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Zark the Damned
Mar 9, 2013

Milotic posted:

Battleforged requirements: For matched play In each Detachment your army must share at least two faction keywords. It used to be one, but then they changed it. Different detachments require different number of unit types. The rule book is well worth having, but BattleScribe is free if not.

This is wrong. The actual rule as per the big FAQ is:

quote:

BATTLE BROTHERS
All of the units in each Detachment in your Battle-forged army must have at least one Faction keyword in common. In addition, this keyword cannot be Chaos, Imperium, Aeldari, Ynnari or Tyranids, unless the Detachment in question is a Fortification Network. This has no effect on your Army Faction

The way you describe it makes it impossible for some armies to be battleforged as they only have a single 'overall' Faction keyword (i.e. one not specific to a chapter / regiment / clan / dynasty / etc.)

It should also be noted that the rule only affects Matched Play, in Narrative and Open play you can ignore the additional requirements above and still be Battleforged.

Zark the Damned fucked around with this message at 13:36 on Jan 30, 2019

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Lincoln
May 12, 2007

Ladies.
Pre-8th Ork Big Gunz (Lobba, Zzap Gun, etc) are listed in the Ranged Weapon tables, but aren't mentioned anywhere else in the codex, as far as I can see. Are they considered to be "Mek Gunz", alongside the Bubblechukka, etc?

Chainclaw
Feb 14, 2009


Thanks!

Milotic
Mar 4, 2009

9CL apologist
Slippery Tilde

Zark the Damned posted:

This is wrong. The actual rule as per the big FAQ is:


The way you describe it makes it impossible for some armies to be battleforged as they only have a single 'overall' Faction keyword (i.e. one not specific to a chapter / regiment / clan / dynasty / etc.)

It should also be noted that the rule only affects Matched Play, in Narrative and Open play you can ignore the additional requirements above and still be Battleforged.

Yes, you’re quite right sorry, I should have checked the FAQ, in my head I’ve always had it as Chaos + X, Imperium + Y, but of course you can run Orks with different clans in one Detachment - they just won’t get the Kultur bonus (unless one is Freebootaz).

Lincoln posted:

Pre-8th Ork Big Gunz (Lobba, Zzap Gun, etc) are listed in the Ranged Weapon tables, but aren't mentioned anywhere else in the codex, as far as I can see. Are they considered to be "Mek Gunz", alongside the Bubblechukka, etc?

They’re in the Xenos 2 Index under “Big Gunz” I seem to recall. They and a bunch of other stuff dropped from the Codex as they stopped selling the models when the Codex came out. A couple of other unit entries got dropped eg Big Mek (I.e. without mega armour or Shokk Attack gun). You can still play with anything in the Index.

Maneck
Sep 11, 2011

Bucnasti posted:

"We hate money, let's turn down a chance to make lots for zero effort." Said no corporation ever.

Exactly. Hams are a crusty bunch. Also it draws attention to 40k from outside the 40k community.

xtothez
Jan 4, 2004


College Slice
Time to break out the Acolytes guys...

quote:

Cult of the Four-Armed Emperor: Subterranean Ambushers (+1 to advance and charge in first battle round or on first turn they appear)
Pauper Princes: Devoted Zealots (re-roll hits for attacks made with melee weapons when they charge, are charged or HI)
The Hivecult: Disciplined Militants (half models that flee morale, can shoot when they fall back but at -1 to hit)
The Bladed Cog: Cyborgised Hybrids (6++ or improve ++ by 1. Infantry don't suffer penalty to hit when moving and firing Heavy)
The Rusted Claw: Nomadic Survivalists (+1 to save if AP is 0 or -1. Biker models don't suffer penalty for moving and shooting Heavy or for advancing and shooting Assault)
The Twisted Helix: Experimental Subjects (+1 strength and +2 to advance)

Acolytes, neophytes and brood brothers are troops
Bikes are T4 2Wwith autopistol and blasting charges. 1 quad for every 4 bikes, Quad also has heavy stubber. They're -1 to hit in shooting phase.
Quad can change for mining laser
The bikers have to take two weapons from the atalan weapons list, can't take same weapon twice
(Autogun, autopistol, bolt pistol, cultist knife, demo charge, grenade launcher (1 in 4), improvised weapon, power axe (leader only), power hammer (leader only), power pick, shotgun)
Btw bikes are 10pts base + weapons (quad is 15)

Cult ambush is....
During deployment, set up a unit in CA. If Infantry or Biker you can set up in ambush OR underground. When underground, it can emerge at the end of any of your Movement phases. Set up a la DS. When set up in Ambush place a marker anywhere in your deployment zone. If you set up a Transport in ambush you must still say what's in it - one marker for transport and unit inside. Markers cant be shot etc. Measure from centre of the marker.
Now this is where it gets interesting
If you have 1st turn, you reveal all of your ambush markers at the start of your movement phase, one at a time, before moving units. Set model down within 1" of the marker, remove marker, place rest of unit wholly within 6" of that model and more than 9" from enemy models. Unit can move and shoot normally. but if it was a Transport, models that disembark cannot be set up within 9" of enemy. They don't count as moving when coming in from ambush, only if they move after.
If your opponent has the first turn, none of their units can be set up or end a move within 9" of a marker. At the end of your opponent's first movement phase, after they have set up all their unit from reinforcements, reveal all your ambush markers as described above before continuing the turn

For 1CP you can select 3 units that would be deployed via CA and instead put them underground (so basically you can set up units in your deployment zone and then say "feth this" and DS them anywhere if it suits)
for 1CP you can make your objectives secret, revealed only when you score them. That's cool
Nexos (map guy?) lets you select an ambush token you've deployed and move it anywhere in your deployment zone (12" away from enemy models). It's also got some CP regen ability
Roll a D6 when a CP is spent. If you spent it and there's a Primus and Nexos on the board, add 1. If your opponent spent it and there's a Clamavus and Nexos on the board, add 1. In either case, you get a CP on a 6+

Psychic.powers!
Mass Hypnosis - CV7 - Visible enemy unit within 18" can't fire overwatch, fights last in fight phase even if it charged and -1 to hit until your next psychic phase.
Mind Control - CV7 - Enemy model within 12" of psyker. Roll 3D6. If equal to or over Ld it can immediately shoot another enemy unit or make a single close combat attack against it. Can't attack self but can attack its own unit.
Psionic Blast - CV5 - Visible enemy unit within 18". 2D6 vs Ld. Lower = 1 MW, equal of higher = D3
Mental Onslaught - CV6 - Visible enemy within 18". Both players roll D6 and add Ld. If you score higher, model suffers 1 MW. Repeat this process until model is dead or you fail to wound it.
Psychic Stimulus - CV6 - Friendly unit within 18". Charge after advancing (though not after falling back) and always hit first even if they didn't charge.
Might From Beyond - CV7 - Friendly infantry or biker unit within 18". +1 S and A until next psychic phase.

CC points: Heavy improvised: 10, heavy power hammer: 16, Heavy rock drill: 17, power hammer: 4, power pick: 9, power sledgehammer: 0, power axe: 5, power maul: 4
Ridgerunner is M 14" T5 W8 Sv 4+ and comes with 2 heavy stubbers, heavy mining laser (can swap for missile launcher or heavy mortar) and flare launcher (can swap for survey augur or a spotter)
Gets a free 9" move at start of the game
Spotter increases range of its weapons by 6", augur ignores cover, flare launcher does the FNP and make bikers move faster thing
Default is 50 base + HML (25) + flares (5) so 80
Wow the locus is crazy (the bodyguard character)
2+ 2+ S4 T3 W4 A4 5+ with hypermorph tail (AP-1 D1 additional attack) and locus blades (Ap -3 D1 increase to D2 if it charged, was charged or performed HI). Does the usual bodyguard 'Absorb wound on 2+' thing. Subtracts enemy Ld by 1 within 6". Can HI 6" and can choose to move towards nearest enemy character rather than nearest enemy model, has 5++ and always fights first
Locus is 40pt elite
The Sanctus' sniper rifle causes a Perils if it wounds a psyker
Bike alphus
Alphus is 5W T4 5+ with -1 to hit in shooting, has a 36" heavy 1 S4 AP-2 D3 sniper rifle (additional MW on 6+ to wound). She selects a visible unit within 36" . Add +1 to hit rolls for friendly <Cult> units while they're within 6" of this model (or 12" if they're bikers).
Basically she markerlights gak
She picks a unit, everything cult nearby gets +1 to hit
Drill is interesting
Oh btw, to be clear, blips do not count as reserves
One per turn in their movement phase an infantry or biker unit with CA can move off the table if all models are on ground level and can move within 1" of the drill (can't do it the same turn it arrives as reinforcements). If a unit does this, remove them from the battlefield. At the end of the next movement phase, deep strike them
So basically, move up to within 1" of it and feth off for a turn, then pop up
And you can activate it if a model is on the piece at the end of your movement phase (and no enemy models are on it). D6 for every unit on ground level within 3" of the drill
D6 mortal wounds on a 6
Then roll a D6 again, adding 1 for every time the drill has been activated during the battle. <6 = Seismic Tremors (subtract 2" from charge rolls made within 12" of the model. Doesn't affect Fly. Not cumulative) 6+ = Seismic Quake (straight imaginary line 1mm in thickness from one battlefield edge to another that crosses the model. D6 for unit that the line crosses on ground level (not Fly). D3 MW on 4+ and movement is halved until next Movement phase.
Lol, the drill is 75pts

No Baneblade, etcs
Cult russ is standard BC, can be replaced
nova cannon, exterminator auto or vanquisher
without wargear which I cba to add up, acolytes 7pts (5-20), BB infantry squad 4pts (10), neophytes 5pts (10-20)
Heavy weapon teams in

PierreTheMime
Dec 9, 2004

Hero of hormagaunts everywhere!
Buglord
:woop::hf::cthulhu:

I knew as soon as I saw them mention it in the article that they'd get first-turn reserve arrival. It's a nice buff and works for the army.

Edit: Man it'll be interesting to see how things work out, all the cult traits are neat, base S5 is a pretty sizeable buff and 4++ Genestealers if you're going heavy on those is pretty great too.
Sooo glad Acolytes are priced sanely. Battalions and Brigades are going to be so cheap, good lord.

PierreTheMime fucked around with this message at 16:01 on Jan 30, 2019

OhDearGodNo
Jan 3, 2014

Finished my Wierdboy for now, my first try at OSL.. looks more like I spilled Old Bay on it.



Inspector_666
Oct 7, 2003

benny with the good hair

xtothez posted:

Time to break out the Acolytes guys...

Where'd this come from?

EDIT:

quote:

Mind Control - CV7 - Enemy model within 12" of psyker. Roll 3D6. If equal to or over Ld it can immediately shoot another enemy unit or make a single close combat attack against it. Can't attack self but can attack its own unit.

Mindshackle Scarabs that uses 3D6 is pretty scary, although it seems less impactful in 40k than Mindshackle does in Kill Team just given how many more bodies you generally have.

Inspector_666 fucked around with this message at 16:58 on Jan 30, 2019

Maneck
Sep 11, 2011

xtothez posted:

Time to break out the Acolytes guys...

Mass Hypnosis - CV7 - Visible enemy unit within 18" can't fire overwatch, fights last in fight phase even if it charged and -1 to hit until your next psychic phase.

Designed just for the Tau.

PierreTheMime
Dec 9, 2004

Hero of hormagaunts everywhere!
Buglord

Maneck posted:

Designed just for the Tau.

FtGG can still trigger for other nearby units; this power already existed in the Index. The only time FtGG can't work is if the assaulting unit has an ability that no unit can overwatch them, such as the Aeldari Banshee mask. It's still good though.

Maneck
Sep 11, 2011

PierreTheMime posted:

FtGG can still trigger for other nearby units; this power already existed in the Index. The only time FtGG can't work is if the assaulting unit has an ability that no unit can overwatch them, such as the Aeldari Banshee mask. It's still good though.

The index version of the rule was:

quote:

Mass Hypnosis
Mass Hypnosis has a warp charge value of 7. If manifested, select a visible enemy
unit within 18" of the psyker. Until the start of your next Psychic phase, the target
cannot fire Overwatch, fights last in the Fight phase even if it charged, and must
subtract 1 from its hit rolls

I read the leaked text as working on each visible unit within 18". We'll have to see the actual wording - but you're probably right that it only works on a single targeted unit.

Rockman Reserve
Oct 2, 2007

"Carbons? Purge? What are you talking about?!"


...Does the new AdMech box require the Commanders KT expansion? It looks like it does but I'm having trouble finding confirmation.

Inspector_666
Oct 7, 2003

benny with the good hair

food court bailiff posted:

...Does the new AdMech box require the Commanders KT expansion? It looks like it does but I'm having trouble finding confirmation.

It comes with a commander, but you don't necessarily have to use him. You don't necessarily need the book, either, since his rules will be in the box rather than the book and I'm sure you can find the Commander specialism trees online.

Maneck posted:

The index version of the rule was:


I read the leaked text as working on each visible unit within 18". We'll have to see the actual wording - but you're probably right that it only works on a single targeted unit.

For it to be AoE I think it would have to either say "Each visible unit" or "Visible units."

MasterSlowPoke
Oct 9, 2005

Our courage will pull us through

Maneck posted:

I read the leaked text as working on each visible unit within 18". We'll have to see the actual wording - but you're probably right that it only works on a single targeted unit.

The leaked text is literally a paraphrased version of the current power. Working on everything in a 3 foot circle would be crazy and need to be a WC10 power, if not higher, especially in an army where everything can deep strike.

JIZZ DENOUEMENT
Oct 3, 2012

STRIKE!
A lot of those cult/chapter traits seem really good as do the T1 deep striking.

Are the guns for bikes good? Because T4 2W bikes for 10 pts seems good at first blush. Dark eldar reavers are like 17ish and Ork bikes are 14ish.

PierreTheMime
Dec 9, 2004

Hero of hormagaunts everywhere!
Buglord
Yeah, AoE would be insanely powerful. I could see it potentially targeting more than one unit, but I strongly doubt it.

Rockman Reserve
Oct 2, 2007

"Carbons? Purge? What are you talking about?!"


Inspector_666 posted:

It comes with a commander, but you don't necessarily have to use him. You don't necessarily need the book, either, since his rules will be in the box rather than the book and I'm sure you can find the Commander specialism trees online.

Ehhh it's more a problem of nobody else in my local store really using Commanders (yet?). Plus that box doesn't even have any Skitarii Rangers, aka the Best AdMechs.

...I might grab the 'Nid box though....always wanted to do some nids....


Earlier people were talking about how they could better split up the KT boxes for more variety/better points values and the Drukhari box was brought up a few times as an example of something that's really lacking. I just wanted to say that as someone really new to the game, the Wyches in the box were perfect. With all the optional wargear (which granted, might not be optimal) it comes out to like 96 points and a decent spread of weapon types, while still only needing to remember a single statline. I wish I could buy a handful of Kabalites now instead of buying a whole box, sure, but I've been fielding my Wyches for a while and having plenty of fun with them.

Inspector_666
Oct 7, 2003

benny with the good hair

food court bailiff posted:

Ehhh it's more a problem of nobody else in my local store really using Commanders (yet?). Plus that box doesn't even have any Skitarii Rangers, aka the Best AdMechs.

Yeah it's not a particularly great kill team in terms of makeup. I pre-ordered it through my local gaming club because it's a decent value on getting Sicarians/the Thicc-Priest for my 40k army, especially with the discount we get.

Xenomrph
Dec 9, 2005

AvP Nerd/Fanboy/Shill



I’m really digging the Typhus Corrosion/Ryza Rust combo for my rusty Necrons.







Xenomrph fucked around with this message at 17:51 on Jan 30, 2019

Cessna
Feb 20, 2013

KHABAHBLOOOM

That's really nice, I like that.

Eifert Posting
Apr 1, 2007

Most of the time he catches it every time.
Grimey Drawer
Dirty crons best crons.

Bite my rusty metal rear end.

xtothez
Jan 4, 2004


College Slice

Inspector_666 posted:

Where'd this come from?

A guy on the GSC Discord channel. The WarCom article that was just posted an hour ago supports the leaks pretty well.

Revelation 2-13
May 13, 2010

Pillbug
If those leaks hold up, it looks like the four-armed emperor is the main way to get charges out of ambush. 8 inches is a lot better than 9, but it's still below 50%, I guess just 'send more groups of acolytes', which we can now afford at 7 points! I really like pauper princes though, reroll is really good for hammer aberrants and rock cutters. If the alphus +1 to hit markerlight also helps in melee (probably not?), that's real good news for aberrants standing next to a abominant.

Mass hypnosis, mind control and might from beyond were already in the index. Though mind control is warp charge 6 in the index, so maybe the leaker misread or it got worse. They're kinda hard to get off because of the high warp charge and then the leadership roll, often the models you'd want to control have high leadership. Mental onslaught looks like it's going to be good against Orks and guard maybe, especially if it can target vehicles and you take it on the 10 ld patriarch - patriarchs often want to give might from beyond to nearly purestrains though.

Failson
Sep 2, 2018
Fun Shoe
Real stupid question: Do the Admech not have any transport options at all? ... I probably should have bought their book at some point.

Inspector_666
Oct 7, 2003

benny with the good hair

Failson posted:

Real stupid question: Do the Admech not have any transport options at all? ... I probably should have bought their book at some point.

The only transport option is the Termite from Forge World. The rules for it are available on the store page, too.

Technowolf
Nov 4, 2009




GSC bikes preview

Lizard Combatant
Sep 29, 2010

I have some notes.

Inspector_666 posted:

The only transport option is the Termite from Forge World. The rules for it are available on the store page, too.

Haven't tried it, but it looks like a pretty good suicide ram too.

Living Image
Apr 24, 2010

HORSE'S ASS

Wait, why do people think GSC can deep strike on turn 1? Cult ambush from the blips isn't the same as deep strike.

PierreTheMime
Dec 9, 2004

Hero of hormagaunts everywhere!
Buglord

Revelation 2-13 posted:

If the alphus +1 to hit markerlight also helps in melee (probably not?), that's real good news for aberrants standing next to a abominant.
The rules are in the WC post from today, it's Shooting phase only.


Corrode posted:

Wait, why do people think GSC can deep strike on turn 1? Cult ambush from the blips isn't the same as deep strike.

quote:

Cult ambush is....
During deployment, set up a unit in CA. If Infantry or Biker you can set up in ambush OR underground. When underground, it can emerge at the end of any of your Movement phases.

PierreTheMime fucked around with this message at 18:43 on Jan 30, 2019

Schadenboner
Aug 15, 2011

by Shine
Holy poo poo that fragdrill.

:gizz:

Naramyth
Jan 22, 2009

Australia cares about cunts. Including this one.

The thing is, all deep strikes are worded that way. Why wouldnt the FAQ not apply?

xtothez
Jan 4, 2004


College Slice

PierreTheMime posted:

it can emerge at the end of any of your Movement phases.

Pretty sure that phrasing will only apply to Open and Narrative play. The last FAQ will override it for Matched play.

Inspector_666
Oct 7, 2003

benny with the good hair

Lizard Combatant posted:

Haven't tried it, but it looks like a pretty good suicide ram too.

Yeah, the actual Termite seems very good, it just comes with all of the usual FW caveats.

PierreTheMime
Dec 9, 2004

Hero of hormagaunts everywhere!
Buglord

Naramyth posted:

The thing is, all deep strikes are worded that way. Why wouldnt the FAQ not apply?

It definitely depends on the wording. It would be in the theme of GSC if they could, but if not, okay.

Lizard Combatant
Sep 29, 2010

I have some notes.

Inspector_666 posted:

Yeah, the actual Termite seems very good, it just comes with all of the usual FW caveats.

Lack of canticles is a slight bummer, but not too bad. Pair of melta cutters seems to be the way to go yeah?

muggins
Mar 3, 2008

I regard the death and mangling of a couple thousand toy soldiers as a small affair, a kind of morning dash

JIZZ DENOUEMENT posted:

A lot of those cult/chapter traits seem really good as do the T1 deep striking.

Are the guns for bikes good? Because T4 2W bikes for 10 pts seems good at first blush. Dark eldar reavers are like 17ish and Ork bikes are 14ish.

The guns seek pretty basic, while the atv can get some decent stuff. While they look amazing, I don't think they're gonna turn the tide in games

Living Image
Apr 24, 2010

HORSE'S ASS

PierreTheMime posted:

It definitely depends on the wording. It would be in the theme of GSC if they could, but if not, okay.

Yeah as Naramyth pointed out already, that's the same wording as all DS abilities. The Matched Play FAQ restricts it to turn 2.

TheBigAristotle
Feb 8, 2007

I'm tired of hearing about money, money, money, money, money.
I just want to play the game, drink Pepsi, wear Reebok.

Grimey Drawer
Is that tectonic drill a building? Asking for some siege master friends

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Inspector_666
Oct 7, 2003

benny with the good hair

Lizard Combatant posted:

Lack of canticles is a slight bummer, but not too bad. Pair of melta cutters seems to be the way to go yeah?

The melta cutter is part of the basic hull, the weapon choices are 2x of either storm bolters, heavy flamers, or twin volkite chargers. Heavy flamer is both the most expensive choice and won't even be in range when you put it on the table so I guess you're really just picking between the bolters or the volkite charger.

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