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Is anyone in Nottingham? Apparently all the FW indexes are on display in WHW. This is a facebook post about the Hierophant:quote:Two dire cannons which are macro 6 str 10 2d6 damage and can supercharge it for d3 mortal wounds but doubles strength of cannon, macro means against titanic or building do double damage, 50 wounds 90 power level. Tried to sneak a pic but couldn't. Anyone in UK they are available to view at forgeworld along with all the other 8th books
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# ¿ Jun 17, 2017 01:23 |
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# ¿ Apr 29, 2024 03:54 |
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MasterSlowPoke posted:90power means it'll be roughly 1800 points, feel bad for that dude that owns two for some reason. Eh, I don't mind how many points it is so long as it can go toe to toe with Imperial Titans now. Watching them get auto-deleted before moving on turn 1 by a much cheaper Warhound was never a fun use of £200+. That leak looks promising; if it can really put out a bucket of ranged damage dice each turn then Hierophants may not be a waste of time.
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# ¿ Jun 17, 2017 12:31 |
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OhDearGodNo posted:I probably could with my R&H, and just about any horde army. I wonder how effective it's really going to be. At a certain point you're going to be forced to use a lot of the rerolls on lasgun shots and 6+ armour saves just so they're not wasted.
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# ¿ Jun 17, 2017 18:17 |
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chutche2 posted:Is it intended that the grenade harness is AP1 instead of AP-1 I wonder? Weird to pay 8 points for an AP +1 frag grenade. Likely a typo. Tervigon talons are AP3 on its datasheet but AP-3 in the summary
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# ¿ Jun 17, 2017 19:47 |
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Ilor posted:Dumber than trying to deny someone Overwatch by launching a charge from out of LOS? Presumably they'll see you at some point during your charge, and when they do, they'll shoot you. I'd expect that this mechanism is an abstraction to allow 'surprise attacks' that demonstrate units being caught off-guard from an unexpected angle. For example, the Dimachaeron has a special rule allowing it to ignore vertical distances during movement, letting it leap over obstacles. The same scenario could apply to any charging jump pack or jetbike units.
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# ¿ Jun 18, 2017 16:12 |
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Master Twig posted:They showed the malanthrope rules in a FW preview post. Uh they're really not. You didn't mention the biggest advantages... firstly they're protected by the Character rule making them a lot harder to pick off than venomthropes. Their spore cloud rule affects all tyranid units (not just infantry), making your MCs less susceptible to heavy weapons in a way that isn't negated by AP. Finally their new Preferred Enemy rule works armywide and can be easily triggered with Heroic Intervention, without them even needing to fight in combat. Malanthropes are now basically a Prime crossed with a much better venomthrope brood. I do think 200pts is a bit pricey for them, but 150-180 is pretty justified.
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# ¿ Jun 19, 2017 19:09 |
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Soulfucker posted:Agreed, I fielded a Malanthrope using the preview blurb last week as a test and they seem terrific. Their -1 to hit works on Tyranid Monsters too unlike Venomthropes. I'm taking both a Malanthrope & Dimachaeron for the first time in my game tomoro night, looking forward to seeing how they do. My plan is that the -1 to hit on key units will help land a few early charges.
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# ¿ Jun 19, 2017 21:19 |
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Soulfucker posted:Cool! Do you know the rules for the Dimachaeron? They're (just) readable in the FW index digital preview http://thetyranidhive.proboards.com/thread/52748/dimachaeron-stats
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# ¿ Jun 19, 2017 21:39 |
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muggins posted:The malanthrope really only works if there is a typo in its description. It says it affects MODELS but it should be UNITS. One of the 8E playtester guys (who wrote the Tyranid faction focus article) confirmed it was an error and should say 'units' like Venomthropes.
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# ¿ Jun 20, 2017 00:24 |
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Last night I had my first full-sized game of 8E, deciding to play a narrative mission which was surprisingly fun. We had originally agreed to play 100 power each, but I threw in an extra ~30 at the last minute for the scenario as attacking forces arrive piecemeal from reserve. The game took exactly 4 hours, which is pretty impressive considering it was effectively ~2700pts vs 2000pts and we kept double checking all the new rules and stats. With a bit more experience I can see the same game being done in 3 hours, which is a definite improvement from 7E.
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# ¿ Jun 21, 2017 11:28 |
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DO IT TO IT posted:Were you rolling for reserves? I'm pretty sure you just choose the turn he comes in. We played the narrative mission Patrol (pg200), where you start with three units on the board and roll for reserves. We both used the stratagems that adjust the rolls up and down, so I was needing 5+'s for reinforcements. As is usual for 40k, my most expensive unit failed both rolls and automatically entered on turn four.
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# ¿ Jun 21, 2017 13:40 |
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Fuegan posted:Did they consolidate from a combat they had taken part in and take out the Russ in the same turn? Cause I'm pretty sure they can't do that. No, they consolidated into it from killing Coteaz and attacked it in the following turn.
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# ¿ Jun 21, 2017 14:52 |
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Yorkshire Tea posted:If anyone has been playing Tyranids, in your experience are adrenal gland hormagaunts jumping out of a tyrannocyte an effective use of points? I haven't really had any trouble with hormas reaching combat starting on the board. Having them around helps ensure things like Primes and Broodlords make it across the table too. Personally I think pods are best used avoided for pure melee units and saved for heavy duty objective grabbers (Tervigons) or shooty alpha-strikes (devourer termies, shockcannon hive guard, zoans, pyrovores)
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# ¿ Jun 22, 2017 16:00 |
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Soulfucker posted:Please share some Tyranid goodness! Seconding this. Dying to see what my overpriced shelf ornaments can do now
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# ¿ Jun 23, 2017 00:10 |
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quote:Hierophant: xtothez fucked around with this message at 00:33 on Jun 23, 2017 |
# ¿ Jun 23, 2017 00:29 |
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90pts is so cheap it really has to be a misprint. It's already a better synapse option than a Prime due to 50% more wounds and -1 to Hit. Thinking they meant 190pts
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# ¿ Jun 23, 2017 01:01 |
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I'm still not sure how to live in a world where the massive Tyranid monsters are Not Terrible. Also still think that Malanthrope thing is a huge mistake.
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# ¿ Jun 23, 2017 14:22 |
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TKIY posted:The Hierodules seem okayish, the Hierophant is massively overcosted. All the Titans went up a lot in cost too, and the Heirophant is well in line with those. It costs about 20% more than a Warhound, is tougher and isn't likely to be insta-blapped off the table by one on the first turn anymore*. Conversely, it's now doing a dozen S20 BS3+ shots that inflict 4-24 damage each on Titan targets. Hierophants can now kill Warhounds on turn 1, which is pretty amazing. *especially with 90pt Malanthropes lolololol
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# ¿ Jun 23, 2017 14:59 |
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Proletariat Beowulf posted:Looks like it gets hit rolls = # of enemies within 2" instead of attacking, but Xtothez will need to clarify. Well the hit rolls part is clear, but the issue is how this happens. The rule could be interpreted to mean any of: a) Do that many attacks for each attack you make with the flail b) Generate those attacks in addition to regular attacks c) Generate those attacks instead of all regular attacks like before (although this would clash with the mandatory Bone Mace attack). For now I'll probably just talk it through with an opponent and see what their take is.
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# ¿ Jun 24, 2017 00:06 |
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Gyro Zeppeli posted:Using bigger bases than you're supposed to should be universally accepted anyway, since having a bigger base is basically an objective downgrade. It can be both. Anything with an AoE ability would benefit from a slightly larger base.
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# ¿ Jun 24, 2017 16:26 |
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I wonder if FW will sell out of Elysian drop troops before they FAQ that assault weapons rule.
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# ¿ Jun 24, 2017 22:22 |
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Genghis Cohen posted:Basically, FW don't even seem to understand the new points system or have someone to do the most basic proofreading. Sorry to be the stereotypical entitled geek consumer, but it is hard to believe they have the gall to publish things in this condition. The Tyranid IA rules are pretty fun too, and range from annoying to unusable. These are some of the errors and oversights from just eight datasheets:
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# ¿ Jun 24, 2017 23:26 |
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Luebbi posted:Does anyone know how new Codicws will be handled? I'd hate to invest in new stuff only to have it conpletely change once again. Hoping it will be mostly new psi powers, command points and keyword stuff instead of "oh yeah, your tervigon now has to roll a d6 to see how many gaunts he spawns, costs 30 more and has 4 less wounds, deal with it". They've said codexes will continue as before, although there's been no specific details yet. Based on what GW did with AoS, it's likely that existing datasheets will be altered only slightly if at all, with most of the main changes being to armywide shared rules (such as faction-specific stratagems, psychic powers expanded on, etc) and new model kits. They may also adjust points values for matched play based on player feedback. I'd only expect a change to Tervigon rules if it turns out to be broken or unclear in some way, but you may see points tweaked up or down slightly. xtothez fucked around with this message at 11:30 on Jun 26, 2017 |
# ¿ Jun 26, 2017 11:28 |
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berzerkmonkey posted:I don't know. I kind of like the Cargo Container idea. At least it's supposed to be a boxy aesthetic. Plus, it fits into the "Christmas morning" idea where you can play a game right out of the box. I like cardboard terrain. It's a nice little stopgap solution for people just starting out in the hobby and aren't yet sure they're going to stick with it, and looks better than fighting over coke cans and tissue boxes. Plus very new players aren't going to have the time and money to fill a table with 'proper' sector mechanicus quality terrain. When I was a young 'un in the 90's and had very limited pocket money to drop on spacemans, the card buildings that came in WD or starter sets was invaluable.
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# ¿ Jun 26, 2017 15:21 |
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Tried out my Scythed Hierodule for the first time in a game last night. In truth, taking it probably lost me the game as I completely overestimated it's durability. My opponent's Spartan and Xiphon took full advantage of getting first turn, stripping 14 wounds off the Hierodule in spite of the Malanthrope and before I got to use Catalyst to protect it. The degradation meant it had to Advance to stand a chance of charging first turn... I then failed the Onslaught roll and totally forgot about the command point re-roll. Oops. It was quickly dispatched the following turn by another ridiculous amount of lascannon fire. My Hive Tyrant absorbed way more of the same incoming firepower while putting out a healthy amount of damage from it's deathspitters - it was way more effective. I also overestimated the effectiveness of a Horma/Trygon Prime drop and sent them to wipe out the worthless Cultists on the far side of the board. They did, but I had no defense against the nearby dread and that assault quickly stalled. On the upside, the Exocrine, Shrikes and Genestealers were absolutely fantastic and kept me in the game far longer than expected. The minimal unit of Shrikes were able to get off a surprise charge on the Xiphon fighter from behind a building to deny overwatch, and helped take enough wounds off it to degrade it's nasty firepower. They then piled in to help the 'stealers, who took out a Sorcerer Warlord, Terminators and a few marines despite being horribly outnumbered. If I'd used the Hierodule points on some combination of more Exocrines, Hive Tyrants or Trygons it would have been a very different result.
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# ¿ Jun 28, 2017 10:22 |
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Proletariat Beowulf posted:I'm no fan of superheavies generally unless everyone agrees to Apoc-level silly poo poo. A friend quit her Orks after a 6th ed Apocalypse game of just the Transcendant C'tan murdered her two Stompas like it was nothing. Old Apoc was all about spamming the D and abusing huge balance discrepancies (C'tan vs Stompa, Warhound vs Hierophant, etc). Virtually every Apoc game I've played would start with my expensive poo poo getting deleted off the table before it could move, leaving me wondering why I own these expensive centrepieces. First impressions and all, but 8E seems to have made huge improvements in this aspect of 40k. Standardising how unit profiles work smooths out the all-or-nothing rules (like those large units that didn't quite make the super-heavy grade). Everything can hurt everything else, so no more being stuck unable to hurt AV13/14 or needing to land fluke hits on a flyer. Lifting the stat cap means more granularity, rather than tipping points like Str10 to StrD. Higher wound counts & more frequent damage give a psychological boost as you see you're making progress, rather than needing fewer impacts that bounce off more frequently. While I'm still not about to bring a Hierophant to a typical game, I definitely feel more comfortable about seeing Titanic units outside 10,000pt+ whole-weekend events. They're now a natural progression of the game system, rather than an ugly extension bolted on top.
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# ¿ Jun 29, 2017 17:12 |
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Thinking of trying out this gimmicky swarm list in my next game. There's over 200 wounds to deal with here, most of which will be subject to -1 to hit or is an untargetable character. For once I'm not using any 'real' MCs (Malanthropes don't really count), just sheer weight of bodies. Figure I can quickly tie up any shooty threats while the 'stealers and Warriors bring the damage, using the 9CP to make them more reliable. In the meantime I can control virtually every objective on the table. quote:+++ New Roster (Warhammer 40,000 8th Edition) [131 PL, 2000pts] +++
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# ¿ Jun 30, 2017 13:47 |
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chutche2 posted:You've got the bodies, but not the hitting power. All those adrenal glands aren't really worthwhile on most of those models, you should keep your hormagaunts cheap. Some good points here. I'm always tempted to auto-take adrenals now because they're good and cheap, but you're right that they don't really benefit these screening units well and I do need more punch. I've dropped the Gargoyles & Shrikes, tweaked a few other units and will bring 2 x 16-strong 'stealer broods with toxin sacs. I'm gonna keep some Rippers in though. Not only are they a cheap, handy way to hold objectives while being obnoxious to remove thanks to LoS, but they fit the swarm army theme well. Plus the FW ripper models I own haven't been fielded since I painted them, and they do look cool.
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# ¿ Jun 30, 2017 15:20 |
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Zark the Damned posted:I noticed something amusing. Skarbrand has a rule which forbids any units within 8" of him from falling back. This means if you pair him up with a bunch of Furies or other flying guys you can make any flyers with a minimum movement automatically crash by charging them and parking him within 8". To be fair, most flyers that end up in combat with Skarbrand won't live more than phase anyway.
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# ¿ Jul 1, 2017 23:54 |
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Zark the Damned posted:I noticed something amusing. Skarbrand has a rule which forbids any units within 8" of him from falling back. This means if you pair him up with a bunch of Furies or other flying guys you can make any flyers with a minimum movement automatically crash by charging them and parking him within 8". 40k FAQ posted:Q. If Skarbrand is within 8" of model that can Fly and has a minimum speed (such as a some Flyers), and that unit starts its Movement phase within 1" of an enemy unit, what happens? Is that unit destroyed because it cannot Fall Back and so cannot move its minimum speed? Edit: OK this is bullshit. If you take multiple chainswords you get +1 attack for each, but if you take multiple sets of scything talons you only ever get +1 attack total. At least GSC got some nice improvements though. Nid/GSC/AM detachment armies are legit, and purestrains got errata'd from 18 to 10 points per model xtothez fucked around with this message at 18:55 on Jul 2, 2017 |
# ¿ Jul 2, 2017 18:53 |
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Safety Factor posted:
Purestrains can't take toxin sacs for that awesome double-damage rending, and only gain morale immunity from a Patriarch rather than any synapse unit. Considering Patriarchs are 12pts cheaper too I'd still be tempted to bring a GSC Vanguard detachment though. xtothez fucked around with this message at 21:12 on Jul 2, 2017 |
# ¿ Jul 2, 2017 21:06 |
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chutche2 posted:Rewriting rules is what they've always used FAQs for. Perhaps not, but personally I'm relieved that this change came in the same release that made Tyrant Guard a unit size of 3-6 for matched play. Putting more than 1 or 2 in a smaller list can be tough. Who the hell needs ~250pts of bodyguards anyway?
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# ¿ Jul 3, 2017 08:04 |
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I'm 3 fexes short of being able to run this: +++ New Roster (Warhammer 40,000 8th Edition) [106 PL, 2000pts] +++ ++ Spearhead Detachment +1CP (Tyranids) [106 PL, 2000pts] ++ + HQ + Old One Eye [7 PL, 140pts] + Heavy Support + Carnifexes [18 PL, 324pts] . Carnifex: 2x Monstrous Scything Talons, Adrenal Glands, Bio-plasma, Thresher Scythe . Carnifex: 2x Monstrous Scything Talons, Adrenal Glands, Bio-plasma, Thresher Scythe . Carnifex: 2x Monstrous Scything Talons, Adrenal Glands, Bio-plasma, Thresher Scythe Carnifexes [18 PL, 324pts] . Carnifex: 2x Monstrous Scything Talons, Adrenal Glands, Bio-plasma, Thresher Scythe . Carnifex: 2x Monstrous Scything Talons, Adrenal Glands, Bio-plasma, Thresher Scythe . Carnifex: 2x Monstrous Scything Talons, Adrenal Glands, Bio-plasma, Thresher Scythe Carnifexes [18 PL, 324pts] . Carnifex: 2x Monstrous Scything Talons, Adrenal Glands, Bio-plasma, Thresher Scythe . Carnifex: 2x Monstrous Scything Talons, Adrenal Glands, Bio-plasma, Thresher Scythe . Carnifex: 2x Monstrous Scything Talons, Adrenal Glands, Bio-plasma, Thresher Scythe Carnifexes [18 PL, 324pts] . Carnifex: 2x Monstrous Scything Talons, Adrenal Glands, Bio-plasma, Thresher Scythe . Carnifex: 2x Monstrous Scything Talons, Adrenal Glands, Bio-plasma, Thresher Scythe . Carnifex: 2x Monstrous Scything Talons, Adrenal Glands, Bio-plasma, Thresher Scythe Carnifexes [12 PL, 208pts] . Carnifex: 2x 2x Deathspitter with Slimer Maggots, Thresher Scythe . Carnifex: 2x Monstrous Scything Talons, Adrenal Glands, Bone Mace Stone Crusher Carnifex Brood [15 PL, 356pts] . Stone Crusher Carnifex: Bio-plasma, Thresher Scythe, Wrecker Claw & Bio-flail . Stone Crusher Carnifex: Bio-plasma, Thresher Scythe, Wrecker Claw & Bio-flail . Stone Crusher Carnifex: 2x Wrecker Claws, Bio-plasma, Thresher Scythe
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# ¿ Jul 3, 2017 17:50 |
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Zuul the Cat posted:How reliable are the rumors posted on Faeit212? Generally rumours on Faeit are either copied & pasted from an earlier post elsewhere and could sometimes possibly be true, or gets submitted anonymously and is total bullshit. In this case they're repeating something posted on Dakka earlier today.
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# ¿ Jul 3, 2017 23:18 |
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TKIY posted:149 Razorwing flocks Now I feel guilty. For the game I have arranged tonight my gimmicky list is a swarm of ~150 bodies with a bunch of Broodlords, Primes & Malanthropes to steer them around. After getting pasted by mass lascannons last week I'm kinda looking forward to any heavy weapons having nothing but gaunts to shoot at.
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# ¿ Jul 4, 2017 16:36 |
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TKIY posted:149 Razorwing flocks xtothez posted:Now I feel guilty. For the game I have arranged tonight my gimmicky list is a swarm of ~150 bodies with a bunch of Broodlords, Primes & Malanthropes to steer them around. After getting pasted by mass lascannons last week I'm kinda looking forward to any heavy weapons having nothing but gaunts to shoot at. So it turns out Tyranid swarms are also pretty effective! My opponent did manage to wipe out all of the combined 70 hormagaunts / genestealers, but by then all the characters were in his deployment zone forcing units to constantly fall back. The highlight of the game was when a Daemon Prince charged to finish off the last two genestealers left of a brood, only to totally whiff his attacks and end up getting caught by a Broodlord which killed the prince outright on the charge. Broodlords just tore poo poo up. The game finished something like 15-5 on VPs as the termagants across the centre of the board were largely untouched and could claim nearly all of the objectives at will.
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# ¿ Jul 4, 2017 23:07 |
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Danimo posted:question about combat consolidations: After double-checking this it turns out I've been playing this wrong for the last few games. We've been making consolidate moves at the end of the fight phase, rather than after each unit activates & fights. In fact you're right; if you consolidate into another unit then that unit will get a 'free' activation to fight you that turn, which I guess is a nice compensation for not getting overwatch.
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# ¿ Jul 5, 2017 00:11 |
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Is there an official place to submit rules queries other than the public facebook page? Were all the FAQ contents sourced from there, or is there an email address people send to as well?
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# ¿ Jul 5, 2017 11:04 |
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SteelMentor posted:Supposedly there should be a page going up on Warham Community for it, but it's not online yet. Announced it alongside the Matched Play rules on a stream a little while back. I found this address mentioned on another forum gamefaqs@gwplc.com and emailed them this. Basically a FAQ precedent for keywords in AoS would make some of the Tyranid character bonuses less effective with how they're currently worded. I don't think this is intentional, but at the same time I don't want to see Tyranid players building lists around RAI only for some TO to rule against them on RAW. Hopefully they'll errata the rules to use keywords instead so it's perfectly clear. quote:Hello, quote:You’ve reached the rules mailbox for Games Workshop - thanks for your email!
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# ¿ Jul 5, 2017 12:52 |
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# ¿ Apr 29, 2024 03:54 |
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Pidgin Englishman posted:I'm very surprised there's not separate primaries codex though, I would have bet could that GW would push them as a different line. If they really want to push bigmars the best way is to put them in every marine codex. They'll start with the vanilla stuff available to basically everyone like Apothecaries, Librarians and grav tanks, before eventually moving onto updating old character models like BigDante or BigAzrael.
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# ¿ Jul 5, 2017 15:45 |