I also like the buff Termies have gotten in that power swords are only AP3. I may dust mine off and use them again as they seem more cost-effective.
I also like the buff Termies have gotten in that power swords are only AP3. I may dust mine off and use them again as they seem more cost-effective.
I also like the fortifications. I have not Theoryhammered them completely yet, but I like them.
It looks like 5th plus some vaguely 2e like elements, but with silly names for all the rules and some really bad cover artwork. Still, more narrative elements is nice and I'll give it a try.
I have been playing WHFB for fifteen years now. A couple of months ago we, that is my small group, started getting bored with it for the first time since we started playing. We switched to 40K which we had not played since fifth edition came out. We loved it! Now we find we are being forced back into WHF even though we are tired of it. In fact, based on everything I read I decided to play a small prank on the guys in a league we have been playing. I drew up a bogus 40K cover and rubber banded it to my fantasy book. I took it to league night last week and told everyone I had the new rules. Boy did they come flying to see it! Unfortunately only the fantasy players got the joke but it made the point.
I`ll give it a fair try but I`ve got to say, if it feels like fantasy, count me out.
I've finally got my grubby mits on it and I don't think it is going to feel very much like fantasy, finally getting my hands on it I am VERY impressed with this rules set even if it does have its problems.
Well they all have their problems. The question is can you live with them. I hope you are right about it not feeling like fantasy because I re-based all of my Daemons (well almost all) because I was so into 5th ed.
interestingly the hanges to objectives mean that Vehicles ccan no-longer contest objectives unless special rules are present.
Yeah this is a pretty huge deal, and yet another blow to mech, thank goodness IMO. It also applies to anything embarked in a vehicle and Swarms (for you Necron players, take note!), and applies to scoring as well as contesting objectives.
I just gave the rules one full read-through and I have to say that it doesn't seem that it will feel like Fantasy: Fewer things have been drastically changed than a lot of people would anticipate (there are a lot of new, minor abilities and special rules, but the only things that stand out as wildly different are fliers, allies, the missions, and fortifications--psychic powers for example haven't actually changed all that much beyond a lot more being added and the rules being tidied up with codifications of things that were previously done variably from one codex to another, e.g. Mastery Levels and classifications for types of powers, and anyone deciding to use their old codex powers won't notice vast differences). Vehicles are indeed substantially more fragile though--for example, something not widely reported is that they are hit more easily in combat by far, AND are still always hit on the rear AV in combat--and this plus the addition of allies is probably going to be what shakes up the metagame the most.
Other things about transports specifically that I was on the lookout for: I can confirm that units cannot score objectives from within them any longer, and also that they do give up "Kill Points" in the missions that use them (now just referred to as a type of Victory Point, which you also gain in varying numbers for scoring objectives and doing a few other things like killing the opposing Warlord or gaining the first unit kill of the game). However, the effects of a vehicle being destroyed are no more harsh on the transported squad than before, and it is actually slightly easier to shoot out of them in a sense--you can do it when they move at Cruising Speed, albeit at BS1.
So having received confirmation from me own two eyes, I can safely say that I expect changes to the meta to include: Psykers becoming slightly more popular (their powers are a bit harder to stop due to the psychic hood nerf, and more variety is a buff albeit not a raw-power buff), "Tactical" Terminators and anything else with 2+ saves (Meganobz, odd SM units with artificer armor like Honor Guard or Sanguinary Guard) becoming more popular by far, and large infantry units on foot becoming more popular as opposed to units in Dedicated Transports, though none of this is probably too surprising to anyone who's been following rumors avidly. I don't really feel that I can compare armies to one another or comment on a new power-tier arrangement because allies mess with that to such a great extent, and that's where things are going to get interesting (and weird), although I will say that anything but the "best" tier of alliance (Battle Brothers) comes with some major drawbacks that might give a competitive player pause, and furthermore that you can't just, say, grab Mephiston if you can ally with BA--you do at least need to take a BA Troops unit as well (not the hugest of deals, but in a sense it makes a powergamey Mephy or whoever choice cost at least 5 more Tac Marines than they do in their "proper" armies, and you can't, say, benefit from Pedro/Vulkan/Shrike et al. much if you aren't Battle Brothers with SM).
I'm also not sure about fliers. Their rules in isolation are very good, but Skyfire is such a hard, hard counter to them (especially e.g. on the Bastion or Defense Line where it can't be disrupted without killing the entire occupying unit or, in the case of the Bastion, fully wrecking the building, but also these combined with anything else that has it plus anything just spewing mass S6+ firepower esp. with re-rolls) that I can't really ascertain their value. I would guess that three is probably going to be good, but not by any means broken, and one is probably going to be terrible, and that everyone will have a Bastion or Aegis Defense Line.
As for the Psychic Disciplines, IMO Divination and Biomancy are the most all-around useful and have the most abilities that you couldn't get elsewhere (Pyromancy basically just gives you more shooting in most cases, and I think that's a bit of a waste of a psyker with all the new unique buffs/debuffs that have huge force-multiplier potential around), Telekinesis seems slightly worse overall than Divination or Biomancy, and Telepathy has the most potentially devastating powers (especially Hallucination, oh lord, but Invisibility and its signature power could also be devastating situationally and Puppet Master is amazing against shooty vehicles) but, of course, you have to roll the right ones and might not--I would call it the "gambler's choice".
How Flayed Ones infiltrate:
Originally Posted by Memnos
I love the image of an old-style five man marine unit charging a mob of boys. The Marines rush in and the boys all cut loose, seeming not much less accurate than usual and then they stomp what's left of the marines.![]()
Haven't played 40k since 3rd editon, but this new set of rules actually got me quite interested in at least buying the book and dusting off the unopend boxes of minis that never had a chance to even be assembled
Click here if you dare... Scary Undead Things!
Not after my rulebook was f'd up and they did a shoddy job of the FAQ.
Love the main rules (from what I hear - GW didn't post it early enough to get here today)
Absolutely hate the FAQ's.
Apart from not liking what the sheer size of the hardcover book, which imo makes it really awkward as a gaming tool, I've had nothing but positive stuff to say about the new edition.
Until the FAQs. Half-hearted, contradictory, arbitrary... just bad.
As someone who was a GW customer since 1st ed and an actual player since 2nd, I can guarantee that once we get the new rule book and actually start using it we we find it full of both good AND bad changes. Just like every revision before.
I'm excited by the idea the new riles may allow me to field my GK with IG 'allies' in list similar to the ones that originally drew me to the old Codex: Daemonhunters. Others have already mentioned ideas for fluffy lists (particularly Chaos) that would be possible with the new Allies rules. I also worry that the same rules will doubtless be abused by some to cherry pick the best units from multiple codexes, regardless of fluff and balance.
In the same way, the news of the changes in store are full of what appear to be both good and bad ideas. Whichever category each change ends up falling in the final fact is as players we must either adapt or quit playing. Whining, as satisfying as it may be, helps no one.![]()
Warhammer Fantasy | Warhammer 40,000 | Lord of the Rings | Battlefleet Gothic | Warmaster | Bloodbowl | Warmachine | Hordes |
I'm loving it - having now had a read through the main rules, plus the faq's, my Necron's are now awesome. Some highlights if I may:-
1) Changes to rapid fire (move and shoot full range) mean they are now the relentless, moving and firing from the hip terminator2 inspired death droids I've always pictured them as, whether advancing or falling back.
2) Warscyhtes... wow. +2STR, 2D6 armorpen and AP1 (+2 on penetrating damage chart), hitting on normal initiative (I2 is still better than a powerfist or thunder hammer!). Tanks and Terminators beware - probably the best close combat weapon in the game given the nerf on regular Power weapons!
3) Nightscthes new "Invasion beam" feature... the Nightscythe is a supersonic flyer, so can't be assaulted, and is the only vehicle in the game that I can see that can disgorge its troops after moving more than 6"... oh, and those troops can run or fire at full effect provided it moved 24" or less, or snap fire if it moved its full 36"... The fact that its a flyer so moves on from reserve means you can never shoot it down before ir dumps a deathstar of Lychguard or a firebase of immortals in your deployment zone. Sick.
4) Whipcoils. No more +2 int for you Mr Grey Knight with Halberd, which means the destroyer lord accompanying my Wraiths is going to smash you with his I2 AP1 Warscythe... oh, and he rerolls all his 1's to hit or wound due to everyone being a preferred enemy.
5) Destroyers also reroll all their 1's to hit and wound when shooting now as well!
6) Command Barge... is now a chariot, so can make a sweeping attack, shoot you, then assault... and in combat the lord riding it gets a free +1 save, so no need to spend points on the for Semperblahblah Weave.
7) Cryptecs with Haywire staffs are going to mince. Veil Cryptec + Haywire Cryptek (from different royal courts - see faq) in the one unit of immortals = teleporting tank mincing machine.
Other non Necron specific neat stuff - the stupid 4(5) variable toughness modifier for bikes and marks of nurgle etc is now gone alltogether (you are instructed to ignore the number outside of the brackets). In all circumstances you now use the higher value, so no instant death vs S8 powerfists for nurgle lords or Marines on bikes etc. Awesome.
SM Terminators and other 2+ units get a widespread increase in survivability versus most oponents due to PW nerf... Not that GK needed more help though.
I feel a bit bad for Dark Eldar players, they seem to have caught the poo smeared end of the nerf stick.
Eldar players - hang tough guys, I'm sure a vastly improved Codex must be incoming, as you got fed the whole nerf stick after the DE were done with it...
All in all, loving it.
EDIT - PS - so glad I equipped my Immortals with Gauss weapons rather than Tesla - the rapid fire buff combined with massed gauss ripping vehicles apart makes them amazingly flexible.
Last edited by AdolfHammond; 30-06-2012 at 15:33.
I'm pretty excited about 6th, but then I've been excited about every edition change I've been through (from 3rd to 4th to 5th) so maybe I'm just weird. The thing I'm personally most excited about is the fact that my Techpriest can now repair hullpoints, making him not completely useless for the first time since I've started playing.
18th Company (Assault) 298th Cadian Shock - A Project Log updated June 3rd 2012
Copy/pasted from another thread
I played a game with my bike/speeder Vanilla SM vs. mixed troop-heavy CSM. Best game of 40k I've had in at least 4 years despite the crappy short edge deployment that forced me to advance into enemy guns for 4 turns.
Some highlights:
5-man bike squad got Lash'd forward twice and charged by a DP turn 1. 3 rounds later, one lone biker emerged victorious and earned me 2 VP (First Blood and killing the Warlord).
Land Speeder that just wouldn't die, it got shot by 4 squads plus some Oblits for 4 turns and I think I passed something like 30 Jink saves in a row.
I rolled Move Through Cover for everyone within 12" for my Warlord power which was just sick with a bike army, I was able to wall-surf from ruin to ruin all game.
Still lost because of deployment (short edges, 3 objectives on his side and 2 on mine... yeah... I don't even want to think what that would be like with 6 ordnance tanks on the other side...) but it was great.
Of all the threads in all the forums in all the world you had to post into this one.
So far as a Nid player it is looking lackluster at best. I will play a few games but I am not buying anything new and I think this is what ends the game for me. I have been playing dust warfare instead and this just cements the move.
It is better to have a gun and not need it rather than need a gun and not have it.