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Solemn Sloth posted:Anyone tried the iBook versions of the rule books? Strongly considering getting them. I'm getting the death guard portion of the starter set I'm splitting with a friend, they're taking the rule book, so I thought I'd look at getting the digital versions so I can read it on the train or lunch break I've heard good things about the iBook versions of their rules, right now, however, I'm battling with the epub3 versions that the non-Apple plebs have to deal with: I can't find any way to read it comfortable on PC, and the apps that the GW Digital site suggest for use on android run slow/don't display things properly.
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# ¿ Jun 17, 2017 21:14 |
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# ¿ Apr 28, 2024 23:13 |
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Floppychop posted:Try Readium. It's a chrome addon You are a life-saver: Readium seems to be a better epub reader than any of the *dedicated* epub reading apps. I guess Chrome is my official eReader now! It's mind-boggling that "zoom" and "fit to width of screen" functions don't seem to exist anywhere else though. Now I can actually start reading the rules and thinking how to organize my toy soldiers instead of cursing at various .exe files on my desktop.
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# ¿ Jun 17, 2017 22:07 |
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Gyro Zeppeli posted:Got the Primaris half of Dark Imperium for £50. Purple Biglys begin Purple is the best, Biglys even more so! Someone down here in the jungles of Latin America is getting his hands on a Dark Imperium box soon so I might get his Primaris half as he's all Nurgle.
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# ¿ Jun 17, 2017 23:53 |
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Yeast posted:exactly. It's 3 pages of 'no you loving pedant, of course you can't' It's a beautiful Day 1 faq basically telling the WAACers "no, don't even try it."
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# ¿ Jun 18, 2017 07:19 |
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So, I'm still waiting on my full fulebook, but I have the "digest" PDF that they released and I have my ePub index for Chaos and T'au and wanted to confirm something: can units not shoot out of vehicles at all? I remember previous editions having "Fire Points" or whatever, allowing X number of models to shoot out of them, but I'm not seeing anything mentioning them in 8th edition. I won't be too sad if shooting out of vehicles is not allowed: I never remembered to do it in 6th edition at all so it won't make any difference to my Rhino-carted Noise Marines in 8th.
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# ¿ Jun 21, 2017 02:22 |
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ElNarez posted:Unless your vehicle is open-topped models can't shoot from it, iirc My Dark Eldar will have some fun when I retrieve them from the northern hemisphere then! LordAba posted:Unless the transport specifies, no you can't shoot out. Makes my Sisters of Battle sad (minus the repressor which should kick rear end). Ahh, okay, so, it's specified on the datasheet, neat. I'm really liking the (pretty much) everything is explicitly written out on the Datasheet aspect of 8th edition: it feels like that most "can X do Y" questions can be answered with "does it say it can on the datasheet?" Definitely going to make it easier for new players. My problem is that I have vague memories of 2nd, 3rd, and 5th edition in my head, so I need to unlearn a bunch of stuff. Thanks for the answers.
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# ¿ Jun 21, 2017 04:22 |
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I was skimming through the rules digest (waiting for my full rulebook still) and I couldn't find anything about Base Size rules: do they have any specific requirements in 8th edition? From what I heard (been out of the loop for a while) Chaos/Regular Space Marines are now coming on 32mm bases, instead of 25mm: does this mean that older based Marines need to be rebased on 32mm? Also, the new(ish) "Canoness Verydian" comes on a 32mm base, while they're still selling the metal SoBs on 25mm ones: should they be on 32mm or what?
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# ¿ Jun 23, 2017 22:44 |
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Gyro Zeppeli posted:The official GW line is "Use the bases the models come with". So if your marines are still on 25mm, you get grandfathered in. Ahh, fair enough, so, my CSM Emperor's children stay on their 25mm bases, any new models I pick up for them (give me new noise marines dammit!) will be on 32mm, and, if the discrepancy makes me too much I can always rebase. Sisters of Battle will be one model on a 32mm base, the rest on 25mm, but Verydian's a centrepiece model anyway, so not so weird. I fully expect that, by the time I assemble a full army f SoBs made from Grishnak's sculpts, and the metal exclusives from the GW site, that'll be when full plastic gets released.
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# ¿ Jun 24, 2017 00:00 |
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Shadin posted:Never played 40k proper, just modeled and been into the specialist games (I'm that one guy that actually got Betrayal at Calth to play the board game). I grabbed Dark Imperium because I hate money, but I can't decide between Dark Angels and Imperial Fists. I know the fluff, but game wise, what's going to be the main difference in play style? Dark Angels get all the Plasma: and now you can even use plasma without blowing yourself up (if you're a wuss.) They also have some super-elite Terminators, and crazy skimmers.
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# ¿ Jun 24, 2017 00:34 |
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So, reading through the "Reinforcements" sidebar of the new rules, it states that:40k Battle Primer Page 3 posted:Units that are set up in this manner cannot move or Advance further during the turn they arrive – their entire Movement phase is used in deploying to the battlefeld – but they can otherwise act normally (shoot, charge, etc.) for the rest of their turn. I guess that means that they can't take advantage of the "Warptime" Psychic Power that Chaos Sorcerers have? It states: Chaos Index p11 posted:If manifested, pick a friendly HERETIC ASTARTES unit within 3" of the psyker. That unit can immediately move as if it were its Movement phase. I imagine that it also stops stuff like the Swarmlord from using its "Hive Commander" rule to make a Burrowed Ripper Swarm, or whatever, move in the Shooting phase?
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# ¿ Jun 25, 2017 02:43 |
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MasterSlowPoke posted:It's a little unclear but that's how I read it. Definitely could use a FAQ. Yeah, I think that it definitely could. For FAQs do we just spam the Warhammer 40,000 Facebook page with questions or is there a specific e-mail address or something? My rule of thumb with ambiguous rules tends to be "read the definition of the rule as whatever is worse for me, personally" so I suspect we're both right that it won't be so easy to get a turn 1, no overwatch, rear charge from deep-striking Warp Talons with Lightning Claws.
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# ¿ Jun 25, 2017 02:54 |
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MasterSlowPoke posted:They can just charge you from 8.01" away, and there's enough bonuses to charge and command rerolls that an 8+ isn't too hard to get. Spamming in progress! Um, wow, that's certainly something that will need an errata: I assume they meant the proceeding Shooting phase. Also, is Heavy 30 a typo? That seems like a lot of *any kind of shot*. Also, speaking of Charging from 8.01" away, whenever the deep-striking rules say more than X (usually 9) inches away, I guess that people are measuring 9.01", and not 10"? I guess it doesn't matter, as you'd still need 9 on the dice to pull off a 9.01" or a 10" charge anyway. . . . EDIT: Just noticed another thing: T'au with the Bonding Knife Ritual automatically pass their Morale tests if they get a 6. It doesn't say "an unmodified 6" like the Designer's Commentary specifies, and the Morale phase says: Morale Phase posted:To take a Morale test, roll a dice and add the number of models from the unit that have been slain this turn. Which appears to be a modifier to the die roll: does that mean that, if an effect lowered the Leadership of a unit with the Bonding Knife Ritual below 6, and then the unit suffered, say, 3 casualties, you roll a 3 on your die, modified up to 6, the ritual means you pass and don't lose any extra models? Xarlaxas fucked around with this message at 05:00 on Jun 25, 2017 |
# ¿ Jun 25, 2017 04:40 |
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Beer4TheBeerGod posted:I find it hilarious that Company Veterans can dual-wield combi-weapons. That's amazing. If you fire both of them at the same time with all options I guess you'd get a -2 to hit though? Still, would make for a cool John Woo-style Company Veteran squad.
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# ¿ Jun 25, 2017 05:59 |
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jng2058 posted:Ah but if they're both Combi-Flamers, who cares about a -2 to hit with the Bolter shots? Best. Squad. Ever. Speaking of flamers, I was working on a (theoretical) Sisters of Battle list: The Order of Divine Ascension 2000 points posted:++ Brigade Detachment +9CP (Imperium - Adeptus Ministorum) ++ The idea would be to have the Dominion Squads in the Immolators, getting the vanguard move, and getting close to the enemy and burn them nicely, the Heavy Bolter Squads would camp and take out the infantry, while the Multi-Melta squad deals with any nasty looking critters, not sure what to do with the Seraphim, other than have them drop in and pistol stuff to death, while the gun-line of 60 SoBs marches towards the objectives, using the Imagifiers to (hopefully) get some extra Acts of faith. Not entirely sure what I'm doing with the Canonesses either.
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# ¿ Jun 25, 2017 07:52 |
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The Bee posted:That makes sense. How does AoS usually handle new unit releases, then? The rules are in the box with the model, and the warscroll is a free PDF on the page of the GW store. That's what I've seen of the new releases at least. Only problem is that, it seems that we're not getting Datasheets for free, so. . . .
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# ¿ Jun 27, 2017 23:13 |
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Xenos 2 FAQ posted:Q. Can I have a Battle-forged army that consists of one Detachment of Genestealer Cults, one Detachment of Astra Militarum (using the Brood Brothers rule) and one Detachment of Tyranids? Not a GSC player, but neat that that has been cleared up: let's see what terrifying combos can be made with that. . .
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# ¿ Jul 2, 2017 19:16 |
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I'm also really happy at the clarification that you can only have *one* Celestine in your army. Saw someone making a 9 Celestine list or something and was basically going "Rules as written: FIGHT ME!"
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# ¿ Jul 2, 2017 19:54 |
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Zaphod42 posted:After Reivers I bet everything is gonna be misspelled intentionally so it can be trademarked Gonna be hard for them to trademark historical Anglo-Scottish raiding families: Border Reivers Pretty pleased with the errata/FAQs so far: I like that they've added the ability for Sister Superiors to take a Melee weapon on top of replacing their Boltgun for one, which means that the models that currently exist are *actually legal.*
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# ¿ Jul 3, 2017 01:38 |
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Black_Nexus posted:I was very happy they did that, I love my models with the power sword and Bolter, and was super annoyed that they were not legal. They are hella-rad models, same as the one with the Chainsword, however, most of my Superiors will probably just be rocking Boltguns, and I'll be leaving Melee to the Repentias, if/when I get them, my 2000 point list is all about Boltguns, Meltas, and Flamers, the holy trinity.
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# ¿ Jul 3, 2017 05:05 |
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Cutedge posted:Warp Talons come in from the warp more than 9" from an enemy unit, psyker casts warp time on them, they walk up to the enemy unit and then charge them. Their deep strike warp whatever ability says that on the turn they come in, enemy unit can't overwatch. They then proceed to take that unit off the board. Technically not legal, or, at least, disputable, as the rules say: 40k Battle Primer p3 posted:Many units have the ability to be set up on the battlefeld mid-turn, sometimes by using teleporters, grav chutes or other, more esoteric means. Typically, this happens at the end of the Movement phase, but it can also happen during other phases. Units tha are set up in this manner cannot move or Advance further during the turn they arrive – their entire Movement phase is used in deploying to the battlefeld – but they can otherwise act normally (shoot, charge, etc.) for the rest of their turn. Units that arrive as reinforcements count as having moved in their Movement phase for all rules purposes, such as shooting Heavy weapons. I sent the 40k Facebook page a message asking it using Warptime on Warp Talons that just came in through Warpflame Strike, and they said they'd check, no answer yet, and it wasn't in the first round of FAQs. I'd argue *no* even though I'd love to do that with my crazy flying clawed demon marines. EDIT: Oh, and it appears to be how I predicted it: Codexes Your Questions Answered posted:Rules for new models not covered in the index (like the upcoming Redemptor Dreadnought) will be available in the box with the model and matched play points for these units will be made available online. So, anything new won't need a codex, but will, probably, end up in a new codex eventually. Xarlaxas fucked around with this message at 17:39 on Jul 5, 2017 |
# ¿ Jul 5, 2017 17:35 |
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Cutedge posted:I'll be interested to hear what they say about that. I thought that it was that they couldn't move during their movement phase (mostly because most deep strike abilities say that they can deploy at the end of their movement phase) but Warptime allows them to move during psychic. Didn't see that it says that they can't move during the remainder of the turn. Yeah, me too, I think the point that makes Warptime on deep-striking models illegal is that it says "cannot move or Advance further during the turn they arrive." If it said phase then it would be clear cut that Warptime works. Right now, RAW, it appears that we can't. I wish they would have had an example, or quick statement, making clear that command powers/psychic powers/random crap on a datasheet cannot override this rule. The problem is that we have a case of "The Rulebook says X, but the Index says Y" and we aren't sure which takes precedence. Previously, it was always "Codex/Index/White Dwarf Supplement take precedence over Rulebook in rules disputes" but this is the fancy new edition where we can't assume anything based on previous interpretations. . . .
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# ¿ Jul 5, 2017 19:49 |
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Pendent posted:What. I thought it was just the Intercessors, but I guess some of the other jump pack troops get to a 1 in 6 chance of causing Mortal Wounds on the charge, to represent their crazy falling from the sky antics. EDIT: Doesn't seem like Death Company have that rule though. Xarlaxas fucked around with this message at 01:30 on Jul 6, 2017 |
# ¿ Jul 6, 2017 01:26 |
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Safety Factor posted:As far as I'm aware, it's only the Inceptors. At least for marines, that is. Those are the ones! Got Intercessors and Inceptors mixed up.
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# ¿ Jul 6, 2017 01:32 |
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Safety Factor posted:I knew what you meant, the names get confusing. I was more saying that no other jump units have that ability, at least for space marines. I don't know the other armies well enough to say it more definitively. Quick text search doesn't show any other units in other indices/the Imperium 1 index with the "Crushing Charge" rule, not that it doesn't mean that they have that ability with another name. goose willis posted:I'm pretty sure that like nobody in this thread actually purchased the indices because they were already available as leaks like two weeks before the actual release lol I bought the Xenos 2 and Chaos Indices but the epub format killed a little of my soul, so I was very happy when I stumbled upon PDF versions (that aren't just blurry photographs.)
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# ¿ Jul 6, 2017 01:43 |
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LordAba posted:N-nooo. Look at the shooting rules: Actually, the FAQ says that, in the above case, if you do the one roll at a time, you can choose to have the exposed model killed, then the others will get whatever applicable cover benefit they can have, if any, for the rest of the rolls.
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# ¿ Jul 7, 2017 18:05 |
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chutche2 posted:Right, which doesn't contradict what he said. He says you don't check range or line of sight after you get to step 4, but you still check during step 4 if the model is in cover or not. The Bee posted:You pick the enemy units to target, though. Not enemy models. If you have wounds that need allocation, and your legally-targeted unit has wounds to select, then that unit still takes wounds. The Bee has it: you're targeting the unit, not the models. When it comes to wound allocation, the player who owns the unit chooses who dies first, that gives them the option of putting the rest of the squad in cover, but they're still taking the hits: you don't suddenly become out of range because of the order of wound allocation. Technically, all the dying's happening basically at the same time.
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# ¿ Jul 7, 2017 18:59 |
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chutche2 posted:Yeah after rereading the rules I think that's how it works. I just saw a lot of video battle reports where they're like "Gotta shoot the flamer first otherwise they might be out of range after casualties" and such. That would be people remembering the old editions, where you had to take casualties from the front and you could end up out of range, yes. GW has made two PDFs that basically say THIS IS A NEW SYSTEM: STOP APPLYING THE OLD RULES TO THIS ONE, and people still get mixed up. I think people who've never played 40k before will actually get to grips with the rules faster than people who've played a lot because of the baggage of "doesn't it work like X?" that we carry.
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# ¿ Jul 7, 2017 19:08 |
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Beer4TheBeerGod posted:So mass roll to hit, mass roll to wound, kill the guys in the open, the rest get cover saves? Exactly! The only thing you need to single roll on will be the armour saves, until everyone's on the same cover bonus. Of course, if you're fighting an enemy whose weapons have an AP high enough they ignore the benefit of the cover, you just fast roll everything.
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# ¿ Jul 7, 2017 19:11 |
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JoshTheStampede posted:You should be making saves 1 at a time anyway, any time you have more saves to roll than you have identically outfitted guys. True, this isn't Warhammer fantasy where you have units of 50 identically equipped clanrats.
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# ¿ Jul 7, 2017 19:31 |
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HardCoil posted:But it they are completely obscured by a building, they get no cover saves and just take wounds? Depends on if a building provides cover or not at all. I believe that stuff like barricades and ruins will provide cover if the enemy is shooting you through it and you're within an inch, but bog-standard buildings? Not sure....
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# ¿ Jul 7, 2017 20:30 |
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Beer4TheBeerGod posted:If the target is not within the building (ie touching it) then no it won't. Yup, I was just double-checking the FAQ and the Rulebook: if Infantry are 100% in a ruin/building/crater/forest they get cover. Vehicles and monsters etc. have to be within *and* 50% or more obscured. So, the diagram we've been arguing over actually provides no cover whatsoever to anyone, unless the guys behind the building were *inside* the building. Basically, the idea that the units are static representations of moving dudes means that, the example, we have a squad that is running around, trying to get into cover behind a building, but have fouled up, and are taking turns to put their heads up and get shot. Xarlaxas fucked around with this message at 20:40 on Jul 7, 2017 |
# ¿ Jul 7, 2017 20:38 |
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Beer4TheBeerGod posted:Specifically the unit has to be 100% within a piece of cover-granting terrain to receive cover. The game defines "within" as "touching". This is compared to "wholly within" which means no part of the model may be outside the region, such as being wholly within 3" of a transport when disembarking. Good spot, yeah, wholly within is a very important distinction.
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# ¿ Jul 7, 2017 21:40 |
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Buildings, right now, are just ruins that are, well, less ruined. There are Fortifications in the Indices, like the Aegis Defence lines, bunkers etc. It seems that Imperial Bastions, Bunkers, and such are treated like transport vehicles, so you would embark upon them, shoot through fire-points, etc. I guess, for buildings, if it's not one of the "official" GW structures, you can use the stats for a bunker (minus the weapons) and then let dudes embark within them. Of course, if you want to put fortifications in the middle of the field and not spend points on them, they can be neutral and "embarked" upon by either side.
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# ¿ Jul 7, 2017 23:13 |
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Kabuki Shipoopi posted:Let's assume the diagram depicts a 9" high, fully solid wall. The models are always 100% obscured from line of sight, but one pokes out 1" to the side. how would this work when allocating wounds? Nope, they'd get no cover, unless it was, specifically, a "barricade" piece of terrain, or an Aegis Defence Line, after you kill the first model that's out in the open, then they would get cover, presuming it's an Infantry unit. If it's a building, the unit should have embarked upon it, as they would have ended their move within 3" if they want to avoid being shot. So, in short: if it's a building, ruin, or wood, you should be in it (either physically, or embarked), or everyone should be positioned so there's no line of sight; if it's a wall, you can probably call that a barricade (better make sure everyone agrees before the game begins!), and get cover after the first dude dies who happens to be in the open.
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# ¿ Jul 8, 2017 05:32 |
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So, the two "Starter Sets" come with a 4x4 and a 2x2 mat: I wonder if they can match up with each other?
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# ¿ Jul 8, 2017 18:10 |
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TheChirurgeon posted:Noise marine dreads are fuckin back. yesssssss I guess Forge World doesn't make them still? How would one get one (or a good equivalent) these days?
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# ¿ Jul 10, 2017 01:23 |
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JBP posted:FW doesn't make them. I'm hoping there's a full release for Emperor's Children / Slaanesh marines marines. In the mean time I'd be hoping for a decent multipart Chaos dread that comes with the parts to make a variety of chaos dreadnoughts. drat. I guess, as it mentions to use the Hellbrute stats, I could just cannibalise two Blastmasters, a doom Siren, and a Hellbrute kit and convert one. . . .
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# ¿ Jul 10, 2017 02:38 |
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Quite likely, well, I have three of the Dark Vengeance Hellbrutes, and some spare Noise Marine bits: I can take a Sonic Blasters/Blastmasters, cut off the gun part, embed them in the place where the Multi-melta is, and use. . . something for the Doom Siren parts (will need to check my bits box) and then, maybe replace the fist with a Power scourge or something: tentacle arm seems suitably Slaaneshi. Looking at the Blastmaster versus the Sonic Gun, I think that the Sonic gun would work best as the "head" is actually bigger than the Blastmaster: that's more long and thin.
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# ¿ Jul 10, 2017 03:02 |
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Safety Factor posted:Nope. I wish they'd expand it more. I get that undivided demons aren't really defined like the god-specific ones, but how often does just normal-rear end chaos show up in the fluff? Non-specific, unstructured, etc. Now, I get it from GW's perspective, that poo poo would be hard to represent via models because it's essentially formless and would be impossible to capture properly. I just want something other than furies as the only undivided demons. Also, Malal. In the RPGs they talk about the sorts of generic void demons and such that you can encounter: it wouldn't be too hard for them to create models for them but they'd probably look a bit "generic hellish creature" which might not excite the designers too much. For Undivided Chaos Warbands, or even Renegade/not particularly worshipful ones, I think it would be cool if they could get some Chapter Tactics-style stuff going for them. That would be my dream: rules for the main 4-God Legions: Death Guard, World Eaters, Thousand Sons, Emperor's Children, then rules for undivided and "make your own chaos warband" stuff.
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# ¿ Jul 10, 2017 03:11 |
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# ¿ Apr 28, 2024 23:13 |
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Hamshot posted:Furies, be'lakor, the soul grinder, mauler/forgefiends, the helldrake, anything possessed really and at a stretch chaos spawn are all examples of undivided chaos beasties I would guess. My brain is dumb today it seems. Yeah, all of those could be modified/added to to make a "Chaos Demons Undivided" force. That would be pretty bad-rear end too.
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# ¿ Jul 10, 2017 03:21 |