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CustomTitle

  1. This term was coined to described an Objective that remains under your control after your unit moves away from it. It's a special rule in various missions and some units have it as their special rule on their datasheet. Personally, I love it. As as BA player, this is one if the main things during the last edition that caused my win rate to sore as it fits the way I play wonderfully. Meanwhile, if you listen to the some influencers (such as Auspex Tactics), it isn't a particularly good rule and units such as Eldar Storm Guardians don't benefit from it. To me, one of the ways to use Storm Guardians is through Strategic Reserves and with clever placement and use of cover, they can get up the board and tag Objectives then move on, etc. Same can be said with use of Transports, and in the right lists, this makes them pretty decent (tbh, this is how I would have used Tactical Squads this edition if they still had this special rule). Basically, I was wondering what you folks thought: What are your views on "sticky objectives"? How would you go about using units with this special rule in your army? If you don't think these units have a place or your army/Faction doesn't have access, how do you play the Primary game?
  2. This can have a separate thread: YC40Fxov5FhbXFRl.pdf (warhammer-community.com)
  3. I'm sure about 99% of people already read the leaks, but GW's officially released the core rules PDF. Direct link (English)
  4. The Horus Heresy Models in Games of Warhammer 40,000, TLDR: Horus Heresy units will be getting Legends'ed with the exception of Custodes and Imperial Knight models who will be getting Matched Play rules. Chaos is finally getting official Kratos rules though. Thanks Monkey's Paw?
  5. Something, something, buy the Peter Fehervari book. No really it's great. Imperial Agents tomorrow.
  6. Magnus did nothing / something wrong (Delete as appropriate) Grey Knights tomorrow.
  7. Knights... But Evil(er)! Adeptus Custodes tomorrow.
  8. Vroom, vroom. Again. TLDR Any unit can leave a transport after it has moved, so long as the vehicle didn't Advance or Fall Back. The unit can Shoot, but can't Charge unless they disembarked before the transport moved. Still can't embark/disembark in the same turn, Open-topped rules consolidated into Firing Deck X. Firing Deck graphic. Vehicle counts as the one making the attack, this means it can benefit from buffs. Mekaniak graphic as an example. Impulsor and Taurox given as examples of vehicles with Rapid Deployment Rapid Deployment = Units can Disembark if the vehicle Advanced, but they count as having moved and can't Charge. Reiterate that Land Raider keeps it's Assault Ramp, so they can Charge the same turn they disembarked. Confirmed that Marine transports aren't Primaris/Firstborn locked anymore, "minus a couple of exceptions." Rhino, Razorback and Impulsor "are still specialised for certain squad types". Terminators and Gravis also have restrictions (presumably due to size still). Repulsor graphic - Can carry 12. Jump Pack, Wulfen, Gravis and Terminators count as 2, Centurions count as 3. Chimera has the Mobile Command Vehicle Rule = Officer can issue Orders from it. Falcon has the Fire Support Rule = After the Falcon has fired, pick 1 enemy unit it hit, models which disembarked from it reroll wounds against that unit.
  9. And a Metawatch article. Tournament Companion article. Index Card Errata.
  10. So here we are more about missions. Mission Maths in #New40k – When Is The Right Time To Take A Gambit? - Warhammer Community (warhammer-community.com) Nothing too fancy but an interesting stratagem... Which makes me moderatly happy as it is now clear than Mission decks are not an add-on to the game but a clear core part of the Game, or at least this is how I interpret that stars affect at the deck. So what: even more accessories sold separately/added to rule book? @#*¿!¡¡¡ * I know that Core rules are supposed to be free. But last time it happened, a serious part of the Required rules needed to get a proper game set up were not included (detachments...)
  11. I want to touch base with the CSM player base. I'm going to put aside my own thoughts on the new rules... up to now it's mostly been about Pacts of the Dark Gods: I typically don't make a firm decision on a rule until I have played it numerous times. And this is a really unique one compared to anything we've seen before with a positive/negative outcome. I really am curious to play it out. I do feel like I will be concentrating my lists on a plethora of Legionaries with chainswords to make best use of this. (Most likely my Black Legion as my Iron Warriors are quite a bit more range bound.) How do you think this will work in your Legion/Chapter? I do think that Leadership, overall this edition is a far more important stat. I'm very curious to see if Night Lords retain what was thought of as fairly useless leadership trickery in 9th. It could even come into play vs. other CSM with the new "Dark Pacts" rules. Some Datacards: We are noting above that our suspicions about the treatment of the Chaos Terminator boxset did indeed trickle into the 10th edition melee stats. We see that all manner of Fists/Heavy Axes/Chainfists, etc might be lumped into the category of "Heavy Melee Weapon". (Not confirmed yet, though we see space marine thunderhammers are now AP -2, 2 Damage but Devastating Wounds) What are you thoughts?
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