulsor have their transport capacity increased. Nice!


Any idea why? I can’t see a reason it’s better but might be being thick.
As an example--adding a character to 6-man units, such as Bladeguard, which would need a transport capacity of 7.


That seems very niche reason to change the transport capacities of the transports. No biggie I suppose. Just aren’t many units that size.
   
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It's very much for the Bladeguard to take a character.

Similarly the Repulsor upgrade to 14 is to let 6 man Gravis units take a character.
   
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Austria

Dudeface wrote:
 kodos wrote:
yeah, to how the Datasheets were handled, I haven't read anywhere people demanding changes to the core rules to fix Eldar

The changes to titanic, towering and devastating were all core rules changes as a result of eldar. Unless someone can correct ofc.
and as I recall the change that was demanded aimed at the Eldar Knights specific and not to change all titanic units (with the main complain being that the melee version and ranged version should be split and get points adjusted)

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Andykp wrote:
Mchagen wrote:
Andykp wrote:
 Crimson wrote:
Impulsor and Repulsor have their transport capacity increased. Nice!


Any idea why? I can’t see a reason it’s better but might be being thick.
As an example--adding a character to 6-man units, such as Bladeguard, which would need a transport capacity of 7.


That seems very niche reason to change the transport capacities of the transports. No biggie I suppose. Just aren’t many units that size.

A few units are enough to warrant the change, especially melee orientated units ideal for those transports. I'm not sure why it needs to be a 'big deal.' In this example, the impulsor worked in previous editions because 5 bladeguard could be taken without being penalized for it, plus an added character for the 6th slot in the transport.
   
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 LunarSol wrote:
It's very much for the Bladeguard to take a character.

Similarly the Repulsor upgrade to 14 is to let 6 man Gravis units take a character.


Still can't bring full Deathshroud units with a character attached though in a vehicle. I like that they fix this, but it's only fixed for certain armies (Marines)
   
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 Overread wrote:
It sounds like they might be fixing the issue that Tyranids were very good at taking out infantry and marines, but borderline had only two options for heavy armour - the Tyrannofex and Zoanthropes


That’s always been a drawback to Nids though, average at best anti-tank. Even going back to 2nd Ed, your best bet was to get a Carnfiex to sit on enemy tanks.

The changes are welcome as it adds to the possibilities of more dedicated ranged units. Just hope it doesn’t prove overly reliable to the point of no brainer.

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Doohicky wrote:
 LunarSol wrote:
It's very much for the Bladeguard to take a character.

Similarly the Repulsor upgrade to 14 is to let 6 man Gravis units take a character.


Still can't bring full Deathshroud units with a character attached though in a vehicle. I like that they fix this, but it's only fixed for certain armies (Marines)


Well, yes. They specifically changed the Impulsor and Repulsor so that's to be expected.
   
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 LunarSol wrote:
Doohicky wrote:
 LunarSol wrote:
It's very much for the Bladeguard to take a character.

Similarly the Repulsor upgrade to 14 is to let 6 man Gravis units take a character.


Still can't bring full Deathshroud units with a character attached though in a vehicle. I like that they fix this, but it's only fixed for certain armies (Marines)


Well, yes. They specifically changed the Impulsor and Repulsor so that's to be expected.


I thought it was quite obvious that my point was, good that they are fixing this, but really it should be done for all situations like this instead of just marines being only ones to get the fix.


I realise it's not easy as upping DG LRs has a knockon effect on should all LRs become bigger etc etc, but it should be possible to fix
   
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Biloxi, MS USA

Doohicky wrote:
 LunarSol wrote:
Doohicky wrote:
 LunarSol wrote:
It's very much for the Bladeguard to take a character.

Similarly the Repulsor upgrade to 14 is to let 6 man Gravis units take a character.


Still can't bring full Deathshroud units with a character attached though in a vehicle. I like that they fix this, but it's only fixed for certain armies (Marines)


Well, yes. They specifically changed the Impulsor and Repulsor so that's to be expected.


I thought it was quite obvious that my point was, good that they are fixing this, but really it should be done for all situations like this instead of just marines being only ones to get the fix.


I realise it's not easy as upping DG LRs has a knockon effect on should all LRs become bigger etc etc, but it should be possible to fix


Land Raiders already were made bigger. They used to only Transport 10.

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
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The Before Times: A Place That Celebrates The World That Was 
   
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For all they've crammed in, it would've been nice if they just added a special rule for Imperial Knights to elect a single Armiger as a Warlord, only in the absence of a Knight. Plopping a single Knight on the table for a 500 point game is silly for the sake of the character keyword.

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SamusDrake wrote:
For all they've crammed in, it would've been nice if they just added a special rule for Imperial Knights to elect a single Armiger as a Warlord, only in the absence of a Knight. Plopping a single Knight on the table for a 500 point game is silly for the sake of the character keyword.


GW doesn't support 500 point games anymore, so if you're playing 10th edition at 500 points, it's via houserules, and at that point, no one is stopping you from saying that an Armiger counts as a character for those purposes

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