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Risk vs Reward. I like it.
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# ? May 17, 2017 15:21 |
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# ? May 30, 2024 16:50 |
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Also it's pretty important to note that the Tactical Reserves rule only specifies things by units and not points. So if your army has a few disposable units (like a small squad of grots for Orks) then you could shift more points into reserve.
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# ? May 17, 2017 15:22 |
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You can't advance and charge because what with the new charge rules actually moving you the distance regardless of whether you successfully engage it'd functionally make charge distances 3d6 for everyone.
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# ? May 17, 2017 15:23 |
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Beer4TheBeerGod posted:Did they specify that you couldn't run in the shooting phase and then charge in the charge phase? They clarified it on facebook as no shooting or charging if you advance, barring unit special rules.
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# ? May 17, 2017 15:23 |
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Beer4TheBeerGod posted:Did they specify that you couldn't run in the shooting phase and then charge in the charge phase? Games Workshop posted:Running has been rolled into the Movement phase now, too. You can “Advance” when you move by rolling a dice and adding the result to your Movement to go a bit faster at the expense of shooting. e: also yeah they said on Facebook you can't advance and charge in the same turn
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# ? May 17, 2017 15:25 |
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Being forced to land 9" away is kinda far, but getting to be there guaranteed is nice, so nice I feel it makes up for the loss of those longshot deepstrikes. I only played a few games with my Night Lord raptor formation where I could assault out of deepstrike (counted as disordered). As powerful as that was supposed to be, I would land too far away or fail my (rerollable) charge a lot. So if you think this is too strong, it might not be as bad as you first think.
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# ? May 17, 2017 15:30 |
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Maybe I'll finally be able to do Trygon tunnels filled with Hormagaunts and have it work, which is all I've really ever wanted. Though it may be tough to fit 30 Hormagaunts within 3" of a Trygon...
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# ? May 17, 2017 15:30 |
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Artum posted:Deep strike rules from AoS then as anticipated, you can assault but the odds are against you. It's worth noting that if you have to deploy >9" away (9.00001") and charge within 1" you still need to roll a 9+ to complete that charge because an 8 will leave you 1.00001" away. There will certainly be bonuses for charging and the ability to reroll 1 dice per phase with command points is awesome. Not sure how I feel about having to deploy at least half your army on the board, but if deployment is guaranteed then I think it will be fine.
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# ? May 17, 2017 15:32 |
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Pawl posted:The AOS deep strike rules are cool and good. You can do all your normal actions unless the ability states otherwise (they usually restrict movement). No one plays like this.
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# ? May 17, 2017 15:33 |
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Yeah that's a lovely strawman. Too bad people keep applying it to Warmachine too.
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# ? May 17, 2017 15:36 |
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Pawl posted:The AOS deep strike rules are cool and good. You can do all your normal actions unless the ability states otherwise (they usually restrict movement). source your drat quotes
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# ? May 17, 2017 15:36 |
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ijyt posted:No one plays like this. Nobody plays the game the way is explicitly designed to be played? If the rule says "more than 9" " then you can't deploy at 9". It is specifically worded this way to mean you need to roll a minimum of 9 to charge after deploying. Rolling 8+ is a 42% chance while 9+ is a 28% chance, which is a pretty huge difference in success rates - an 8" charge is about 50% more likely to succeed. This is how it works in AOS and everyone plays it this way. The rules are worded very clearly and it is unambiguous. Pawl fucked around with this message at 15:43 on May 17, 2017 |
# ? May 17, 2017 15:40 |
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Pawl posted:What Yeah, I'm not sure why people are having a fit over it being said that "more than 9in" doesn't mean "at 9in", and 6 + 3 < 9.00001
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# ? May 17, 2017 15:44 |
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Yeah, I agree, we've always done > N inches not being the same as N inches. That's why top of turn one charges were generally impossible. Even if a 12" mover deployed directly across from another unit, both as close to the deployment line as possible, a 12" charge would still fail.
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# ? May 17, 2017 15:51 |
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Wonder if this means we'll have extremely fatal transport explosions now too.
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# ? May 17, 2017 15:54 |
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Beer4TheBeerGod posted:That seems to be the case, especially with matched play saying your forces count as destroyed if they're not out by round 3. I'm going to love this rule right up until the first time I have dudes in reserve and straight forget to deploy them until turn 4 because I'm already 8 beers deep.
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# ? May 17, 2017 15:54 |
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ANAmal.net posted:I'm going to love this rule right up until the first time I have dudes in reserve and straight forget to deploy them until turn 4 because I'm already 8 beers deep. When playing beerhammer, always bait your opponent into drinking more than you. That is the true game.
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# ? May 17, 2017 15:55 |
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ANAmal.net posted:I'm going to love this rule right up until the first time I have dudes in reserve and straight forget to deploy them until turn 4 because I'm already 8 beers deep. Judging from past experience, whether you could bring them in turn 4 or later wouldn't matter anyway in the games you play
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# ? May 17, 2017 15:57 |
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Artum posted:Wonder if this means we'll have extremely fatal transport explosions now too. If the wording on the Trygons ability and the recent transport zeppelins added to AOS are any indication, any models that can't be placed within a certain range of their host unit (usually <3) but more than a certain range away from enemy units (usually >3") are slain immediately. So if you fully wrap a transport with melee units and destroy it, it should be impossible to disembark properly and therefore all models inside it are slain. Charge a transport with gaunts to get an easy surround, but leave space for a heavy hitter (like a Trygon!) to pop the transport
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# ? May 17, 2017 15:57 |
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Pawl posted:If the wording on the Trygons ability and the recent transport zeppelins added to AOS are any indication, any models that can't be placed within a certain range of their host unit (usually <1") but more than a certain range away from enemy units (usually >3") are slain immediately. I meant more bailing out of an arkhanaut means you roll a d6 for every model and for each 1 the model is slain, not mortal wounds, slain.
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# ? May 17, 2017 15:59 |
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Here is FF DrewCarey - https://www.warhammer-community.com/2017/05/17/warhammer-40000-faction-focus-drukhari-may17/
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# ? May 17, 2017 16:00 |
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No Escape is cool and good.
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# ? May 17, 2017 16:04 |
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TKIY posted:Here is FF DrewCarey - https://www.warhammer-community.com/2017/05/17/warhammer-40000-faction-focus-drukhari-may17/ Oh look - falling back out of combat has consequences.
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# ? May 17, 2017 16:04 |
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TKIY posted:Here is FF DrewCarey - https://www.warhammer-community.com/2017/05/17/warhammer-40000-faction-focus-drukhari-may17/ Huh, first gun that straight up does multiple damage instead of a d# roll.
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# ? May 17, 2017 16:05 |
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Zuul the Cat posted:Great, now everyone can stop crying about how GW is still going to mess up Tyranids in the New Edition. Challenge accepted
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# ? May 17, 2017 16:07 |
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Zuul the Cat posted:Oh look - falling back out of combat has consequences. And it being a roll off means you can expend a command point on it.
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# ? May 17, 2017 16:07 |
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"Open Topped vehicles allow you to shoot out of them still, which is a massive benefit. You can even fire Pistol weapons out of the vehicle when it is engaged in close combat! " Awesome I'm glad that's a special ability just for Wyches... but I fully expect all sorts of units with whips and lashes to get the same special rule
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# ? May 17, 2017 16:09 |
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Yeah, No Escape looks dope. It's the kinda effect melee units are gonna need.
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# ? May 17, 2017 16:10 |
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TheChirurgeon posted:Judging from past experience, whether you could bring them in turn 4 or later wouldn't matter anyway in the games you play No, but if I can tank the game on purpose and make it look like an accident, then I don't have to face the reality of being a big-time idiot rear end in a top hat. This is what it takes for me to sleep at night.
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# ? May 17, 2017 16:10 |
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DO IT TO IT posted:Yeah, No Escape looks dope. It's the kinda effect melee units are gonna need. How long until power creep sets in and we get a unit that has an Always Escapes rule that ignores No Escape
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# ? May 17, 2017 16:12 |
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Roll-offs seem like a good way to have things be random, but also allow both players to spend command points to alter the outcomeANAmal.net posted:No, but if I can tank the game on purpose and make it look like an accident, then I don't have to face the reality of being a big-time idiot rear end in a top hat. This is what it takes for me to sleep at night. and here I always figured it was the plastic jug of weapons-grade gin that did the trick
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# ? May 17, 2017 16:13 |
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I can already see a rules argument. If the players roll the same number is that a win?
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# ? May 17, 2017 16:13 |
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TKIY posted:I can already see a rules argument. If the players roll the same number is that a win? I assume that "roll-offs" will be covered in the main rulebook e: But I shot them a note on facebook. Related note, they don't know if daemon summoning is 'use-it-or-lose it' by the end of turn 3. Said there's more to come on summoning rules. TheChirurgeon fucked around with this message at 16:18 on May 17, 2017 |
# ? May 17, 2017 16:15 |
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Pawl posted:How long until power creep sets in and we get a unit that has an Always Escapes rule that ignores No Escape Tune in for Friday's faction preview.
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# ? May 17, 2017 16:15 |
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Pawl posted:I'm glad that's a special ability just for Wyches... but I fully expect all sorts of units with whips and lashes to get the same special rule i don't play nids but man hormagaunts should get that rule for sure
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# ? May 17, 2017 16:18 |
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Geoff Zahn posted:i don't play nids but man hormagaunts should get that rule for sure They should get something like "swarmed" where you cant retreat if beyond a certain number are engaged with you.
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# ? May 17, 2017 16:20 |
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8E... good?!
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# ? May 17, 2017 16:20 |
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Holy poo poo, it's only taken them 3 editions to get Trygon tunnels to actually work. Pawl posted:So if you fully wrap a transport with melee units and destroy it, it should be impossible to disembark properly and therefore all models inside it are slain.
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# ? May 17, 2017 16:23 |
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Artum posted:They should get something like "swarmed" where you cant retreat if beyond a certain number are engaged with you. they kind of don't need a rule for this--if you just surround the enemy with hormogaunts, they literally can't retreat Also aren't hormogaunts supposed to be dirt-cheap and fast? Making them super-deadly elite killers in CC would kill the purpose of poo poo like genestealers and lictors
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# ? May 17, 2017 16:25 |
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# ? May 30, 2024 16:50 |
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Safety Factor posted:Holy poo poo, it's only taken them 3 editions to get Trygon tunnels to actually work. Its also fair enough because you typically have to expend waaaaaay more points than what you're gimmick killing for it to actually work.
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# ? May 17, 2017 16:25 |