<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0">
	<channel>
		<title><![CDATA[Latest posts for the thread "FAQ impact on IG, or, how I stopped worrying and learned to love the melta bomb"]]></title>
		<link>http://www.dakkadakka.com/dakkaforum/posts/list/69.page</link>
		<description><![CDATA[Latest messages posted in the thread "FAQ impact on IG, or, how I stopped worrying and learned to love the melta bomb"]]></description>
		<generator>JForum - http://www.jforum.net</generator>
			<item>
				<title>FAQ impact on IG, or, how I stopped worrying and learned to love the melta bomb</title>
				<description><![CDATA[ Joy to the world, the Emprah's come. <br /> <br /> In a single ruling about grenades, *light* vehicles suddenly became a factor. Above and beyond that the impact on both dedicated and 'casual' close combat squads should not be underestimated. The <span class="glossaryitem" onmouseover='gp(119);'>SM</span> eviscerator suddenly makes sense,  powerfists are going to put out more damage than a squad of krak, and the over all strategic effect of battle brothers not embarking during deployment is *massive*. The implications of all this are going to be a joy to play through, and, frankly, well done <span class="glossaryitem" onmouseover='gp(50);'>GW</span> for shaking up the meta for free for a change. <br /> <br /> For my brethren <span class="glossaryitem" onmouseover='gp(69);'>IG</span> players, i'd like to run down what I see as directly affecting us so we can get at it faster. Numbers apply to the order of the question for the first draft.<br /> <br /> Army Lists<br /> 1. 1 relic per model doesn't really affect us that much. The Cadian Bling with eternal warrior was only ever a gimmick. Losing Kurov's Aquila and the lance pistol will sting a teeny bit, but since KA has been defanged a bit it's moving more to spreading out your force multipliers anyway.<br /> <br /> Artillery<br /> 1. Tiny boost to the Basilisk and Manticore, though i've yet to encounter the insta kill scenario myself<br /> 2. Common sense adjustment<br /> <br /> Assault<br /> 1. Negligible, but makes pinning potentially more useful<br /> 2. n/a<br /> 3. <span class="glossaryitem" onmouseover='gp(308);'>MSU</span> guardsmen and Sentinels get a slight benefit from this<br /> 4. As ever, if you can shoot into combat fun things happen, though usually the guardsmen will be the losers in a blast weapon bonanza in combat. Still, an extra charge with a fearless conscript mob if a stray basilisk shot wipes out the <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> they're in combat with is always helpful, as is training guns near your allies if you have a Knight around<br /> 5. n/a<br /> 6. n/a<br /> 7. n/a<br /> <br /> Blast Markers & Templates<br /> 1. This was as the rulebook hinted, but have explicit assertion that blasts are cylinders is a nice bonus. Wyverns got ever so slightly more useful, from kill you all to kill you all *AND * your little dog too.<br /> 2. 2x shooting with guard? hahaha.<br /> 3. A formal ruling on preferred enemy not affecting plasma cannons hurts. As a plasma junky i'll confess that i'll probably still be brining the plasma in abundance, but instead of the 50 pt kurovs aquila, it'll be a 50 point sacntion psyker pulling the suicide watch duty.<br /> 4. Templates explicitely not affecting flyers doesn't help it must be said, but really it was a tenuous assertion to start with.<br /> 5. Rerolling 1s on scatter dice would have generally been counter productive. Since every blast template we have can be twin linked easily, unless you were trying to get more scatter when shooting around invisibles in which case, tough luck.<br /> 6. Jinking? Guardsmen?<br /> 7. I'm not entirely sure we have any form of combined blast templates, but it's helpful to make sure you understand how to fire mortars properly if you're using them at all.<br /> 8. Twin linked multiple barrages: It bears repeating - the Wyvern and anything with twin linked multiple barrages (3x Basilisk) can reroll the arrow dice together with the <span class="glossaryitem" onmouseover='gp(1);'>2d6</span> for distance. It can then *also* reroll all the additional individual arrow dice if you don't like the result. All of these actions are optional.<br /> 9. Multiple named templates: Use your flamers, then your heavy flamer. You cant combine the two in one burst to wipe out the greater number, which gernally means a heavy flamer in a flamer squad will be wasted, or vice versa.<br /> 10. Barrage Vs Vehicles: this is a big one. Tradition held over from previous editions was that you always hit the side armour and i'm yet to play a game where it wasn't used (ty <span class="glossaryitem" onmouseover='gp(50);'>gw</span> for <span class="glossaryitem" onmouseover='gp(36);'>faq</span>). It means that if you're barraging, you have to think where the hole will go and weigh wiping out the single target vs hitting multiple targets instead of targetting the center. Fortunately a lot of cases this will be a moot point as s9/10 ordnance means you'll do something anyway.<br /> 11. Silly aliens, trying to take our promethium pipes.<br /> <br /> Characters<br /> 1. Guardsmen Look Out Sir! a commisar out of the way of a dangerous terrain check<br /> 2. 'You must apply all [look out sir] wounds to the same model' - since guardsmen don't survive look out sirs, this is pretty irrelevant to us but worth remembering when you're shooting. Remember this cannot be applied to vehicles (tank commander, sentinel leader)<br /> <br /> Destroyer Weapons<br /> 1. Penetrating to glancing hit does hurt the Shadowsword a little bit<br /> 2. Combined with the look out sir <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> adjustment, knowing your D is going to D someone until further notice can be helpful if you can get the positioning right<br /> 3. It's helpful to be reminded that D weapons cause one save, which if failed (or ignored) causes multiple wounds. <br /> 4. It's also unfortunate that there is no way to modify the shadowsword's main gun in any way, besides making it twin linked. Your D is as good as it's going to get.<br /> 5. n/a<br /> 6. Since the only D we have is non barrage blast, this is pretty irrelevant. You're knocking off the closest models, and get a multiple number of dice to do it.<br /> <br /> Detachments & Formations<br /> <br /> 1. The only instance I can recall that '1 model or 1 unit of models' would affect, is the psykana detachment. if you're using it, double check you're not taking too many primarises.<br /> 2. This would apply to the warlord trait preferred enemy. Be careful that you select  the most effective single target.<br /> 3. This also affects the warlord preferred enemy, and makes it slightly better if your opponent is putting a librarian conclave in a unit of battle servitors for example.<br /> 4. We're not the admech, though (limited) free upgrades on an aquila strongpoint or fortress of redemption is borderline useful, it's only the optional extra weapons that will be beneficial.<br /> 5. We don't have 'must be warlord' formations, so no issue.<br /> 6. We also don't have invul modifiers provided by formations<br /> 7. No more 10 vengeance weapon battery armies. Why you'd want to is beyond me.<br /> 8. We're not tyranids<br /> <br /> 9. The first rumblings of a big issue, and a rather poorly worded one: No Spess Mehreens can be deployed in a chimera, ever. The way it's worded this could even be read as no unbound armies can ever use transports from another army at all. <br /> <br /> 10. If you were trying to take a demi company with the cadian detachment instead of the tank formation... well... no more space marines with rerolling to hit with lasguns in the chimera for you.<br /> 11. HUGE HUGE HUGE. No embarking in battle brothers transports during *deployment* means no more culexus in a valkyrie turn 2, no more command squad with ten thousand melta guns in a drop pod turn x, and no space marines inside a storm lord turn 0. This is painful for everybody, not just us.<br /> <br /> Errata<br /> 1. This makes psychic shriek very very good, and the astropath becomes quite possibly the scariest psyker in the game for points ( 1 tiggy = 6 astropaths), if only you could take them individually. Remember that <span class="glossaryitem" onmouseover='gp(69);'>IG</span> DO NOT GET TELEPATHY BESIDES THE ASTROPATH.<br /> 2. Go ahead, summon demons with the Psykana formation, see what good it does you.<br /> <br /> Feel No Pain<br /> 1. If you're taking hellfrost wounds, you're probably dead anyway<br /> 2. Feel No Pain isn't a save, so you can take it when you're not being killed by instant death, e.g. strength 6. However, since a destroyer weapon is strength 10 and is the only source of 'no saves of any kind' I can think of, you're dead anyway.<br /> 3. & 4.  If you can get a 2+ feel no pain on guardsmen, please tell me how?<br /> 5. <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> saves means you don't count those models for combat resolution or morale checks<br /> 6. n/a<br /> 7. Feel No Pain is NOT affected by eternal warrior, so if you're instant deathing someone with <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> and <span class="glossaryitem" onmouseover='gp(468);'>EW</span>, they take 1 wound and no <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> roll.<br /> <br /> Expansions:<br /> 1. No Apocalypse in Non Apocalypse: It's a shame, as the +50 point 3+ vulture squadron would be flying murder for Tau,  but what can you do (besides agree with your opponent). It is helpful to note that the Marauder, all the titans and anything in the forgeworld <span class="glossaryitem" onmouseover='gp(69);'>IG</span> catalogue has been updated to be lord of war, so it's a non issue.<br /> <br /> Flyers<br /> 1. You can, if you desire, put your flyer on top of an enemy flyer. Also trying to prevent flyers from hitting your side of the table by drowning the squares in guardsmen doesn't work so don't waste your time.<br /> 2. You can bomb and leave the table. Useful for the Marauder with it's armour 11 all around.<br /> 3. All our (useful) flyers have extra armour as standard or are super heavy, so you're never ever stunned even when surviving an imobilised result.<br /> 4. You can fire 4 weapons at <span class="glossaryitem" onmouseover='gp(14);'>bs</span> X and snap shot the rest, which is useful for the vulture gunship taking 6 HKMs and a twin linked missile launcher - full <span class="glossaryitem" onmouseover='gp(14);'>bs</span> 4 HKMs and snap shot the twin linked multi-use weapons<br /> 5. Unit in close combat can never be *targetted* by a bombing run - it can still be hit by one if it scatters. <br /> 6. The only way you'll get Valkyries on the table turn 1 is with a skyshield or in apocalypse, otherwise you have to wait.<br /> 7. A flyer is a flyer, even when it's hovering. This applies to Tactical objectives and the interceptor rule. it significantly does not apply to hitting hovering flyers with blast weapons.<br /> <br /> Graviton Weapons<br /> 1. two 6s with graviton means you lose your russ. there really isn't anything that can be done about it besides camo netting, and taking more russes. <br /> <br /> This one could actually cause a problem because as written it applies to superheavies as well since it doesn't mention the immobilised effect.<br /> <br /> 2. Mixed armour saves can be important, if you have equal 5+ and 4+ in a unit, you can force the graviton to wound on 5+. Generally this will be with a command squad, in which case you're probably boned anyway.<br /> <br /> 3.Graviton/Haywire doesn't benefit from tank hunters or other special rules that affect penetration rolls.<br /> <br /> Grenades<br /> 1. Defensive grenades means no +1/+2 attack from charging. we don't have any.<br /> 2. 1 grenade per unit per phase. This ruling, on it's own, makes <span class="glossaryitem" onmouseover='gp(69);'>IG</span> something like 5 times more survivable. You can only ever take ONE hit from a grenade per unit in close combat. This means charging chimera's into an <span class="glossaryitem" onmouseover='gp(119);'>SM</span> block isn't quite as suicidal as it used to be, and the Shadowsord/Baneblade simply does not *care* about close combat with anything less than thunderhammers. It also means the armoured sentinel could see a rennaisance as a single one can tie up a <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad, quite easily ( (4 x 1) / 36 = 11% chance of a glance per phase, 2 <span class="glossaryitem" onmouseover='gp(661);'>hp</span> each) , for the entire game. The only drawback <span class="glossaryitem" onmouseover='gp(69);'>IG</span> suffer is from the demolitions doctrine vetarans, who, with 10 melta bomb attacks, were actually quite good if you could deploy them correctly. I personally am willing to put up with that.<br /> <br /> Independent Characters<br /> 1. We don't have infiltrating independent characters. Significantly we also cannot host infiltrators at all during deployment, even if the character isn't inflitrating.<br /> 2. Formation benefits only apply to models in the formation - so no improved feel no pain by sticking the Iron Hands formation conclave in a conscript blob, or 2+ warp charge for a single conclave model in the psykana detachment.<br /> 3. Independent characters not part of the formation do not benefit from formation rules either, even when joined to a unit that is. <br /> <br /> This could mean you can't give the special marching order from the Emperor's shield formation to the infantry company if there is any independent character in it, including Lord Commissars or priests.<br /> <br /> 4. Keep your primaris psykers apart of you want to spam psychic shriek, you can't double up on them in the same unit.<br /> <br /> 5. Characters and independent characters<br /> 	this probably has to be reworded further as both characters and independent characters can glorious intervention<br /> <br /> 6. This shakes things up a bit and may need further clarification - it implies that you could wipe out an entire unit with powersword attacks, and any left over would automatically hit into the challenge, instead of being wasted. The next initative step (e.g. powerfists) is self explanatory at least, so you can sword a unit, then fist the champion.<br /> <br /> 7. You can gang up on a long champion if he charges you from the get go.<br /> <br /> 8. n/a<br /> <br /> 9. This would probably affect item 6. but again, may be worth getting it reworded further<br /> <br /> 10. Beware of joining slow and purposeful single models to guardsmen, they mean you can't zott people with overwatch<br /> <br /> 11. Independent monstrous creatures happen to other people. <br /> <br /> Infiltrate and Scout<br /> <br /> 1. Scouting a vehicle means the unit inside has scouted. Since we don't get any and can never embark in any during deployment, it's a non issue.<br /> 2. You can elect not to infiltrate and then charge as normal. Also a non issue<br /> 3. We don't have infiltrating transports, so non issue<br /> 4. Scout redeployment happens the moment the game proper starts, after seizing the initiative or otherwise. This can be useful in taking risks with your sentinels. <br /> 5. the outflanking <span class="glossaryitem" onmouseover='gp(69);'>IG</span> warlord trait means you can put an entire infantry platoon, heavy weapons and all, on a table edge. This ruling means you're snap shooting your heavy weapons when they arrive.<br /> <br /> Intervening models<br /> 1. This ruling is very important and means it's probably a good idea to model your sentinels as tall as possible. By drawing an unimpeded line of sight from a vertical position including coherence, it means units may not provide cover for the unit behind if it's not tall enough. So put your big guns up high, basically.<br /> <br /> 2. Conversely, if you have allied Monstrous Creatures keep your guardsmen either out of their way entirely, or close enough so they don't obscure the vertical traverse of the model <br /> <br /> 3. 'Coherency provides cover to the height of the model' essentially, so if you have a squadron of 3 vehicles, the 4 inch gap between them provides 5+ cover to everything behind. Same applies to infantry models with their shorter coherency, but is less likely to happen.<br /> <br /> This presents the rather absurd situation where a Vehicle Squadron of flyers in coherency provides cover for units on the ground.<br /> <br /> Invisibility<br /> 1. Flamers work vs invisible opponents in overwatch<br /> 2. But only in overwatch<br /> 3. Nothing in the <span class="glossaryitem" onmouseover='gp(69);'>IG</span> armoury affects snapshots, so unless you've got external help you're only ever hitting invisible opponents on 6s<br /> 4. you can psyhcic nova an invisible unit, and you can also psychic beam, use a template weapon on, or otherwise cause area of effect damage to an invisible unit if you're shooting at another unit and happen to hit models in the invisible unit as well.<br /> <br /> Jink<br /> 1. immobilised hovering valkyries/vendettas/vultures cannot jink<br /> 2 & 3. getting out of a jinked hovering/zooming valkyrie means you've jinked, meaning you're snapshooting.<br /> <br /> As written this means you'd also get a 4+ cover save for the disembarking models? <br /> <br /> 4. You can jink even if you're hit by a weapon that wasn't targetting you that happens to scatter on to your vehicle. When this happens (before or after rolling to wound/penetrate) might need to be clarified.<br /> 5. Jinking can be done against overwatch. Essentially means raven guard are even stronger VS a lasgun line on the assault.<br /> 6. If you're in a jinkable unit, you can jink too!<br /> 7. You can't bomb when jinked<br /> 8. You can't jink and go to ground. <br /> 	In the same phase or in the same turn? e.g. jink vs a beam, then go to ground against plasma?<br /> <br /> Missions<br /> 	I won't address this, since it's universal.<br /> Monstrous & Gargantuan<br /> 	Or this, since we don't have any<br /> <br /> Novas & Beams<br /> 1. Novas affect each affected unit independently, so you can get 12 hits on one enemy and two on another other if your roll respectively.<br /> 2. You can (and probably should) jink against beam attacks<br /> 3. You can only ever witchfire out of a transport unless you've an explicit exception, which we don't have. This ruling also means you also can't nova.<br /> <br /> Shooting<br /> 1. Invul saves can be taken against the area of effect damage of an explodes result. <br /> 2.  Shooting distance is base to base in most cases, so you measure diagonally. <br /> 	This makes for an interesting problem for a wraithknight being shot at by melta guns from atop a 13 inch high building.<br /> Ordnance<br /> 1&2&4. Fast vehicles can fire two ordnance weapons at cruising speed as normal, which means the hellstrike payload on most <span class="glossaryitem" onmouseover='gp(69);'>IG</span> flyers can be used in full.<br /> 2&3&4. Ordnance means you snap shoot all other weapons, regardless of which order you shoot non-ordnance with. If you have multiples of the same ordnance on the same *model*, they fire together without causing each other to snap shoot. Remember that superheavies ignore this entirely.<br /> <br /> 5. snapshot ordnance can be fired if the ordnance isn't a blast or a template<br /> <br /> 6. units that are in a transport that moved count as moving, even if they're slow & purposeful, for shooting purposes.<br /> <br /> 7. Power of the machine spirit + ordnance = can shoot one other weapon at normal balistic skill. Enginseers EVERYWHERE!<br /> <br /> Overwatch<br /> 1. You shoot once, you're guard.<br /> 2. You can't overwatch while falling back<br /> 3. Template weapons (flamers) are infinite range when firing overwatch<br /> 4. unless you were somehow forced to move in the enemy's movement phase ( e.g by tank shock) you always fire overwatch (which is always snapshots) as if you were stationary during the movement phase for weapons that are affected by movement.<br /> 5. If you have somehow have the ability to fire more than one weapon, you can do so in both overwatch and the interceptor phase. The only way I see this happening is with the gunslinger rule using a plasma/bolt/las pistol and the relic bolt pistol. <br /> 6. Significant ruling here: You must decide to overwatch on a charge by charge basis, instead of after all charges have been declared. So a single scout can charge your line with a unit of terminators behind him and you opponent need not indicate that the terminators are going to charge at all, yet you still have to make the decision to overwatch before the scouts charges. <br /> <br /> This shakes up assault a fair bit, as it means nothing stops anybody from holding big scary assault units as a vague threat in the background, while massed disposable units do the actual close combat work. This could work in <span class="glossaryitem" onmouseover='gp(308);'>MSU</span> guard's favor.<br /> <br /> Psychic Phase<br /> 1. Modifiers from the same ability don't stack, unless they explicitely say they do. <br /> 2. Non-psychic powers with AOE do not extend from a transport. This is pretty painful for everyone, guard doubly so as it means the aura of discipline and kurov's aquila of aoe preferred enemy doesn't work in a chimera. Biggest loser though is the Culexus. <br /> 3. Again, don't group your primaris psykers together, you can't get the same power of multiple times from one unit.<br /> 4. Tigurius's reroll only affects Tigurius, and nobody else<br /> 5. the Crush witchfire can only ever be strength 10, even when it auto inflicts a wound with a strength roll of 11 or 12<br /> 6. all members of a Brotherhood of Psyker's unit are affected by powers that target the psyker, this means iron arm or fireform would affect an entire unit of wyrdvanes, instead of just one lead singer.<br /> <br /> 7. Mastery level defines how many powers you can use a turn. Significantly this is why the Psykana Division Primaris psyker is rather silly, as he can become effectively mastery level 8 and use 8 different powers in the same turn, but only if he has access to that many. <br /> <br /> 8. 3 Space marine librarians working together can summon demons on a 2+. The bastards.<br /> 9. Deny the witch modifiers only work if your unit is targeted directly by a power. generally this means only witchfires and maledictions.<br /> 10. If you as a guardsman are summoning bloodthirsters (blood pact?), you can choose which book the profile comes from, but it can never be Skarbrand.<br /> <br /> 11. blessings and maledictions never stack for multiples instances of the same power, so no duplicating endurance on a primaris in a unit of wyrdvanes. <br /> 	<br /> 12. Telekinesis' levitation means you count as having moved in the preceding movement phase, no floating full <span class="glossaryitem" onmouseover='gp(14);'>BS</span> heavy weapon teams.<br /> <br /> 13. We don't get veil of darkness. We do however potentially get gate of infinity which may have the same effect, but this hasn't been specified. <br /> <br /> Saves<br /> 1. You as the controller of your dudesmen get to choose which save is the 'best'.  This means you can, if you wish, take a 5+ armour save instead of a 4+ cover save so that a promethium relay pipe doesn't blow up in your face. There will probably be many arguments on this topic in the future.<br /> <br /> Skyfire/Interceptor<br /> 1. n/a<br /> 2. You can intercept a unit that disembarks from a transport that arrived from reserves<br /> <br /> (universal) Special rules<br /> 1. You cannot benefit preferred enemy(independent character) if attacking a unit containing models other than an independent character as well.<br /> 2. n/a<br /> 3. Strikedown doesn't affect a Super Heavy Walker's guns, only its stomps. I personally have no idea why that's important.<br /> 4. Coming under attack by a vortex provides compulsory movement, which, if you can't move out from underneath a vortex, removes your models from play. Very useful for vortex attacks against difficult terrain.<br /> 5. Anything special abilities that affects a specific unit type, only affects a unit if the unit is composed exclusively of that unit type. So for example you can break preferred enemy from a 1st company task force by putting a priest in the target unit.<br /> 6. n/a<br /> 7. If you and your opponent have access to a rule or ability that happens at the exact same time, you should roll off to see who takes priority on a case by case baisis.<br /> 8. n/a<br /> 9. n/a<br /> 10. n/a <br /> 11. n/a<br /> 12. Move through cover is not enough to strike at initiative if charging through terrain, you need assault grenades or equivalent. <br /> 13. Hammer of wrath hits the *facing* of a walker, this would make rough riders very very slightly more useful if they ever made it to <span class="glossaryitem" onmouseover='gp(19);'>CC</span> with a walker with an armour value<br /> 14. n/a<br /> <br /> Stealth & Shrouded<br /> Universal<br /> <br /> Stomp<br /> Universal, also quite painful<br /> <br /> Super Heavy Vehicles<br /> 1. You can only disengage if you're explicitely allowed to disengage, i.e. you're a warlord titan<br /> 2. You're still snap shooting out of a stormlord when it moves more than 6. The vehicle itself is unaffected<br /> 3. n/a<br /> 4. All guns on a superheavy are fired at the same time, and must be assigned targets before shooting. No popping your heavy bolters on the contents of a transport that's been melted by a volcano cannon.<br /> 5. n/a<br /> 6. n/a, bastards<br /> 7. The marauder/destroyer can't jink. Learn to live with it.<br /> <br /> Tank Shock<br /> 1. I really don't like it, but you're actively discouraged from running over infantry models with tank shocks, and it's practically impossible to remove them from play this way.<br /> 2. Heavy + Tank is soaked, not cumulative, you get the best one of either.<br /> 3. Thunderblitz + Superheavy = Snapshots. Deal with it.<br /> 4. If for whatever reason you fail to ram/tank shock a unit off a table edge when coming in from reserves, you lose the ramming model. In particular this will happen with immobilised results in death or glory.<br /> <br /> Terrain<br /> 1. The vengeance weapon battery cannot be manned by a unit with better balistic skill :&lt;<br /> 2. You can't scout a fortification ever. Even if you model jet turbines on a bastion and give it a red paint job.<br /> 3. You must be entirely inside a projected void shield bubble with a unit to benefit from it.<br /> 4&5. You can charge up vertical walls if you so wish with any model.This includes the top of bastions, meaining you can ignore the building itself to attack the models atop it, so long as your vertical charge is sufficient. <br /> 6. n/a<br /> 7. n/a<br /> 8. You must be 25% obscured with your superheavy vehicle or flyer to get a coversave from terrain. This is more significant for us shooting at people than defensively, but it does mean you have to be careful to get the right facing for a Shadowsword to benefit from an <span class="glossaryitem" onmouseover='gp(637);'>ADL</span><br /> 9. n/a<br /> 10. n/a<br /> 11. n/a<br /> 12. n/a<br /> 13. n/a<br /> 14. n/a<br /> 15. You can't move through walls, you have to go around or over them unless there's that most wonderful of inventions, a door. Conceivably this means a tank has to drive up a wall to move through a ruin.<br /> 16. n/a<br /> 17. n/a<br /> 18. All your flamers carreid by infantry can benefit from the promethium relay pipe, fancy xenos have to argue about it.<br /> 19. You can't take a cover save for a void shield.<br /> <br /> Transports<br /> 1. n/a<br /> 2. You can't get cover saves when inside an exploding vehicle, ever.<br /> <br /> 3. If a unit is in a transport (and that could include a building), except for explicit exceptions, it does not exist any more. This means, if embarked:<br /> a. No kurov's aquila effect<br /> b. No techpriest ranged power of the machine spirit, not on the transport itself either<br /> c. No Laurels of command<br /> d. No Aura of Discipline for Commisar Lord<br /> e. No Vox caster effect from the Emperor's Wrath formation<br /> <br /> f. arguably, no master of the fleet effect<br /> g. arguably, no more warlord trait effects<br /> <br /> You can still issue orders whilst inside a chimera, as it's explicitley enabled, but remember it's *only* for the Chimera. This is something we'll just have to swallow, unless it's changed somehow in the codex <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span>.<br /> <br /> 4. You can shoot a transport and charge the contents if you can make the charge and haven't fired heavy or rapid fire weapons in the case of infantry.<br /> <br /> 5. n/a<br /> 6. n/a<br /> <br /> Unit Types<br /> 1. n/a<br /> 2. n/a <br /> 3. Rough riders have frag grenades, so this is a non issue<br /> 4. n/a<br /> 5. n/a<br /> 6,7,8. Models with differnt move values in a unit can move as far as they can, so long as the unit remains in coherency. So you can put a priest in rough riders. <br /> <br /> Vehicles<br /> 1. Turrets have a purpose, as hull mounted weapons have a 24 degree swivel each way in their mounting<br /> 2. You can't consolidate if you destroy a walker unless more units were destroyed in the combat. This is actually a big deal.<br /> 3. BIG DEAL - you can power of the machine spirit to get full balistic skill if you're otherwise prevented from getting full balistic skill. Jinking vendettas and vultures rejoice.<br /> 4. if you can disembark from a wrecked chimera in the shooting phase in such a way that the shooting unit can't then draw line of site to your dudesmen, you can't be charged. <br /> 5. No matter how much it hurts, you have to resolve all penetrating hits on a vehilce if there's a chance it may explode.<br /> 6. You can only move your move distance, you can't pivot your way into extra movement. This means if you want to be pedantically precise, come to the table knowing applied trigonometry.<br /> 7. With the exception of tank orders/split fire and Power of the machine spirit, you have to shoot every model in a squadron at the same target unit.<br /> <br /> Weapons<br /> 1. n/a<br /> 2. n/a<br /> 3. n/a<br /> 4. n/a<br /> 5. previously mentioned<br /> 6. you can use Celeritas and a power axe together, benefiting from the riposte rule, but also attacking with the ap2<br /> 7. n/a<br /> 8. If you're forced to disembark, so long as you don't then move in your movement phase, you shoot as if you hadn't moved. <br /> 9. The last roll on gets hot for plasma guns is the one that counts if you have access to twin linked or preferred enemy. <br /> 10. n/a<br /> 11. Gets hot isn't affected by preferred enemy for blasts, such is life.<br /> 12. n/a<br /> <br /> Witchfire<br /> 1. Perfect timing + witchfire = nothing<br /> 2. Look out sir beats focussed witchfire<br /> 3. n/a<br /> 4. n/a<br /> 5. n/a<br /> <br /> We lost more than we gained, but I think the grenade ruling is enough to make a positive impact.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/689898/8634700.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/689898/8634700.page</link>
				<pubDate><![CDATA[Thu, 5 May 2016 12:36:33]]> GMT</pubDate>
				<author><![CDATA[ malamis]]></author>
			</item>
			<item>
				<title>FAQ impact on IG, or, how I stopped worrying and learned to love the melta bomb</title>
				<description><![CDATA[ It's not krak grenades and meltabombs holding those vehicles back, though they didn't help. It's the amount of high S low <span class="glossaryitem" onmouseover='gp(6);'>AP</span> range weapons in the game now.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/689898/8634755.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/689898/8634755.page</link>
				<pubDate><![CDATA[Thu, 5 May 2016 13:13:55]]> GMT</pubDate>
				<author><![CDATA[ slip]]></author>
			</item>
			<item>
				<title>FAQ impact on IG, or, how I stopped worrying and learned to love the melta bomb</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/138c5e089cd87b3b87cc0c1a9777840f.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689898/8634755.page"><b>slip wrote:</b></a><br/>It's not krak grenades and meltabombs holding those vehicles back, though they didn't help. It's the amount of high S low <span class="glossaryitem" onmouseover='gp(6);'>AP</span> range weapons in the game now.</div></blockquote><br /> <br /> True, but keep in mind that the <span class="glossaryitem" onmouseover='gp(69);'>IG</span> approach is 'tanks cost about the same as basic troops' and target saturation was a strong point - now that the most common anti light tank equipment is ham strung, there's only so many chimeras you can kill per turn without actively dedicating more anti light tank resources - which either cuts into anti heavy, or splits the anti heavy off from their standard target.<br /> <br /> It's not going to vault <span class="glossaryitem" onmouseover='gp(69);'>IG</span> to the top, but it's a bounce off the bottom at least.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/689898/8634840.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/689898/8634840.page</link>
				<pubDate><![CDATA[Thu, 5 May 2016 13:55:01]]> GMT</pubDate>
				<author><![CDATA[ malamis]]></author>
			</item>
			<item>
				<title>FAQ impact on IG, or, how I stopped worrying and learned to love the melta bomb</title>
				<description><![CDATA[ Q: If both players have models in base contact with a gun emplacement, which player controls it?<br /> A: They both do.<br /> <br /> Fluffy and fun for my Fortress.<br /> <br /> Q: Can a unit on the battlements of a building be assaulted?<br /> A: Yes, if the assaulting unit’s charge move is sufficient to reach it and there is room for at least one enemy unit on the battlements.<br /> <br /> Not sure about this one. Fortifications are designed to prevent an enemy simply charging up the walls to get you &gt;&lt;. Jump infantry sure, but normal infantry? Not a fluffy change <span class="glossaryitem" onmouseover='gp(72);'>imo</span>. <br /> <br /> ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/689898/8635577.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/689898/8635577.page</link>
				<pubDate><![CDATA[Thu, 5 May 2016 19:18:19]]> GMT</pubDate>
				<author><![CDATA[ Otto Weston]]></author>
			</item>
			<item>
				<title>FAQ impact on IG, or, how I stopped worrying and learned to love the melta bomb</title>
				<description><![CDATA[ Well, now that preferred enemy doesn't allow a re-roll of 'gets hot' for my Executioner with Plasmas sponsons, I'm going to have to find an alternative. It'd be losing a hull point almost every turn otherwise.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/689898/8636045.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/689898/8636045.page</link>
				<pubDate><![CDATA[Thu, 5 May 2016 23:00:25]]> GMT</pubDate>
				<author><![CDATA[ slowclinic]]></author>
			</item>
			<item>
				<title>Re:FAQ impact on IG, or, how I stopped worrying and learned to love the melta bomb</title>
				<description><![CDATA[ The Pask/Executioner combo getting gutted by the <span class="glossaryitem" onmouseover='gp(487);'>PE</span> changes make me very sad. Executioners were <span class="glossaryitem" onmouseover='gp(72);'>imo</span> the last non-<span class="glossaryitem" onmouseover='gp(39);'>FW</span> Leman Russ that was worth a damn in a competitive environment (exclusing Paskisher himself).<br /> <br /> The grenade clarification is both a blessing and a curse for us. Demo vets are a lot weaker now in assault, but on the other hand our walkers are better. Even before the change, using armored sentinels to tarpit was a tactic that I employed fairly often- they're a lot better now. Against a ten-man Marine squad, a single armored sentinel will statistically hold them up for the entire game, as opposed to the ~2 turns before. ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/689898/8636552.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/689898/8636552.page</link>
				<pubDate><![CDATA[Fri, 6 May 2016 05:50:46]]> GMT</pubDate>
				<author><![CDATA[ BlaxicanX]]></author>
			</item>
			<item>
				<title>Re:FAQ impact on IG, or, how I stopped worrying and learned to love the melta bomb</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/4cdbe921b24664b60c5c222dded94552.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689898/8636552.page"><b>BlaxicanX wrote:</b></a><br/>The Pask/Executioner combo getting gutted by the <span class="glossaryitem" onmouseover='gp(487);'>PE</span> changes make me very sad. Executioners were <span class="glossaryitem" onmouseover='gp(72);'>imo</span> the last non-<span class="glossaryitem" onmouseover='gp(39);'>FW</span> Leman Russ that was worth a damn in a competitive environment (exclusing Paskisher himself).<br /> <br /> The grenade clarification is both a blessing and a curse for us. Demo vets are a lot weaker now in assault, but on the other hand our walkers are better. Even before the change, using armored sentinels to tarpit was a tactic that I employed fairly often- they're a lot better now. Against a ten-man Marine squad, a single armored sentinel will statistically hold them up for the entire game, as opposed to the ~2 turns before. </div></blockquote><br /> <br /> This is also a huge indirect buff to <span class="glossaryitem" onmouseover='gp(93);'>MCs</span>, where large marine Squad or <span class="glossaryitem" onmouseover='gp(69);'>IG</span> demolish Veteran Squad only have one meaningful attack against them in melee. Others will have to wound on 6s and no <span class="glossaryitem" onmouseover='gp(6);'>AP</span>]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/689898/8636954.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/689898/8636954.page</link>
				<pubDate><![CDATA[Fri, 6 May 2016 12:17:37]]> GMT</pubDate>
				<author><![CDATA[ Neophyte2012]]></author>
			</item>
			<item>
				<title>FAQ impact on IG, or, how I stopped worrying and learned to love the melta bomb</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/e79cfe33a346a8dae7637a38a9e72c49.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689898/8635577.page"><b>Otto Weston wrote:</b></a><br/><br /> <br /> Q: Can a unit on the battlements of a building be assaulted?<br /> A: Yes, if the assaulting unit’s charge move is sufficient to reach it and there is room for at least one enemy unit on the battlements.<br /> <br /> Not sure about this one. Fortifications are designed to prevent an enemy simply charging up the walls to get you &gt;&lt;. Jump infantry sure, but normal infantry? Not a fluffy change <span class="glossaryitem" onmouseover='gp(72);'>imo</span>. <br /> <br /> </div></blockquote><br /> <br /> It means that a knight can take a massive bunny hop onto your battlements, unfortunately, it also means bikers can ramp up straight walls. <br /> <br /> And I just finished painting my magnet-o-bastion :|]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/689898/8637086.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/689898/8637086.page</link>
				<pubDate><![CDATA[Fri, 6 May 2016 13:38:30]]> GMT</pubDate>
				<author><![CDATA[ malamis]]></author>
			</item>
			<item>
				<title>FAQ impact on IG, or, how I stopped worrying and learned to love the melta bomb</title>
				<description><![CDATA[ Just picture a Thunderwolf running up the wall.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/689898/8637442.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/689898/8637442.page</link>
				<pubDate><![CDATA[Fri, 6 May 2016 16:29:29]]> GMT</pubDate>
				<author><![CDATA[ pm713]]></author>
			</item>
			<item>
				<title>FAQ impact on IG, or, how I stopped worrying and learned to love the melta bomb</title>
				<description><![CDATA[ Sweet, now that my tankbustas have been nerfed, I guess when i play a knight army I can save us both time and just concede.  Unless someone thinks I was getting it done with the <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 2 rokkits, in that case <span class="glossaryitem" onmouseover='gp(84);'>LOL</span>!]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/689898/8637454.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/689898/8637454.page</link>
				<pubDate><![CDATA[Fri, 6 May 2016 16:33:59]]> GMT</pubDate>
				<author><![CDATA[ Orock]]></author>
			</item>
			<item>
				<title>FAQ impact on IG, or, how I stopped worrying and learned to love the melta bomb</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/85e9a8311463e097b78c0dd5fb393e1a.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689898/8637454.page"><b>Orock wrote:</b></a><br/>Sweet, now that my tankbustas have been nerfed, I guess when i play a knight army I can save us both time and just concede.  Unless someone thinks I was getting it done with the <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 2 rokkits, in that case <span class="glossaryitem" onmouseover='gp(84);'>LOL</span>!</div></blockquote><br /> <br /> Nope, all you have to do is spend £150~ on a squadron of orky flyers and you'll be fine.<br /> <br /> YOU'D THINK THEY DID <span class="glossaryitem" onmouseover='gp(484);'>IT</span> ON PURPOSE OR SOMETHING.<br /> ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/689898/8638314.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/689898/8638314.page</link>
				<pubDate><![CDATA[Fri, 6 May 2016 23:03:22]]> GMT</pubDate>
				<author><![CDATA[ malamis]]></author>
			</item>
			<item>
				<title>FAQ impact on IG, or, how I stopped worrying and learned to love the melta bomb</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/e79cfe33a346a8dae7637a38a9e72c49.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689898/8635577.page"><b>Otto Weston wrote:</b></a><br/>Fortifications are designed to prevent an enemy simply charging up the walls to get you &gt;&lt;. Jump infantry sure, but normal infantry? Not a fluffy change <span class="glossaryitem" onmouseover='gp(72);'>imo</span>.</div></blockquote><br /> <br /> The Battlements on the Fortress are more than 3 inches high. do they have to start pretty much at the base to assault up, or does the total distance only count as a single level for rules purposes?]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/689898/8639099.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/689898/8639099.page</link>
				<pubDate><![CDATA[Sat, 7 May 2016 12:01:31]]> GMT</pubDate>
				<author><![CDATA[ carldooley]]></author>
			</item>
			<item>
				<title>FAQ impact on IG, or, how I stopped worrying and learned to love the melta bomb</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/8e86a13d18f6dcab5a77f0a4525c0b20.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689898/8639099.page"><b>carldooley wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/e79cfe33a346a8dae7637a38a9e72c49.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689898/8635577.page"><b>Otto Weston wrote:</b></a><br/>Fortifications are designed to prevent an enemy simply charging up the walls to get you &gt;&lt;. Jump infantry sure, but normal infantry? Not a fluffy change <span class="glossaryitem" onmouseover='gp(72);'>imo</span>.</div></blockquote><br /> <br /> The Battlements on the Fortress are more than 3 inches high. do they have to start pretty much at the base to assault up, or does the total distance only count as a single level for rules purposes?</div></blockquote><br /> <br /> Since you can't ever walk through terrain now, you'd have to move *over* them and then back down again, so that's an extra 6 inches added to the charge for a sheet of metal. <br /> <br /> I'll take that quite happily as it happens.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/689898/8639653.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/689898/8639653.page</link>
				<pubDate><![CDATA[Sat, 7 May 2016 17:31:27]]> GMT</pubDate>
				<author><![CDATA[ malamis]]></author>
			</item>
	</channel>
</rss>