Ork revelations:
Tankbustas suddenly rock...they don't have to shoot at enemy vehicles unless they are in range.
KFF now 5+ for infantry and vehicles. Ok with that.
Mekboys can fix a Hull Point!
Ork revelations:
Tankbustas suddenly rock...they don't have to shoot at enemy vehicles unless they are in range.
KFF now 5+ for infantry and vehicles. Ok with that.
Mekboys can fix a Hull Point!
Bowling for beakies...
So if I am using a Chaos Space Marine Daemon Prince with wings he acts as a jump trooper but his Chaos Daemon Daemon Prince Allies are flying monstrous creatures. Right.
I hope the new Chaos codex corrects this.
Wattle's Termite Tranport
http://www.warseer.com/forums/showthread.php?t=259494
Wow... combat squads = totally useless now. I thought combat squads were supposed to ADD flexibility. But now you have to take it into account when creating the list. "Oh, I can't add that unit because then I wont be able to combat squad that other unit". Seems like a big wtf moment to me at least.
I think the change to Stealth Suits was more becuase the old stealth rules mimic the old night fighting rules and they were essentially changed to match it. And to be fair these are FAQs not codex updates and Tau are likely to get a new Codex within 12 months. It's not like the 5thed FAQs for 4thed Codexes "fixed" a great deal Im suprised at how much people are suprised that it hasn't really been any different this time. Alot of folks seemed to think the FAQs were going to be like waving a magic wand that brought all the codexes from previous editions sufficiently into line with a ruleset that is in many cases two editions along.........
I think it's a safe bet that this will be the case and possibly the reason the mistake was made in the batrep, as has already been pointed out the Wings upgrade in the current book is pretty cheap.
But I really think that any issues with the current Chaos Dex and it's 6th ed FAQ are kind of pointless since there is every indication you will be using those rules for all of a month....
Last edited by KarlPedder; 30-06-2012 at 17:09.
Sorry no GW I will not pay twice the $$$ to buy from retail stores in Australia and no amount of adds to the hobby, support you FLGS bulldung is going to change the fact your charging twice as much.
These are all pretty much as expected, minor tweaks to make the codecii conform to the new rules. Genestealers were never going to get assault grenades for example.
Also:
New rules mean scourges with 4 haywire blasters have a good chance to kill a land raider in one turn - "Wow, that's awesome! I'll get me some of them!"
New rules mean incubi are less usefull against terminators - "How dare GW not errata klaives to be ap3! I'm selling my army!"
Though it is a shame hellblades were specified as swords. The old bloodletter models had axes and all the khorne lords from fantasy (which make excellent heralds) have axes.
On the mastery level thing, GW basically left things the same. Ezekial and hive tyrants could only use 1 power before.
Originally Posted by cracked.com
For people complaining about Psychic Mastery Levels WTFs, it may be important to keep in mind that the Mastery Levels in the FAQ likely reflect what was considered a balanced value rather than what was considered a fluffy value. Ezekiel is only 170 points, by fluff he should be Mastery Level 3/4 (standard for the best Librarian in a Chapter) but can you imagine how unbalanced that would be for 170 points? Ezekiel would go from pretty crap as he is right now to a freaking steal. Meanwhile Mephiston, Tigurius and Eldrad are all over 200 points.
Psychic Mastery is a huge change so until everyone is updated to 6th it will be a place where you can really see the seams of the new edition. My guess is that we will see more Mastery Level 3 and 4 psykers but they will be quite expensive to field at that level. Most of the make-your-own Psykers are fairly cost effective and getting fluff-appropriate Mastery Levels would snap the game over its knee (and we'd all be complaining about how overpowered Psykers are).
So, as a Dark Angels player who is generally not satisfied with his codex, I am okay with Ezekiel being ML1 with three powers. Because at least he can get rid of what he has now and actually grab some potentially good abilities. It is frustrating that GW tends not to change overall unit costs in FAQs, but considering they almost never do I am fine with the 170 point Ezekiel getting what he did while other Chief Librarians are ML3 (they should be ML4 if we hew to 2nd Edition). The old rules had them costed based on the old Psyker rules where ML was basically capped at two for almost everyone. Since GW wasn't going to change overall costs the solution was to base ML on the unit's cost instead of what it should be.
I figure that when a new DA codex comes along it will come with options to upgrade generic librarians to higher Mastery Levels and Ezekiel will grab ML4 like he should have. Until then though, I'm just happy he can dump Hellfire, Force Barrier and Windworm for worthwhile abilities now.
Least favorite thing about this though is that now Logan is either str6 i1, or str8 i1 and ap2 either way. Unless the unusual power weapons rule comes into play. Still waiting on my BRB (or BADAB) to be delivered though. So, can't verify one way or another. Doubt it will solve the issue though.
Last edited by Theis; 30-06-2012 at 17:30.
Whip coils now make GK Halberds I1 again, not I3 - but have to dice off against Banshee Mask since both set the initiative to a value.
Nice.
This FAQ raises more questions than it answers.
"What does FAQ stand for? Is it Frequently Answered Questions?"
"Frequently Answered Questions? My dear boy no! These are just Frequently Asked Questions, you got the whole concept wrong!"
"Well that seems slightly useless... so where do I get the answers?"
"... That's enough from you! Run along now you silly little boy"
Valkyries and Vendettas are now Flyer(Hover) ... only flier with AV 12, shooting 3 lascannons a turn - oh and they can drop chute their lads before strafing almost every tank in the game in 1 round. Overpowered much?
An epistolary, with mastery level 2, is 150 points though. Sure, he have a bit boosted stats, but level 2 would not have been unreasonable.
As for him being mastery level 3/4... Njal is level 2, Tigurius have a special psychic hood boosting him to level 3. Only Mephiston is level 3.
Guess we are lucky that Grimnar uses it as a Frost Blade then, AP3 +1S.
You could always take the codex at face value as it says he wields it as either a Frost Blade or a Power Fist. Keep in mind that the codex itself actually makes the distinction between both Frost Blades and Frost Axes. So they could have said:
"The Axe Morkai may be used as a Frost Axe..."
And it would have worked, but instead they said:
"The Axe Morkai may be used as a Frost Blade..."
And since the Axe Morkai is a special, named weapon, I would think its rules as written should override the need to make its stats match how it looks (it certainly isn't a powerfist either afterall). So if I end up facing off against a Space Wolf then I would say the Axe Morkai is either S5AP3 or S8AP2. Hell, the FAQ basically makes sure they no longer reference the Power Weapon rules (and thus ignore the bit about using a power weapon that looks like what the model is wielding) so I'd say it no longer necessarily follows that either. I can't see a reason to think that the Axe Morkai counts as a Frost Axe instead of a Frost Blade like the codex itself states it is. If Frost Blade were a generic term one could make the argument, but the codex acknowledges both terms for it for clarity's sake.
I'm not going to say this is the worst thing ever, but it is totally clear to me they didn't put any thought into these beyond getting it done with as little work and as fast as possible. It's just sad considering the efforts I've seen from the other games when it comes to FAQs. The few things they did re-tool are just foolish, particularly the *super OP* dark eldar webway portal. Their philosophy of removing something instead of easy re-tooling for the most part leaves a bad taste in my mouth. Even the stuff that is addressed isn't thought out prooerky and is leaving people more confused, for example spirit stones.
And I thought Stubborn for imperial fists was bad before....
Ps: any thoughts on disruptions pods + jink on tau? You would think that would the question number one on the tau faq, but *clearly* gw does not think it an issue.
Trust me man, if Ezekiel had been given ML2 then some DA players would rejoice and the rest of the community would have whined about how overpowered he was. If rumours are to be believed the DA are getting a new codex soon (within 12 months or so), so this isn't a huge deal either way.
A normal Epistolary with the rest of the stuff Ezekiel gets would come out to 180 minimum (artificer armour, master-crafted force sword, 12" Fearless bubble which is now a good thing again) if not 200 points. And then Ezekiel grabs a third power on top of that. One could argue that even without getting two Warp Charge points that Ezekiel is already efficiently costed as a Psyker. But making him even ML2 for his cost would be a bit much considering what he grabs.
As for the other units, it doesn't matter how they get the Mastery Level to be at 3 (their wargear can't be stolen or deactivated) but that they all cost over 200 points and are Mastery Level 3. That is the important take away whether it is a Psychic Hood or Soul Stones or just purely them. The reason they get ML3 is because they are costed in that range. Either way GW didn't change the number of powers users could manifest per turn, they merely translated it in to the new system.
Ezekiel was never able to manifest multiple powers in a turn in the original codex, I don't see why the FAQ would change this. It doesn't make sense in the fluff, I agree, but FAQs aren't issued to do that. GW wasn't going to rewrite codices for the FAQ (they never did this for 8th in WFB) they were merely translating some concepts from the last edition to the new one. I'll save my complaining for the next DA codex if they decide to keep Ezekiel at ML1.
But either way I don't think anyone should have been expecting them to give everyone appropriate Mastery Levels in this update so the outrage kind of surprised me. The best way to go was to use ML to replicate how many powers one could manifest and give extra powers as a separate thing, since the two have been divorced from each other for a while. When this edition gets a proper codex cycle the problem should start to get fixed and Mastery Level can start to get used as-is in codices again.
Oh shizza. They nerfed my templars! Those monsters! So they obviously reworded all the vows so that they effect just friendly units inside the black templar codex. But they also changed accept any challenge. We no longer have prefered enemy we have rage. T.T
B.B.Hoods family full of disappointment. Tamales on the floor. The dads sombrero broken.
Accepting all challengers, currently playing SFxT, UMVC3, SCV, DoA5.
My Xbox Live account is Vicioushellsing.
Not quite with combat squads - FAQ states you choose which squads to breakdown and what models go in which group before deployment. Not when you create your list.
For game purposes from when you split them onwards they count as two units, so they don't take up extra Force Organisation slots.
I can see nowhere in the BA FAQ that it stats the Axe Mortalis is a power axe. In the codex, it is a power weapon (obviously), but even thought it has axe in the name, I can't see any reason you can't use it as intended (ap3 power weapon - who would give a BA character lower initiative?!?!). This needs to be clarified if GW don't want arguments at their events. Also, I'm waiting for a mod for glaives. Ap3 doesn't seem good enough for a two-handed weapon, but making them counts as axes just makes them slightly worse flying terminator (but maybe Furious Charge mods I1 from weapons... We'll have to check the BRB).
I was actually quite excited about being able to use terminators again, until I realised that every nob in my friends armies are armed with power klaws, and the other army I normally face is nids. Are MC ap3, or ap2? I'm betting on ap2...
Last edited by S_A_T_S; 30-06-2012 at 18:34.
Yep AP2![]()
I'm a bit confused with grey knight nemesis force halberds, my interpretation as per the FAQ is that due to them being unusual force weapons they instead follow the special rules as detailed in the codex (which is that the bearer strikes at +2 initiative, ie I6) rather than falling in to one of the pre-defined slots (ie force axe, +1 strength, strike at I1( which would completely contradict the weapons fluff entry in the GK codex) however pretty much everyone seems to think they are now force axes and strike at I3...which is right?