|
I want to go on record with what I expect the Blood Angels chapter tactics will be- We'll be able to assault after advancing. It explains some mysteriously overcosted assault weapons in our index and would fit really well with a lot of the fluff.
|
# ? Jul 23, 2017 16:36 |
|
|
# ? May 14, 2024 19:08 |
Yeah, I just meant casual as in beer hammer, throw some dice, have fun, that sort of poo poo. I went up against this list a few weeks ago and slaughtered all but one razorback. My contemptor punched Guliman a few times, died, and stripped another wound off. It was awesome.
|
|
# ? Jul 23, 2017 16:43 |
|
quote:Q: If an ability allows me to add 1 to saving throws, does it wut
|
# ? Jul 23, 2017 16:48 |
|
Also monstrous rending claws are still free lol.
|
# ? Jul 23, 2017 16:50 |
|
Saving throw encompasses both armour save and invulnerable save. This is what makes Thousand Sons durable - they get a +1 to both armour and invulnerable saves against 1 damage weapons.
|
# ? Jul 23, 2017 16:55 |
|
Corrode posted:Page 215 – Sudden Death Good. Suck it flyer spam. .......... Also, this: FAQ posted:Page 178 – Re-rolls Is pretty important. Now you have to re-roll all the die for milti-die rolls. .......... This one: FAQ posted:If you are playing a matched play game, you can Is a pretty elegant solution to avoiding any understrength unit shenanigans too. .......... This one was assumed, but has now been confirmed: FAQ posted:Q: If a model has two rules that allow it to ignore wounds, such Which is going to be important for some armies. WhiteWolf123 fucked around with this message at 17:18 on Jul 23, 2017 |
# ? Jul 23, 2017 17:04 |
|
Cover specifically applies only to Armor and not to Invulnerable saves, so this seems reasonable.
|
# ? Jul 23, 2017 17:19 |
|
WhiteWolf123 posted:This one was assumed, but has now been confirmed: They hinted at it the other day by talking about Iron Hands Ven Dreads, but it's nice to see it official.
|
# ? Jul 23, 2017 17:22 |
|
Thats neat that the solution to flier spam was realism.
|
# ? Jul 23, 2017 17:24 |
|
Tau shield drones are usable again!
|
# ? Jul 23, 2017 17:33 |
|
Q: Can a unit fire Overwatch at a Character if, when it declares its charge at them, there are other visible enemy models that are closer? A: Yes. This is surprisingly one that has come up often, good to have it clarified.
|
# ? Jul 23, 2017 17:36 |
|
What is the general consensus on Renegades & Heretics in 8th edition?
|
# ? Jul 23, 2017 17:42 |
|
Q: If a model flees from an Adeptus Astartes unit, can an Apothecary use its narthecium to return a model to the unit? A: No, the narthecium can only be used to return slain models to a unit. Huh. That's an interesting distinction.
|
# ? Jul 23, 2017 17:47 |
|
goose willis posted:What is the general consensus on Renegades & Heretics in 8th edition? I've been using them as a supplement to my Alpha Legion, they're pretty neat but not amazing. Mutant Rabble are fairly solid horde units, in that their random bonuses are all solid and make them very useful for getting up across the board and drowning your opponent in bodies. Marauders with the Stalker doctrine are solid backline objective holders, though not without their downsides, and you get a solid chunk of the Guard motor pool and artillery, with all the benefits and problems that implies. I haven't tried out everything though. Pro tip: bring Enforcers, it's not fun sweeping ten guys out of a unit from a failed Morale test. Oh, and the Psykers are solid, though you'll probably just be Smiting with them rather than casting the R&H powers. Rogue Psyker Covens need a special mention, as they're a five man unit with three wounds each, that can cast powers with a 3d6 roll at the cost of taking d3 mortal wounds. My main gripe is that the troops choices are as expensive or more expensive than your basic Guardsman and are just worse on the face of it, and only get reasonably on the same level with 3/4 of the Covenants (Nurgle is actually a joke, a 6+ invulnerable against s4 or lower attacks is basically nothing,) so allying them in isn't quite as useful as they could be.
|
# ? Jul 23, 2017 17:55 |
|
The Bee posted:Q: If a model flees from an Adeptus Astartes unit, can an That's actually going to be kind of a pain to deal with. Have to keep track of each loss in every marine unit
|
# ? Jul 23, 2017 17:58 |
|
Prior to release there was a lot of speculation in this thread regarding how quickly "new" GW would address imbalances and stuff that came up once the rules were in the wild and real people were playing. I think that squashing flyer spam so quickly is very encouraging.
|
# ? Jul 23, 2017 18:03 |
|
Floppychop posted:That's actually going to be kind of a pain to deal with. Have to keep track of each loss in every marine unit I'm struggling to figure out how it'd even be possible to have a model that had fled, but not have a different model that had been slain to try to resurrect. The only scenario I can think of is if you have multiple Apothecaries shadowing a single good-size marine unit that somehow wasn't immediately murdered on a turn where they lost a couple to morale, and it's such an edge case that it seems silly to include in a FAQ.
|
# ? Jul 23, 2017 18:03 |
|
Floppychop posted:That's actually going to be kind of a pain to deal with. Have to keep track of each loss in every marine unit It applies to Reanimation Protocols, too. So a Necron can totally rise as a Poxwalker, then reanimate inside its fleshy prison, climb out, and rejoin the fray on both sides. But repairing its wounds off screen, steeling its nerve, and rejoining the fight? A bridge way too far.
|
# ? Jul 23, 2017 18:04 |
|
Hummingbird James posted:I've been using them as a supplement to my Alpha Legion, they're pretty neat but not amazing. Mutant Rabble are fairly solid horde units, in that their random bonuses are all solid and make them very useful for getting up across the board and drowning your opponent in bodies. Marauders with the Stalker doctrine are solid backline objective holders, though not without their downsides, and you get a solid chunk of the Guard motor pool and artillery, with all the benefits and problems that implies. I haven't tried out everything though. Pro tip: bring Enforcers, it's not fun sweeping ten guys out of a unit from a failed Morale test. Oh, and the Psykers are solid, though you'll probably just be Smiting with them rather than casting the R&H powers. Rogue Psyker Covens need a special mention, as they're a five man unit with three wounds each, that can cast powers with a 3d6 roll at the cost of taking d3 mortal wounds. Nice, thanks. I was thinking of running them as allies to an Alpha Legion force too, because they seem much more interesting than basic cultists. Are there any benefits to taking them as a force of their own, or are they entirely destined to being cultists for Chaos marines but with access to more weapon options? Can you take covenants without having a cultist HQ? Which covenant is the least lovely?
|
# ? Jul 23, 2017 18:07 |
|
The Bee posted:It applies to Reanimation Protocols, too. So a Necron can totally rise as a Poxwalker, then reanimate inside its fleshy prison, climb out, and rejoin the fray on both sides. But repairing its wounds off screen, steeling its nerve, and rejoining the fight? A bridge way too far. This is a hilarious situation. Like the old Horrors - where there was one, now there are two!
|
# ? Jul 23, 2017 18:08 |
|
WhiteWolf123 posted:Is pretty important. Now you have to re-roll all the die for milti-die rolls. Luckily the command point stratagem thingie specifies that it allows you to roll a single dice. I usually save those for when I flub a charge, and usually I only want to roll one of them anyways.
|
# ? Jul 23, 2017 18:08 |
|
One change I would have liked is having characters be targetable as long as they're the closest NON-FLYER unit. So you can't try to be clever and bubble wrap your lone character in your flyer spam list. I mean, even if there are enemy jets screaming by overhead, I can still pick out the lone enemy idiot on the battlefield at ground level.
|
# ? Jul 23, 2017 18:16 |
|
They cared enough to FAQ Cypher summoning demons. Page 14 – Cypher, Abilities Add the following ability: ‘No-one’s Puppet: Cypher cannot use the Daemonic Ritual ability, even though he has the Chaos and Character keywords.' It's small and basically meaningless, but
|
# ? Jul 23, 2017 18:19 |
|
bonds0097 posted:One change I would have liked is having characters be targetable as long as they're the closest NON-FLYER unit. So you can't try to be clever and bubble wrap your lone character in your flyer spam list. I mean, even if there are enemy jets screaming by overhead, I can still pick out the lone enemy idiot on the battlefield at ground level. Or hell, change it to "characters have to be the nearest legal non-flier model". Though that's because I'm not a fan of an enemy unit in CC preventing me from shooting a character.
|
# ? Jul 23, 2017 18:20 |
|
|
# ? Jul 23, 2017 18:21 |
|
LordAba posted:Or hell, change it to "characters have to be the nearest legal non-flier model". Though that's because I'm not a fan of an enemy unit in CC preventing me from shooting a character. That's by design though. They intended units in CC to be able to block shooting at characters, I doubt they expected people to put six Stormravens around Guilliman.
|
# ? Jul 23, 2017 18:25 |
|
these alone make me want primaris mans.
|
# ? Jul 23, 2017 18:25 |
|
Corrode posted:That's by design though. They intended units in CC to be able to block shooting at characters Look at that weak-rear end crozius.
|
# ? Jul 23, 2017 18:31 |
|
goose willis posted:Nice, thanks. I was thinking of running them as allies to an Alpha Legion force too, because they seem much more interesting than basic cultists. Are there any benefits to taking them as a force of their own, or are they entirely destined to being cultists for Chaos marines but with access to more weapon options? Can you take covenants without having a cultist HQ? Which covenant is the least lovely? You need to have a Renegade Commander as your Warlord to have Covenants. Khorne one is +1 Attack on the charge, Slaanesh one is +1 die to Advance and Charge moves dropping the lowest die and Tzeentch gives you a +1 bonus to Overwatch. I tend to take Slaanesh as I usually have a Malefic Lord and whilst it's technically legal to have a Khornate Malefic Lord, I'm sure it would be frowned upon. There isn't a huge bonus to being a force on their own, but the same could be said for pretty much any army that can be allied with others (cough cough Imperium keyword armies.) You do get the Guard special and heavy weapon inventory opened up to you, but you'll have to deal with everyone except characters, sergeants, Disciples, Marauders and stuff taken from Imperium 1 or in the main section of the FW Index having BS and WS 5+. The main thing is you can take larger basic infantry squads - Militia Squads are a max size of 20, Disciples go up to 15, Disciple Command Squads go up to 14, etc. You also get a couple unique things, such as the Ogryn Beast Handlers and Plague Ogryns, along with the aforementioned Psykers and Marauders, the latter of which are the only unit Guard or Guard-adjacent to get doctrines (well the rule is called Specialists but you get what I mean.) The main downside to the army, of course, is the leadership. The majority of units have D6+2 leadership (D6+3 with rolling two dice and taking the highest for Disciples and characters,) putting you at an average of 5.5 (7.5 for Disciples/characters) which means you definitely need Enforcers to keep your army from just leaving the table after a particularly bad shooting phase. The other downside is the sloppy rules-writing, even by Forge World standards. Up until the FAQ last week, Enforcers and Renegade Commanders weren't characters, if you rolled a 5 for the mutations for a Mutant Rabble unit nothing happened and the beasts in an Ogryn Beast Handlers unit just didn't have keywords. There's still a couple of niggling things, like the Disciple unit having the stats and wargear options for the Champion, but it's not actually included in the unit description, or the fact that if you roll a 3 for a Mutant Rabble squad's mutations you get two things at once, but otherwise it's actually playable now. Overall, it's a neat, fun army that works fairly well as the mortal arm of a Traitor Marine army.
|
# ? Jul 23, 2017 18:31 |
|
That Chaplain is literally Reaper. Like seriously, give him another gun like that and give him the Moriat rules from 30k and you're good to go. Also, I love how kinda understated the sculpt on the Apothecary is? Like, it's got this calm sombre tone that I really dig, dude's super loving pissed all his bros got killed.
|
# ? Jul 23, 2017 18:33 |
|
Swap the staff for a pistol and you pretty much get a 40k version of Overwatch's Reaper. I'm all for that.
|
# ? Jul 23, 2017 19:07 |
|
Now I just need to hope one of these four headlines a Start Collecting: Primaris, so they can actually be affordable. If you had to pick contents for that kind of box, what would you go with? I think Librarian, Dread, and ten Intercessors would fit the typical mold of those boxes.
|
# ? Jul 23, 2017 19:14 |
|
Any of the HQs could fit. Based on the AOS Dwarves box that dropped headlining an $85 model, there's an outside, non-zero chance we get Repulsor, Intercessors, HQ.
|
# ? Jul 23, 2017 19:16 |
|
Another 1000pt game of 40k for Round 1 of our escalation league. I faced Necrons, mission was 2 DZ objectives, ie the First Blood wins mission, but I ended up trampling them under the boots of my guardsmen horde. I was bricking it by turn 2, he was slaughtering my infantry by the handful with shockingly accurate gauss fire, and my first turn shooting phase was pathetic - all 9 heavy weapon bases (missiles and lascannons) failed to hit whatsoever, and maybe 1 Wraith died. Fortunately I was still alive after 2 turns and with my reserves coming in, took out his Annihilation Barge and remaining Wraiths. This left his Warriors mostly unsupported, so I was able to focus fire and kill an entire squad of 17 (with morale casualties) in turn 3. This left my opponent with 1 big squad and his warlord left; he retreated toward his objective and I just surrounded him and kept plinking away. His last warriors fled at the end of turn 5 - if the game had ended there it would have been a draw, he had first blood, I had linebreaker. Praise be to the Emperor, he rolled to continue; I shot down his warlord and that was him tabled in round 6. Another Massacre win under the league rules! I am not going to get too cocky, although that's 10 straight victories for the Imperial Guard since 8th edition started. Our Ork mate finally showed up for a game, and his army is terrifying: 60 Ork boyz, 20 Stormboyz, 10 Tankbustas. Backed up by a couple characters and a mob of 30 Grots to hold a base objective. gently caress. I didn't take any flamers in my starting 1000 points! The Orks beat Tyranids pretty handily. You think the army seems slow? Think again! Stormboyz deepstrike and his psyker can 'deepstrike' one mob of 30 boyz a turn - as Orks, they can re-roll charge distance. So that's 2 multi-assaults from huge mobs of Orks as pretty much a turn 1 given. I am going to have to be very, very careful with my deployment to not just get rolled immediately! I wonder if I can just string 30 conscripts across the front of the deployment zone to avoid my other models getting charged?
|
# ? Jul 23, 2017 19:51 |
|
There are many words I would use to describe infantry heavy Orks, but slow is not one of them.
|
# ? Jul 23, 2017 19:59 |
|
Genghis Cohen posted:I wonder if I can just string 30 conscripts across the front of the deployment zone to avoid my other models getting charged? That's exactly what I would do. Clog the trenches with the bodies of your men.
|
# ? Jul 23, 2017 20:07 |
|
Where does it say that Stormboyz can deep strike?
|
# ? Jul 23, 2017 20:07 |
|
Beer4TheBeerGod posted:Where does it say that Stormboyz can deep strike? I think someone is remembering rules from previous editions.
|
# ? Jul 23, 2017 20:09 |
|
Corrode posted:That's exactly what I would do. Clog the trenches with the bodies of your men. Yeah, writing that post got me thinking about it, and actually I think with a little careful placement (and not too much bad luck in deployment zone shape/terrain) I can probably defy his alpha-strike maneuver. Beer4TheBeerGod posted:Where does it say that Stormboyz can deep strike? Why that motherfucker . . . No, that's a good catch, thanks, but I'm sure he was just assuming from previous games. Due to the aforementioned flakiness, he hasn't played as often as the rest of us. Will mention that to him next time though!
|
# ? Jul 23, 2017 20:11 |
|
|
# ? May 14, 2024 19:08 |
|
Chaos FAQ 1.1 p2 posted:Q: When I manifest the Warptime psychic power, can I select a unit that arrived on the battlefeld as reinforcements this turn? Well, time to put a Jump Pack on my Sorcerer and send him in with the Warp Talons.
|
# ? Jul 23, 2017 20:16 |